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Finally, while at frame 1, select the sphere and
drag it away from the center of the scene. Step
through the animation again. The spheres are
generated, mimicking the position of the plane's
vertices (Figure 12.97). If you render an image
(press F12), you will see the particles rendered as
halos as well as the sphere duplicates.
This example has demonstrated that you can
duplicate objects through the use of a particle
system and control the effect with the particle
system. As always, there are plenty of controls
with which you can experiment. You will find
detailed tutorials on the internet describing spe-
cific applications of the particle instance modi-
fier (see the References section).
Figure 12.97
The sphere is moved from the center
of the scene, but the emitter plane
remains at the center.
12.5.4 Smoke Modifiers
The smoke modifier provides a way to add a
smoke simulation to your scene. The following
example is a procedure for demonstrating the
smoke modifier. This procedure has been com-
piled from various tutorials existing at the time
of writing and only encompasses a very basic ex-
ample. Experimentation will be required to fully
understand the application of this modifier.
Create the domain. Before you can add smoke
to your scene, you need to define the area where
the smoke simulation takes place. In Blender
physics, this area is called a domain. In this case,
choose a cube object and scale it in object mode
to fit the camera view (Figure 12.98).
Make sure you are in object mode and
go to the properties window. At this point,
there are two methods of adding a smoke
modifier domain to the object:
Figure 12.98
Camera view
Method 1. Select the “Object Modi-
fiers” tab - click “Add Modifier”
- select “Smoke” (Figure 12.99). Se-
lect the “Physics” button - select the
“Smoke” tab - click “Domain.”
Method 2. Select the “Physics” tab -
select the “Smoke” tab - click “Do-
main” (Figure 12.100).
Domain
 
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