Atomic Bomb Tutorial En

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    Atomic Bomb Tutorial En - Presentation Transcript

    1. Simplified tutorial: Massive explosion - Blender Atomic bomb with Blender! New version! Previous version: Fweibel.com 1/12 ©2008 Fweibel
    2. Simplified tutorial: Massive explosion - Blender Introduction This article was created for people who are interested in creating virtual special effects with blender. This is the 2nd tutorial I wrote about this subject. This one has been simplified. Anyway, it requires some basis with blender… Global method This technique I developed to simulate a massive explosion mainly uses the displace modifier: Raw meshes objects (without displacement) Fireball ColumnTop Column Shockwave Meshes objects (with displacement and subsurf level 4) Fweibel.com 2/12 ©2008 Fweibel
    3. Simplified tutorial: Massive explosion - Blender Massive explosion smoke dynamics This picture shows the global dynamic of gazes produced by nuclear fission: Warm burning gases rises and cool down with the altitude, which creates this rolling effect on the fireball To simulate this, we’ll use 3 empty’s which will be uses for displaced texture’s coords. « Empty’s » for texture’s animations « Up » « Fix » « Down » Adjust their size to obtain the best looking result when the modifiers have been added (see below) Fweibel.com 3/12 ©2008 Fweibel
    4. Simplified tutorial: Massive explosion - Blender IPOs: « Up » « Down » Textures used for displacement “Displ 1” Large noise, this texture will be used to change the global aspect of each mesh objects. “Displ 2” “Displ 3” Small noise, for more details… Fweibel.com 4/12 ©2008 Fweibel
    5. Simplified tutorial: Massive explosion - Blender Meshes: Shockwave Animation IPO keys (scale): Frame 100 : X,Y,Z = 0.0 Frame 500 : X, Y = 2.0 ; Z = 1.5 The shape of the curves are important, it will give the damping effect : Quick growth at the begining, then slowing down Note : Shockwave grew less in height than in width Modifiers Subsurf : Here you can change the level of details. High values will increase the render time 1st deformation level: Make the global shape of the object changes 2nd deformation level: More detailed. I used vertex groups to randomize the displacement level over the object’s surface. 3rd deformation level: Also use of vertex groups Fweibel.com 5/12 ©2008 Fweibel
    6. Simplified tutorial: Massive explosion - Blender Mesh : Column Animation IPO keys (scale) : Frame 100 : X,Y,Z = 0.0 Frame 500 : X,Y,Z = 1.2 Curve of Z axis is different. You’ll need to adjust it depending of the rising speed of the fireball object Modifiers This will give the sensation that hot gases are rising up… Fweibel.com 6/12 ©2008 Fweibel
    7. Simplified tutorial: Massive explosion - Blender Mesh : ColumnTop Animation IPO keys (scale) : Frame 100 : X,Y,Z = 0.0 Frame 500 : X,Y,Z = 1.5 IPO keys (loc) : Frame 100 : Z = 0.0 Frame 500 : Z= 10.0 Z loc, to make the object rising Modifiers Fweibel.com 7/12 ©2008 Fweibel
    8. Simplified tutorial: Massive explosion - Blender Mesh : Fireball Animation IPO keys (scale) : Same than the previous object IPO keys (loc) : Same than the previous object Same IPO block than the ColumnTop object Modifiers Important : For the « rolling » gases effect Fweibel.com 8/12 ©2008 Fweibel
    9. Simplified tutorial: Massive explosion - Blender Materials : Here we are going to see how to create the burning in the core of the fireball. For this we’ll use 4 times ONE texture which will react to the lighting of 4 lamps. Each texture will be linked to one lamp. Creating the 4 lamps Add 4 lamps (renamed to “FireBallL 1,2,3,4”) and linked them to the object fireball (parent) Place the lamps randomly in the fireball. Lamp settings: Fweibel.com 9/12 ©2008 Fweibel
    10. Simplified tutorial: Massive explosion - Blender Add an IPO curve for th lamp’s power (combustion attenuates) Material It will be used for shockwave, column, columnTop and fireball (actually, every objects…) Texture Assign 4 times this texture to the material (in 4 different channels) Every texture will have a linked lamp : Tex in channel 1: FIreBallL1, Tex in channel 1: FireBallL2, Tex in channel 1: FireBallL3, Tex in channel 1: FireBallL4 Activate « Emit » and « TransLu ». Fweibel.com 10/12 ©2008 Fweibel
    11. Simplified tutorial: Massive explosion - Blender Halos First, put the 3d cursor on the fireball. Then add 4 spots. For each one, add a constraint “track to”, to direct them to the active camera: The glare comes mainly from the fireball, this is why the spots must be parented to the object “fireball”. Spots settings Add an IPO curve the control the spot size (for the attenuation) Fweibel.com 11/12 ©2008 Fweibel
    12. Simplified tutorial: Massive explosion - Blender Conclusion Thanks for following this tutorial! I hope it was useful. Visit my web site http://www.fweibel.com My youtube channel: http://www.youtube.com/faweil Fweibel.com 12/12 ©2008 Fweibel

    + KarlFrank99KarlFrank99, 5 months ago

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