שיחת משתמש:DanAvner/ארגז חול

תוכן הדף אינו נתמך בשפות אחרות.
מתוך ויקיספר, אוסף הספרים והמדריכים החופשי

פיצוץ חללי (גל הדף)[עריכה]

Creating the ring 1. Start Blender and delete the default cube. 2. Add a circle (SPACE > ADD > MESH > CIRCLE > OK). 3. With the vertices already selected, press E to extrude (choose region), then right click once to deselect them. 4. Scale the selected vertices out slightly by pressing S and draggin outwards. (Tip: If you hold CTRL while dragging, you can scale to exact increments which are displayed at the bottom left, try scaling to about 1.800). 5. Exit edit mode (TAB) and go to Shading (F5) add a new material in the material buttons, then a new texture in the texture buttons. 6. In the Texture buttons choose Marble, turn the Turbulence slider to 32. 7. Go to the Material buttons and adjust the colours in the 'Material' tab (mid left) as well as the colours in the 'Map to' tab (right), until you get yellow and orange swirls. Also change the Emit slider to 0.725.

Creating the particle ring 1. Add another circle, scale it so that it's slightly larger than the other ring and the press TAB. 2. Go to Object (F7), in the 'Effects' tab (right) press 'NEW EFFECT', the change Build to Particles. 3. Change the options to the following: Tot: 2800 Norm: -0.052 Ob: 1.000 Rand: 0.092 Tex: 1.156 Damp: 0.824 4. Add a new material and change the colour to orange. 5. Choose the second ring, then while holding down shift choose the first ring, then press CTRL+P.

Animating the Shockwave 1. Choose the first ring and scale it down so it's really small, the other ring should scale as well. 2. Press I, choose Size. 3. Go to the Material buttons, with your cursor over the window, press I, choose Ofs. 4. Press the right arrow button to go to frame 125 (you can see the frame number at the bottom left). 5. Go to the camera view (numpad 0). 6. Scale the ring so that it's too big for the camera to see, then press I and choose size. 7. In the Material buttons, you'll find a button called OfsX in the 'Map Input' tab (right), change it to 1.000, then press I and choose Ofs. 8. Choose the second ring and go to the Material Buttons, with your cursor over the window, press I and choose RGB. 8. Go back to frame 1 (SHIFT+Left Arrow). 9. In the Material buttons change the colours to white, then, with your cursor over the materials window, press I, choose RGB.

Basically that's it, you can render the animation, it may not look too good, but you can adjust it around easily to suite your scene

גל הדף 2[עריכה]

(יותר צעדים ויותר מסובך)


Creating the shockwave Start Blender, delete the default cube. Go to side view and add a mesh circle, deselect all the vertices then select the ones on the right side like in the picture. Next, delete those vertices, then select the two that are on the right, move them out as far as you want, how far depends on how big you want the shockwave to be. After that, with the two still selected, press S then hold down CTRL, scale the two down to 0.000, then press W > Remove doubles, you should get a message saying 'Removed 1 vertices'. Go out of edit mode, then scale it down a little.

It should look like this in the end:


Next, move the object away from the centre cursor (to the left) so that the scene looks like this from the side view:


Go to top view, with the mesh selected go into edit mode, select all the vertices, stay in edit mode. Go the Editing window (F9), you should see the spin options under the Mesh Tools tab (*only if you're in edit mode). Change Degr to 360 and Steps to 180. Now, making sure you're in the top view, in edit mode and have all the vertices selected, press the Spin button. It should look like this:


Making the ring sticky We'll need to make the ring sticky, making it sticky will cause the textures to be applied in a certain way, best for meshes with odd shapes. Select the object (out of edit mode), duplicate it, then move it to layer 2. Go to the render buttons and change SizeX and SizeY to 512. While in top view add a new camera, with it still selected press CTRL + Numpad 0, this will make it the default camera. Move the camera up above the ring, then go to the camera view, you will probably see only part of the shockwave, you'll need to make the shockwave appear in the whole of the camera view, with the camera selected, press G, then the middle mouse button, now if you drag down, the camera should pan out, keep going until the shockwave fits the camera.

If while panning the camera outward, the ring disappears, this means the camera's distance is too low, go to Editing (F9), and change ClipEnd from 100 to something higher (until you see the ring).

Next, select the ring and go to Shading (F5) and add a new material and call it Wire, enable the Shadeless and Wire buttons. Now render and image (F12). Go back to layer 1, select the original ring and go to Editing (F9), next to 'Sticky' you should see a button labeled 'Make', press it once. That's made the ring sticky, you should probably delete that second camera now.

Adding a material Go to Shading (F5), add a new material, call it Shockwave, enable the Shadeless button, then under the 'Mirror transp' tab (mid-left), you'll find ZTransp, enable that, too. Next, change the colours to the following: R: 1.00, G: 0.910, B: 0.541. Next, you must add a few textures, the first texture will help define the shape of the shockwave, as well as make it fade out on the inside. Add a new texture, call it ShockShape.

Under the Texture Type, choose Blend, then choose Sphere, also in the colours tab, choose Colourband. In the Colorband section, set all the RGB sliders to 1, set the A slider to 1, and the Bright slider to 1.020. Press the Cur button so that it changes from Cur: 0 to Cur: 1. Change the sliders to the following: Pos: .204, R: 1, G: 0.732, B: 0. Next press the Add button and change the sliders as follows Pos: 0.536, A: 0, R: 0, G: 0, B: 0.

Choose the next texture channel and apply the ShockShape texture to it, then go back to the material buttons and choose the first texture channel under the Texture tab, then under the Map Input tab, choose Stick, also, under the Map To tab, enable Col and Alpha, and where it says Mix, change it to Add. Back under the Texture tab, choose the second texture channel, select Stick again, then enable Col and Alpha again, but choose Multiply where it says Mix.

Go back to the texture buttons, choose a new texture channel, add a new texture there and call it Stencil, choose Blend and then Sphere. Enable colourband again, first change Cur: 0 to Cur: 1, then change the options as follows: Pos: 0.954, A: 1, R: 1, G: 1, B: 1. Now go back to the material buttons, and choose the Stick button again.

Adding the fire textures We will add 2 fire textures applied across 4 channels. Select a new texture channel and add a new texture, name it Fire, choose Clouds, set the NoiseSize to 0.137 and the NoiseDepth to 3, enable HardNoise. Now select another texture channel and add the same fire texture to it. Select another texture channel, and add a new texture to it and name it Fire2. Choose Clouds, set the NoiseSize to 0.148 and enable HardNoise. Now select another texture channel and add Fire2 to it. You should end up with a texture window that looks like the one on the right.

Now you'll need to set the texture mapping in the Material buttons, choose the first fire texture, enable Stick, disable Col, enable Alpha then change Mix to Subtract. Select the second fire texture, enable Stick again and set all the RGB sliders under the Map To tab to 0. Now select the first Fire2 texture, enable Stick, disable Col, enable Alpha then change Mix to Subtract. Finally, select the second fire2 texture, enable Stick again and set all the RGB sliders under the Map To tab to 0.

That's it, the final shockwave should look like the image below, it obviously needs an explosion in the middle, it also needs to be animated, that can be done by using Blender's keyframe animation (I > Size), making it really small, then really big. You could also animated the Alpha, which would make the shockwave fade away. Like all Blender experiments, it's never perfect, you'll need to practice and tweak the various options to suit your needs.