Are right in the story or me looking at particle systems what they are and how we could use them.
So let's go over here.
And first we're going to go to our properties tab and go to the particle simulations button right here.
We're going to click on mue and now we're given a list of different options for our particle system.
Now what particle system does is it basically emits from the object that you put it on different particles
to give it random variation to different things.
So we have two kinds of particle systems.
We have an emitter and a hair.
We're going to take a look at the emitter for this tutorial in the hair in the next one.
But the emitter particle system basically allows for you to emit randomly particles from an object.
Now this could be useful for rain because obviously with rain you don't want to model and animate every
single raindrop.
And so it could be used for rain.
It could be used for.
Let's say you have a chain saw cutting something it could be used for the sparks flying out of the metal
hitting the metal.
It could be used for a variety of different things where you need a random distribution of different
particles or different objects in your scene.
So very very cool.
Now if we hit day to play this you could see that the cube emits little particles from the cube.
Now let's take a look at the different options we have here and what they do.
So the number right here is the number of particles emitted from the object.
If I increase this to 10000 Let's say you can see that.
Now we have a lot more particles emitting from our cube.
I can't turn it back down to a thousand.
Right here this is the start frame of our particles and the end frame of the particle system right here
is the lifetime of the particles.
If I hit all day you could see that after a certain point they just die off and disappear.
If we increase the lifetime you will see that they go further and further down and they die off later
down the road.
Poor particles dying off.
It's a sad sad scene.
I mean put this back to 50.
And now this other option that we have right here is the random So this is the randomness of the life
of the particles.
If we increase this it means that some will die right away and some will die further down the road.
Pretty cool.
Now over here we have where we want the particles to emit from whether it's from the vertices of our
mesh from the faces of our mesh or the volume and then we have a couple of different options here for
the randomness and even distribution.
Now going over here we have the cash which is basically we could render this into a keyframe animation
so that it is no longer a particle system but actually keyframe down here and saved into Blendr as a.
As an animation and over here we have the velocity now the velocity tab basically dictates how how much
strength or power or force the particles are emitting with.
So if I increase the normal You could see that it will increase how fast they are emitting from the
normals of our cube or from the faces.
So pretty interesting effect here this could be a fountain or something of that nature.
Pretty cool.
Now for the particles and again these particles from many different things for example if you have a
rushing waterfall you could possible use the particle system for the droplets of waters that are splashing
everywhere and whatnot.
So that's the that's the normal field right here.
Then we have randomness down here which basically affects how randomly they will emit from the cubes
so if I increase this you could see now.
Now they're just shooting out randomly throughout our scene.
Pretty cool.
It's back to zero.
And then over here we have the starting speed of the particles and it's a little bit harder to see here
because if what we're going to do in just two seconds at an object to our particles so that we could
see a little bit better what's happening with these different options and things that we're changing
now right here.
Obviously this will emit the particles in one particular direction or axis.
So right here this kind of looks like a cube throwing up.
Pretty interesting result.
And then the other two axes as well and of course you could go in the negative direction for it to go
in the opposite way.
All right.
Now let's actually add in a a an object to this so we could see more of what the rotation does.
So what are you going to do is hit shift day add mesh and we're going to add in a U.V. Let's go ahead
and add in a go I had an add in a cone actually bring it out and then it's smooth for smooth shading
grabbed the particle system go down here and we're going to change it from path to object.
And now we're going to select our object named cone.
Now you can see it's emitting a pun.
A pun a ton of different little cone shaped and of particles.
And they actually look like Hershey Kisses so.
So if you were doing an animation with a bunch of Hershey Kisses falling from the sky like the movie
cloudy with Cloudy With A Chance Of Meatballs.
Cloudy With A Chance of Hershey Kisses.
Awesome.
All right let's go back here and take a look at the rotation.
So under rotation which is right here if I enable this and zoom in a bit and also I'm going to go down
here and with the emitter back to the object I need to scale up the size so that they're a bit bigger.
And right here the random size dictates the randomness of the size.
So if I increases to 1 Some will be bigger and some will be smaller and it will kind of make the size
of them random.
All right.
Going back to the rotation.
Let's see what this does.
So if I increase the rotation right here the randomness you will see that it will basically rotate them
randomly so another emitting from a random rotation around the origin of this object obviously at zero.
They're completely straight and emitting as this object is right here.
Phase is as rotation around chosen chosen orientation axis.
So if I increases as well it will basically rotate it in a different way.
So right now it's basically emitting from the bottom and on the side of the cube.
Actually mainly just the bottom so right now this will basically dictate which access point or which
rotation the cube will have or actually here are cone will have.
So all the way at negative 1 it will be upside down at zero.
It will be facing up or completely straight and out one it will be upside down as well.
Obviously if you put at Point 7 5 or so like that it will be kind of an angled position.
All right going to set that back to zero.
And that right here this is for the hair.
So I do not believe it will actually affect actually does affect this and it kind of rotates it in a
random direction as well.
And this could be used for hair which is pretty cool.
Now this is the velocity.
So this is again the speed and the rotation at which it gets shot out of the mesh.
Let me go ahead and reset that area.
Here we have dynamic.
So we could choose them to be dynamic so that they collide with other objects in our scene which have
either a collision or a dynamic option to them
now.
Down here we have the physics and this one we're going to take a look at.
And just a second actually let's go ahead and go into it right now.
So right here this is the size of our of our mission.
You can also increase the size by increasing this right here.
So if I increase the scale of this it will change the size as well.
This is the random size once again and this is the same value as down here.
So these two values are exactly the same as over there.
Then we have let me scale down.
Then we have the Brownian factor which basically slow it will slow it down.
Actually know the Brownian is not that that would be the drag and the damp the Brownian apparently is
somehow random erratic particle movement.
So if we increase that as you can see yes some of them are randomly moving and kind of having kind of
a shake to them.
So I basically randomly moves a particle instead of just falling down.
Now the drag.
If you increase this and then increase the damp the drag actually doesn't seem to be doing much as the
amount of air drag.
So that's why the air drag obviously right now we don't have really too much air in our scene.
It might affect a little bit but if you were to put for example a wind a wind force field this drag
right here will basically affect how slow or how fast it will fall.
In comparison with the wind now the damp will basically dampen it and make it so that slower or faster
by kind of dampening the speed and the motion of your particles.
Pretty cool.
Now right here we're going to take a look at some of these more options a little bit.
Very soon like the die on hit.
But for now let's go over here to display.
We're not going to get too much into that for now.
Children you can actually select different children.
So if I select enter pre-lit interpretated it basically adds a child as we saw before you know the parent
child relationship as a child to every cone that is that is emitted.
So right here you can see display is set to one.
But the renderer is set to 100.
So when you render it out it will actually look like that there will be 100 for every one that there
is right there.
Go ahead Control-C to undo that.
And then you could set the size of the child and the randomness of the child as well so it adds more
randomness and variation.
Now let's go ahead and actually go over here since we're done with what is called the rotation part
of this.
Let's actually do a little more interesting scene with this.
Let's see our cone head shift day and Mersch U-V sphere and move it out of the way.
Smooth.
And now what I'm going to do is bring this up G and Z.
By the way you can move this around as it's animating or as it's emitting.
Pretty cool.
I'm going to shift a add mesh cube.
Now I'm going to hit s to scale scale it way up hit G and Z and bring it up.
Scale it down a little bit.
And then hit s shift Z to bring it out tab to go into edit mode control tab face select this face and
delete that face right there now heading X and Z to scale it down like so.
So we have some bounding boxes.