WEBVTT

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Welcome to breaking up a model using particles.

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So falling apart.

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Unfortunately blender needs to be told how to break something up it's not going to do it automatically

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which often means we need to create geometry to reflect the part of the mod or parts that we want to

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fall apart or snap or break or dissolve or what sort of effect we want from Blender.

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Now there are a couple of ways of doing that now manually.

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Now this is often the most and time consuming.

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And it is not advised we've constructed the wall manually that's one way of building up something in

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order to bash parts.

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Obviously if that was a whole building that would be quite time consuming to model each individual break.

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Not only that but it would take a lot of computational time as well.

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That's a simple model the actual brick wall that we've got so far.

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But if it was more complicated it would just not be advisable to go down that route.

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Now it may actually give you the most accurate model or the most control over your model as well.

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But there's an argument to say when you don't need to use the physics Well let's not use it and let's

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just use the physics on the bits we need to do and perhaps annamay the other bits otherwise.

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Generally anything to do with falling taking something apart breaking apart is actually going to use

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the particle system to help break up a model.

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And we'll explore that in a few moments.

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Now physics can then be applied to the pieces themselves that we've generated and we're not going to

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do that in this particular lecture but we do that in a future one very soon or the particle system itself

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and once the particle system starts behaving physically well then we can have lots of fun with it now

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affecting the particles themselves.

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Now the way that particles are affected by the physics is controlled in the particle system tab is not

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controlled in the physics itself.

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In fact the mesh itself the one we're going to take part in a moment doesn't have to have any physics

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applied to it at all.

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Now other objects that interact with those particles do need physics.

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So we're going to have a look at the particle settings in more detail and we're also going to look at

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the collision physics data as well.

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So let's hop straight on over and play with particles and exploding things in blender.

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So were over in blender here.

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And let's start playing with this cube.

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Now if we're destroying anything we want it to break into multiple pieces.

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And like we have done before let's give this cube some pieces for it to break into.

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In this case it's going to be quite regular.

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I'm literally going to go to a subdivision surface modifier.

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So we got here and we're going to increase the number of subdivisions.

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Now I'm not going to apply the modifier at the moment we shouldn't have to do that unless it's absolutely

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necessary because I'm just going to use a particle effect to move things out now in the future he wanted

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to make this particular or the bits that blow out individual objects.

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Now that's where you would actually have to apply servais are separate objects.

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Okay so we've got a ball here.

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Okay.

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Brilliant.

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Let's add a something for particles to collide with like a plane.

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And I'm just going to scale that up.

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Okay so now that's scaled up let's add the particles in so selecting the US is a cube that's let's call

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it ball.

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So selecting the ball I'm going to add a particle system to it.

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And I'm not going to do anything else.

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I'm just going to press play so often.

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And we can see what happens so these particles are being generated.

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And if we have a look at the particle settings themselves we can see what's going on.

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There are a thousand particles being generated between frame 1 and two hundred.

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And they've got a life of 50.

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So we're not going to see any of these die within this particular scene that we've got set up at the

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moment.

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But if I set the end value to let's say one hundred fifty we're going to see that some of these are

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falling.

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Here we go.

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They just die at this point which is at 50 frames.

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They just start disappearing now in a moment when we actually attach that and make this sphere explode

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while that all mean is basically it pauses it no longer has a particle.

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So that part of the mesh just stops doing anything really.

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Now one of the things that you can do to make sure this is optimal is have a look at the number of faces.

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So we've got our our selected here we have a look at the number of faces it has we can see it's three

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hundred and eighty five.

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So the number of pieces we can physically break this ball into is three hundred eighty five and no more

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so we don't need any more on this emissions value than three hundred and eighty five.

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It would just be a waste.

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The other thing we can do here is increase the lifetime so it actually lasts at least as long as the

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scene.

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Now the other thing that we can do here is have a look at this start value an end value.

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Now I'm going to increase the start value to frain 10.

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So no particles will exist until frame 10 but they will still last 200.

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So some of these 385 won't actually exist in this particular scene that we've got set up because it

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only gets to frame one hundred fifty.

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Now if I set the end of the particle generation down to 10 that means that all of those three hundred

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eighty five individual particles are generated instantaneously at frame 10.

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And I'm going to leave it like that for the moment because that's more of an explosion.

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Something else would be more of a houseboat in evaporation.

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So we've got a couple of other options down here but before we start hearing with those.

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You may notice that the actual particles themselves are falling through the frame.

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Now this plane that we've got set up here we don't want that to happen.

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We want them to hit this plane.

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So let's go ahead and look at the physics now.

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Ordinarily you'd add a rigid body to this for things to collide with but it's not a rigid body these

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are particles.

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So we need to select collision instead.

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Now when we select collision you can see that some of these particles are going to switch back to the

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spheres so we can see them.

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All of these particles are bouncing in and around and they're not really being dampened they're just

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continuously bouncing which seems a little bit unrealistic.

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Usually they would come to a settling point.

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So going back to the plane itself that we've added the colation to notice with not mucked around with

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any physics to do with the actual particles themselves we don't have to do that.

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What we do have to do with however is play about with the collision settings.

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So if we have a closer look we can see that the whole left hand side is all devoted to particles wiegert

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particle Perman ability stickiness.

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We can kill the particles.

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Now that just basically means as soon as they strike that surface.

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Stop and do nothing else but that can cause other issues as well but it's a great starting point.

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Now we've got dampening and friction.

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So let's play with each one individually permeability.

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Well the higher that is the more of these particles that will pass through.

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And that's a great way of if something impacts something else if you want it to basically vaporize and

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disappear so there's less the brewery or something along those lines stickiness and dampening a very

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very similar in what they do.

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So the stickiness is as you can probably guess how sticky the surfaces dampening does dampen the bouncing

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and the movement of particular particles.

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So we can see it's coming to a rest.

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But when they eventually come to a rest we'll look at that they're still sliding away and this is where

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the friction comes in.

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So we can increase the friction factor and play with these until we're happy so we can have a high damp

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and low friction and then there we go.

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They come to settle down.

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Now we're not actually seeing anything happen at the moment with this sphere so let's go ahead and do

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that now we've set up the particles.

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Let's actually have the sphere explode and see what happens.

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So go to the modifier tab on this sphere or the ball that we've got set up and I'm going to add in explode

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modifier.

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And hopefully I'm okay.

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So this is too long to set it back to 100 frames the end 100.

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Okay.

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That looks pretty good.

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I like that it's a bit too bouncy but will leave it as it is for the moment.

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Plenty of room for improvement.

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Now look at that the particles themselves are all rigid and quite uniform.

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That's not something we want so we can go back to the particle settings and change things.

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So let's go to the particle settings.

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You will also notice by the way that this is you know these bits as dug into the surface there's nothing

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we can do about that at the moment.

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They'd have to be individual objects to not dig into the surface like this because it literally around

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each of the particles themselves the faces that were on that ball and now sort of.

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So centred around.

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So let's have a look at the other settings.

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So we've dealt with emission so I'm going to turn that were not off.

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I'm just going to hide it by clicking emission.

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The little arrow next to it.

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Velocity valve that's a great one as you can probably guess with velocity.

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It gives us a speed at which this thing's going to explode.

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So while if I said that's 10 that's going to be quite a violent explosion.

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And they go everywhere but you can still see that's pretty uniform in its explosion.

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Now in this particular case we can look down and see there's actually a random option here.

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So if we increase this random it's going to increase the random velocity and therefore make it a bit

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more scattered.

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In this case it's basing it from the emitter the normal explosion of terror value of 10.

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We don't want that.

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It's probably going to end up a bit smaller in this case.

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There we go.

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So that looks much much better already now.

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But the other thing is these pieces are still kind of stuck upright they're not bouncing off of the

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surface as I would expect them to.

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Now we can sort of round them hide the velocity for the moment.

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There's lots of other things you can play with here.

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But essentially we need to turn on rotation and set it to dynamic.

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So rotation are affected by collisions and effectors and effectors just other things that affect the

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particles some of the turn on dynamic.

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And we can see already.

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Every time it lands and they bounce they tumble.

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Now this isn't dampened enough at the moment sarm going to hop back to the plane go to the physics and

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she can turn up the friction I said dampening its sort of movement along the surface hasn't dampened

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enough sun and increase that number to increase the random amount as well so you get some stopping before

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others.

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So to see what's happening there.

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Yes.

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That's much much better.

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So let's go back to the particles and longer select the ball again.

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So there's a couple of other things that we can do here.

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I'm going to scroll down all the rest.

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In fact I'm going to hide them as we go so rotation we can play about with the physics settings themselves.

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I'm going to leave those as default for the moment because I don't think it's going to add anything

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to this particular set up a rendering.

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Now this isn't going to be important at this moment.

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We've got material but the material itself is really going to come from the actual ball that we're exploding

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and nothing else going to hide the brender tab.

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That's absolutely fine.

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So the next thing we really need to look at is the field awaits.

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Now this is telling blender how there's a load of things here we've not seen before.

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I'm only focussing on the gravity for the moment.

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The others are from force fields and other effect oars.

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Now the gravity itself we can change how our particular particles are affected by gravity.

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How cool is that.

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So you can actually make a particular explosion last longer by changing its gravitational effect.

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Obviously this is going to look less realistic if you wanted everything in the scene itself to be affected

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in the same way.

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Now if we remember from before the actual rigid body world settings as we saw it here but we also had

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a gravity setting.

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So we wanted a value that was point one of what it was before.

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I'm just going to go down to minus one in this case.

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We then get a much similar effect as we had before.

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I'm going to set that back to minus nine point eight one.

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Otherwise I'll wonder what is going on later Ron.

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Okay so we've learned quite a bit now about particles and how we can have them explode our model or

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at least separate individual parts out.

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And that leads us on to a challenge.

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Okay so I would like you to go ahead and shatter a sphere so set up a scene with at least three objects

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in it.

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And that is going to be a ground plane a cube and an exploding sphere.

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The sphere is peaches should bounce off of the floor and stick into the cube.

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And here's just a quick example of what I am going for here so you can see the the actual sphere is

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exploding.

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This.

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The shards are digging into the top of that cube and they're just bouncing and dissipating on the floor

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itself.

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So go ahead pause a video and give that a go.

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Okay guys welcome back.

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Let's go do this challenge and hop on over in a blender.

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Okay so I've opened up a brand new blender fast so we need a cube check.

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We need a ground for everything to happen on Oh gone too far.

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Let's go plain and I'm going to scale that up by a silly amounts or just minus.

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Then what happened there scale 100.

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There we go absolutely fine.

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So now we've scaled that up we've got this we've got one final thing to add.

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And I did say sphere so I'm going to actually go for an eco sphere because that's made out a triangle.

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Pretty cool.

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Okay.

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And it's already got a number of pieces.

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I'm only going to subdivide that one.

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So let's go in add a subdivision surface modifier.

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Excellent we got a good start.

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Okay so the next thing we need to do is add let's have a look at the number of faces.

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Two hundred forty seven.

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So I'm going to add in a particle system with two hundred and forty seven particles are going to set

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the start at 10 the end 10 so all explodes at once.

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And I'm going to set the velocity I'm going to leave it a one but at a randomness of two.

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Okay.

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So that's that bit sets.

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Not gonna play with anything else there.

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And I'm happy with the gravitational settings.

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So I'm going to start it playing and we can see what happens here.

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They all explode.

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Perfect.

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So the next thing that I will need to do in this case is start with this plane here and I might add

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a collision to it.

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Excellent.

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They're bouncing.

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Let's go to the plane itself I'm going to set both of these at point five and I'm also going to increase

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the randomness here as well.

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Just so that the particles are all affected slightly differently.

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And when you have to have a slightly longer.

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There you go.

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Otherwise we don't see a thing and they all disappear.

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Why did they all disappear.

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Because the particles themselves have a short lifetime so let's scroll back up and go to the admissions

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settings and Lifetime and was set to at least 100 so they don't disappear on us.

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So here we go.

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Bounce bounce.

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Excellent.

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Someone go to the modifiers tab and make it explode.

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Hopefully anyway.

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There we go.

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Still a bit bouncy.

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Okay so we can go back to this plane itself and with the collisions we can go to the physics tab and

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I'm going to turn up the particle dampening so they don't bounce quite as much and ascent all the way

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up to one.

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So we should get quite a dampen thing but with the randomness here a few bits there ago will bounce.

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And that's absolutely fine.

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The friction level is the.

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Okay yep.

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Things aren't sliding at all.

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Excellent so I'm happy with how that's working here.

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So I'm going to.

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Well what's next.

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Do they need to collide with this cube itself.

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So let's go to collisions and obviously they're bouncing crazily off of there and I'm literally going

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to turn at the stickiness.

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I could kill the particles actually.

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And then they would stick straight in.

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But the problem with that is if this cube were to move or hey that's so cool when that happens and select

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the cube.

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If we move the cube they stay in place and they're not affected whereas at the moment as you can see

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it while they're killing them off at that point that's unkill the particles with them.

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Unkilled they actually still interact with this particular cube.

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So we can have the cube brush through this debris of we wanted.

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So anyway so at this point it may be worthwhile turning up the stickiness and turning up the dampening

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and the particle friction all to one then they sticky in as they land rather than doing anything else

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perfect.

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So the final thing I want to do here is give the cube rigid body physics so it falls.

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But of course it needs to interact with this plane as well but have just shifted about.

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So let's also give that rigid body physics but of course make it passive.

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Okay.

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So now everything should fall literally into place.

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But something weird is happening so these are bouncing off of the ground.

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But not no longer are they sticking to my cube.

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Now I have had this a couple of times when I practiced and I reset the physics simulation.

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I haven't saved yet that's always a good thing to do when you're playing with physics.

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So I literally had a look at this and turned the rigid body off and on again and that fixed the particular

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issue I was having.

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ST That's all I've done there I've turned rigid body off and on again and it's stuck.

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I got really confused because I tried filling about with all settings but if necessary turn the rigid

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body settings on and off again.

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Now just remember when you do that you can lose your rigid body settings.

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Now I haven't set anything up specific at this point but if we had loads settings in here that's not

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gonna be necessary.

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The fastest way of fixing it I would save my scene itself and reopen it if I was locked into a confusing

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situation where things aren't being stuck in.

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But there we go we've got our debris scattering around sticking in the top of our cube and this having

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real world physics as well.

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In fact at this point we could start it off just a little.

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Well let's actually start it a little higher and slightly rotated.

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So actually hits the ground at a slight angle.

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So let's go ahead and play that.

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There you go.

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It's rolling around.

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Perfect.

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How did you guys get on.

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I'd love to see your results remember to share your work over on the forum and I will see you guys in

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the next lecture.
