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Point Density Texture

Point density renders a given point cloud (object vertices or particle system) as a 3D volume, using a user-defined radius for the points. Internally, the system uses a BVH data structure for fast range lookups.

The rendered points are spherical by default, with various smooth falloff options, as well as simple Turbulence options for displacing the result with noise, adding fine detail. When using Point Density with a particle system, additional particle info such as particle velocity, age, and speed, can be visualized using a color/alpha ramp gradient.

Options

Point Density


Point Density texture with Particle System
Particle System
Particle System, Generate point density from a particle system.


Point Density texture with cloud Object Vertices
Object Vertices
Object Vertices, Generate point density from an object’s vertices.


Object
Radius
System
Falloff
Standard
Smooth
Soft
Softness
Constant
Density is constant within lookup radius.
Root
Particle Age
Particle Velocity
Velocity Scale


Falloff Curve
Use a custom falloff
Cache
Coordinate system to cache particles in
Global Space
Emit Object Space
Emit Object Location
Color Source
Data to derive the color results from
Constant
Constant color
Particle Age
Lifetime mapped as 0.0 - 1.0 intensity.
Particle Speed
Particle speed (absolute magnitude of velocity) mapped as 0.0-1.0 intensity.
Scale
Multiplier to bring particle speed within an acceptable range.
Particle Velocity
XYZ velocity mapped to RGB colors.
Scale
Multiplier to bring particle speed within an acceptable range.

Turbulence

Turbulence panel

Adds directed noise to the density at render time

Influence
Method for driving added turbulent noise
Static
Noise patterns will remain unchanged, faster and suitable for stills.
Particle Velocity
Turbulent noise driven by particle velocity.
Particle Age
Turbulent noise driven by the particle’s age between birth and death.
Global Time
Turbulent noise driven by the global current frame.
Noise Basis
See Here
Size
Scale of the turbulent noise
Depth
Level of detail in the added turbulent noise
Turbulence Strength
Strength of the added turbulent noise



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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