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Dynamic Paint - Interface Basics

Bu belge Dynamic Paint kullanıcı arayüzünü basitçe açıklar ve ileriki sürümleri hakkında bilgi verir.


Sayfa Dışı Bağlantılar

Adım adım açıklamalar : http://www.miikahweb.com/en/articles/blender-dynamicpaint-basics

Her detayı resim ve örneklerle açıklayan detaylı bir belge : http://www.miikahweb.com/en/articles/dynamic-paint-guide (*Currently not up-to-date)


Dynamic Paint


Dynamic Paint "Properties" panelindeki "Physics" sekmesinden aktif edilebilir.

Canvas output panel

Bu Modifier kendine ait iki tür içerir: Canvas ve Brush

Canvas
Dynamic Paint fırçasından rengi alabilecek nesnedir.
Brush
Canvas üzerinde resim çizebilecek nesnedir.

Brush(fırça) ve canvas'ı aynı anda aktif edebilirsiniz. Bu durumda aynı nesnein "brush" özelliği "canvas"'a etki etmez ancak sahne içerisindeki diğer nesnelerle etkileşimde bulunabilir.

Canvas


Canvas : Main


Canvas main panel

The first panel of canvas contains the list of Dynamic Paint surfaces. These surfaces are basically layers of paint, that work independently from each other. You can define individual settings for them and bake them separately.

If surface type/format allows previewing results in 3D-viewport, an eye icon is visible to toggle preview.

The checkbox toggles whether surface is active at all. If not selected, no calculations or previews are done.

You can also give each surface an unique name to easily identify them.


Below you can set surface type and adjust quality and timing settings.

Each surface has a certain format and type. Format determines how data is stored and outputted. Currently there are two formats available:

  • Image Sequences. Dynamic Paint generates UV wrapped image files as a result.
  • Vertex. Dynamic Paint operates directly on mesh vertex data. Results are stored by point cache and can be displayed in viewports.

From quality settings you can adjust image resolution (for image sequences) and anti-aliasing.

Then you can define surface processing start and end frame, and number of used sub-steps. Sub-steps are extra samples between frames, usually required when there is a very fast brush.

Canvas : Advanced


From "Advanced" panel you can adjust surface type and related settings.

Canvas advanced panel


Each surface has a "type" that defines what surface is used for. Currently following types are available:

Paint

Paint Surface

"Paint" is the basic surface type that outputs color and wetness values. In case of vertex surfaces results are outputted as vertex colors.

Wetmap is a black-and-white output that visualizes paint wetness. White being maximum wetness, black being completely dry. It is usually used as mask for rendering. Some "paint effects" affect wet paint only.

Displace

Displace Surface

This type of surface outputs intersection depth from brush objects.

Tip: If the displace output seems too rough it usually helps to add a "Smooth" modifier after Dynamic Paint in the modifier stack.

Waves

Waves Surface

This surface type produces simulated wave motion. Like displace, wave surface also uses brush intersection depth to define brush strength.

You can use following settings to adjust the motion:

Open Borders
Allows waves to pass through mesh "edges" instead of reflecting from them.
Timescale
Directly adjusts simulation speed without affecting simulation outcome. Lower values make simulation go slower and otherwise.
Speed
Affects how fast waves travel on the surface. This setting is also corresponds to the size of the simulation. Half the speed equals surface double as large.
Damping
Reduces the wave strength over time. Basically adjusts how fast wave disappears.
Spring
Adjusts the force that pulls water back to "zero level".

Tip: In some cases the wave motion gets very unstable around brush. It usually helps to reduce wave speed, brush "wave factor" or even the resolution of mesh/surface.

Weight

Weight Surface

This is a special surface type only available for vertex format. It outputs vertex weight groups that can be used by other Blender modifiers and tools.

Tip: It's usually preferred to use "proximity" based brushes for weight surfaces to allow smooth falloff between weight values.


For each surface type there are special settings to adjust. Most types have a "Dissolve" setting that you can use to make surface smoothly return to it's original state during a defined time period.

You can use "Brush Group" to define a specific object group to pick brush objects from.

Canvas : Output


From "Output" panel you can adjust how surface outputs it's results.

Canvas output panel

For "Vertex" format surfaces, you can select a mesh data layer (color / weight depending on surface type) to generate results to. You can use the "+"/"-" icons to add/remove a data layers of given name. If layer with given name isn't found, it's shown as red.

For "Image Sequence" surfaces, you can define used "UV Layer" and output file saving directory, filenames and image format.

Canvas : Effects


This is a special feature for "Paint" type surface. It generates animated movement on canvas surface.

Canvas effects panel

Currently there are 3 effects available:

  • Spread. Paint slowly spreads to surrounding points eventually filling all connected areas.
  • Drip. Paint moves in specific direction specified by Blender force fields, gravity and velocity with user defined influences.
  • Shrink. Painted area slowly shrinks until disappears completely.

For spread and drip effects, only "wet paint" is affected, so as the paint dries, movement becomes slower until it stops.

Canvas : Cache


Canvas cache panel

This panel is currently only visible for "vertex" format surfaces. You can use it to adjust and bake point cache.


Brush


Brush : Main


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

Brush main panel

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.

Brush : Source


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

Brush source panel

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

Mesh Volume
This the default option. Brush affects all surface point inside the mesh volume.
Brush Source - Volume
Mesh Volume + Proximity
Same as volume type, but also has influence over defined distance. Falloff type can be "Smooth", "Sharp" or tweaked with a color ramp.
Brush Source - Volume + Proximity
"Inner Proximity" applies proximity inside the brush volume.
Brush Source - Volume + Proximity
Proximity
Only uses defined distance to the closest point on mesh surface. Note that inside of the volume is not affected as it's not close to the surface.
Brush Source - Proximity
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 - Object Center
Particle System
Brush influence is defined by particles from a selected particle system.
Brush Source - Particle System

Brush : Velocity


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

Brush velocity panel

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.

Below are Smudge settings. Enabling it makes 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.

Brush : Waves


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

Brush velocity panel

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.