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