How to control multiple particle systems in Blender 2.93 - Particles systems beginners tutorial

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hi and welcome to this dcp work tutorial in today's tutorial i'm going to show you how to control multiple particle systems in blender 2.93 okay let's go ahead and open up blender i'm using the latest version which is 2.93 if you don't know how to install this software i'll put a link in the youtube description showing you how to install this software and also a link to my playlist where you can access more blender 3d tutorials let's go ahead and click general here i'm just going to turn on screencast keys so that you can see all the key presses down here so any keys that i press you'll see them down here in the bottom left hand of the screen let's go to file save as we should always save our work like usual and we'll go to this folder on my desktop let's see here and we just call this um particles 0 1 and we'll click save and we're going to get rid of this cube so let's click on the cube and delete it we'll get rid of this light source we'll leave our camera let's just pan across to this direction so the red line and the green line like this and we're going to press shift and a and insert a uv sphere so we've got one uv sphere here and we're going to generate particles off of this so let's go ahead and click on this particular object and for now we're just going to create a basic particle system so let's click on particles click the plus sign and if we click the play we're going to see some basic particles here right very very simple so let's go ahead and press number one number one will take us into the front orthographic we'll click on the move tool and let's just grab this handle and drag it up a little bit right so we want the particles to be sort of emitted around here and we're going to press ctrl shift and 0 and that will bring the camera to the front view so now the camera is looking at this um this this content right all these particles from here let's just drag it a little bit higher so it's out of the camera view and i'm going to hold down the shift key and drag to let's see hold down the shift key uh or let's see sorry hold down the control key and drag to the side and i want to just drag it to around this wall position here so i'm going to have like three particle systems separated out so i want to click on this particle system press shift and d to duplicate and then hit enter hold down the control key and then drag it back to the center and i'm gonna press shift and d to duplicate again and press enter and hold down the control key drag this red arrow and now they're kind of evenly spaced between them if we click play we'll see that there's three particle systems dropping particles into our camera view so our camera is looking if looking at the particle system this way right so we can see it from here okay because we duplicated this um this particle system where we duplicated the object and each particle system is is inheriting from the first object that we copied from right so we're going to click on the first sphere here let's press um number one that will just make life a little bit easier go into the front or for graphic we'll click on the first one and we're just going to call it particle settings left we're going to name it particle settings left right here call it particle settings left we'll click on the middle one and we're going to click on this little number here number three written here we're going to click that and it's going to make that a unique particle system but we're going to rename it to particle system middle and then we'll click on the third one and we'll click on this little number two here and we're going to call this one particle settings right so how do we know now these particle systems are behaving separately what we can do is click on in fact we can leave the first one it's got a thousand pixels in it we'll click on this one and we'll set it to like 10 pixels and we'll click on this one and we'll set it to five pixels in fact let's click on the middle one set it to something like 100 yeah something a little bit sensible and set this one on the right hand side to 50. so right the first one's got a thousand this one's got 100 this one's got 50. so when we go back to the timeline click play we can see that they all have their own um amount of particles being generated right just separated out three different ones so now we can control how many particles are generated and what those particles look like and we can also do quite a few other things quite a few other interesting things if we see any sort of like um sort of issues inside blender we need to probably bake the particle system because we're running three particles you can see it's kind of glitching here a little bit so once we bake the particle system afterwards we won't have them sort of errors or any sort of issues um we're trying to render this all out in real time you can see this sort of issue happens here that will all be fixed when we bake the particle system later okay so if we just pause this at some position let's say around here and if we were to uh press f12 to render we're not going to see anything in here right it's going to be totally blank because our our particle systems are using halos at present and those are just like temporary particles so if we go down to render here you can see they're set to halos and we don't want that so let's um click on this first one let's call it zero one um particle emitter uh let's call it quite a couple minute left and we'll copy that and then we'll call this one particle emitter right so i'm just copying and pasting this name in here and uh what's this one this one's actually the right one so this one should be called uh where is it this one here is middle let's just name these quickly it's good good idea to name things um just saves a little headache later so let's just name these right more quickly and this one can be left so we've got three particle systems uh left middle and right and they happen to just sit nicely anyway alphabetically they're sitting nicely here and um we want to create different particles for each one of these objects so to do that let's go ahead and click on this first object we don't even really need to click on it we can just press shift and a and we're going to create another uv swift so here's another uv sphere and we're going to really drag this above this particle system so let's just grab it let's just press g to grab and just move it over here so press g to grab it then you can move it to wherever you want it's going to move it just so it sits above it around this sort of position and then we want to we want to give it a material right but we need to go into our rendered view we don't have any any uh lighting in here at the moment so what we want to do is uh emit some um light from this particle so this will become a particle this sphere just go ahead to the material we'll quick click uh new material and we should probably name this correctly right so let's call this um let's just call it left one this left particle first version and we'll click on the principal shader here we'll set it to a let's see we want to set it to a animation shader emission to select a mission there emission and we're going to get a value of let's say 10 i think we'll be okay and let's change its color to let's say light blue and then let's go to our render settings here and we're going to turn on the bloom so this particle will glow and let's just expand that we might bring down the radius appears a bit too much let's do it to something like this let's just zoom in here a little bit for you right so we can see the particle glowing it's got a gray background so if we press f12 we still don't see it because the particle is kind of sitting up here out of the camera view because i don't really want to see it in the camera views which is fine let's go to the world settings click on color here and let's just set it to black now we can see this is glowing black we can turn off our overlays just to see that more clearly we'll turn back on the overlays and now we just want to duplicate this particle and create other particles from it so let's press shift and d then hit enter and we'll drag this one across and we can click on this particle go to here and then click on this number two here just right here we'll click on that and that will create a new copied uh material for that so we can call this left two right so when we click on the drop down we've got left one and left two but left two has the same color because we copied it let's just drag it to the side a bit more um and we're going to change this color change it to whatever you want i'm going to make it i might just stick with blue ones on this side right maybe we do like three different colors of shades of blue so we've got this blue color here let's click on this one press shift and d and then hit enter um let's just drag this down a bit offline now it doesn't really matter to be fair uh let's just drag it to the side a little bit i'm just trying to group these three above this particle system here that's what we're trying to do doesn't really matter where it sits but as long as it's above do you need to be above this one to be fair but um just just kind of makes sense these three will be used by this particle system so let's click on the number two here that makes a copy we'll call it number three left number three and we will go to the color and let's make it a slightly darker blue so we will stick with blues on this side let's just grab all three of them and maybe just drag it to the side a bit more and then we've got space for the ones in the center and we need to name these right so let's copy this left one and let's call this one left one we'll call this one left two and then we'll call this one left three now we wanna group these particles into a collection so let's call this left collection so we're gonna we're actually gonna click down here in a blank space we're gonna right click and new collection here and we're gonna name this uh collection let's just rename it double click rename let's call this um left uh particles right and then we'll hold down the shift key click on the first one hold down the shift key select all three of these and drag them into this particle collection you know they're in there because when you minimize they'll kind of get hidden like this and that all 3d sit in this collection which is what we want um what we want to do now is uh i haven't really done this before but it might be interesting we can just we should in theory just about to right click on this duplicate the collection all right so now we've got another copy so if we hold down the shift key and select these three here we should be able to drag them individually apart so that just saves us a lot of time because you're replicating the the particle uh these these particles that sit inside this collection you just right click on it and duplicate it that's so much quicker than recreating all of these and we can just name this one rename it to middle middle part of course and let's just go all in and we'll call it middle one middle let's see which one is this one that's middle one this is middle two and then this one will be middle three right middle three okay so let's click on middle one we want to change its color but before we change it we want to create a new material for it so we're gonna click here in fact you can just double click on middle one copy that name then click here then select everything in here and paste it so it's got its same name and that's called middle one but when you change its color i think we'll go for greens this time right so let's go for like a quite strongly sort of yellowy green and we'll click on this one and we're going to click on this number two select in here paste it change it to middle two click on the color change it to a different shade of green maybe slightly darker shade and then click on the third one and we'll click here we'll click here call it particle or middle three that's the name of the particle and then we'll change it to a let's get trying to get a lighter shade of green maybe let's go to um it's kind of dark on this side anyway let's do like this sort of shape so now we've got three different shades of green this one here i might change it slightly to be a bit lighter and you can again you can pick whatever color you want so really we created these three and then we put them into a collection then we duplicated that collection to create these three but rename them the materials so we can change the colors of them but they're grouped into collection which is quite important so now we can just click here to minimize this collection right click on it and duplicate it one more time duplicate collection and this one is going to be called right particles and this is going to be the first one so hold down the shift key select all three of these and drag them so they sit over the top like around here right somewhere like here and we'll click on the first one it's going to be called uh right one and then this one is going to be right two and this one will be called right three so just name them it's going to be so much better for you later when you're looking at these and trying to understand what these objects are what they're called let's click on the first one we're going to click on here to to make a copy and then we'll click here and call it right one which is the name of it right one and we'll change this to we've used blue now right so maybe we'll go for like um maybe like these purple or maybe we'll go orange and sort of red colors right let's start off with quite a dark red or maybe uh maybe we'll go to orange to red so let's start with like our orange around quite a bright orange like this we'll click on this one and we'll click here to make a copy we'll call it right number two click here and then we're gonna make that like a darker orange and then we'll click on the third one and we'll click uh here to make a copy let's paste it call it right three right so the name of the object and the material are named the same and we'll make this like a quite a strong red color something like around here and you pick whatever colors you like it can be completely different colors i just happen to be doing it this way so now we've got a nice set of colors and we've got collections of these colors and now we can apply those collections to the particle systems and then we can create other collections to control um how these particles interact within the environment okay so so far we have these objects three sets of them and they're all grouped into separate collections and we have three particle emitters and we want to apply each one of these groups of particles to each separate particle system so let's click on the first particle system click on this one it's called particle emitter left we're going to scroll down and go to the render settings here so click render settings and inside here we've got halo and we're going to set it to collection and it would make sense that we've called this the left particle uh left particle emitter so we want to apply the left particle collection so when we go down instance of collection and we're gonna select left particles right and this one has a thousand particles in it let's click on the middle one let's set that to a thousand can we change it to a hundred just to test let's set it back to a thousand for now and this also has render settings and it also set to halo sd4 but we're going to set it to collection and it's the middle one that's called the middle emitter so it would make sense that we apply the middle particle system and we'll click on the last one we'll set the number of particles in here to a thousand as well just like all the other ones and we can change this i'm going to show you that later let's go to particles render as collection and it will make sense that this one is set to the right collection let's turn off our overlays let's click overlays here turn them off and now we can see the three particle systems we can click play and now we've got these nice colored particles of each color now you could have mixed them all together you could have blues and greens mixed together i kind of wanted to separate them just as a good demonstration of um how this might work in blender we can press zero zero will take us into the camera view so this is what the camera's seeing let's press f12 and now we can see the three uh particle systems generating particles but they're all generating um they're not generating them exactly the same but they're generating the same amount of particles right but you can see there's some differences between the positions of the particles not each system will be identical um there will be differences in them um i believe so in fact let's see yeah they're not exactly the same so the particles will emit slightly differently from the surface of the object right but we can do some other things so first of all these particles are quite small so we click on the first one and if we go to the render settings we can scale them up a bit so let's scale it up to around 1.0.15 right so we want them to be a bit bigger but i'm going to set the randomization all the way to the top now we've got particles in this system on this side some are large some are small some are tiny because we added some randomization to it let's apply that same logic to the middle one so uh let's click here we'll set it to 1.5 0.15 and then we'll set the randomization all the way up do it for the third one let's set it to 0.15 and then set the randomization all the way up as well now if we go back and click play we can see uh the particles being generated this way now these particle systems they're all using the global um like the global um uh the global what is it called now it's called um like uh the gravity that's the one i'm looking for i know i'll get in the end global gravity so they're all falling at the same rate they're all interacting in the same way so we can now create other collections that will allow us to control things like gravity and certain other aspects of these particle systems separately so let's go ahead and do one thing let's go ahead and um let's uh let's just go back into solid view so we can just see things in solid view and let's turn back on our overlays because that will help because we can see the floor and what we want to do is create a floor let's press shift in a and we'll insert a plane so here's a little plane let's press s to scale it and let's scale that plane see this is going to cause a bit of problem what's happening here is our plane is getting added to um one of the collections so we can can you see how how the plane is being replicated so if we click play it's actually going to generate planes now we don't want that so that's on this particular object which is the right emit right particle system so if we're going to the right particle system we can see the plane is in here inside the collection let's drag it to the main collection up here and when we add more objects to the system we should click on this main collection then we'll always add it to this collection this is kind of like just a default collection where we can put other objects that don't get duplicated in our particle systems so this plane we want to call it floor it's going to be our floor let's click on the plane let's go to the um physics properties and let's set it to a collision well we set it to collision and then in theory our particles will now bounce off of the floor right they're going to bounce off the floor so when we go into our render view they're going to hit this floor basically right so if we pause it and then press um f12 to render we can see they're hitting the surface now but that surface is um let's press number number zero zero is our camera view so we can see the little dotted line if we click on the camera itself it will be a bit more visible and what we want to do is move this camera up because we want the floor to be much closer to the bottom right we could zoom in we could do quite a few different things to fix that but let's just go to the um property settings here and what do we want we want the z-axis right so we're going to move the camera up to around here i think will be good um let's think about this let's see let's render it here and our particles are getting emitted from here does that really matter it shouldn't really matter it would be nice if they're off the the camera view but i think it might look okay here as well if we want them off the camera view what we can do is um let's get this floor right down to the bottom of the camera view first so let's just drag it up a little bit more so around here would be good if we click on this floor and just give it um it really needed material we couldn't just make a material for it anyway so let's go and click a material let's click on the floor click material make sure we're in render view and then click new and then i think what we'll do let's set it to metallic let's bring down the roughness and let's go to the render settings here and let's turn on ambient inclusion and let's turn on screen screen space reflections yeah so now we can see the reflections in here on this black shiny material that we've created right it might look pretty cool um we can change the position here the max roughness let's see i'll leave you to go and experiment with these settings but you can change these settings to kind of want it to kind of be um let's see don't want it to be let's turn off half trace half trace is rubbish um i think around here bring down the roughness let's bring it right down maybe we'll run it like this let's press f12 and see we might have to um go back click play you can kind of see the reflections here on the floor now right so that kind of looks pretty cool optional um but let's go ahead and click back on here click on the material and we can adjust the roughness to bring it right down so that we don't see so much of the the reflection i just want it to be kind of subtle down there right so changing the roughness would it will give it more reflection or less reflection basically we want to bring it down so we can just about see there is those reflections something around here maybe a bit less around here will be pretty good let's see what it looks like so i think that's okay i think that looks pretty cool um [Music] now we want to click on these three so hold down the shift key and select all three of them and we want to drag this so that it's sitting outside the camera view in fact let's um let's do one thing let's click on all these three let's hold down the shift key and select uh we're gonna do this wrong army let's do that again so let's click on in fact let's click on all three of these um these particle systems let's see if we can move them first i don't think we can move the collections as a group right let's do that which is a bit annoying so let's press b to box so we're going to press the letter b and we're going to roll over these uh particles here to box select all of them and drag them up doesn't matter where they're positioned so let's drag them quite high up like here we're at the camera view right we never want to really see these in that render view then we can go back zoom in click on these three if you want to see them being emitted like in the camera we don't leave them where they are but i want to drag them out of the camera view like to here somewhere around here and i might just space them out a little bit more so i'm going to hold down the ctrl key and then drag this one maybe a couple to the side click this one hold down the ctrl key and drag it a bit more to the side let's go back and click play now they're going to drop down bounce off the floor do their thing and go to the render view we can see their space that a bit more i think they need to be maybe that's a little bit too much let's bring it in one uh let's click here hold down the control key i'm going to drag it in one on each side this is down to you it's your own preference here whatever you want you go for it okay so um let's do one thing let's uh save this work would be wise let's go to file save as and let's make a version two and then i'm going to press shift in a and i'm going to go to force field and i'm going to add [Music] turbulence so here's some turbulence and uh where is it in here i think it's um let's see it's probably got added to one of our collections again let's see these all the same three objects camera let's click on it let's see it should be in here somewhere here it is it's in the it's in the left particle system so let's drag that to the top collection i keep forgetting to click this top collection before i add the uh the turbulence right it's called turbulence which is good um and if we go to the physics settings and increase its strength let's say to like three for example and then go back and click play we should see a little bit totally don't really see much let's increase that now we can see turbulence right so that's just kind of randomizing the particles trajectory a little bit we can see this turbine is pushing the particles out if i remove it if i set it all the way down to almost nothing they'll be falling straight down directly down so adding a bit of turbulence will increase um how these particles fall now the thing is this um turbulence is affecting all three of the particle systems you can see that right all of them are inheriting this turbulence we don't want that we want turbulence to be we want to try and control these all separately so to do that what we're going to do is create a new collection we might create a collection within a collection it doesn't really matter so we can right click on this collection create a new collection so you just actually right click on this one here create a new one and that collection will sit inside this inside of this collection and we're going to call this um left let's call it zero one left fields right we're gonna call it zero one left fields and we're gonna grab this turbulence and put it into here and we're going to call this one left turbulence so now we can click on this particle system go down to the particle emitter here and we can go to the field weights and in effect reflect our collection effector collection we can click here and select uh left particles right no not left particles where is it zero one left field if we go back now and click play let's see seems like all three of them are still being affected by that you shouldn't do that let's um save our work first go back click play so it still seems to be affecting all of them let's see shouldn't do that really these ones should be straight and this one should only be affected let's just go to this left turbulence check inside here this all seems fine let's increase it yeah it's definitely affecting all three so it shouldn't affect all three um maybe possibly because of where it's placed the collection is placed inside of this group let's drag it out to the scene at the top here let's have it outside of the um the main collection so it's sitting in its own little box here okay i think we should try one thing quickly let's go ahead and replicate this um this these fields here right so left field just right click on it and duplicate this collection so we want to rename this one now let's rename it to um middle uh field weights or middle fields and then this one can be called the middle turbulence right and then we want one for the right side so let's just right click duplicate collection and then we want to call this one right fields and we'll call this right turbulence okay so we should have a different collection a separate collection for each one of the fields and we can add more fields in here like vortex and other things as well but let's go ahead and click on the first particle system let's go down to the field weights and set it to left field let's go to this one and set it to the middle let's click on this one and set it to the right collection so now each one has a separate collection so in theory if we click on the first one and in here we've got the turbulence how much effect let's just turn this all the way down let's click on the end one here and we'll turn down the turbulence all the way down as well let's click back and let's click play so now we can see these two are falling straight down but this middle one isn't right so we click on the middle one and click on its turbulence let's go to the uh settings here let's increase it let's make it quite wide now you can see the difference now you can see two are falling straight down and then this one is having a lot of turbulence right so we can affect the turbulence of this um by either clicking on the particle system itself going to the particle settings and then changing the amount of effect in here in the turbulence as well so we can affect the turbulence here now we can control all three turbulence across all three particle systems separately so if we set this all the way back up to 100 well let's set it to a sensible value right so let's expand um the right one and then the left one so the left one is set to let's see it's set to 19 but the actual particle simulation let's go to the simulation we turned it off right so let's turn it back on let's go to the end one and turn this one back on now all of them have um the particle turbulence but they're all being controlled separately can you see they're not all not all using the same so what we could do is click on the middle one click on the middle turbulence and let's go to the physics here let's set this one to something like 20 right so it's not so crazy let's go to the first one and go to the uh left turbulence which is this one this one's set close to 20 as well so let's set this one to like five so the blue one has five this one has 20 and then this one over here let's check it let's go to the right one and this one's set close to 20. so let's set that to five now they're being controlled separately right each one has its own turbulence and we can manipulate that turbulence in two ways either we can change the strength here so we could say some minus value let's just see it's like a minus value right and this will be a positive value so you can go experiment with that now but what's interesting is we can now we could we can apply like um a global turbulence that affects everything or we can apply settings in here field settings in here that only affect each individual one now so we could in theory create a global um force field so we can click on the main collection here press shift then let's press shift and a and we can do let's do shift let's do shift enable help force field and we could do like a vortex right so we've got a vortex here if we click play this vortex in theory should affect all three of them so we click on it and go to shooting theory and and increase this the strength of it let's see so it doesn't seem to affect them so i think i think when the um when the um particle systems have a um a collection of their own applied then this this this vortex that sits outside the collection won't affect it so you want to drag this vortex into the left one into the left field here it should affect it in theory let's just go back and um let's pause this sometimes we need to save our work first let's save it don't see uh let's see okay it's doing something it's gonna be crazy it's too too strong let's set it to like a value of like six here 1.6 so now this particle system is wrapping around the vortex right because it's sitting inside of the left fields here for this one so we were to drag that into the middle or we could duplicate it and make a copy and we could reverse that logic so what we could do is right click on this let's see in fact what we can do is click on the vortex let's pause this a second this is a vortex here we can press shift and d to duplicate it now we've got two vortex right but let's just um drag this one to the right collection down here so it's on the right hand side let's just get rid of this uh here we should really call it right vortex you know i like to be correct and this one should really be called left just to make it easier to understand and if we set this to a minus value minus 1.6 and then press ctrl s to save in theory this one should wrap around the other way so let's see now it's wrapping around the other way you see can we set it to minus value now these particle systems are not living long enough for them to sort of reach to the bottom or wrap all the way around so we could click on the left one go to the particle system and set the lifetime to like a hundred so now this particle system on the left hand side will live a lot longer and it will have more time to do its journey right along that trajectory and we could do the same for the right hand side one if we can find it here it is we can set that to a hundred and then once it loops back around that one should manage to get quite far down into here like we can see right and now we can do something with the middle one the middle one could be a vortex or we could add other field weights individually specifically in here and we can change everything right the vortex the turbulence some kind of turbulence some don't have to have it now you can see how these collections can be kind of uh or group of fields can be grouped into collections and then those collections can be applied to the particle system you can control them more separately it's quite interesting way to work in blender um another thing we could do let's have a look let's click on the left collection in fact let's click on the middle one the middle one's kind of same by itself so you've got one sorry one filled in there so let's uh press um shift a and we could add a we've got turbulence we've got vortex we could add a wind object right so we can take a wind object and let's go ahead and let's call this middlewind and middlewind and let's go to the um settings here let's increase its strength and now let's decrease it a bit now the wind is pushing in the upwards direction so it's stopping these particles from falling all the way down right but in theory we could rotate the wind and push it so that it so that's facing towards the camera so we could middle mouse click right now this is pointing upwards if we pause it we can see the yellow arrow is pointing upwards so if we go to here and if we rotate it on the red line which will be the uh what would that be x right x axis we can this is location that's the wrong one you want to rotate on the x-axis towards the camera let's just set x to 90. now that wind object if we press 0 the wind object is pushing these particles towards the camera let's see it should get pushed towards the camera this shoot can you can see it from this direction they're getting pushed towards the camera you see how the green one's moving like this direction so in theory we could click on um the middle emitter go to the particle system and set the lifetime to like 150 so it has more time to travel and now you can see the particles getting pushed let's turn off the overlays and these particles are bouncing towards the camera so even bouncing off with the camera view you can see them falling off of the floor in front of us they're actually falling off here they're getting pushed off the off the edge here can you see falling off so that is quite interesting isn't it and you can add other fields this is a good way to experiment with fills and understand how they work and what they're doing it's quite interesting to experiment with blender in this way with particle systems so let's pause it here let's press f12 and then we can see that everything is rendering out as we expect it to render um there are some other fills that we could add like um let's go to the middle filled weights i think the middle one is a good one to add it to in blender there's no way to create like a global field that we could apply to everything you can't really do that so i will have a i don't create collections or you can remove the um you could in theory remove the um the unless you click on the particle system go to the particle settings you could remove the the uh effector collection here you could remove it and then you could create global ones and then use those to control everything but you can't control them separately the whole idea here is that we can click on this one go to each one of the turbulence the vortex and change those specifically for this particle system on the left hand side right change it specifically for that one so we could click on the uh the vortex let's go over to here it's set to 1.6 so let's set it to like 2.6 so in theory the the vortex should be a lot stronger on the left-hand side can you see how it's different now right the left hand side one is a lot stronger compared to the right hand side one because the right one is minus 1.6 here so let's try one thing uh let's go to the middle collection quickly and let's uh press shift and a and i'm going to insert a leonard jones i'm going to drag that towards the center bit up here and let's go to the physics settings here let's give it a strength of like 50 quite high and let's see let's go ahead and just hide these two particle systems because it's quite interesting to see each individual particle system working by itself so if you just want to see the green middle section or the green particle system by itself see how it's interacting with the different force fields then you can just hide them from here so you can take the blue one you can see that one working by itself and then you can also take the red one and see that one you can you know render these out separately as well if you wanted to this is an interesting way to see the particle systems you can work with each one individually and then combine all three of them together to see how everything is working in sequence so that's kind of just um you know a basic overview particle system obviously there's a lot more you can do um with the particle system uh in blender but i thought this would be an interesting tutorial especially because we're working with three different systems and each one has its own set of vortexes or set of um fields that we can uh manipulate separately across all three particle systems so i think this is quite an interesting tutorial or something maybe a bit different um to work with so i'll leave you to go and experiment with this don't forget to um you know you click on these particle systems go into the the settings in here and experiment with these settings learn a lot by experimenting one thing though is if you um if you want to render this out if i press f12 you'll probably see everything okay in here but make sure that you click on one of the particle systems so click on any one of them go to the particle systems and then make sure you bake bacon dynamics when you clip bakehold dynamics you should see this red line here and then you can scrub through this quite fast and it should place the particles exactly where you want them if you make a change you have to delete the bake here delete all bakes sorry delete back here or just delete all bakes yeah delete all base that way you can make a change and then when you rebake uh that change will be reflected in your render so i'll leave you to go and experiment with that quite fun tutorial something a bit different uh in this blender uh tutorial uh go and experiment with that have fun with it that's multiple particle systems using multiple uh fields and collections uh in blender 2.93 let's go ahead and save this let's minimize this and close this down okay hopefully you found this tutorial useful and uh if you've got any questions about particle systems feel free to uh comment in the youtube commenting by no means i'm a blender expert i build websites for a living blend is just a bit of fun on the side but i've got a bit of knowledge and if i can help you i shall do so okay that's the end of this tutorial hopefully you find it useful and i look forward to seeing you in the next dcp world tutorial [Music] you
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Channel: DCP Web Designers
Views: 3,927
Rating: undefined out of 5
Keywords: particle systems in Blender 2.93, blender 2.9 particle tutorial, blender particles tutorial, blender 2.93 particle systems, how to control particles in blender 2.9, blender particle system, blender animation tutorial, blender particle, blender particles beginners tutorial, animated particles in blender, blender 3d particles, blender 3d tutorial, blender 3d particles tutorial, blender 2.9 particles, blender 2.9 particle systems, blender particle animation
Id: kr6UModUKdk
Channel Id: undefined
Length: 44min 38sec (2678 seconds)
Published: Thu Jun 10 2021
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