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mitter should start and stop creating particles, and how long each particle will
live before it disappears. Obviously, the more particles Blender has to calcula
te, the slower it will respond. It does very well, however, with even tens of th
ousands of particles on most up-to-date hardware, so don't be overly stingy with
your particle amounts.
For this tutorial, set things up like this:
- Amount: 20000 - make a total of 20,000 particles;
- Sta: 1.0 - have the emitter start to create new particles on frame 1;
- End: 150.0 - have the emitter stop creating new particles on frame 150;
- Life: 75.0 - each particle that is created will live for 75 frames, then disap
pear;
- Disp: 25 - The "Disp" control tells Blender what percentage of the total parti
cles to calculate and display in the 3D view. So, the "25" value means that you
will see only 25% of all 20,000 particles in your 3D preview.
Put the mouse cursor over the 3D view and press Alt-A to preview the particle an
imation. It seems like nothing happens, but if you watch carefully, you will see
that little white particles are appearing on the surface of the sphere. In orde
r to get them to do something, you'll have to give them a velocity.
Switch to the "Particle Motion" panel.
Figure PT.4: The Particle Motion panel.
This panel tells particles how to move. Set the "Normal:" and "Random:" spinners
both to "0.030" and press Alt-A to see the results.
This time, the particles fly off the sphere, which is what you wanted. The reaso
n you entered a value into the "Normal" control was that you wanted each particl
e to shoot off along the "normal" of the emitter object. The short description i
s simply that giving a velocity in the "Normal" control will cause particles to
emit away from the surface of the object. A better description of normals is ava
ilable in Chapter 4.
Figure PT.5: Particles flying off in the direction of the surface Normals.
Sidebar: Particle Patterns
You may have noticed in the animated playback that the particles seem to be flyi
ng off the sphere in a certain pattern. This is because Blender emits the partic
les from the object based on the order of faces and vertices within the object.
When a primitive object like a sphere is created, the faces are ordered very nea
tly.
In order to truly randomize the way that particles emit from a mesh, you must en
ter Edit Mode on the mesh (Tab-key), select all vertices (A-key), thenand then c
lick the "Hash" button on the Mesh Tools panel of the Editing buttons (F9). The
Hash function scrambles the order of vertices, meaning that particles will now s
eem to emit in a much more random fashion.
End Sidebar
What you would really like, though, is for your particles to fall down through t
he other obstacles in the scene. This is where the "Force" controls come in.
The upper bank of X/Y/Z force controls exerts a constant force on particles alon
g the global axis of your choice. So, to make your particles "fall" as though th
ey are affected by gravity, you need to assign a velocity along the global Z (ve
rtical) axis. Set the "Z" force control to "-0.50," and preview with Alt-A.
ay from the plane. This line indicates the Normal, or facing direction, of the p
lane's quad face.
The deflection tools consider the Normal direction to be the "hard" side of the
plane. If you were to rotate the plane 180 degrees and recalculate the particle
system, you would see the particles no longer bouncing and sliding off the plane
, but passing through it and slightly changing direction afterward. Be sure to k
eep surface Normals in mind if your objects are not deflecting correctly.
Figure PT.9: The particles sliding off the damped plane.
One at a time, select both the other plane and the open-topped cube, enable Defl
ection for them, and set their damping values to "0.8." When you're done doing t
hat, don't forget to reselect the emitting sphere and manually recalculate the p
article system.
Preview the particle animation with Alt-A, and you will see your particles fall
from the ball, deflect off each plane, then end up in the bottom of the cube.
Figure PT.10, 10.1: The particle system cruising along.
Particles seem to be escaping from the bottom of the cube, and occasionally a pa
rticle may pass through one of the planes. The particle physics system is not a
full, actual physics simulation and will be subject to little annoyances like th
is.
Applying Other Environmental Forces
Create an Empty and position it between the sphere and the first deflection plan
e. Use Alt-R to clear any rotations that might be on the Empty. With the new Emp
ty selected, choose "Vortex" from the "Fields" drop down menu in the Fields and
Deflection panel.
Figure PT.11: The Fields drop down with Vortex selected.
Set the "Strength" field to "50," and play the animation. If you are in a front
or side view, the effect might not be obvious, so use the MMB to rotate the 3D v
iew a bit. Now, you can see that the particles, as they fall, are swirling in a
cyclonic fashion. You can also see that the empty now has ghosted "vortex" lines
.
Figure PT.12: [no text]
Now that you've seen what Vortex can do, reduce its strength to 15 or so. That w
ill cause the particles to follow the vortex force a bit, but to still stay pret
ty much within the confines of the rest of the scene.
You can save this file for later reference if you like. After that, start a new
Blender session with Ctrl-X for the next part of the tutorial.
Strand Particles
Blender's particle generator is not only capable of making standard particles as
seen in the previous section, but also creates "Strands" that can be used to si
mulate hair, fur or even feathers.
Let's start by adding a sphere from the Spacebar toolbox: Add -> Mesh -> UVspher
e. You can accept the default creation values of 32. Put the sphere into Object
mode with the Tab key.
In the buttons window, press F7 to bring up the Object buttons. Press F7 once mo
re to cycle forward to the Physics buttons. Press the New button on the Particle
s tab, and you will again see the controls as they appear in the following illus
tration:
Figure PTS.1: The default particles panel.
Since you're about to create hair Strands, you need to make the particles static
. Static particles are Blender's way of showing all of particles positions along
its life at one time. The net effect is that a static particle looks like a lon
g chain of particles that fill the path that a standard version of the particle
would have followed. Press the "Static" button. To draw the Strands properly, yo
u need to activate the "Vect" option. If you want the emitter mesh to show along
with the particle Strands, press the "Mesh" button in the Display section.
So where are the Strands? Like the previous example, strand particles need a vel
ocity to be more than just points. Go to the Particle Motion tab and set Normal
to 0.010. Your sphere and Strands should look something like the illustration, w
hich is shown in solid view (Z-key).
Figure PTS.2, 2.1: An OpenGL and Rendered view of Strands.
They look quite boring don't they? That's because they're just a bunch of Strand
s sticking out of a round ball. Let's make them look better! Right now, the rend
ered Strands stop abruptly and are the same size along their entire length. Real
hair and fur tapers away to almost nothing, giving them their soft, whispy appe
arance. Let's take a look at how you use textures and materials to make to get t
he same effect with Strands.
The Strand Shader
Note: If you haven't already done Chapter 9: Materials and Texturing, the next p
art may go a bit too quickly for you. Although many parts of this book are indep
endent, Strand rendering is quite dependent on proper materials and texturing. Y
ou are encouraged to work through Chapter 9 for a better understanding of this.
Blender has a special shader for dealing with Strands. You'll use the Blend text
ure type along with the Strand shader to make rendered Strands appear to thin ou
t toward their tips.
Figure PTS.3: Material buttons Map Input and Map To panels.
The illustration above shows several panels of the Material buttons (F5). You wi
ll need to add a new material, and then add a texture to that material. Set the
panels as shown. The "Strand" button on the Map Input panel activates Strand map
ping and the Alpha button on Map To activates the opacity channel. Also, turn of
f the Col button (Color) in the Map To panel.
Let's work on the "fading texture." You're going to set the texture in the first
texture slot to a Blend. Check out the next illustration:
Figure PTS.4: The Texture buttons Texture and Blend panels.
Note: We have torn off the Colors panel from behind the Textures tab where it be
gan and adjusted the panel layout for clarity in the illustrations. Refer to Cha
pter 2 if you need help with this.
Let's adjust the color and opacity of the Blend texture. On the Colors panel, pr
ess the Colorband button to show the Colorband controls. Set the "A" slider to 1
.0 and pick a pure white from the color swatch right above it. Then, change the
spinner that reads "Cur: 0" to 1. The Alpha and RGB sliders will change. Set A t
o 0.0 and pick a pure black from the color swatch. When you've done it correctly
, it should look like this:
Figure PTS.5: The Texture buttons Colors and Preview panels.
You've now finished the Blend texture that will create the fade effect on the St
rands.
Let's give your Strands a color by going to the Material buttons
color from the Col button's color picker on the Material panel.
e Alpha from the Blend texture take effect, turn the "A" (Alpha)
same panel down to 0.0. In the Links and Pipeline panel, be sure
nsp to allow the renderer to use transparency.
and selecting a
Also, to let th
slider on this
to turn on ZTra
To get a good preview of the effect all of this will have on your Strands, you c
an switch to the "Hair Strands" preview type in the Preview panel, and enable an
ti-aliasing by clicking the "O" button at the bottom.
Figure PTS.7: Preview, Material and Links and Pipeline panels.
If you did everything as described above and press F12 to render, your render sh
ould look something like this:
Figure PTS.8: A render of the textured strands. You may have to adjust your came
ra angle and lamp position if you want to duplicate this exactly.
It's a little hard to see in the book, but on your screen the difference between
the old render and the new render will be obvious. You now have much softer hai
r Strands.
There is one more thing you can do to give an even more tapered feel to the Stra
nds before you start to add a lot more particles. Blender renders Strands with a
width of one pixel, no matter how near or far they are from the camera. If you
click on the "Strands" button in the Links and Pipeline panel, you can adjust th
e beginning and ending size of the Strands that the renderer uses. They can star
t out or end thicker or thinner, and you can even tell them whether to make the
transition from thick to thin.
Figure PTS.9: The Strand palette.
In this example, we've set the Start size of the Strand to 12.0 and changed the
Shape to -0.900 so it's really "spiky."
If you render now, here's how it looks:
Figure PTS.10: [no text]
Now that you've done all the footwork, you're ready to have a lot of fun with ha
ir and fur. Let's go back to the particle settings and create a lot more fur.
In the Physics buttons (F7), turn the Emit amount up to 20,000. If you don't hav
e a faster computer, you can change the Disp value to 20. All 20,000 particles w
ill still show up at render time, but it will let you work much more quickly in
the 3D view.
Now that you have a lot more particle Strands, let's hit them with some gravity.
Without being relativistic, gravity is just a downward force, so you change the
Z value in the Force section of the Particle Motion tab to about -0.06. To make
your fur a bit frizzy and random looking, set the Random value in the Velocity
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