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The Bowl Sharpener is shaped like a cute little soup bowl! The base of the bowl consists of the actual sharpener opening, through which you slip in your pencil, and begin to sharpen it.
#Inkdrop lamp windows#
Titled the OO for the two circular discs at one end of the ruler, this piece of stationery is capable of measuring linear as well as non-linear surfaces, up to a stunning 99.9 centimeters! Using a clever gear system and two marked rolling-discs, the OO ruler can be rolled on surfaces, with a set of windows depicting the measurement based on how much the discs roll.
#Inkdrop lamp series#
Now you are ready to render! If you create something nice with this tutorial, I'd really like to see your results, so feel free to post them in the comment section below.The Logifaces puzzle comprises a series of triangles of the same size, but different heights (at each vertex), and the only rule is, “Create a form by placing the prisms next to each other to build a continuous surface”. Beware that this will also increase render time! For my examples, a value of 0.01 was enough. To fix that, decrease the Step Size in the Volume Sampling panel. You might encounter strange banding artifacts. Using this technique, you can push the dense parts of the ink further towards the surface. To make the surface more pronounced, add a ColorRamp (Shfit + A -> Converter -> ColorRamp) in between the Attribute node and the Multiply node and move the white stop to the left until you like the result. This is the quickest solution, but it will also increase render time. Or the most simple of them all: Go to the render tab in the properties editor, open the Light Paths panel there and turn volume up to one.
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If you want to dig deeper into to the world of shadow rays and multiple importance sampling, check out The Cycles Encyclopedia! As a quick remedy for this problem, you could use an HDRI to light the scene. The reason for this is that at the default settings, volume scatter uses 0 bounces and for some very technical reasons this won't work with backgrounds that only have a single color. If you turn on viewport rendering now, you will see an odd effect: The entire ink drop is now rendering black: Connect the output of the multiply node with the density input of the Volume Scatter shader and give it the same color as the Volume Absorption shader. Then add a Volume Scatter shader (Shift + A -> Shader -> Volume Scatter) and connect it to the second input of the Add shader. To combine it correctly with volume absorption, use an Add shader (Shift +A -> Shader -> Add Shader) in between the volume absorption output and the material output's volume input. For that you need an additional shader: Volume Scatter. There is also a more modern version where photographers don't use traditional ink but rather water soluble paint that consists of lots of very tiny particles. This is actually a classic old-school ink drop and renders extremely fast. If this is the kind of ink you were looking for, you can render your image or animation now. In the example below I multiplied the density by a factor of 50:
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You can increase the strength by adding a math node in between (Shift +A -> Converter -> Math) and setting it to multiply. Now you should see the ink drop, but it is just barely visible. Enter "density" and connect the Fac output to the density input of the volume absorption node. In the attribute node there is a text field. There is no dedicated node for that yet but you can use the Attribute node (Shift + A -> Input -> Attribute) to access the smoke data. To make the smoke simulation visible, it needs a node that tells it where to get that data from. Now when you turn on rendered view, the entire cube is absorbing light. Connect it to the volume input of the output node. Delete the Diffuse shader and add a volume absorption shader (Shift + A -> Shader -> Volume Absorption). Select material nodes and turn on "Use Nodes". Select the domain and change the screen layout to "Compositing". Also go to the world settings and make it completely white.
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The emitter icosphere should not be rendered, so turn off its render visibility in the outliner.
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