Particles are powerful but also can be tough to wrap your head around. And there is a lot to get to so for simplicity, we will start by looking at what all of the settings do, then there will be examples with an explanation of what makes it look the way it looks. Particles are best learned by going into a file, and experimenting. Have fun with it!
Settings
Details
The basic details of the particle system
Name | The name of your particle |
---|---|
Material | The material each particle will use |
Node | The bone |
Emission
The main modification setting of the particles
Initially Enabled | On: it will always be playing
Off: must be enabled via an ensemble |
---|---|
Simulation | Local: Particles will stay locked to their node at all times
World: Particles will spawn then be unaffected by the node |
Initial Delay | How many seconds until the particle system starts after being enabled |
Rate | How many particles spawn per second. This is not a steady rate, there is some randomness included |
Lifetime | How long a particle will last, randomly between Min and Max |
Speed | How fast a particle moves, randomly between Min and Max |
Rotation | What angle a particle spawns, randomly between Min and Max |
Size | What size a particle spawns, randomly between Min and Max |
Max Count | Maximum number of particles allowed on screen at one time |
Origin
The location particles spawn
Type | The shape of the particle spawn area |
---|---|
Position | The XYZ position relative to the node |
Radius/Size/… | Shape modifiers used to change the size of the spawn area |
Direction
The direction particles spawn facing
Type | Fixed: A single direction all particles go in
Radial: A central point where all particles randomly pick a direction to go in along a flat disc Cone: A cone where particles can spawn in and direction of the cones opening PointToParticle: A point where particles are repelled ParticleToPoint: A point where particles are attracted Random: A random direction for each particle to go in |
---|---|
Normal/Position/… | Direction modifiers used to change the size of the direction zone |
Gravity
A constant force always applied to particles
Type | Direction: A single direction force applied at all times
Point: A point that particles are attracted to at all times |
---|---|
Direction/Position/… | Gravity modifiers to change the direction or position of the gravity |
Sink Plane (Optional)
A plane where if particles pass it, they will be deleted
Position | The position of the Sink Plane |
---|---|
Normal | The direction the Sink Plane faces |
Evolution
Changes that happen to particles over time
Time | 0 -> 1 = start time -> end time |
---|---|
Color | The direction the Sink Plane faces |
Scale | The direction the Sink Plane faces |
Rotation | The direction the Sink Plane faces |
Animation
Cycling animation applied to each particle
Number of Tiles | How many tiles vertically down and horizontally right. If you have a 512×512 image, 2×2 tiles will make each tile 256×256. It will always take up the entire image |
---|---|
Range | The first and last tile |
Loop | How many times to look the animation during the lifetime of a single particle |
Examples
Fire Pit
When you first create a particle system, it looks like this.
Now if we want to make this into a roaring fire, we can make these changes. Ill keep the changes to the bare minimum and any other settings can be tweaked to get the perfect fire you are looking for:
Rate | [100] | The higher this number, the more embers you get. Be sure to adjust max count if you use a higher rate |
---|---|---|
Lifetime | [0.1] [3] | This allows some of the embers to fly up in the air longer, and some to die out earlier on |
Speed | [0] [0] | This starts the fire stationary and lets us use gravity to pull it upwards |
Size | [0.5] [1] | This will allow each ember to be slightly differently sized |
Max Count | [300] | This will allow more total embers to spawn |
Origin | [Cylinder] | I used a cylinder and scaled it to the size of my fire pit |
Gravity Type | [Point] | This will attract all embers to a point |
Gravity Position | [0] [3] [0] | This sets the point slightly above the firepit |
Gravity Scale | [6] | This makes the gravity to the point decently strong |
The color hex values for these are:
- #b29627 A = 100
- #e27100 A = 100
- #c11616 A = 100
This png was used for the materials Diffuse, Opacity, and Emission channels.
Transparency was set to Additive Blend to really get that fiery glow as the fire overlaps itself
Emission was set to 0.6
———————-
Now for the smoke. We can start by duplicating the effect we just made.
Lets set up the material first this time so we can visually see a difference between the particle systems.
For the diffuse, I used a light grey solid color, and for the opacity, I used this texture map. I set the transparency mode to Composite Blend.
Now we can make the following changes to the particle system
Speed | [1] [2] | This time we will give the particle a direction, so we can use speed variable |
---|---|---|
Direction [Fixed] | [0.5] [1] [0] | We will set the direction to up and slightly to the side |
Gravity [Direction] | [0] [1] [0] | Here we can have a little bit of gravity pulling up on the smoke |
The hex value for all 3 colors is #9f9f9f
The opacity values are
- 0
- 50
- 100
- 0
Now you should have a very simple, but effective, fire pit particle system! You can always adjust the settings to make it look better