Graphics Programs Reference
In-Depth Information
Falloff: Soft
Sotness: 2.0
F Turbulence panel: Enabled
Inluence: Staic
Noise Basis: Voronoi F2-F1
Size: 1.0
Depth: 4
Strength: 2.0
F Influence panel:
Density: Enabled, value 1.0
Emission Color: Disabled
Blend: Add
RGB to Intensity: Enabled
We started by deining the source for the Point Density informaion to be a paricle system
then selected the object to use and its associated paricle system. We also set the Fallof to
sot in order to get a nice fallof for the density informaion of each paricle. The turbulence
panel allows us to enable the most important part of this setup: Variaion in the density.
What we set here is just a simpliied texture modifying the density informaion of each
paricle providing it. Finally, we just add the result from this texture to the density parameter
of the material (remember the base material has a density of 0) and make sure that the
emission color is not affected by our texture.
Objective Complete - Mini Debriefing
What we needed was a cloud that we could control, both in shape and in appearance.
Since we just need a mesh to give the general shape of the cloud, the easy way to accomplish
it was to use the nice "meling" property of metaball objects, model a basic shape, and just
convert it to a mesh to be able to reduce the number of polygons by using the Decimate
modifier. Once that was done, we added some randomness to the shape of the mesh by
hand, by using the very useful sculping tools in Blender. With the mesh ready, the only
thing needed was create a paricle system with a high number of paricles and set its physics
properies so that the paricles would be visible and stay sill all the ime.
Finally, we just added a cube that would be the actual rendered object, using a volumetric
material, and created a setup for controlling the density informaion for it. For that we used
a very neat method that requires the existence of a paricle system to modulate the value of
the density for a given volumetric material. The final touches are provided by the turbulence
opion in the Point Density texture type.
 
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