Tuesday, April 26, 2011

tutorial 4





final topomap

Render view of my topo process. It will be awesome when our works are put together.




















After using the new techniques, I had much faster process & finally finished it !

















blender trial, force field.
Delete every thing other than the form of the hair that I got just then.
Now I have a beautiful form !
















Now I have the surface of the form.
press ctrl + P so separate those three lines.
















I picked three lines out of the hair to create a form.
Now, press f to create the face between the lines.
















Now I have all the points for the hair.
I can choose any lines from this hair to create my special form of the hair.

















Change the steps to 7, render to 9 and click b-spline.
These effects makes the hair really curvy to have a smooth surface of the form.
and then, click the convert button













Now we got the hair on the screen, the hair goes longer when the life of the particle goes bigger and the quantity of hair is controlled by the amount of the particle. As we cannot actually see the form of the hair if there are too many hairs, it's better to have just a few hairs.
















Now change the particle in the cube into hair.









Now we got some forms of the particle moving around the spherical force field.
















change the empty into spherical and make the force negative to pull the particles towards the empty.


















create the empty somewhere near the cube to make the sphere force field

















See the particle is coming out of the cube.
















change normal to 4 or more to make the particle coming out of the cube.















For the trial of force field, change the cube into the particle section by pressing particle button.














3 readings



tutorial 3

50 trials


50th trial

sphere is dropped on the bowl which has a hole in the middle. but it does not work properly as the fluid does not dropped into a hole and also, the image disappeared as the objects were over-sized.







49th trial

volcano out of mountain







48th trial

Monkey out of blood cube







47th trial

Halo cube dropped on the flat & wide halo cube









46th trial

Monkey crying... Another fun trial !







45th trial

halo sphere in the halo cube. What a fantastic movement of bright points !







44th trial

Oil trial. The oil is like the half water and half honey. It moves as a water but stick on the sphere.







43rd trial

The honey does not splash out on the ground. It forms like a bread.







42nd trial

The honey trial. It has very different effect to the water effect. These two honey fluid sum up each other rather than hit and splash.







41st trial

Halo effect of sphere drops down to the sphere. The sphere is bounced off to the side. I don't know why it happened..







40th trial

Cube of fluid coming upwards. This is very different to drop the fluid downwards and coming upwards.







39th trial

Coffee out of a cup. Using different gravities in blender.







38th trial

big sphere on the bowl. (spreading outside of bowl)







37th trial

Another trial of hidden fluid inside of obstacle. This animation looks like forming branches of the tree







36th trial

Two different colours of sphere, spreading the red sphere inside. It looks great!







35th trial

Red circle out of cube. This is another trial that is interesting to use.







34th trial

The drop of cube on the cone to see how the fluid stuck on the cone







33rd trial

This is also a failure of dropping 4 flat cubes at the same time.









32nd trial

Chocolate column in the other directions of gravity. (two water drops with inverse gravity)







31st trial

Same 4 drops of water but on the flat red cube.







30th trial

The 4 drops of water at the same point. (Now I realise that white background has much better quality in the animation)







29th trial

This trial is kind of showing the landslide.







28th trial

This is a fault from the trial of making flat cube going up. The fluid was stuck into the side. It is very funny with this software that there are many faults which can be solved by doing same thing again and again or change the order of fluid.







27th trial

Trial of three direction of gravity.








26th trial

Battleship attack ! (my past work + my previous work)









25th trial

The second ketchup trial on the bread. It was actually successful !







24th trial

The 3rd trial of dropping the flat cube from the top of the domain. It is working properly now that it makes really beautiful animation !







23rd trial

I made more fluid trials to see the movements of the water. I just love the form of the water when it hits an object or hit each other. "The splash" !!







22nd trial

which sphere hits the pink cone.







21st trial

ketchup coming out of the bottle. I looks very weird now.. but I will try one more time to make it work !







20th trial

just quick trial of halo cube hits the domain. They spread wide as a pancake.







19th trial

Another cube trial on the top of the domain. It is dropped as a rain. It looks very different with a lot of cubes disturbing the fluid to go through.







18th trial

The wave goes inverse. In the real life, the wave goes up when the force behind the wave is too strong. It shows the how tsunami works. Whatever in front, the wave climbs up and clean them up. . However, when it meets the domain, the wave goes up into the sky. It is just not realistic ! It's another failure of gravity.









17th trial

The wave which goes downwards from the mountain. It looks really fast to me. It makes me to imagine if I was in the place of tsunami. It will just clean people away in one second.









16th trial

The fluid is dropped in the sphere cup. These two different colours and the fluid works really great. I like when the fluid hits the sphere and splash to everywhere.









15th trial

ketchup on the top of hamburger ! It's just another fun trial. It definitely showing that I'm having a fun with blender trials..







14th trial

Long cube of fluid spread out as it is dropped by the gavity. The fluid is working properly when there is no obstacles disturbing them. In the other trial, there was always a gap between the obstacle and the fluid. It is awful to see.







13th trial

Laser beam out of monkey's head ! I put cylinder which is fluid inside of monkey's head and make it coming out of the monkey's eyes. "The super monkey"!! This is also an animation work which can be used in the real movie !









12th trial

The wave trial. I put the big and long cube (fluid) inside of two walls and make the space for the fluid to come out in the middle and place some of cubes on the way. It created similar sense what the animation on the blackboard in fluid architecture section.







11th trial

Rain dropped on the umbrella. I actually tried a lot of fluid dropped at the same time, but when the sphere is small, it actually does not make the proper fluid, also if the camera is too far from the object, the object disappears. Therefore, only thing I can create was just several spheres of fluids on a small sphere...







10th trial

The blood on the top of the monkey's head. I felt like making funny trials that people can use in actual animation movie. I made the fluid changed into honey instead of water, it is not moving properly. It just stays on the top of monkey's head. I realised that in real life blender work such as other professional works, they take really really long time to render it !







9th trial

This is my favorite trial that I put brown colour for the fluid of sphere to make it look like chocolate and put green colour in the obstacle of sphere which will represent the mint icecream.

It makes really yummy animation that I actually want to eat it right now !







8th trial

3rd halo trial with different halo colours. The velocity goes to the side, not to the ground. It feels really different and it actually makes different form of fluid.







7th trial

The star crashing to the cube. The halo effect makes a lot of different sense in the animation.

It's fantastic ! I actually want to make a fluid which disappear or blow up after the collision !

The gravity for this fluid goes down and side at the same time so it moves in diagonal way.









6th trial

Trial of halo colour on the wave. I learnt about halo(material section) in the first year in the digital communication class. I actually enjoyed it so I tried on the wave to make fancy wave.

But the wave form does not really look like a wave as it fly away to the sky. I think there were some mistakes in the gravity in domain.







5th trial

two green fluid dropped at the same time. These fluid gets together when they are dropped on the floor. Now I realise that I can only put one colour for all of fluid. It means that I cannot make different colour fluid at the same time........





4th trial

Make some cubes on the way of wave. See how the wave goes through the cubes.







3rd trial

The coffee dropped in the cup. See different trial with different theme. Different colours make really characteristic animations. I can make many different things with this fluid technique.









2nd trial

Red blood dropped on blood. I just wanted to see what happens when these two fluid meet together. It actually provided dynamic movement of fluid.







1st trial

Large drops of water. I just created a wide cube and placed it at the top of the domain, but it didn't actually work properly as a fluid. The whole fluid is not dropped at the same time. Don't know why.









For the actual trial of making animation, I created the best quality of animation which has bigger than 600mb size which I cannot really upload on the blog so I have created all the trials again....!! It took me about two days to do it again.... !!!







research about tsunami



Floodproofing Materials



What Can Be Done



Advances in building science are making it increasingly possible to prevent or minimize future flood damage. Check with MSD before making any modifications to your building and apply for a floodplain permit. If the building is in a flood hazard area, you can reduce the damage caused by floodwaters and make cleanup easier by using flood-resistant building materials.


Building materials are considered flood-resistant if they can withstand direct contact with floodwaters for at least 72 hours without being significantly damaged. "Significant damage" means any damage that requires more than low cost, cosmetic repair (such as painting). Flood-resistant materials should be used for walls, floors, and other parts of a building that are below the flood level. Both FEMA and the U.S. Army Corps of Engineers have published lists of these materials (see below).



Estimated Cost
The cost of using flood-resistant materials will vary depending on the size of the project you undertake.



Tips
Keep these points in mind when you build with flood resistant materials:



- As long as your building remains exposed to flooding, it is likely to be damaged, even when you use flood-resistant materials. Some amount of cleanup and cosmetic repair will usually be necessary. In addition, although using flood-resistant materials can reduce the amount and severity of water damage, it does not protect your building from other flood hazards, such as the impact of flood-borne debris.



- All hardware used in areas below the flood level should be made of stainless or galvanized steel.



-Basement coverage under the NFIP’s Standard Flood Insurance Policy is limited. It covers the machinery usually housed in a basement (like heat pumps and furnaces); foundations and cisterns; and drywall, but not the paint to cover it. Thus, flood insurance will reimburse a claim for drywall damage, but not material to cover the drywall, even if those materials are considered flood resistant.


-Areas of a building that are below the flood level should be used only for parking, storage, and access.



Commonly Available Flood-Resistant Materials
Flooring Materials



-Concrete and concrete tile
-Ceramic, clay, terrazzo, vinyl, and rubber tile
-Pressure-treated (PT) and naturally decay-resistant lumber



Wall and Ceiling Materials



-Brick, concrete, concrete block, glass block, stone, and ceramic and clay tile
Cement board
-Polyester epoxy paint
-PT and naturally decay-resistant lumber
-PT and marine-grade plywood
-Closed-cell and foam insulation
-Other
-Metal doors and cabinets




There were some information I found which explains the history of the tsunami.


A tsunami is a series of ocean waves that are usually caused by seismic events.


The word tsunami is a Japanese word and is pronounced ‘soo-nah-mee’. It means ‘harbour wave’ with ‘tsu’ meaning harbour and‘nami’ meaning wave.


Japan has experienced many tsunamis throughout its history. Along Japan's coastline, there are many bays which act like funnels and concentrate the energy in tsunami waves. While the tsunami is barely noticed by those who are fishing at sea, it is certainly noticed by those in the settlements in the bays and harbours.






























Tsunami are usually formed by undersea events that create sudden and large disturbances to the water in the ocean.Sometimes tsunami are called ‘tidal waves’, but this is not correct. Tsunami are not caused by the tides. Although tsunami impact on a coastline can be affected by tide level, tsunami are unrelated to tides. Tides are affected by the gravitational pull of the sun and moon, while tsunami are usually caused by earthquakes.






These underwater events can be caused by:



  • earthquakes

  • landslides

  • erupting volcanoes

  • other movements in the Earth’s crust, and

  • large explosions.

A tsunami could also be caused by events above the ocean floor, such as:



  • a meteorite crashing into the ocean, and

  • major landslides.

information is sourced from
http://www.ema.gov.au/www/ema/schools.nsf/Page/LearnAbout_Tsunami














The facts of Tsunami






What are the elements most at risk during a tsunami



• All structures within 200 m of low lying coastal area are most vulnerable to

direct impacts of tsunami waves, and the debris brought by these waves.

Settlements in adjacent areas will be vulnerable to floods and scour.



• Structures constructed of wood, mud, thatch, sheets, and structures

without proper anchorage to foundations are at risk from tsunami waves and

flooding.



• Other elements at risk are infrastructure facilities like ports and harbors,

telephone and electricity poles, and cables. Ships and fishing boats near the

coast may also be damaged/destroyed.



• Earthquakes and tsunami waves may damage both structural and nonstructural elements within the built environment. Essential infrastructure

(roads, harbors, power plants, banking, etc.) can be damaged which will shut

down a community.




How can commmunities be more protected against tsunamis?



Here are some things that can be done to protect homes and communities from the

damage caused by tsunamis:



Before the tsunami



-Reinforce building structures



• Remove homes and buildings to higher land that is away from the coastline.

All structures within 200 meters of low lying coastal areas are most

vulnerable to the impact of tsunami waves.



• Important buildings, such as schools and hospitals, should be built at higher

locations.



• Designate tsunami hazard areas. A hazard map should be prepared, showing

areas that could be damaged by flooding caused by tsunami waves.

Development in these areas should be avoided, or kept to a minimum.



-Take some shore line protections



• Build structures to help protect the shoreline from tsunami damage:




• Seawalls and revetments are structures that can be built along the

shoreline to help protect the shore from storm waves. Seawalls are

vertical walls made of strong material, such as concrete, that can

withstand the power of storm surges. .



• Breakwaters may also protect the shoreline from waves. They are

constructed some distance away from the coast in shallow water, to

protect gently sloping beaches.



• Build and/or protect natural wave barriers. Natural barriers may

help to protect the shore, and they also provide important habitat for

fish and wildlife. However, because tsunami waves are so powerful,

these measures cannot be relied on alone to protect from the biggest

waves.



•Sand dunes may be built to act as a buffer from waves. Existing

dunes may be stabilized by planting grasses, shrubs and trees.



• Maintain and/or construct mangroves (tree formations found along

tropical and sub-tropical coastlines). These act as natural shock

absorbers, soaking up destructive waves.



•Protect coral reefs. They act as natural wave-breakers.



• Shrubs, grasslands, and marshes will not provide adequate protection

against tsunami waves, but will help to absorb flood water.



• Sea cliffs act as a natural wall against approaching waves, helping to

break their power.




-Raise community awareness about tsunami risk



• Make sure there is a hazard map prepared with designated areas expected

to be damaged by flooding caused by tsunami waves.



• Make sure the community has an evacuation plan, and practice it!



• Make sure the public knows that when sea waters recede noticeably,

everyone must head for high land. This is nature’s warning of an approaching

tsunami.



• Place tsunami evacuation signs along roadways clearly indicating the direction

inland or to higher ground. These signs will assist coastal residents and

visitors in finding safer locations if a tsunami strikes.




-Make sure there is a working early warning system in place



• Tsunami early warning systems exist for many countries around the Pacific

Ocean, and in certain other tsunami-prone areas. These systems give the

public advance warning of tsunami waves, enabling communities to take the

appropriate precautions. Make sure that that early warning systems warn all

communities of coastal areas when there is the threat of a tsunami. Tsunami

warnings should be disseminated at all levels (local, regional, national,

international).












































If people follow these information and prepare before the tsunami, they can reduce a lot of damages. In my opinion, they can save their lives by doing that, but they still cannot get away from the damage of tsunami, as it is just a huge natural disaster that no one can control.


information is sourced from




Folie design

I created a animation through the folie. I inserted a wave coming through the folie.



perspective view 3
















perspective view 2
















I designed my folie for my first assignment with hand sketch, so I just created my folie again in the blender. It took about 2 hours to rebuild it though. As I have each part of my folie, I expect some advantages or conveniences later through my second assignment by doing this.

This is perspective view 1
















topomap process

I will continue working on this topomap with the new method !
Change into EDIT mode and click E to make the height of the surface.
















Now I have the surface between the points.














Click F button to make the face between the points.














Select all the points and then, press E button and pull the mouse over somewhere and click esc button.

I don't know why I came up with this idea but I could not created a face with my previous knowledge. I just found this method in the process.















Now I have the outline of the topomap.














Select one of the point and then paste it where I wanted to put for a topomap by pressing Shift + D Button.

Just keep following the contour line in the topomap.














Change into the edit mode and delete one of the point of the plain, then there will be no face left on the plain.


















During the process of topomap, Florian taught me the new method of making the topomap.
It starts by making a plain on the map.



Tutorial 2

Creating the form of fluid in the trial.


Other point of view.
It really look like a fluid drop !














Now you can obviously see the fantastic quality of the fluid object.














And then change the level of the subsurf to create smoother object.


















Click the subsurf to make the fluid more smooth.

























Delete every object except the form of the fluid.















To catch the form of the fluid, click space while the animation is processing.















first trial of fluid

The first fluid trial animation !!!
Look great !




Now the blender is creating the animation.

















Now click the ANIM button which is animation button
















After setup where I want to save, change jpeg into the video file which is AVI codec.

























Now, I will make the animation.
Firstly, setup where I want to save by clicking the folder button.

























Move the camera to the right position where I can see whole objects.

















You can find the camera in the middle of the scene, and it is actually existing at the bottom of the plain at this point. Click the camera in the left side section.




















Now click 0 button while the mouse cursor is on the section, then it will show the camera view on the right side of the section.

















Now I have two initial different sections.

















Now I'm going to setup the camera view which is already existing in the scene but I want to look at the camera view and the original view at the same time, so I will split the area into two sections by right clicking the line between the scene section and the button section.
















put blue colour for the fluid and the red colour for the plain to make the obviously different colours.



















Click the sphere shape of button to change the material of the object.
There are many techniques that I have not been used yet, I will try them later.






In the real 3D view, the fluid look more realistic
















Now delete the original sphere and keep the fluid part of the sphere.

















Click Z button to change the scene back to original view.
















It is obviously seen that the sphere has been changed into fluid and the plain into the obstacle.
but the actual sphere is remained. It actually created the another object "fluid" out of sphere.

















Now the animation has been created, it can be stopped by clicking escape button.

















After that, make the big cube as a domain and then click bake and see how it changes.



















After making the obstacle, make the sphere into fluid.















After all the steps, make the objects into fluid or obstacle.
This is the step for the obstacle. As it needs to be in turns to make the fluid work.
Make the plane as a obstacle by pressing this button.
















Add a sphere in the cube and make it big by pressing S button.
And then, put it on the top of the plane.

















Create the plane in the cube with same method of making cube.
And then turn it about 10 degrees to make some angle onto it by pressing R button.

















After creating the cube, press Z to see through the inside of the cube.
We are going to create something inside of it.


















The process begins with making cube by pressing space and mesh and then cube.
After creating cube, we can make the cube bigger by pressing s button.

















work process of topomap.

The perspective view of the topomap.
As I mentioned before, the map has disappeared as soon as I changed the view.

















I started making topography from the top to bottom as I cannot see the higher contour lines after I make the lower contour lines.

From so far, I created some of higher sections at the lower part of my topomap.

But as I said.. it takes too long time..

















I started making the topomap with creating the circle and change into the edit mode and then moving each point on the contour lines.

I am not sure whether I can finish this on time by this method.... It takes too long time.


















After downloading the map of topography, insert it into blender by clicking view icon and select background image. It will bring the image into the background in the blender.
@ It is only seen in the top view. It disappear in the perspective view and change into thin line when it is seen in the side view or any other view.

























Andrew separated Brisbane topomap into seven pieces and sent to us.
This is my part of Brisbane.

Download the topomap (my section) from the PD Online. Showing 10meters spacing of height.
I will put this in the blender and then try to draw the contour lines in it.