![]() ![]() First let's take a look at the final scene: Once again just a domain, a camera pointing straight towards it and three area lights. The most important part are the two Force Fields you can see slightly at the left. The arrow marks a Turbulence Field that we will animate to move slowly through the scene while directly at the location of the emitter you can see a Wind Field which will blow the smoke towards the middle. To begin either create the domain and lights manually or grab the Drum of Smoke Blendfile as a starter Blendfile here and delete the emitter and the vortex field. Change the background color in the World-Properties to a pure white. Add a plane and scale it down half by hitting S and then typing 0.5 on the Numpad. ![]() Now add a Subsurf Modifier at level 3 by hitting Ctrl+3 and apply it. The following figure shows how to set up the Emitter and Wind Force Field at frame 1: Now you can select both of them and move them to the desired location. Notice that the Strength of the Wind Field is keyframed. Keyframe it for 10 frames at 20 and on frame 11 keyframe it to 0. Particles are also emitted on those 10 frames. The Temperature Difference for the emitter should be set to 0. Otherwise the ink will tend to move upwards. Now is a good time to add the Turbulence Field which will make the ink disperse nicely. To get a better effect it should move *very* slowly across the domain. For this tutorial I made it move from the middle of the domain to the left wall in a span of 400 frames, the direction does not matter that much, though. It's more important that the field just moves a little. The material is mostly the same as in the Drum of Smoke Tutorial but with a Reflection Color of "D20040". In the smoke settings of the domain no High Resolution is used. ![]() The Vorticity has been considerably lowered to 0.25: So the number of Divisions is set to the rather high value of 220 so you still get sharp lines. The last and crucial part is the texture. Just one Voxel Data texture with Density as Source and Cubic B-Spline for the Interpolation is needed here. Make sure to only check Density in the Influence section. ![]()
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