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Bounce, Tumble, and Splash!: Simulating the Physical World with Blender 3D

Bounce, Tumble, and Splash!: Simulating the Physical World with Blender 3D

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Author: Tony Mullen
Creator: Erwin Coumans
Publisher: Sybex
Category: Book

List Price: $49.99
Buy New: $26.01
You Save: $23.98 (48%)



New (31) Used (7) from $22.95

Avg. Customer Rating: 4.5 out of 5 stars 7 reviews
Sales Rank: 28583

Media: Paperback
Edition: Pap/Cdr
Number Of Items: 1
Pages: 400
Shipping Weight (lbs): 2.3
Dimensions (in): 9.8 x 7.9 x 0.7

ISBN: 0470192801
Dewey Decimal Number: 006.696
EAN: 9780470192801
ASIN: 0470192801

Publication Date: June 30, 2008
Availability: Usually ships in 1-2 business days
Shipping: Expedited shipping available
Condition: Brand New Book 100% guaranteed. Never Read before. No underlining or highlighting. Ships within 24 hours of when you order. Free Tracking with every order. Quality Plus from QP Books.

Accessories:

  • Introducing Character Animation with Blender

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  • Introducing Character Animation with Blender
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  • Animating with Blender: How to Create Short Animations from Start to Finish
  • The Artist's Guide to GIMP Effects: Creative Techniques for Photographers, Artists, and Designers

Editorial Reviews:

Product Description
Learn all about Blender, the premier open-source 3D software, in Bounce, Tumble, and Splash!: Simulating the Physical World with Blender 3D. You will find step-by-step instructions for using Blender’s complex features and full-color visual examples with detailed descriptions of the processes. If you’re an advanced Blender user, you will appreciate the sophisticated coverage of Blender’s fluid simulation system, a review Blender’s latest features, and a guide to the Bullet physics engine, which handles a variety of physics simulations such as rigid body dynamics and rag doll physics.


Customer Reviews:   Read 2 more reviews...

5 out of 5 stars Excellent for intermediate and advanced Blender users   September 20, 2008
This is an excellent book for intermediate and advanced Blender users who want to use particles, soft bodies, cloth, hair, fluids, the game engine, and other things that help to simulate physics and real life.


1 out of 5 stars Very Disapointing   August 15, 2008
 1 out of 2 found this review helpful

I have been using blender for a while now and enjoyed his other book about character animation, but I was unable to get any of the 5 tutorials that I tried in this book to work at all. Must be for Advance users only I guess.


5 out of 5 stars Fantastic Book Fantastic Author   July 20, 2008
 0 out of 1 found this review helpful

I just bought the book and will start learning it immediately. The book is amazing in its illustrations and quality. I had a complaint about another book by Tony Mullen. He responded to my complain in a matter of hours. I will let more experienced reviewers evaluate the book, but I will highly recommend any author who cares so much for his customers.


5 out of 5 stars You need this book. Definitely.   July 18, 2008
 4 out of 5 found this review helpful

I ordered this book without much hesitation, once I discovered Tony was writing it. Having read his past book "Introducing Character Animation with Blender", I ordered this one without thinking twice. Now that this book is in my hands, I can't regret for my choice. The overall quality of the publication is impressive. Not only for the contents but also for the technical production: fine paper with color quality images. It's not common these days. The book is composed of 400 pages (7 chapters) plus an appendix and they are:

Chapter 1 - Re-creating the World: An overview
This chapter describes those tools and techniques that are not well explained elsewhere by the Blender literature. It covers topics like material creation with nodes, transparency, subsurface scattering, sky maps (sphere maps and angular maps) and those tools that can be used to fake physics, when accurate simulations are not necessary at all but you still need a "quick and dirty" method to achieve an effect efficiently and with sufficient speed (an example: water simulation with surface tension displacement or cloth simulation using a displacement modifier). Obviously, these techniques are useful for everyone involved using Blender. No doubt. Much appreciated.

Chapter 2 - The Nitty-Gritty on particles.
The first thing I thought after reading this chapter was:"WOW". *ALL* the latest development on Blender particles is covered here: emitters, reactors, positioning particles on a grid, chained physics systems, various types of visualizations, force fields (harmonic, magnetic, vortex, spherical, wind, etc.)
You will be guided through the creation of a convincing fire material using clouds and stencils textures! All is explained gradually and with great style. Highly informative.

Chapter 3 - Getting flexible with Soft Bodies and Cloth.
As you can expect, all that has been developed is covered here: baking, how to animate a spring, force fields and collision, using curves with softbodies (it will teach you how to animate a chain using an empty), stress maps, how to produce a fantastic cube of gelatin using lattices, simulating clothes. It will even explain how to use the demolition plugin to produce a window breaking in a spiderweb pattern!

Chapter 4 - Hair Essentials: The Long and Short of Strand Particles.
How to produce hair, fur and grass. After covering the basics, this chapter will guide you through the creation of an hairstyle on top of a practice head. One of my preferred chapters.

Chapter 5 - Making a Splash with Fluids.
One of the most interesting part of Blender: the fluid simulator. All is covered here: domains, resolution, inflow, outflow, fluid object intersection, kinematic viscosity, obstacles (considering animation, of course).

Chapter 6 - Bullet Physics and the Blender Game Engine.
One of the less undestood parts of Blender is certainly the game engine. So I was favourably impressed when I have seen an entire chapter dedicated to it. This chapter describes all the tools needed to produce hard bodies simulations, using the game engine and the powerfullness of the Bullet Physics Library. Actors, actuators, IPO curves, rigid body simulations with IPO curves, joints, ragdolls ... This is material that will be probably new to most Blender users.

Chapter 7 - Imitation of Life: Simulating Trees and Plants.
This chapter explores a few tools that can be used for creating trees and vegetation in general, like the L-System, ngPlant and Ivy Generator.

Each chapter is independent, so you don't need to read the book from the first page, with the exception of chapter 4, who strongly depends by the two previous chapters. This book is of course not intended for beginners. This book is completely updated with the latest Blender development and it covers the actual stable release. This is the documentation Blender needs. I highly recommend this book. It is well written, well presented, well structured and, most importantly, it's definitely fun!



5 out of 5 stars Not For Beginners, But Definitely a Buy!   July 7, 2008
 4 out of 6 found this review helpful

I purchased this hoping to learn to use Blender, and open-source program available from blender.org. The book is very well written, very informative, and an excellent reference, but definitely NOT for beginners; the author even says so. If you, like me, are a beginner, either buy this AFTER getting "Character Animation With Blender" or "The Essential Blender," buy it WITH one of those, but if you are serious about learning 3D imaging, animated or not, this is a definitive must for your library.


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