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	<title>Comments on: BlenderArt Magazine #20 &#8211; Call for content</title>
	<atom:link href="http://www.blendernation.com/blenderart-magazine-20-call-for-content/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.blendernation.com/blenderart-magazine-20-call-for-content/</link>
	<description>Fresh Blender News, Every Day</description>
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		<item>
		<title>By: blendernation</title>
		<link>http://www.blendernation.com/blenderart-magazine-20-call-for-content/comment-page-1/#comment-479035</link>
		<dc:creator>blendernation</dc:creator>
		<pubDate>Fri, 20 Mar 2009 12:59:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/?p=6147#comment-479035</guid>
		<description>well, well, well.
for those who know me, i play the game platform racing 2 under the same name: blendernation.
But anyway, could u get the magazine each month or week by mail??? I search on blenderart.org but nothing!
plz. help</description>
		<content:encoded><![CDATA[<p>well, well, well.<br />
for those who know me, i play the game platform racing 2 under the same name: blendernation.<br />
But anyway, could u get the magazine each month or week by mail??? I search on blenderart.org but nothing!<br />
plz. help</p>
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	<item>
		<title>By: Daydream</title>
		<link>http://www.blendernation.com/blenderart-magazine-20-call-for-content/comment-page-1/#comment-436879</link>
		<dc:creator>Daydream</dc:creator>
		<pubDate>Mon, 29 Dec 2008 02:33:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/?p=6147#comment-436879</guid>
		<description>Looks like the BlenderArt site is broken, probably a missing WP template component :(</description>
		<content:encoded><![CDATA[<p>Looks like the BlenderArt site is broken, probably a missing WP template component :(</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: kat</title>
		<link>http://www.blendernation.com/blenderart-magazine-20-call-for-content/comment-page-1/#comment-433167</link>
		<dc:creator>kat</dc:creator>
		<pubDate>Sun, 21 Dec 2008 00:34:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/?p=6147#comment-433167</guid>
		<description>I&#039;m having problems with the BAM site.. anyone else seeing only a partial?</description>
		<content:encoded><![CDATA[<p>I&#039;m having problems with the BAM site.. anyone else seeing only a partial?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Sandra Gilbert</title>
		<link>http://www.blendernation.com/blenderart-magazine-20-call-for-content/comment-page-1/#comment-432707</link>
		<dc:creator>Sandra Gilbert</dc:creator>
		<pubDate>Sat, 20 Dec 2008 07:08:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/?p=6147#comment-432707</guid>
		<description>Those are all excellent suggestions and I will see what I can do to get articles on those. 

And yes, SSS can be faked, with Nodes I believe.

Everyone, who has commented, you are invited to submit any tutorials that you are considering for this subject.</description>
		<content:encoded><![CDATA[<p>Those are all excellent suggestions and I will see what I can do to get articles on those. </p>
<p>And yes, SSS can be faked, with Nodes I believe.</p>
<p>Everyone, who has commented, you are invited to submit any tutorials that you are considering for this subject.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Agile</title>
		<link>http://www.blendernation.com/blenderart-magazine-20-call-for-content/comment-page-1/#comment-432483</link>
		<dc:creator>Agile</dc:creator>
		<pubDate>Fri, 19 Dec 2008 20:51:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/?p=6147#comment-432483</guid>
		<description>Have someone considered SSS -how to make similar effect by using texture layers? SSS is really slow.</description>
		<content:encoded><![CDATA[<p>Have someone considered SSS -how to make similar effect by using texture layers? SSS is really slow.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Agile</title>
		<link>http://www.blendernation.com/blenderart-magazine-20-call-for-content/comment-page-1/#comment-432472</link>
		<dc:creator>Agile</dc:creator>
		<pubDate>Fri, 19 Dec 2008 20:46:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/?p=6147#comment-432472</guid>
		<description>@ROUBAL I saw your waterfall. Nice effects! To achieve this dimensions with blender fluid sim one probably should use renderfarm.</description>
		<content:encoded><![CDATA[<p>@ROUBAL I saw your waterfall. Nice effects! To achieve this dimensions with blender fluid sim one probably should use renderfarm.</p>
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	</item>
	<item>
		<title>By: ROUBAL</title>
		<link>http://www.blendernation.com/blenderart-magazine-20-call-for-content/comment-page-1/#comment-432381</link>
		<dc:creator>ROUBAL</dc:creator>
		<pubDate>Fri, 19 Dec 2008 19:28:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/?p=6147#comment-432381</guid>
		<description>@Agile :Yes, using animated textures with or without displacement modifier, and waves.

There are some video examples on my site : Waterfall, with animated texture with High Spec factor and wave, Crazy boat and After the Ship Wreck, using displacement modifier and waves.

Currently, I&#039;m simulating fire (candle and open fire, at the bottom of the video list) , using Displacement modifier and Softbody flames animated by a vertical Wind effect.

I&#039;d want to make a tutorial, but in fact the truth is that it uses basic features. The main difficulty is not the use of Softbody or the use of the displace modifier. These tools are well explained in the manual. The really difficult part is mainly the setup of the textures.
My open fire flames have no less than 9 layers. So, making a tutorial hasn&#039;t much sense, because the tricky thing will change with what you really want to create. I fear that there is no universal recipe. A good knowledge of Blender tools is the firststep, but to achieve the exact wanted result, you have to tweak a lot of material and texture parameters, and often draw alpha textures by hand. It will need hours and days and sometimes weeks (Well, I know, I&#039;m slow :o) to get the right (or almost) visual effect.</description>
		<content:encoded><![CDATA[<p>@Agile :Yes, using animated textures with or without displacement modifier, and waves.</p>
<p>There are some video examples on my site : Waterfall, with animated texture with High Spec factor and wave, Crazy boat and After the Ship Wreck, using displacement modifier and waves.</p>
<p>Currently, I&#039;m simulating fire (candle and open fire, at the bottom of the video list) , using Displacement modifier and Softbody flames animated by a vertical Wind effect.</p>
<p>I&#039;d want to make a tutorial, but in fact the truth is that it uses basic features. The main difficulty is not the use of Softbody or the use of the displace modifier. These tools are well explained in the manual. The really difficult part is mainly the setup of the textures.<br />
My open fire flames have no less than 9 layers. So, making a tutorial hasn&#039;t much sense, because the tricky thing will change with what you really want to create. I fear that there is no universal recipe. A good knowledge of Blender tools is the firststep, but to achieve the exact wanted result, you have to tweak a lot of material and texture parameters, and often draw alpha textures by hand. It will need hours and days and sometimes weeks (Well, I know, I&#039;m slow :o) to get the right (or almost) visual effect.</p>
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	<item>
		<title>By: Agile</title>
		<link>http://www.blendernation.com/blenderart-magazine-20-call-for-content/comment-page-1/#comment-432368</link>
		<dc:creator>Agile</dc:creator>
		<pubDate>Fri, 19 Dec 2008 19:08:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/?p=6147#comment-432368</guid>
		<description>Are there any other ways of making realistic looking water than by using fluid sim?</description>
		<content:encoded><![CDATA[<p>Are there any other ways of making realistic looking water than by using fluid sim?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Gryphon</title>
		<link>http://www.blendernation.com/blenderart-magazine-20-call-for-content/comment-page-1/#comment-432350</link>
		<dc:creator>Gryphon</dc:creator>
		<pubDate>Fri, 19 Dec 2008 18:39:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/?p=6147#comment-432350</guid>
		<description>Faking effects has been the single toughest aspect of 3D art for me to learn so far. I can accurately re-create things if I have a good enough reference... but knowing how to &quot;cheat&quot; small details and large backgrounds would be indispensable. I can&#039;t wait for this issue!</description>
		<content:encoded><![CDATA[<p>Faking effects has been the single toughest aspect of 3D art for me to learn so far. I can accurately re-create things if I have a good enough reference&#8230; but knowing how to &#034;cheat&#034; small details and large backgrounds would be indispensable. I can&#039;t wait for this issue!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Pure_Bordem</title>
		<link>http://www.blendernation.com/blenderart-magazine-20-call-for-content/comment-page-1/#comment-432343</link>
		<dc:creator>Pure_Bordem</dc:creator>
		<pubDate>Fri, 19 Dec 2008 18:04:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/?p=6147#comment-432343</guid>
		<description>errr completely ignore what I just said, higher viscosity = slower moving lol</description>
		<content:encoded><![CDATA[<p>errr completely ignore what I just said, higher viscosity = slower moving lol</p>
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