España – Francia [ Wallpaper ]
A new way to approach the end of the UEFA EURO 2002.
Wallpaper commemorative match between Spain and France, with resolution 1280 x 1024 (click on the center image)
A new way to approach the end of the UEFA EURO 2002.
Wallpaper commemorative match between Spain and France, with resolution 1280 x 1024 (click on the center image)
Simulation with a particle system made with Blender. We used three issuers 20.000 spherical particles in each, issued continuously for 200 frames.
Added a vortex force “4” in the center to generate the system dynamics.
A plane crash that does not absorb energy particles to complete the stage.
Kajimba is a project of cartoon production company RedCartel in Sydney, Australia. Designed by James Neale, is aimed at an adult audience and is a part of Australia, little known to the world. Kajimba is an ancient waterhole where, for thousands of years, animals of the interior… (leer más)
Once the system of particles created from an object in Blender, proceed to adjust the variables that govern.
The first variable defined in an animation displays the number of particles generated in the same, and at what time and for how many frames (time).
Wallpaper Memorial Match between Croatia and Spain, corresponding to the last round of Group C of Euro 2012 at Arena Gdansk in Poland.
3D Model in Blender, Cycles rendering engine with.
Resolución 1280 x 1024
Wallpaper Memorial Match between Croatia and Spain, corresponding to the last round of Group C of Euro 2012 at Arena Gdansk in Poland.
3D Model in Blender, Cycles rendering engine with.
The simulation with particle systems allows for complex animations of objects that respond to gravitational forces and actions as those that produces wind or a magnetic field. Blender has a numerical particle-based simulation engine.
Unas gotas de agua sirven para crear esta imagen, wallpaper format, realizada con el simulador de fluidos de Blender, renderizadas con Cycles.
A global illumination and materials “Glass” with a different refractive index for the container (pool) and the contents (water) along with a textured base with a grid that allows for an interesting optical distortion effect.
The fluid simulation in Blender is based on the numerical ( integration) a system of particles. The properties associated with these particles as its viscosity, mass etc create the effect that would occur in the different liquids.
High values of viscosity will result simulations liquid oils and fats, while lower values we provide sensations as the flow of water.
Blender has several functions to perform physical simulations: Smoke, fluids, by the, Particle systems etc..
These tools allow complex animations with simple menus where you define the type of simulation and the role it held in our object, adding parameters to their behavior.
We advance in experiments on renderings “Cycles”, Looking inanimate everyday objects. The search for solutions to obtain realistic images of time is based on two “Shaders” : Difusse y Glossy, mixed with “Mix Shader”.
The image also incorporates textures to map brightness, y un desenfoque que le aporta un efecto macro de fotografía.
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