Summary
In this chapter, we explored the use of Points in Blender’s Simulation Zone, demonstrating key techniques to create mathematical simulations. First, we learned to build a Point Emitter using the Distribute Points on Faces node and made the Points fall by applying a Transform Geometry node. To improve aspects such as realism, we randomized Point positions to remove visual patterns. We introduced an age attribute to manage Point lifespans efficiently, incrementing their age per frame and deleting old Points. The chapter concluded with an engaging exercise on creating a galaxy effect using Points, incorporating noise-driven motion, Point scaling, and vibrant colors.
In the next chapter, we’ll explore how we can leverage physics in the Simulation Zone to create a procedural fountain!
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