![]() ![]() Make sure to only check Density in the Influence section. Just one Voxel Data texture with Density as Source and Cubic B-Spline for the Interpolation is needed here. The last and crucial part is the texture. The Vorticity has been considerably lowered to 0.25: So the number of Divisions is set to the rather high value of 220 so you still get sharp lines. In the smoke settings of the domain no High Resolution is used. The material is mostly the same as in the Drum of Smoke Tutorial but with a Reflection Color of "D20040". It's more important that the field just moves a little. For this tutorial I made it move from the middle of the domain to the left wall in a span of 400 frames, the direction does not matter that much, though. To get a better effect it should move *very* slowly across the domain. Now is a good time to add the Turbulence Field which will make the ink disperse nicely. Otherwise the ink will tend to move upwards. The Temperature Difference for the emitter should be set to 0. Particles are also emitted on those 10 frames. Keyframe it for 10 frames at 20 and on frame 11 keyframe it to 0. Notice that the Strength of the Wind Field is keyframed. Youtube color inkdrop how to#The following figure shows how to set up the Emitter and Wind Force Field at frame 1: Now you can select both of them and move them to the desired location. ![]() Now add a Subsurf Modifier at level 3 by hitting Ctrl+3 and apply it. Add a plane and scale it down half by hitting S and then typing 0.5 on the Numpad. Change the background color in the World-Properties to a pure white. To begin either create the domain and lights manually or grab the Drum of Smoke Blendfile as a starter Blendfile here and delete the emitter and the vortex field. The arrow marks a Turbulence Field that we will animate to move slowly through the scene while directly at the location of the emitter you can see a Wind Field which will blow the smoke towards the middle. The most important part are the two Force Fields you can see slightly at the left. ![]() Once again just a domain, a camera pointing straight towards it and three area lights. First let's take a look at the final scene: ![]() So if you already followed the other tutorial, this one will be a piece of cake. To show off the concept, I reused the initial setup of the smoke simulation from my Drum of Smoke Tutorial and with just a few clicks got a completely different result. The dinosaur models for Jurassic Park were later reused in other movies, and you should do the same with your creations. One key concept when working with 3D is to reuse your assets. If you need more information in that field, check out my other tutorials on the smoke simulation. Youtube color inkdrop update#Where is Velocity Blur !? select source_particles node in the Object Level, in it's parameters go to Render–>Sampling and turn on Geometry Velocity Blur then in the Mantra node you have to turn on Motion Blur parameter in the Mantra node–>Rendering About Advecting particles question you should add POP Advect By Volumes node between POP Source and Merge node, then in the parameters of this node, set Advection Type to Update Velocity and also set Velocity Blend to 1.This tutorial assumes that you are already familiar with the smoke simulation in Blender 2.5. You have couple ways for setting PScale : Solution A : adding a POP Wrangle node inside AutoDopNetwork and connect it to network (between POP Source node and Merge node) Then use this expression for setting PScale: = 0.01 Solution B : add a Point SOP in the source_particles network and connect import_source node to Point SOP, then in the Point SOP parameters in the Particle tab change Keep Scale parameter to Add Scale, then delete $PSCALE expression and set your desire PScale value, for example 0.01 2. ![]()
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