WEBVTT

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Welcome to force fields and particles.

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So what are they won't force fields are not SHIELDS that will protect you against anything but they

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are a way of exerting different forces onto our models.

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And specifically we're going to have a look at particles in this lecture they affect particles more

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so than meche objects were play would mesh objects.

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In the next lecture.

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Now they do not affect themselves or an object if they are part of the physics for that object.

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And we see that in closer detail.

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Once we hop on over in a blender.

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Okay so now that we're over in blender Let's go ahead and first of all make sure that when we're using

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the force field itself are no other forces in our scene could be playing with it.

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So first of all let's go ahead and pop on a particle system so let's select ucu first particles.

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A new particle system.

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Now I'm going to set the lifetime to 200 so they do not disappear and moschonas at the end of our scene

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two hundred two.

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So let's go ahead first of all before we even add a forcefield Let's go and play our animation.

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So the first thing we can see here is they are falling and that's because gravity on the scene is turned

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on.

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So in this case I'm going to turn gravity off some going to go to the scene menu and it's seen properties

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here and go down to gravity and just until the gravity box.

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Okay.

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So now the particles are still moving so there must be some force acting upon them.

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Now what could that force be.

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Well I'm not going to get you to guess at this point because it's hidden deep in the particle setting

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So let's go ahead and switch back to the particle properties and scroll down.

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And at some point down here we get to velocity.

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So they're having an initial velocity normal to the faces that they're being emitted from of one.

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Now I'm going to set that down to zero.

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Now as the particles come alive and over frame one two hundred they just get stuck to the face of our

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model.

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So I'm just going to lower that down to 50 so they all appear in the first quarter of our scene of our

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little animation that we're playing.

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Okay.

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So there are a couple of ways of adding force fields.

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One is to the object itself.

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Now this cube is the emitter of those particles.

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Therefore if we go and add a forcefield to it it does not affect the particles that are being emitted.

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If we duplicate this cube over here we can see Virts let's just let the whole animation reset.

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Okay.

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There they're actually pushing each other's particles away because of the forcefield itself.

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Now let's have a closer look at the force field settings so let's scroll down here so we've got a strength

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of one.

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Let's go back to the top.

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Jumping ahead there.

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So we've got what type of forcefield is it.

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And there are lots to pick from.

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Only to leave it as force for the moment.

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It's a point force.

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And with all the settings left there's the fault.

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It will be as if the force itself is being pumped out in every direction.

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Equally we've got the strength of the force now the force strength can be negative and positive.

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So the moment this cube on the right is pushing away the particles of the cube on the left.

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However we can if we type in minus one it'll actually suck them in.

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Now the particles themselves will not actually impact of Cube yet because we've not set it to have collision.

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If we clicked the collision as well we should see the particles hit the surface and start bouncing off

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and deflecting and then being attracted back again.

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So this could be great for some sort of I don't know orbital mechanics we are trying to get something

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to follow around in fact on this particular cube itself we can see that they're just falling out of

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the faces.

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But in the particle settings themselves we can scroll down a little the where we set the velocity to

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zero where we can say in the x and y direction equally so come out towards us towards the viewer itself.

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We can set that I don't know at five and five and let's see what happens when we reset the frame.

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They're being thrown out this direction in fact because it's the same particle system that was a bit

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strong Let's go down to one and one or not five and one does one and one and reset and see what happens

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then.

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So they're being thrown out and then they're being sucked in and they'll probably orbit around this

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until well until they actually hit it or our animation runs out as we can see there.

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So that's now sucking them in towards this.

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So that's great.

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We can see that they don't affect each other's particles.

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However they do affect other particle systems.

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Now there are a couple of things that you can do.

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Say we didn't want this to happen but we wanted it to curve away anyway.

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We can set up our particular emitter and set up the forcefield separately and that's the second way

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of adding a force field to our models.

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Someone had the leave the other cube for the moment and were going to try and get the same thing going.

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But would just this individual one so selected it and I'm going to turn off the forcefield which because

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it's not doing anything for us.

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He's not changing the direction of these particles.

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However if we go ahead and add a force field.

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So that's the admen you just like you would add a new mesh object or curve etc..

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We've got the option to have a forcefield and it will be added whether 3D cursor is.

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And because I haven't moved the 3D cursor it's going to appear smack bang in the middle of our cubes.

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Let's go ahead and add a forcefield.

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The same one again just a forcefield and that attracts so I'm going to go from minus one on this force

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and hopefully our hat so there's not enough ejection force this time round so in that case we're going

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to have to make it so would go back to the Q.

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Go back to the particle system.

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Scroll down to where we have the velocity I think I was actually there anyway so the velocity here is

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just being emitted in the it says x direction there that's just check this cube particle just 0 x and

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y I was misreading.

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So let's set it going off in the x and y direction.

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Let's set it up.

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Let's try five.

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This time it doesn't seem too strong.

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Okay so OK they're being chucked out quite a ways.

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But they will eventually come back as we can see this slowing down and starting to group and come back.

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So five was obviously still too strong.

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I'm going to try to leave it at that for the moment.

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So we've got this these particles being for south of the system and then being sucked back in which

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is pretty cool.

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There we go.

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They're coming back again.

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So that could be you know something being ejected from our model itself and in fact we can do in explode

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with those as well and have some sort of funky explosion going on unlike what's going on here so far.

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Now in order to make sure that this particular cube itself and the force feel the air that's within

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sort of the emission we need to make sure it kind of stays together and in which case we can literally

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we can see here it's a field.

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It's got the same symbol as an empty and we can drag that in to the cube and make it the parent of the

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cube.

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Then wherever we move the actual cube itself the simulation I suppose is still running from the same

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point.

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Brilliant.

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You can of course move them individually if you select individually.

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So I'm just going to.

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Undo those couple of moves.

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Okay so we're back at this point here what happens now if we have more than one of these because they

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are self affecting and they would affect others.

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So let's go ahead and duplicate that cube and pop one here one here and one here.

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We should start getting some interesting effects.

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Because these are all emitting However only one of them is attracting.

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So you can start to get some really interesting orbits going on or suctions or whatever you actually

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wanted to do.

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Of course we all know that these particles themselves can be changed to be objects as well so that could

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be a swarm of bees or whatever he wanted it to be swarming around that central cube.

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Okay.

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So armed with that knowledge I've got a quick challenge for you.

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Okay I would like you to go ahead and dissolve a cube.

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So set up a cube that will break in two blocks of pieces.

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I do recommend setting it up in a zero gravity environment initially just to get the hang of what's

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going on.

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If you have any gravity whatsoever things will just be poured southwards in negative z direction by

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default.

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Course if you go ahead and change the gravity to a different direction it will disappear in a different

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direction.

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So use a force field to break the cube up into little pieces as if it was be made out of fragile sand

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and it was just eroding away.

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Borzov video now and give that a go.

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Okay guys welcome back.

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Let's go dissolve a cube over in blender.

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Okay so this is where I left off here.

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This is where we've got some particles being emitted.

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Now we can use those particles obviously to dissolve cubes.

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Now we need the cube itself to be in multiple pieces and to make sure that I'm not repeating myself

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a you're going to use the scene I've got set up here because I think that would be quite interesting

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watching it being blown apart and then swirling around this central bets.

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I'm going to literally make sure all of these cubes have the same meshed data.

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So all of these are obviously different objects.

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Do they have all different mesh objects or mesh data.

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Yes they have.

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So I'm literally going to switch them all to just cube.

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So a bit of a time consuming thing but it's not going to take too long.

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There's not too many of them.

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Of course I could have just selected them all and made a link to them.

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So there's lots of ways of doing things in blender are chosen to do a little long handedly.

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Never mind.

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Okay so all of these are sharing the same mesh data which should mean if I go into that mesh data and

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subdivide I'm gone.

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Press Dubey there is term a keystrokes I'm going to press Dubie there and that subdivide and going to

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open a tall shelf and how many cuts are we going to do.

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Well bear in mind this is going to be multiplied by five times as well.

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I'm going to go for maybe 250 cuts.

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Well is that going to be too many might know though.

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That's tiny.

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Oh how.

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How many faces is this produced 61000.

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Yes that's going to be a bit too many that's going to slow down my computer something chronic.

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So let's try 15.

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Yeah that's a much better.

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Fifteen thousand faces.

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OK.

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So now I've done that.

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Every other one should also be 15000 faces.

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Sure.

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So we have got how many phases in total.

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Eighty thousand.

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OK.

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And these are all sharing the same set up.

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So we should have no trouble at all making all the settings to say some let's you can add the explode

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modifier to our first mesh here.

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Excellent.

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And a way it goes it's orbiting properly.

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Excellent.

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And it's it should be a matter now of adding the explode modifier to these other bits.

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So modifier explode modifier explode.

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Again I could make links across or it's starting to slow down now so perhaps I had a few too many.

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Anyway that's that's a good start isn't it.

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So there we go.

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Okay.

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Some may be too many there but we can see the cubes rule breaking apart and they're all in separate

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locations and they all start to orbit round.

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Now what I'm going to do is I'm actually going to let this run this animation itself for a little bit

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longer.

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Some gear up this and I will see you guys back in a few moments once I've left it cashed all this out

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and I'm going to render it out as well just to see what it looks like.

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Of course cinnamon make sure my details are low so I'm just going to pause it there and before I go

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off and disappear I would consider going to show you how I'm going to set this up.

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I'm going to go to the world properties and set a colour background to basically black so there's no

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ambient light in our scene and I'm just going to switch here over surrendered modes it's going to look

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like that.

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Now we've got this sort of bready colour I'm going to go in and pick something a little lighter.

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And of course I've got some materials here you can choose a different colour if you want it.

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I'm going to go from my terracotta colour mainly because I like fat.

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And then finally the light in the scene is all coming from a lamp.

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And at this point all of these pieces of course will self shadow one another.

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But if I go ahead here and we've got sunlamp with a setting of three let's set it a little higher.

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Okay that's five let's go for 10.

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Okay.

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That's getting some real highlights on it.

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Now let's zoom in and make sure it's real blowing out.

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Okay I like that as well.

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OK.

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A final thing I'm going to do which will tax my computer so I may end up leaving it a while to do the

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run in fact I'm probably going to do it on my P C which is a bit quicker than my laptop.

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I'm going to increase the number of particles for each one to the number of faces that are on each cube

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and if we remember there were something like 15000.

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That will give me a lot lot smaller set of particles and I'm going to run that simulation and hopefully

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get some sort of ring system going around my central point there.

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So I'll see you guys back in a few moments whilst I've sorted that out.

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Okay so things have changed not too dramatically.

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I've still got a load of cubes that are dissolving but I've replaced that middle one with a sphere and

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I've kind of got a young Saturn.

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How about that or something else.

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Like I have no planet with Square moons that have been broken up anyway.

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So this was super exciting to bake and when I was making it I was shocked to see the resources it took

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up so a word of warning.

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This particular blend file with all of the cache data for those particles and their movements because

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blend the stores that ballooned at 12 gigabytes.

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Not to mention that blender used well over twenty eight gigabytes worth of RAM when actually rendering

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this out now suffice to say if I was trying to run that on my GP you there was too much data for that

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to handle it just crashed out.

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So this is the sort of thing that if you start getting lots and lots of particles you are going to suffer

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ram issues vs ram issues even on modest cards like a titan X or something crazy like that.

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It's got 12 gigabytes of RAM cost thousands.

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So in this case a s.p. you would be the best place to render this on as you can see.

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This was lots of fun to make.

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I hope you guys have made some similarly wacky dissolving of the cubes.

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Oh so you've gone remember to share that work over on the forums so we can all see it and I will see

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you guys in the next lecture.
