Graphics Programs Reference
In-Depth Information
In essence, this is the application of the
smoke modifier, but of course the effect can
be modified. In the first instance in the “Phys-
ics” button - “Smoke” tab, ticking “Initial
Velocity” activates a multiplier that controls
the smoke generation speed (Figure 12.105).
There is a marked difference even with the
value set at 1. Other changes to the smoke
generation may be made by settings in the
emitter's particle system. For example, in the
“Force Field Settings” tab, selecting “Vortex”
from the drop down menu for “Type 1” gen-
erates a swirling effect as the smoke is gener-
ated (Figure 12.106). Another example is changing the “Normal” value in the “Veloc-
ity” tab to something like -3.000 with the emitter plane located towards the top of the
domain; this produces a descending smoke effect (Figure 12.107). Experimentation will
reveal many other variations.
Figure 12.107
“Material” tab
Rendering. Rendering at this point will re-
sult in just rendering an image of the cube
domain. This issue can easily be resolved
by working on the material and texture of
the domain cube. Select the cube and go to
the “Material” button. Change the material
to “Volume” and set the “Density” value to
0 (Figure 12.108). If you set the density to
values larger than 0, the domain cube will be
filled with the material.
Next, go to the “Textures” button and
change the texture type to “Voxel Data” (Fig-
ure 12.109). In the “Voxel Data” tab, click
in the “Domain Object” panel and select
“Cube.” In the “Influence” tab, tick “Den-
sity” and leave it at 1.000 (“Emission Color”
should be automatically checked, too). Now
you should be able to render single frames
(press F12 and Esc to cancel).
Figure 12.108
Tip: To see the smoke more clearly, under the “World” tab, choose
a very dark color for the horizon. In the 3D window, add a hemi
lamp, point it at the smoke, and make the light color something
bright and increase the “Energy” value (Figure 12.110).
 
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