Introduction to Blender For Beginners - #9 - Particles | Danan Thilakanathan | Skillshare

Introduction to Blender For Beginners - #9 - Particles

Danan Thilakanathan

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4 Lessons (33m)
    • 1. What Are Particles?

    • 2. Introduction to the Particle System

    • 3. Making It Rain

    • 4. Creating Hair


About This Class

In this class, you will learn the basics of working with particles in Blender. This allows you to create cool effects like fireworks, hair, fur, rain and so on.

By the end of the class, you will gain an understanding as well as get hands-on experience with the Particle System in Blender.


1. What Are Particles?: Have you ever wondered how some cool looking effects in three D are made? Perhaps you've seen a scene that includes fireworks or rain, and you'd have thought to yourself, How would they have made that? Well, these are achieved by particles. Particles are so powerful that they can be used to create a wide variety of different effects. Particles can be used to create fireworks, rain, dust, hair and fur fire and smoke grass, crowds of people, forests and even cityscapes. So what are particles? Well, particles are objects that are emitted from missions, and they generally tend to be a huge number of them. Each particle can be a mish, a point of light or a strand. There are two types of particles. First is the hair type, the head type article I used to create hair for grass, forests and cityscapes so hair particles tend to be joined to the original mesh. The other type of particle is the admitting mish. These types of particles are not joined to the mish, and they're generally detached from the mish. So with these types of particles, you can create things like rain, dust, fire and smoke. Luckily, blender has a very powerful inbuilt particle system to do all of this. And in this section we will learn about blenders. Inbuilt particle system. So, without further ado, I will see you in the next video. 2. Introduction to the Particle System: Hello. In this video, we will look at blenders particle system. So let's get straight to it. First of all, I'm gonna go ahead and delete everything in the scene. So a a again X deal it next. I'm gonna go ahead and create a plane. So shift a mish plane on a probable scale it up a bit by pressing s and then dragging out and then grab said to move it up to about this. So now I can go ahead and add particles to this plane. To do that, I have to go to the properties window and scroll over to the particles tap. So click that, Then press new. You'll immediately see a number of new settings for the particles. So without changing any of these settings, if I play back my animation now you can see we have our first particles. So these settings here that we see on the right contribute to our particles behaving the way it does in our scene right now. So let's just now take a brief look at some of the settings off the particle system. First, in this box here we have emission settings. The mission sittings control how many particles are emitted so you can change the number of particles here you can change the start and end time off particles. So, for example, if I if I want the particles to end on frame 20 I just put frame 20 and all the particles we dropped until it reaches frame 20. The lifetime this general controls how long your particle lives. So currently it's at 50. So if I change it to something with no Alexei 30 you'll see as a particle goes down, it starts to disappear into nothingness. That's because by frame 30 the particles life has pretty much ended and it becomes invisible. So say I wanted it to survive till, say, frame 50. I just press 50 and then it should go a little bit further and then die off just like so, um, let's move onto the next one velocity. So these settings generally control the speed or the force off your particles on the direction we have the normal. So this controls how fast the particles emit from your object so you can make it explode out, or you can make it calmly come out that moment pretty calm if I make explode out by, say, putting like 100 should explode like crazy or going the opposite direction. If one of the if I wanted to go down, I just go like that. The reason why it's an opposite direction because of normal is facing up. So, um, let's make a little bit less strong. Oh, let's say five. I was like, five. You don't go up and mental full back down, so it's being in thrusted out of the plane and then drops. All right, um, and this one controls the direction. I guess so, if I move that you move it in the X direction, if I move it that it would move in the Y direction on way can create like there's a water sprinkler fountain features that you see in this public parks fungus. Next, we have physics. These control how the particles move and their size. So currently we have the dots, and when you render these thes dots wouldn't really be visible. But if you assign the start to like actual objects or something, you can control the size of these particles just by pushing this up and down. You can't really see here's to you. Firstly, just signed each of these points and actual object, and you can also apply this other physics related stuff like brownie and motion. So this adds a bit of random, erratic movement of your particles. You won't all moving a uniformed kind of way or be sort of randomized a bit. It may tend to help realism, since nothing in the real world is always uniforms we have drag, so this is rated friction of the air. Hey, drag that coming. We also have field weights, so this is pretty much the the extent to which you allow physics to take effect. So remember in an earlier video, I showed you the scene settings and how we set the gravity on our world to minus 9.81 Well , the particle system takes into effect them, so when the particle jumps out and then fools, it's actually a bang. The gravity of it it's actually falling on 9.81 meters per second squared acceleration due to gravity. We can control that as well. We can bypass that for specific objects, so we can say that now for this object. I don't want the gravity to take effect. I can turn off the gravity and now sort of pretend like it's in outer space or something. There's no remedy and things like that. So you have a lot of different control of your particles to create different, different cool looking scenes and effects. The final one I want to show you is the case. The case is used to store your particle animation data so that it doesn't have to keep re calculating each time you press the play button. So as you can see as we press the play button, you'll see a red line being generated as it plays. Well, that's because is actually calculating the particle movement has animates and you don't see . And now because, well, we haven't changed any sitting here, and it is kind of using, like a cased or temporarily stored version off your particle animation data to display on your screen. But say you you create this epic fireworks seen or you know, some some epic care animation movement, and you don't want to calculate again when you open up blended the next time. So that's what the case is here for. You were generally pressed bake. So say until frame 100. I want to bake the current animation, so we'll have to do is just press bank. And generally after waiting a while, the baking should be complete. But when you bacon, all other settings are disabled because this now just purely becomes animation Donna. So you generally press bake once you're happy with all the animation and you're just ready to keep it as just plain animation Data said. It loads up quickly. Next time you open up, you can render it straight away. If you don't want occasion anymore and you want to continue working with the settings, just press three or bake thin your and, well, basically one store that in case the next time you have not blend up. So it's always useful to bake your final animation. And I remember when I was working on my movies, I had some pretty complex here animation thinking, going on in my scene, and I remember I forgot to press bake, and the next day I came to my been losing my hair, looked crazy, looked all over the place, and it wasn't moving correctly. I had to actually prospect again. Now since I should example here that it took, like one second to bake the whole thing. When you actually working something a bit more complex, like hair and things like that when you have tons and tons of particles intends to take a long time to actually bake sometimes up to one hour. So it saves a lot of time when you actually bake it first and then save your bender file because it can make your life a whole lot easier. So one final thing before in this video I just want to show you how you can convert these data points into objects, because at the moment, if I render this so let's just added with camera in there. Artists are said, if I rented this really quickly, what is it that the light sources will? It's a shift am gonna add son them. It doesn't matter where a person when really affect, but if I now have the rendered, I see nothing particles look invisible. And that's because, well, these points here are basically just data points. They're invisible. So as the three d honest, we have to actually define what those points will look like. So it is incentive owner add say a monkey head to be our particle. I mean, I don't see the reason why we need to use them, but I'm just gonna use a monkey head. Her name is Suzanne. So to actually convert down the points into the monkey him Well, I have to do is go to the render sitting here and press object and instantly object. Which will be also is that now, all of a sudden are particles have turned into Suzanne. So if I go in the physics things now and turn the size down, we can see the physics settings taken to fake now. And I could and ran them to make all the particles a different sites with my mother and not keep them all that same reform size good for realism once again. All right, so now we have playback of animation. We have a lot off Suzanne heads flying in that direction and then just disappear off into nothingness. So I hope this video has been useful to you. In the next video, we will learn to actually use the pinacle system to create things like hair and rain. So I hope to see in the next video and keep lending 3. Making It Rain: Hi, everyone. In this short video, I'm just going to show you how to create rain using blenders, particle system. So let's get straight into it. I'm gonna go ahead and delete everything. So a a X delete. Now I'm gonna add a plane toe shift, a mish plane, and this is gonna be used as a basis for creating our rain. So I'm going to scale it a pretty high because this is where the rain is gonna be meeting from and then grab said pretty high close to where this the sky would be around there and perhaps from what other cameras also shift a, uh, camera. And then let's face it around here so we don't want to see the plane when wanted plain to be out of sight a little bit. All right, so that's looking pretty good while I have the chance to remember. And now I'm just gonna go in and change from Bender ended two cycle agenda. Okay, so now let's actually create rain. The rain pond is actually easy. You just select your plane, go into the particle tab off the property, the window, and then he knew that's it. Not Chris control A. We can see rain and I can pretty much go into the settings and change something here to make it look better. But I'm actually quite happy with that result. One thing on my changes, perhaps, and a bit of random velocity, because I don't want them waterfall at the same speed. So this is a bit of randomness to that velocities point three. So some some particles will shoot down while others come slowly, so that has to be a bit more realistic. All right, so I'm happy with that. The next one want to do is I'm gonna create a boring background, a bluish or only a slight white ish texture. So it's like white ish bluish textures, sort of to represent a clear blue sky day just like that. Pretty boring nevertheless. And, uh, this is move the particles over here and I'm probably move the camera in a little bit. Okay, so we have the political system pretty much set up. All we have to do now is actually create the rain. And as you mentioned in the previous video, these don't actually represent rain. Do these are just data points? Because if I have just left. Well, you don't see the actual particles. They're invisible because we need to define what those particles are ourselves. So to do. So we're gonna go ahead and actually model the droplets ourselves. So I'm going to go into a different layer. Said we don't get distracted by all the other stuff. This will create a very quick little drop it. So shift a mesh. Uh, I might use a micro sphere. The main reasons because it uses much less polygon Stan, a UV sphere just trying to save memories here. The default should be fine. I'm gonna keep like that. Um and this is what I'm gonna do is I'm just gonna waddle it to make it look like rain droplets. Just a cliche. Raindrop in. So either I could go into edit mode, select the point there I can enable something called proportional. Anything. I can eat this, like, very season one by one. Make it look like rain rain droplets. But that's gonna take a lot of time. So one thing I can actually do is I could actually select one Verdecia like that and trying to move a couple of bullets a same time. So to do so, I can enable something in Brenda called proportional anything. So if I enable that as such, when I pressed the G button, you can see a circle that suddenly around it. So this is a circle of influence. So all bonuses in the circle influence will be affected When I move My main courtesy, the selected was so this. When I scroll up and down, I can control that fall off of that moment. So this allows me to quickly model droppers very, very easily. And within a few seconds I have my first droplet, So I'm gonna rename is to say problem one than shifty to duplicate. And the students do that again. Just making a little bit different to, um and so one, sir, for the third method off modelling. This is well, using the sculpting Mozer shifty that's going to sculpting mood. And I'm going to use the grab brush for this if to make a big gun on drums on the sister, make it look bit like proper droplet. Like such. I just go ahead and create a few of these. I have five drop, is there? I'm now gonna go ahead and put all of this in a group you can sort of imagine as in, like when you use Microsoft PowerPoint or something. When you select multiple images and then group them, they all become one object. It's sort of like that Acceptable. I mean, if you move one object, the rest I'm gonna follow you that this is not parenting. This is just grouping. So to do so just box select them or using deflection to what you like and make sure they're all selected. So once all your droplets of selected, all you have to do is press control G. That will immediately put them into a group. And you can tell when it's highlighted Green and we need to give our group in name. So over here on the left hand side, off the toolbar panel. If you don't see it, press in. Just name your group. So I'm gonna name it. Roberts. So this is a group off droppings. So now when I select any one of them, I can confirm by going to the object panel off the properties window and seeing it under groups. So one of this are under the droplets group Okay, so now let's go back to our first layer. I don't need to see the second. That's not important. And, um, I can select my plane. I can then go into the particle stuff, and now I can finally define what the's points will be. So we want. We don't want to be an object. I mean, we could do that. We can add an object and make a droplet one. These will convert everything to drop in one, but we have four or five droppers. We have variations of droplets, so we need to use the group that we created called Drop. It's so now it uses a variation of different different droplets, and we can see over here we have variations on droplets. So now we look at that rendered. We can see there's droplets taking effect looks tiny, just barely visible. I think I'm rich in the background to be quite dark, like a storming, gloomy day, and it might be more visible. In that way. I might make the size off those particles a bit biggest in Phoenix. Panel with fixation on some increases has been, and some of the hand create more rain drops so just in the mission, in part just bumping up to say 3000. So when I played back now, when I hit Brenda, we can see we have a lot of rain going on. So we've created rain red to be easily. Now, that's not a proper rain texture. I mean, we can go into the droplets panel. We can go into droplets layer again and actually create proper textures for our rain so we can actually select a drop it and add proper shaded front. So in the material tab, press new. I just use a glass shade up and it's keeping out the default glass she does as such. Ongoing. Named this, um droplet. I'm gonna go ahead and add, uh, the same shader toe all the other objects. Right leg should rightly should probably ship finally should directly the one that you want to copy to control l that link on. We want to say materials. So all these objects will now have the same shader as the one that you just defined. So when I go into this later now and then zero to go into the camera view and then he'll rendah, we can see proper rain droplets. If you don't make it like how you see in those movies with all that emotion birthing going on, you can enable motion. Just keep in mind that using motion blow will tend to use up yours tp use resources a bit more and will tend to make your render times a bit longer as well. So to enable motion blow, all you have to do is go to the Render tab off the properties panel and check motion blow. All right, Uh, don't worry too much about that now. When I couldn't render, we have rain that looks like rain. So when you actually go ahead and animate this frame by frame, it should actually look like rain. So it's a very rebating tutorial. But that's basically how you create rain in blender using blenders particle system So hopefully you can see how powerful benders particle system could actually be in creating cool looking effects for your three D scenes. As you continue to work with particle system and Brenda, it starts to become easy, and you'll probably develop your own cool looking effects without relying on any tutorials or anything like that. So I hope this video has been useful to you. And then you learn something new. Um, keep bending and I hope to see you in the next video. 4. Creating Hair: Hello. In this video, we will use blenders particle system to create basic hair. So let's get straight into it. I'm gonna go ahead and delete everything. So a to the selector cube and a again to select everything X delete. Now I'm gonna go ahead and at us, feel this is going to represent my character's head. Not a very good looking character, but nevertheless, I don't need that much details. I'm just gonna change to 16 segments. Don't have to be so high poly, save a bit of memory and then scale it up to be about that size. All right, I'm one person five to turn it into a double view, and we can confirm that it's a talking about seeing that they say it's front holders in front of you. And also now, in now, I'm in usable this because I'm actually controlling it by the Middle Mills. All right, so we have our head stood a circle to create my hair. I'm gonna go ahead and at a particle system to my head. So this is quickly rename this to him. You don't get confused and let's go to the particle tab on the properties window person knew When I play back my animation, it doesn't look like he has here. It actually looks like this wedding out of fear or something. Eso We need to change this particle time from in Mitya to head. So now we can see that our character has a lot off here. The hair does look a bit strange right now. It's like an effort that's growing everywhere, but we can control that. So the create good looking here. First of all, we need to enable advanced. You really ever use the basic settings to create good looking here. You generally, which is at best because you want to play around these things when you actually worked with him and generally with here you tend to have a lot more than just 1000 strands. I'm pretty sure if you count the number of hair strands in your head, you'd have much more than 1000. So I'm gonna push it to 5000. Even that's not enough. But, um, I don't want to crash my computer, so I'm going to keep it there, at least for now. All right, you can see it's sort of bunched up like that. So I don't keep like that. Sometime when we were just ran, you can sort of see it sort of bunched up like them. And the main reason is because, Well, it's something meaning from these faces. So that's the main reason why it looks like that. As I mentioned, I don't keep pushing his number higher and higher because this will crash my computer, so I'm gonna actually use a another cheat. I want to use Children. This will actually give us sort of like some division in three D modeling it sort of sub divides the current hair with mawr here around with child here. So all these hairs trying to see here are apparent hairs, and it will add child hears around it. So anyway, I want to go ahead and enable Children particles to this. So it just hit interpolated. And there you'll see. We have tons and tons off hair, which doesn't look quite right, So I'm just gonna go ahead and change the display. We don't need that much. 10 should be fined to render to display. I just want to show his one, because I don't really care much about what I see in the display Want to save as much memory as possible. So the display will just show one child per parent, hair strength and the render. Basically, when you when you actually render your seen, it will show 10 Children her parents strength. These tend to control the shape of your hair. So if you want to have curly hair, straight hair specific types of hair, you play around with the settings. So I'm not gonna really go into that in this tutorial. It's too advanced. Um, let's just see what our hair looks like when it's animated. So to make our here inimitable, we have to enable hair dynamics. So just click that checkbooks and you'll also see a number of different settings. Here is well, again, I'm not gonna go into this. This All these settings are related to how you want your hair to behave as it moves during your animation. So you find now playback my animation, and it is actually calculating frame by frame how they here should animate. So I'm just gonna wait until this is done. So if I can almost like Simba from The Lion King, I've sort of create like a mane That's pretty cool. Now, if I play back my animation, as long as I haven't changed in the settings, we should see a much faster display cause temporary location, and we can see our hair actually animating. So now I'm going to quickly go ahead and animate the head moving. So let's just create a key frame on frame one. Got a frame 55 60 and move the head somewhere here, Got a frame 100 20 and move the head somewhere there. And then, uh, it's just on. May be, uh, come back to the beginning again. Okay, so now this pent up my animation some some oppose it until it's done. All right, sometimes go ahead and stop the calculation by pressing escape. So now when I play Batman Imation, I should see my head moving on the hair, following the laws of physics and moving accordingly as such, so beautiful. Our hair is actually behaving quite nicely sometimes and animation on to 10. No. One. I played back the animation. We can see the head obeying the law off physics, so that's pretty good. But as I mentioned before, this isn't very good looking here, so let's just go in now and give our character hairstyle. So to do that, I'm just gonna go ahead and disable here dynamics to give our character or hairstyle. We will need to become a baba from a hair salon. So to do that, you'll need to comb the hair and cut the hair style, the hair according me. And we can do that in blender. All you do is select the object that has the particles coming out and the change from object mode to the particle edit mode. There's a lot of modes in blender that you can work with. So over here we can actually create our hairstyle and very similar to the Scott Brushes. We also have different brushes. Here is well, this brush you can sort of visualize as a brush you would use when you're in a hair salon. So vaporous co, you can imagine this as a current again. You can use the F key to control the size of your brush. At the moment, you can't. You don't really have a fall off. It's always gonna be solid. So you know, baby, that the strength and the radius controlled How big your brushes the strength of control house intense or strong, the brush will take effect. And the all this other stuff hopefully self explanatory. So I'm just gonna go ahead and become a hair salon bubble. There's no real technique that I'm following here is just basically made up. If your hair specialist, then go ahead and come in the way that you prefer not to follow me. But I'm just gonna go ahead and do that. First of all, I noticed a mistake. There's hair coming out on the character's face That's not realistic at all that I don't think I've ever seen that I've never seen a character having here, coming out of their face and eyes and nose. So I'm just gonna go ahead and cut that hair that's around there. So to do that, I want to use the cut brush. You can imagine the cup brushes, scissors, so just go ahead and slash out all that hair. We don't need it. There we go. We can see how tired his face again. Alrighty. Hopes I can't be too many here. There. Nevertheless, we've, uh we can now finally see our characters face again. All right, that's that's great. Now we can go to the comb brush again and continue to come in nicely. I've actually cut off too much hair over here. That's not a very good thing when you go into a hair salon and found that your barber actually shaved off side of your head when you didn't intend to, but likely And Benda, you don't have to worry about that at all because unlike the real world begins to add it back again. Which is not realistic, I guess. But anything's possible with Brendan's. There you go. So I'm gonna go ahead and paint. I've been going here where I wanted and that's my cut here. These areas here. Okay, so there we go now Khunkitti Department and give our character bit of hair style Sometimes if you come the head too hard. Like if I go over here and including too hard, you notice that the the the hair sometimes penetrates through the mish. You can use another brush called the puff brush. These were just puff out your hair. Obviously, you need to spend a lot of time, maybe even hours, just to get the hair right. It takes a lot of trial and error for my a short film. Well, I spent a few days actually working on his hair, but generally, yeah, I can create a Pixar level here within five minutes. That's that's really the best I can do in five minutes. So let's leave it at that. So back in object mode, you can see our here has taken effect. Um, don't look. It doesn't look the best on again. There are techniques to get rid of that hair. Sometimes Brenda does play up like that for this example. Let's turn off the Children. You are intended. Use Children if you're working on higher end models. We have lots of autism here, but since it's a beginning tutorial, I'm not gonna use Children. Just that I can really quickly, um I'm gonna go ahead and create material for my head. So if I look at my hair in rendered mode now, that is quickly add a sun lamp, and this is also and so this is also and a camera. Uh, this is looking character. Look at that rendered now. I mean, on a change of the cycle, render if I look at it. Brendan now you noticed that. Wow, we put some hair going on there and actually looks quite good. Said, look at how beautiful that looks on our model. How also know that look, we can also give our here a bit of color and texture is able to do that. Just select your mish. You'll notice it says default material. We don't want them. So go into the materials tab at a new one. That's his name here. What's his name and face fist? It is ready to find a shade of for the characters, faith. But I'm gonna add one more and call this hair under it. So this is gonna be the color off the hit. So for here, to a jury, intend to use a hair BST of Shayla and I put any color on likes. I'm gonna get maybe a brown a dark brown hair club for that. So now I want to tell the head model to use the face cheddar for the actual sphere and to use the hair shadow for the ultra here. Now, by default, the sphere is going to always use the one that's in the top. The hair doesn't know that it should be using the hay share. It's probably still going to use their face jail. We can tell our head model to use the hair shed are so the face gender for the head. So now when I pressed her end up, you can see that we've created nice looking brown here on our pretty below average character face. So that's basically it. That's the basics of creating hair in blender. I hope this video's been useful. Andi, I hope to see in the next video keep lending.