Graphics Reference
In-Depth Information
increase the apparent detail of the result
without sending the resolution (and cal-
culation times) through the roof.
Making sure that the Domain object is
selected, enable Smoke High Resolu-
tion , which is a heading in its own
panel. Go with the default settings, and
press the Bake button on the Smoke
High-Resolution Cache panel. It'll
take a little while. When it's done, you
have a significantly better looking smoke
simulation, at very little computational
cost. Figure 13.23 shows the same simu-
lation as the previous one, baked with
the high-resolution option turned on.
Figure 13.22   Regular-resolution  smoke,  rendered.
What We Missed
Blender's particle system has more
options than perhaps any other section of
Blender. You can visualize particles not
just as sparkley points, but lines with
trails, special cards that always face the
camera, duplicates of objects, or even
entire groups of objects. They can be
given logic and goals with the “boids”
settings, and can be made to swarm into
different shapes with “keyed” targets. On
the simulator side, we had to skip the rigid body system. Blender uses a powerful core for its rigid body
system called Bullet, which is also used for some real-time content on the PS3. We also skipped the fluid
simulator. It's fun to play with, and functions much like the smoke simulator (Domain and Flow objects),
but its results are only useful in very limited circumstances.
Figure 13.23   Smoke,  in  high  resolution.
Next Up …
In Chapter 14, we pull together the whole thing in the Video Sequence Editor, and output animation
files for our friends and loved ones to pretend that they watched.
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