Graphics Programs Reference
In-Depth Information
7.
To g i v e s To m e m To re ra n d To m n e s s t To t h e s h a p e To f To u r c l To u d , l e t ' s s w i t c h t To Sculpt
Mode . Go to the Tool Shelf ( View → Tool Shelf ), select the Grab brush from the list
(click on the brush preset image), and play a bit with the brush to create irregular
deformaions on the mesh (use the F key to change the size of the brush if needed).
Hopefully, we'll have a very nice and random mesh that will be our storm cloud.
Let's refer to the following screenshot of a suggested shape for it:
The screenshot is of a subdivided version of the cloud, just to get it looking nice. The
actual mesh to be used for it shouldn't be subdivided, since that will only create an
unnecessary overhead for Blender to process and render it. Noice that this mesh
occupies the whole default grid of the Blender scene. Let's make sure that this is the
actual scale of our storm cloud mesh, to keep it in accord with the indicaions.
8. Now is a good ime to name the object as cloudShape and also to save an
incremental version of the file.
9. The next step is to add a paricle system to the mesh. Go to the Particles tab in the
Properties Editor and add a new paricle system to the object. Name it cloudDensity
and set it as follows:
F Emission panel:
Amount: 100000
Emit From: Faces
Distribuion: Jitered
F Normal: 0.0 (Velocity panel)
F Physics panel:
 
Search WWH ::




Custom Search