SCENE 1
So after pondering and realising that the colours (black
and white) were meant to be in blocks, and seeing how another student did in
their presentation on week 4.
So I turned this:

Into this:
Did the displacement technique again and it worked:
The strength is up to 15.
Week 4
We first had the presentation and I realised how behind
we are compared to other groups.
Then we sat through the particle systems tutorial, where
the lecturer went through the basics.
Other examples:
With the lecturer’s help I managed to produce the picture
above.
Then we had a brief group meeting where we just talked
about the work we’ve got to do. Everyone
was present.
Then I went back to playing about with the particle
systems and trying to figure out what each option does:
NOTE: It’s only a 30 frame burst, which means if you play
it shoots particles for 30 frames.
Modifier tab and then scroll down to ‘saved presets’ and select
hose then click on ‘load/save preset’.
Then scroll up and open particle system.
Emit start: means where do you want the particle start
emitting and as you can tell from the picture below I’ve set it at -10
Emit stop: means where you want the particle to
stop. NOTE: these are all frames (so
need to find out how long the fire is going to last for and plan accordingly).
Display until: is for how long you want your particles to
display for, so even though in the picture below the i stopped emitting at
50fps it will still display for another 20 frames.
Life: how long the particles are going to live for, i.e.
a smaller flame/smoke is going to need a smaller number
Variation: (ask tutor)
Then there is the particle size:
The above picture’s settings are at:
If I decrease the size to 10 it would render out like:
This is useful as I can create one type of flame,
duplicate and change the settings to whatever suits a particular scene.
Variation: not noticing anything different when changing
the settings. (ask tutor)
Grow for: how many frames the particle grows for
Fade for: how many frames the particles fades
Particle types:
If I have already modelled something and i want the
particle system to emit that, then i would check instanced geometry and click
on pick object, and check on mesh.
No comments:
Post a Comment