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Dynamic Paint Brush

Main Panel

Brush main panel

From the first brush panel you can define how brush affects canvas color surfaces.

Absolute Alpha
This setting limits brush alpha influence. Without it, brush is "added" on surface over and over again each frame, increasing alpha and therefore influence of brush on canvas. In many cases however, it's preferred to not increase brush alpha if it already is on brushes level.
Erase Paint
Makes brush dissolve exiting paint instead of adding it.
Wetness
Defines how "wet" new paint is. Wetness is visible on "Paint" surface "wetmap". Speed of "Drip" and "Spread" effects also depends on how wet the paint is.
Use object material
When enabled, you can define a material to be used as brush color. This includes material's base color and all textures linked to it, eventually matching the rendered diffuse color. This setting is only available when using "Blender Internal" renderer at the moment.
Otherwise you can define a color for the brush from the color box below.
Alpha
Defines brush alpha or visibility. Final wetness is also affected by alpha.

Source Panel

Brush source panel

Brush "Source" setting lets you define how brush influence/intersection is defined.

There are currently five brush behavior types to choose from, each having individual settings for further tweaking:

Brush Source - Volume

Mesh Volume

This the default option. Brush affects all surface point inside the mesh volume.


Brush Source - Proximity. Brush affects all canvas pixels around it
"Project" setting enabled. See how brush only affects canvas in normal direction

Proximity

Only uses defined distance to the closest point on brush mesh surface. Note that inside of the volume is not necessarily affected because it's not close to the surface.
Proximity falloff type can be "Smooth", "Sharp" or tweaked with a color ramp.
Project
Projects brush to the canvas from a defined direction. Basically this can be considered as "direction aligned" proximity.


"Volume + Proximity" brush with no additional settings
Inner Proximity. Proximity falloff is now visible inside the volume
Negate Volume. Inner side of the volume has become completely transparent
Inner Proximity and Negate Volume enabled together

Mesh Volume + Proximity

Same as volume type, but also has influence over defined distance. Same falloff types as for "Proximity" type are available.
Inner Proximity
Applies proximity inside the mesh volume.
Negate Volume
Negates brush alpha within mesh volume.


Brush Source - Object Center

Object Center

Instead of calculating proximity to the brush object mesh, which can be quite slow in some cases, only distance to only center is calculated. This is much faster and often good enough.


Brush Source - Particle System

Particle System

Brush influence is defined by particles from a selected particle system.


Velocity Panel

Velocity panel

This panel shows brush options that are based on object velocity.

On top you have a color ramp and several related settings. Basically the color ramp represents brush velocity values: left side being zero velocity and right side being the "Max velocity". Speed is measured in "Blender units per frame".

Tick boxes above can be used to define color ramp influence.

Multiply Alpha
Uses color ramp's alpha value depending on current velocity and multiplies brush alpha with it.
Replace Color
Replaces the brush color with the ramp color.
Multiply Depth
Multiplies brushes "depth intersection" effect. Basically you can adjust displace and wave strength depending on brush speed.
Smudge settings
Enabling Smudge makes the brush "smudge" (or "smear") existing colors on the surface as it moves. The strength of this effect can be defined from the "Smudge Strength" property.
Even when smudge is enabled brush still does it's normal paint effect. If you want a purely smudging brush use zero alpha. It's also possible to have "Erase" option enabled together with smudge.

Waves Panel

Brush Waves panel

This panel is used to adjust brush influence to "Wave" surfaces.

You can use "Wave Type" menu to select what effect this brush has on the wave simulation. Below are two settings for further adjustments.

Factor
Adjusts how strongly brush "depth" affects the simulation. You can also use negative values to make brush pull water up instead of down.
Clamp Waves
In some cases the brush goes very deep inside the surface messing whole simulation up. You can use this setting to "limit" influence to only certain depth.

There are four "Wave Type" options available:

Depth Change
This option makes brush create waves when the intersection depth with the surface is changed on that point. If the brush remains still it won't have influence.
Using a negative "Factor" with this type can create a nice looking "wake" for moving objects like ships.
Obstacle
Constantly affects surface whenever intersecting. Waves are also reflected off this brush type. However, due the nature of wave simulation algorithm this type creates an unnatural "dent" in the surface if brush remains still.
Force
Directly affects the velocity of wave motion. Therefore the effect isn't one to one with brush intersection depth, yet the force strength depends on it.
Reflect Only
This type has no visible effect on the surface alone but reflects waves that are already on the surface.



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For the current 2.7x manual see http://www.blender.org/manual/


User Manual

World and Ambient Effects

World

Introduction
World Background

Ambient Effects

Mist
Stars (2.69)


Game Engine

Introduction

Introduction to the Game Engine
Game Logic Screen Layout

Logic

Logic Properties and States
The Logic Editor

Sensors

Introduction to Sensors
Sensor Editing
Common Options
-Actuator Sensor
-Always Sensor
-Collision Sensor
-Delay Sensor
-Joystick Sensor
-Keyboard Sensor
-Message Sensor
-Mouse Sensor
-Near Sensor
-Property Sensor
-Radar Sensor
-Random Sensor
-Ray Sensor
-Touch Sensor

Controllers

Introduction
Controller Editing
-AND Controller
-OR Controller
-NAND Controller
-NOR Controller
-XOR Controller
-XNOR Controller
-Expression Controller
-Python Controller

Actuators

Introduction
Actuator Editing
Common Options
-2D Filters Actuator
-Action Actuator
-Camera Actuator
-Constraint Actuator
-Edit Object Actuator
-Game Actuator
-Message Actuator
-Motion Actuator
-Parent Actuator
-Property Actuator
-Random Actuator
-Scene Actuator
-Sound Actuator
-State Actuator
-Steering Actuator
-Visibility Actuator

Game Properties

Introduction
Property Editing

Game States

Introduction

Camera

Introduction
Camera Editing
Stereo Camera
Dome Camera

World

Introduction

Physics

Introduction
Material Physics
No Collision Object
Static Object
Dynamic Object
Rigid Body Object
Soft Body Object
Vehicle Controller
Sensor Object
Occluder Object

Path Finding

Navigation Mesh Modifier

Game Performance

Introduction
System
Display
Framerate and Profile
Level of Detail

Python API

Introduction
Bullet physics
VideoTexture

Deploying

Standalone Player
Licensing of Blender Game

Android Support

Android Game development