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	<title>Comments on: Tutorial: Footprints in the Sand</title>
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		<title>By: Kop</title>
		<link>http://www.blendernation.com/tutorial-footprints-in-the-sand/comment-page-1/#comment-492300</link>
		<dc:creator>Kop</dc:creator>
		<pubDate>Sat, 18 Jul 2009 00:55:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2006/12/11/tutorial-footprints-in-the-sand/#comment-492300</guid>
		<description>Hmm...  I wonder if you could make a particle system to cover the ground with sand/snow/whatever, then set it up so that the particles die when an object (like a foot) hits them?  It might be more CPU-intensive, but it would be automatic, and the extra processor time might still be less than the time it takes to make the disp map.</description>
		<content:encoded><![CDATA[<p>Hmm&#8230;  I wonder if you could make a particle system to cover the ground with sand/snow/whatever, then set it up so that the particles die when an object (like a foot) hits them?  It might be more CPU-intensive, but it would be automatic, and the extra processor time might still be less than the time it takes to make the disp map.</p>
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		<title>By: Kernon</title>
		<link>http://www.blendernation.com/tutorial-footprints-in-the-sand/comment-page-1/#comment-24493</link>
		<dc:creator>Kernon</dc:creator>
		<pubDate>Sat, 16 Dec 2006 15:36:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2006/12/11/tutorial-footprints-in-the-sand/#comment-24493</guid>
		<description>@Roubal
You can definitely add textures to fluids, including video. :)</description>
		<content:encoded><![CDATA[<p>@Roubal<br />
You can definitely add textures to fluids, including video. :)</p>
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	<item>
		<title>By: Nathan</title>
		<link>http://www.blendernation.com/tutorial-footprints-in-the-sand/comment-page-1/#comment-23747</link>
		<dc:creator>Nathan</dc:creator>
		<pubDate>Wed, 13 Dec 2006 03:02:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2006/12/11/tutorial-footprints-in-the-sand/#comment-23747</guid>
		<description>Wow, that is really cool.  Very simple, too.  I really like the final result!  Thanks for sharing!

Nathan</description>
		<content:encoded><![CDATA[<p>Wow, that is really cool.  Very simple, too.  I really like the final result!  Thanks for sharing!</p>
<p>Nathan</p>
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	<item>
		<title>By: ROUBAL</title>
		<link>http://www.blendernation.com/tutorial-footprints-in-the-sand/comment-page-1/#comment-23718</link>
		<dc:creator>ROUBAL</dc:creator>
		<pubDate>Tue, 12 Dec 2006 22:42:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2006/12/11/tutorial-footprints-in-the-sand/#comment-23718</guid>
		<description>@jaycun

That&#039;s a very interesting idea! I think that it should work, but I don&#039;t know if one could easily add a texture on the fluid surface if needed.

Maybe yes, because baked fluids are made of series of meshes...

It would be fun to make some experiments in this way !</description>
		<content:encoded><![CDATA[<p>@jaycun</p>
<p>That&#039;s a very interesting idea! I think that it should work, but I don&#039;t know if one could easily add a texture on the fluid surface if needed.</p>
<p>Maybe yes, because baked fluids are made of series of meshes&#8230;</p>
<p>It would be fun to make some experiments in this way !</p>
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	<item>
		<title>By: jaycun</title>
		<link>http://www.blendernation.com/tutorial-footprints-in-the-sand/comment-page-1/#comment-23690</link>
		<dc:creator>jaycun</dc:creator>
		<pubDate>Tue, 12 Dec 2006 18:21:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2006/12/11/tutorial-footprints-in-the-sand/#comment-23690</guid>
		<description>I wonder if the Fluid Simulator could be used to simulate footprints?  Set the viscosity to that of mud or sand...set compressibility to 0 and animate a foot walking in the &quot;fluid&quot; for the footprints....bake and then render.</description>
		<content:encoded><![CDATA[<p>I wonder if the Fluid Simulator could be used to simulate footprints?  Set the viscosity to that of mud or sand&#8230;set compressibility to 0 and animate a foot walking in the &#034;fluid&#034; for the footprints&#8230;.bake and then render.</p>
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	<item>
		<title>By: ROUBAL</title>
		<link>http://www.blendernation.com/tutorial-footprints-in-the-sand/comment-page-1/#comment-23658</link>
		<dc:creator>ROUBAL</dc:creator>
		<pubDate>Tue, 12 Dec 2006 12:05:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2006/12/11/tutorial-footprints-in-the-sand/#comment-23658</guid>
		<description>@Matt :

I think that this effect can be done simply by making speed variations in the animation of the grey mask when making the AVI texture.

The print must be unmasked in two times, the second time (toes)more progressive than the first(heel).</description>
		<content:encoded><![CDATA[<p>@Matt :</p>
<p>I think that this effect can be done simply by making speed variations in the animation of the grey mask when making the AVI texture.</p>
<p>The print must be unmasked in two times, the second time (toes)more progressive than the first(heel).</p>
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	<item>
		<title>By: DiThi</title>
		<link>http://www.blendernation.com/tutorial-footprints-in-the-sand/comment-page-1/#comment-23631</link>
		<dc:creator>DiThi</dc:creator>
		<pubDate>Tue, 12 Dec 2006 07:07:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2006/12/11/tutorial-footprints-in-the-sand/#comment-23631</guid>
		<description>The AVI making step wouldn&#039;t be necessary if material nodes allowed geometry input from other objects</description>
		<content:encoded><![CDATA[<p>The AVI making step wouldn&#039;t be necessary if material nodes allowed geometry input from other objects</p>
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	<item>
		<title>By: Matt</title>
		<link>http://www.blendernation.com/tutorial-footprints-in-the-sand/comment-page-1/#comment-23597</link>
		<dc:creator>Matt</dc:creator>
		<pubDate>Mon, 11 Dec 2006 23:01:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2006/12/11/tutorial-footprints-in-the-sand/#comment-23597</guid>
		<description>Nice! Next challenge is to make it so the heel sinks in first followed by the toes slapping the surface, rather than the footprint &#039;sliding&#039; on in a wipe transition :)</description>
		<content:encoded><![CDATA[<p>Nice! Next challenge is to make it so the heel sinks in first followed by the toes slapping the surface, rather than the footprint &#039;sliding&#039; on in a wipe transition :)</p>
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	<item>
		<title>By: BeBraw</title>
		<link>http://www.blendernation.com/tutorial-footprints-in-the-sand/comment-page-1/#comment-23549</link>
		<dc:creator>BeBraw</dc:creator>
		<pubDate>Mon, 11 Dec 2006 17:00:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2006/12/11/tutorial-footprints-in-the-sand/#comment-23549</guid>
		<description>Nice tutorial! I think that you can replace the gradient mask texture with Blender&#039;s blend procedural texture. Use an empty as map input! Now you can use it to determine its location and it should work as the gradient mask does.</description>
		<content:encoded><![CDATA[<p>Nice tutorial! I think that you can replace the gradient mask texture with Blender&#039;s blend procedural texture. Use an empty as map input! Now you can use it to determine its location and it should work as the gradient mask does.</p>
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	<item>
		<title>By: Gez</title>
		<link>http://www.blendernation.com/tutorial-footprints-in-the-sand/comment-page-1/#comment-23543</link>
		<dc:creator>Gez</dc:creator>
		<pubDate>Mon, 11 Dec 2006 15:54:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2006/12/11/tutorial-footprints-in-the-sand/#comment-23543</guid>
		<description>I think a normal map instead a simple bump would make the trick.
The normal map can be created using the character&#039;s feet in stride position, cutting them and inverting their normals and extending the outlines to a single plane.

Anyway, using displacement is better for closeups, as Roubal said.</description>
		<content:encoded><![CDATA[<p>I think a normal map instead a simple bump would make the trick.<br />
The normal map can be created using the character&#039;s feet in stride position, cutting them and inverting their normals and extending the outlines to a single plane.</p>
<p>Anyway, using displacement is better for closeups, as Roubal said.</p>
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