Graphics Reference
In-Depth Information
Finally, the explosion looks right (Figure 14.56)! The last step is to completely remove the “particle” aspect so
that the actual particles do not render. In the particle settings, the visualization is changed to None and the
Render Emitter button is enabled, as shown in Figure 14.57.
Figure 14.57 Hide the particles and render the pot
Figure 14.56 Splat
For later shots in which the bits of pot need to be seen on the counter, a duplicate is made of the entire
shot 10 BLEND fi le, and the explode and particle modifi ers are applied in the modifi ers panel, making their
results both static and permanent. The three destroyed pot objects are then extracted into their own asset fi le
for inclusion as a dupligroup in later shots.
Like fl uids and cloth, motion particles use a cache fi le and directory system for storing their result, which will
be addressed in Chapter 15.
Strands—Hair and Fur
With the introduction of a useful system for hair
and fur in version 2.46, Blender users heaved a
massive sigh of relief. No longer did we have to
suffer with texture-mapped pieces of hair tiled over
our character's head like a bad toupee, nor stew in
our envy over Shave and a Haircut, Sasquatch and
the like.
Blender's Strand system is most effective when
used with Parent and Child particles. Parent
strands act as guides: only a relatively small number
of them are created and groomed. Figure 14.58
shows the mother's Parent strands.
Figure 14.58 Groomed parent strands
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