On the other hand, animated sequences often reveal errors that are not apparent in a still. Section 4: Rendering Animationīecause so many more frames are required to make an animation as opposed to a single still image, it pays to really try to balance image quality with render time. Next we offset the animation so it matches the timing of the original, and finally use a graph editor modifier to create a loop.īy using a texture setup in the shader editor (a Texture Coordinate node and a Mapping node), we can control how the noise texture is applied to the water, and thus create the impression of water rippling around in the pool. The ball moves in a slightly more halting way then the ring: using Blender’s built in sequence editor, we analyse half of the motion of the original, then use some of Blender’s graph editing tools to precisely copy it, and mirror the motion to complete one complete cycle.
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