WEBVTT

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Welcome to using objects with particle systems.

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In this video you will learn how you can place hundreds of objects easily and fluidly using the particle

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system.

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We're going to control the distribution of particles using the weight painting and virtex groups and

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turn off outlines when they start to clutter the view.

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So let's hop straight on over into blender.

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Okay so we'll start off with the outlines in fact since we've got some good examples in front.

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Now if you followed through on the last challenge you'll notice I turn them on and off.

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So this is where I officially after the event of course tell you about the outline so when you start

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to have hundreds of these in our scene it's going to be quite difficult to actually see what's going

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on.

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If I get very cluttered very quickly now in the propertys pain the nke on the 3D view when you scroll

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down there will be an option for display and sometimes it's toggled in or out but there's simply a checkbox

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here that you can use outlines selected or not and you can see straightaway that it's great to be able

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to see what's actually going on and how it looks.

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Now the other thing that I noticed as I was working on this is that this model itself is quite high

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in its polygon count.

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So let's see if we can sort that out before we start putting hundreds of them into our scene.

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So let's have a look at the modifiers here and I'm going to use the decimate modifier similar to how

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we made our low poly porn over in the chest section.

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Now when we use unsub divide for this one and we can see I've got 259 faces and if I turn on the outline

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again we can see that most of them are on these small blades of grass crisscrossing one another.

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Some I'm going to increase these iterations and it looks like the lowest number of faces I can get is

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around five iterations.

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Yeah.

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And 23 faces interestingly.

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You get less number four.

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Okay.

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So let's see what it looks like number four.

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Again I'm going to have to turn the outlying isolated off.

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Now if I was really close to the grass would I notice that.

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Maybe not.

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Now it gets a bit funny here it goes a bit wobbly.

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Let's see how it looks at three and it's a tiny bit smoother.

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I think we can actually get away with it at four houses were very rarely going to be this close to the

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grass and if we are going to be lots of other grass around as well that's going to disguise any of these

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nooks and crannies and kinks in the blades of grass.

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So I'm going to do that and apply my decimate so I've dropped this massively down from the number of

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faces it had and obviously the number of triangles it had as well.

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Much much neater.

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So let's play about with adding objects into a scene.

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Now in order to do that I'm first going to save my file and I'm going to demonstrate the whole object

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putting into a scene not in our bunny scene at the moment so I'm going to go ahead and open up a new

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file and reload the start up file.

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So let's go ahead and play with our cube here.

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I'm going to move it to one side and I'm going to create a cone so we're going to have a cone and Cube

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as our two objects that we're going to play with and use the particle system on.

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Now I'm going to select both of them and put them on Lay five let's say So they're just out of the way.

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Whoops I've just moved to layer five rather than moved them to layer 5.

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But let's work on left.

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Anyway.

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And that's what you'll probably want to do with most of the objects that you want to use with any particle

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system move them to their own separate layer so they're just out of the way and you can turn them on

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and off really quickly.

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Right.

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I'm going to add a ground plane.

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That were going to work with.

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I'm just going to scale it up and probably just subdivide it a couple of times or hop into edit mode

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and subdivide and I'll just make it a little bit uneven as well that's probably a bit too much geometry

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but it will do for this example them.

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Paul that's up there.

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Spread it out and make a big hill there so we can watch things go over and I'm going to make a less

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of a big hill though.

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I'm just going to play about and you can obviously make your touraine how you want to make it so that

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looks pretty good for the moment.

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For our example I don't wanna hate.

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Wrong one Swan and move it down.

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No we get so lots of lots of geometry going on there a lovely smooth train.

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In fact it only will be smooth if I turn on smooth shading.

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So there we go we've got a basic train that now we can start putting our mesh objects on.

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So let's start by adding a particle effect to this ground plane.

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So I'm going to click on the particle's option here and create a new particle system.

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I am going to start with the cones because it is important that I show you something that happens with

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objects.

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It may not happen with your textures since textures have y as facing up the particle systems also have.

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Why is facing up.

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So let's go ahead and create cones.

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I'm going to call this one Cone's as well so we know when we can borrow it in a bit to apply it to our

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cubes as well but we're going to set up one first of all it's going to be of type hairs and we can see

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the hairs now growing out now.

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We can replace those hairs with objects.

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Now I know with the size of Cuban probably going to have to turn down the number that we have some just

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going to turn it down to maybe 50.

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For the moment.

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And that also keeps our viewport nice and quick.

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We can always change this later.

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Now the hair length when dealing with objects you'll probably want to set the hair length to one and

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then scrolling down under.

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All Where is it hidden under objects so we select objects and the size here set that as one.

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Now when that's one and this hair length here is one.

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Your object will be the size that you created it rather than some random size in between.

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That's always very useful for making sure that the scene is laid out as you were expecting it.

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It's caught me out no end when I've not set these two to one obviously.

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Feel free to change them afterwards to your heart's content but that's a very good starting point.

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So now the object is selected.

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We can go in cool actually going collect or go and pick the cone.

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So it was pointing up on this layer here and on layer 5.

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It's not it's O K or it looks like I haven't moved my justice.

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I went to layer 5 a month press m and then moved to there 5.

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Never mind.

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But here we have a problem.

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They're all laying on their side and we don't want that.

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And that's because why is up as far as the particle system is concerned.

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So we all we simply need to do is rotate our original cube around so we can enable both of the layers.

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Now I've got to find that original Cuban I'm going to do that in the rather than playing hunt.

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Kubic keep saying cube cone.

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Rather than playing hump the cone.

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I'm just going to select it in the outliner.

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And I'm going to rotate it and let's rotate it around the y axis.

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I'm sorry to have problems rotating it's rigour is rotating.

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Ah yes of course this has caught me out no end of times.

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On the plane itself we need to inherit the rotation.

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So let's turn them both back on and see what happens when we click on rotation.

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They rotate round brilliant.

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So let's just undo what we've just done with the rotation.

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There we go.

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So back to here.

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Back to plane back to rotation.

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Make sure that's turned on over to the cone and let's rotate it in the y axis and see what happens.

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So that looks like 90 90 degrees in the y axis sorts that out and makes it right obviously because we've

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got some hills here some of them will bit a slight angle because they follow the curvature of the ground

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that you place them on.

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So now that we've done that those look quite small.

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And you're thinking oh Mike I think you said if I set both to one they'll be full size.

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Well they are full size.

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It's just that half the cube is underneath.

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And that's to do with its origin.

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So if we go to the cone itself I keep saying cube if we go to the cone itself and the actual cone rather

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than anything else.

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Let's hop over to this player here.

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Click anywhere on the base with the left mouse button and that'll set the 3-d cursor and then we can

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just simply set the origin to the three cursor and see how that looks when we go back to this layer.

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Excellent.

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Now they're all on top of the surface.

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Now you can play with all the particle stuff that you've done before so you can go in an ADD children

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and if you do add children I would suggest they were interpolated So let's go to the children's section

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here and do interpolated and they will follow the curvature of the ground that's a very spiky ground.

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Now you won't want to stand on that.

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And of course you can play with the uniform and loads of other things to your heart's content so you

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could build up grass like this if you wanted to.

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Well that's another way of generating the geometry.

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Now one final thing let's turn off children for this moment in time so we can see what's going on.

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Let's go and add another particle system so I would always recommend if you're using one particle system

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and you've got loads more that are going to be similar that you get one of them right.

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To begin with.

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Because we can borrow those settings with a new one so that sets up a new particle system and called

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it kubes.

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And if we go here and we are talking about cubes this time we can borrow the currents.

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Now we need to make it unique by clicking on this number.

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Otherwise anything we change down here will change both of these particle effects.

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So let's go down here and press the number two.

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It changes to cone 0 0 1 and I'm going to rename that immediately kubes.

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Now it looks no different at the moment because we do need to scroll down to the object and change it

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to cube.

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And you can see here that we've still got the same problem with it being half half.

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I'm not going to sort that out at the moment but you can see that all of these objects are placed in

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exactly the same location.

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Now the way you change that scroll up and change the seed and the seed will change its placement.

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Now that's great for randomizing things and making sure they don't all appear in the same place especially

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if they've got the same number of admissions.

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Another way of changing it is to change the number of emissions that are going on.

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And eventually that will shuffle.

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But it does still have some on top of one another.

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So again changing the seeds will be the easiest way to make sure that they dont overlap right on top

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of one another.

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So the one final thing just like with the bunny you can use weight painting as well.

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So say we wanted only these.

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I will get my teeth back in the cones to be on the hilly parts of our of our mesh where we would make

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sure the mesh is selected.

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We go to the object data properties over here and let's scroll down with adverts group and I'm going

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to call it kones on Hill.

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It's always good to name it round this way and then immediately switch into white painting.

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I'm going to turn off our particle system so I can see what's going on with the eyes there.

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And so we've got these two hills so I can paint on that hill.

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I can paint on that hill and I probably have to spin round and paint the other side of the hill as well.

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And then I'm going to reduce or increase the size of the brush and reduce it strength down to 25 percent

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or thereabouts.

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Yeah that's fine.

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And I'm just going to go over there.

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Over here over there.

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There once more.

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There we go.

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So that should help control the distribution of our of our cones and limited to only these areas leaving

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the blue area clear.

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So let's turn them back on and the first thing you say is all the Keeps haven't moved.

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But remember the particle effect which is and this scroll down and changed the density setting under

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virtex groups the density here to kones on Hill.

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Oh that's great.

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I didn't check what I was doing.

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I have cues on health.

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I was right when I said Dubes the first phone round I'm going to do remember which one you're selecting

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when you're moving things about.

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Of course I can scroll down and this cones on here I can just remove that.

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Go to the cones themselves scroll down and click on gowns on Hill.

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There we go.

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So now the cones have moved to the Hill.

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And if I turn off the cubes themselves to here we can see that they're distributed more in the red areas

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than they are in the green and light blue areas.

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Perfect.

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Now armed with that knowledge I've got a challenge for you guys.

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I would like you to plant some grass create a particle system for each grass mesh object and see your

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landscape with grass.

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Use low quantities at this stage.

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Now might not look great but you don't want to slow yourself down when prototyping and use your texture.

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Plants that we've made spidering Lee through out the environment set the ground colour to create a ground

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material.

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I suggest a diffuse brown colour and reiterate your scene lots and keep your samples low ash you go

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and remember control and B to set a render border in the camera view to limit where your rendering said

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to give you some more suggestions.

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Turn off each particle system as you go for speed and seeing how each individual particle system looks

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and then finally when you render the scene there is a good chance they will take a long time.

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So keep those samples and resolution low intil you are happy to turn them up for fine or renders.

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So to give you an idea of what I mean when I was prototyping I have grass that looks like this and you're

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going well.

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That looks horrible and grainy.

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It's supposed to it's a prototype that took about 45 seconds or something along those lines to throw

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out.

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And I believe my samples were set to 5.

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I didn't want to wait ages I just want to get an overview.

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I keep iterating that and again I then mucked around with the grass and got it looking a bit more natural

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and I ended up with this.

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And again it's at five samples and when I looked at my rabbit's eyes when oh hang on a minute I have

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I can see.

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I can see the bit is supposed to be covered up.

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You know we didn't model the lakes to keep it nice and simple but that looks like a levitating magical

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bunny at the moment wishes certainly isn't.

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So I then set a render border up so I could focus on that small area and make sure it comes out correctly

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during the render and then and only then when I was happy with everything and set everything up did

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I hit the render button at a higher sample rethink I picked 75 for my samples here and as you can see

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it looks pretty good.

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So go ahead and pause a video and go and plant some grass across our landscape.

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Now I'm not going to be able to show you my solution in this video so that will be in the next lecture.

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So once you've done remember to share in the discussions your solution to this.

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I'd love to see them and I will see you in the next lecture.
