http://www.miikahweb.com/feed.php MiikaHweb blog feed http://www.miikahweb.com/ MiikaHweb blog feed fi Sat, 04 Feb 12 04:30:23 +0200 MiikaHweb RSS contact at miikahweb.com <![CDATA[EN : Dynamic Paint Controlled Particle Emission]]> http://www.miikahweb.com/en/blog/2012/01/26/dynamic-paint-controlled-particle-emission
Here is the result. You see particles "painting" holes into the wall, and those painted holes creating more particles:


However this is just a highly experimental hack built on top of Blender's current particle system, so I'm not going to release the code.

But you can take this as a preview of what's coming whenever the new particle system becomes available. Then I'll start working on Dynamic Paint support right away. :)]]>
Thu, 26 Jan 12 10:36:43 +0200 http://www.miikahweb.com/en/blog/2012/01/26/dynamic-paint-controlled-particle-emission
<![CDATA[EN : Blender Statistics Now Online]]> http://www.miikahweb.com/en/blog/2011/12/28/blender-statistics-now-online "Blender SVN Statistics" is now online.

It shows real-time statistics about Blender development based on SVN commits. You can view charts based on releases, branches, developers or date.

Statistics section is still under development so some things are likely to change during upcoming days. Anyway, I hope some of you will find this useful or interesting. :)]]>
Wed, 28 Dec 11 16:29:44 +0200 http://www.miikahweb.com/en/blog/2011/12/28/blender-statistics-now-online
<![CDATA[EN : Dynamic Paint Testing]]> http://www.miikahweb.com/en/blog/2011/12/22/dynamic-paint-testing
Dynamic Paint - Snow Test:

This was a simple experiment trying to make realistically gathering snow in Blender.

To do the effect I used an "incremental" displace surface with very low negative "displace factor" value. This made snow to slowly increase displace on areas where particles touched the mesh. Then I just added another white paint surface on top of it.

Snow surface is a bit too bumpy due to over amplified effect of individual snow flakes. (To not have to render 10 minutes of snowing. :)

I suppose another better approach would have been to actually use fluid particles of high viscosity. Though bake times would for sure have been longer than current 2 min for 1000 frames.


Dynamic Paint - Rain Ripples:

This time I was using Dynamic Paint waves to replicate rain ripples on a mirror calm water surface. I think it worked out quite nicely and it didn't really require any more work than slightly tweaking wave surface parameters. It's all texturing and bump maps so the water mesh is just a single quad.


To rant about something: particle system was really giving me a headache. Like usually, I had to use particle colliders of animated "permeability" to regulate the emission speed. Due to lack of reactor particles or texture/weight controlled emission it was impossible to create any kind of splash at points where rain drop hit the water. Not to mention two new bugs I encountered...

So I'm really looking forward to upcoming node based particles system by Lukas Tönne. :)]]>
Fri, 23 Dec 11 15:26:01 +0200 http://www.miikahweb.com/en/blog/2011/12/22/dynamic-paint-testing
<![CDATA[EN : More Dynamic Paint videos by users]]> http://www.miikahweb.com/en/blog/2011/12/05/more-dynamic-paint-videos-by-users
Apatosaurus+DynamicPaint-Blender2.6 by blenderguy2008 (Footstep displace):


VisFX Blender Project 5: Water "Blending" by magiciandude (The pond water motion):


Burning paper in Blender by Linny:


Lets Paint!! by Michael Fox:
]]>
Mon, 05 Dec 11 19:51:46 +0200 http://www.miikahweb.com/en/blog/2011/12/05/more-dynamic-paint-videos-by-users
<![CDATA[EN : MiikaHweb Games Section Updated]]> http://www.miikahweb.com/en/blog/2011/11/28/miikahweb-games-section-updated Games section now also has a Screenshots page listing recently uploaded game shots.

I usually have Fraps automatically capturing screenshots while I play, so I decided to get some use for my always increasing image collection. :p]]>
Mon, 28 Nov 11 17:23:09 +0200 http://www.miikahweb.com/en/blog/2011/11/28/miikahweb-games-section-updated
<![CDATA[EN : Ship Wake Testing]]> http://www.miikahweb.com/en/blog/2011/11/18/ship-wake-testing
After some experimenting it turned into a simple ship animation. You can check the result here:



I used ocean modifier to create the general sea motion and Dynamic Paint to generate the ship trail: A wave surface for the wake itself and a basic "Paint" surface as a foam mask.

Finally, the animation was rendered with the Cycles render engine over night. (Couldn't fit camera tracker into this test... :s)

The ship model was downloaded from Blend Swap. ("Tall Ship" by Natholas)]]>
Fri, 18 Nov 11 11:30:16 +0200 http://www.miikahweb.com/en/blog/2011/11/18/ship-wake-testing
<![CDATA[EN : MiikaHweb Blender builds are now CUDA enabled]]> http://www.miikahweb.com/en/blog/2011/11/11/miikahweb-blender-builds-are-now-cuda-enabled Cycles render engine is finally merged into Blender trunk, I updated my build bot configuration to support CUDA. CUDA is a GPU computing architecture that is able to render tens of times faster than with CPU.

So if you have a modern nVidia graphics card, download the latest build from my Blender Builds -section and try it out.]]>
Fri, 11 Nov 11 16:03:47 +0200 http://www.miikahweb.com/en/blog/2011/11/11/miikahweb-blender-builds-are-now-cuda-enabled
<![CDATA[EN : Dynamic Paint - Laser Carving]]> http://www.miikahweb.com/en/blog/2011/09/07/dynamic-paint---laser-carving


This scene combines all my favorite Blender tools: Dynamic Paint, smoke simulator and particles. I used a Dynamic Paint canvas with multiple surfaces to get results for displace, color trail and fading glow. Laser beam is simply a cylinder with volumetric high emission material.]]>
Wed, 07 Sep 11 12:29:48 +0300 http://www.miikahweb.com/en/blog/2011/09/07/dynamic-paint---laser-carving