Table of Contents
- Particle System. Fluids
- Textures in Particle Systems
The particle system is intended to visualize phenomena which are caused by the movement of numerous small objects such as smoke, fire, water splashes and other.
A particle system requires an emitter - an object which defines the location and the direction of the outgoing particles flow.
Add a mesh emitter to the scene.
Create a material for particles on the emitter, for example of the
Surfacematerial type with a mandatory diffuse texture is also supported.
Add a particle system on the emitter.
Initiate the engine playback. Two options are available:
- “cyclic emission” - enable the
Emission > Cyclic emissionoption for the particle system and the
Animation > Apply Default Animationfor the emitter.
- “non-cyclic animation” - enable the
Animation > Apply Default Animationoption for the emitter.
- “cyclic emission” - enable the
- Set the
Addtransparency type for the particles’ material.
- Disable emitter rendering if needed using the
Particles > Render > Emittercheckbox.
- If an emitter is required on a scene use additional materials for it. In this case select the particles’ material in the
Particles > Render > Materialmenu on the particles settings panel.
- If the
Surfacematerial type is used it is required to add a diffuse texture (normally with the alpha channel) to this material. Select
Mapping > Coordinatesmenu. Make sure that the emitter’s mesh has a UV layer.
The particle system parameters can be set up under the
Particles tab. Multiple particle systems per emitter are supported.
- Particle system name. The default name is “ParticleSystem”.
- Reference to the settings datablock of the particle system. The datablock settings can be shared between different particle systems.
- Particle system type:
Hairparticle systems can be used to create numerous copies of an object (so called instancing). The default is
- Index in the table of random numbers which are used for particle system generation. The default value is 0.
- Emission > Number
- Number of particles. The default value is 1000.
- Emission > Start
- The first frame after which the emission of particles starts. The default value is 1.0.
- Emission > End
- The last frame after which the emission of particles ends. The default value is 200.0.
- Emission > Lifetime
- The lifetime of particles measured in frames. The default value is 50.0.
- Emission > Lifetime > Random
- The random factor for the lifetime. The default value is 0.0.
- Emission > Emit From
- Emission source type. The following types are supported:
Verts(emit from vertices),
Faces(emit from polygons). The default is
- Emission > Cyclic emission
- The option enables the cyclic emission mode. It can be used for permanent effects (such as smoke, burning, water splashes). It is recommended to set the
Emission > Startvalue to zero. Disabled by default.
- Emission > Allow NLA
- Activating this option allows particle emission to be controlled by NLA. Enabled by default.
- Emission > Random Delay
- The option enables a random emission time for particles. Disabled by default.
- Velocity > Emitter Geometry > Normal
- Factor influencing the emission along the emitter’s mesh normals. The default value is 1.0.
- Velocity > Other > Random
- Factor of randomization for emission direction. The default value is 0.0.
- Rotation > Angular Velocity > Mode
- Mode for particle billboards self-rotating.
Hairparticle system supports all the types of rotation and
- Rotation > Angular Velocity > Factor
- Factor of rotation velocity for particle billboards. The default value is 0.0.
- Physics > Type
- Physics calculation type:
Fluid. Ignored by the engine.
Newtonianphysics is always used. The default is
- Physics > Size
- Particle size. The default value is 0.05.
- Physics > Mass
- Particle mass. Affects interaction with force fields (such as wind). The default value is 1.0.
- Physics > Forces > Brownian
- Exported but not used by the engine.
- Render > Material
- Menu for selecting the particle’s material. Used for referencing to the particle’ material in case multiple materials are used by the emitter. The default value is
- Render > Emitter
- Enables emitter rendering on the scene. Enabled by default.
- Render > Type
- Particle rendering mode:
Billboard. The engine supports the
Groupmodes which are used for objects and groups instancing respectively. Other modes are ignored. It is recommended to use the
Billboardmode for convenient display of billboards. The default is
- Render > Billboard Align
- The way billboards are oriented:
View- follow the camera,
ZX plane- align to the corresponding plane (in the world coordinate system of Blender). The default is
- Render > Tilt
This group of parameters controls the initial tilt of the billboard planes. It consists of two parameters:
- Rotation angle of the billboard planes. Its value can vary from -1 to 1. The value of 1 rotates by 180 degrees (i.e. turns the billboard upside down). Set to zero by default.
- Random variation of tilt. Its value can change from zero to 1 and is set to zero by default.
- Render > Dissolve intervals > Fade-in* and Fade-out
- Starting and ending intervals (measured in frames) for gradually increasing and decreasing the particles’ transparency.
- Render > Coordinate System
- Coordinate system of emitting particles:
Local- use local coordinate system of the emitter object,
World- use world coordinate system.
- Render > Soft Particles
- Support for soft particles, billboards of which smoothly dissolve when contacting with surfaces. Use the
Particle Softnessslider to tweak this effect.
- Field Weights > Gravity
- Gravity influence factor (Earth’s attraction). The default value is 1.0.
- Field Weights > Wind
- Wind influence factor. A
Windforce field source should be present (can be added using
Add > Force Field). A particle system is also influenced by the wind direction and strength. The default value is 1.0.
Particle systems support both standard and node materials. Supported material types are
Halo. All additional settings of the
Halo type materials, such as
Star Tips, are also supported.
Surface particle’s materials it is required to have a diffuse texture (normally with an alpha-channel). In the
Mapping > Coordinates menu choose the
UV option. Make sure that the emitter’s mesh has a UV layer.
Halo particle’s materials it is possible to use a
Blend texture with a
Linear gradient. In the
Mapping > Coordinates menu choose the
Strand / Particle option. It is required to enable
Ramp on a texture.
Textures can also be used for setting up the behavior of particle systems. Unlike textures for particle materials such textures belong to the particle system datablock, not to the material datablock. To create a texture for the particle system it is required to go from the
Particles tab to the
Textures tab and then to click the
The only supported type of textures is
Blend with a
Ramp should be enabled on the texture. Up to 4 gradient control points are supported.
Influence panel choose the parameter which is influenced by the texture. At the moment the only supported parameter is
The result of using gradient textures on the particle material and the particle system: