Bounce, Tumble, and Splash!
Simulating the Physical World with Blender 3D
1. Edition June 2008
2008. 400 Pages, Softcover
- Practical Approach Book -
ISBN 978-0-470-19280-1 - John Wiley & Sons
E-Books are also available on all known E-Book shops.
Defy the Rules of 3D and Get Physical with Blender
Bounce, Tumble, and Splash! is the only book to cover the advanced simulation features of Blender, the premier open source 3D software that is a must-have for your animation toolbox. Expert author Tony Mullen provides you with the real-world know-how to create dynamic, highly realistic images of flames, cloth, hair and other physical phenomena from the world around you. This unique guide will help you push the boundaries of 3D and take your Blender skills to the limit.
You'll discover the very latest Blender physics and dynamics tools, including simulations for soft body, fluid, rigid body, and rag doll dynamics. Hone the skills to create stormy seas, flowing hair, or fiery flames with the sophisticated coverage of advanced Blender features included in this beautiful, full-color guide.
* Set particle parameters, define systems, and discover new Blender particle functionality
* Explore the new cloth simulation, improved tools for soft bodies, and the Demolition Python script
* Style the latest look in hair with strand particles, new styling tools, and new features for hair and fur
* Make a splash with fluid simulations and modifiers
* Use the Blender Game Engine and the Bullet physics library to create rigid body physics simulations
* Build realistic trees and plants with Blender scripts and third-party tools
Create dynamic hair effects using hair styling and soft body simulation for particles
Use the improved soft bodies to create jiggling, bouncing objects
Valuable Companion CD
Access the CD for Blender 2.46 installers for Windows and Macintosh and a source tarball for users of Linux and other flavors of Unix. You'll also find a variety of .blend files to support the projects in the book.
From the contents
Chapter 1 Re-creating the World: An Overview.
Re-creating the Physical World with Blender.
Blender's Physical Simulation Functionality.
The Science of Simulation.
Nonsimulation Tools and Techniques.
Using Materials and Textures.
Hot Lava with Material Nodes.
Transparency and Subsurface Scattering.
Faking Physics with General Tools.
Modeling Bodies of Water by Using Modifiers and Textures.
Faking a Cloth Flag by Using a Displacement Modifier.
Creating a Poseable Spring by Using an Array Modifier, Shape Keys, and PyDrivers.
Chapter 2 The Nitty-Gritty on Particles.
Setting Particle Parameters.
Using the Physics Tab.
Setting Visualization Options.
Using the Extras Tab.
Using Force Fields and Deflection.
Working with Dynamic Particles.
Creating Fire and Smoke.
The BB vs. the Crystal Ball: Using the Explode Modifier.
Setting Up the Boids System.
Working with Goals and Predators.
Creating a Simple Flying Bird.
Chapter 3 Getting Flexible with Soft Bodies and Cloth.
Getting the Hard Facts on Soft Bodies.
Understanding Soft Body Basics.
Animating a Spring with Soft Bodies.
Using Force Fields and Collision.
Working with Soft Bodies and Curves.
Using Stress-Mapped Textures for Rubbery Surfaces.
Getting Jiggly with Lattices.
Simulating Cloth and Clothing.
Putting Some Clothes on Mancandy.
Learning More about Cloth.
Chapter 4 Hair Essentials: The Long and Short of Strand Particles.
Introducing Blender Hair.
Setting Up a Hair Simulation.
Creating Clumping, Roughness, and Kink.
Lighting and Rendering.
A Trip to the Beauty Salon.
Preparing the Mesh.
Editing Hair Particles.
Releasing Your Inner Hairdresser.
More Tips and Tricks for Controlling Hair.
Soft Bodies and Hair.
Other Uses for "Hair" Particles.
Chapter 5 Making a Splash with Fluids.
Using the Blender Fluid Simulator.
Getting Started with Fluids.
Inflow and Outflow.
Time, Size, and Resolution.
Obstacles and Animation.
Getting the Shot.
Strawberries and Milk.
Bottle of Pop.
Delving Further into Fluids.
Scripts and Exporting.
Exploring Further Resources.
Chapter 6 Bullet Physics and the Blender Game Engine.
The Blender Game Engine.
Getting Started with BGE.
Using Ipos and Actions in BGE.
Rigid Body Simulation and Ipos.
Baking Game Ipos.
Frame Rate and Simulation Speed.
Actor Parameters, Boundaries, and Hull Types.
General Tips on Working with Bullet.
Joints, Ragdolls, and Robots.
Using Rigid Body Joint Constraints.
Using Generic (6DoF) Joints.
Setting Up a Ragdoll Armature.
Controlling an Armature.
A Passive-Walking Robot.
Chapter 7 Imitation of Life: Simulating Trees and Plants.
The Blender Greenhouse: Creating Foliage with L-Systems and ngPlant.
An Open Source Ivy Generator.
A Few More Points to Mention.
Tips for Creating an Outdoor Scene.
The Importance of Observation.
Appendix About the Companion CD.
What You'll Find on the CD.
Blender 2.46 Software.
Using the CD.