How to Create Randomly Colored Particles in Blender | Suzana Trifkovic | Skillshare

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How to Create Randomly Colored Particles in Blender

teacher avatar Suzana Trifkovic, 3D Artist, Songwriter, Producer, Writer

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Introduction

      0:52

    • 2.

      Creating Object

      3:41

    • 3.

      Setting Camera

      4:04

    • 4.

      Setting Particle System

      15:35

    • 5.

      Random Coloring Particles

      12:43

    • 6.

      Setting Light

      3:48

    • 7.

      Variations of Design and Rendering

      14:11

    • 8.

      Closing Words

      0:19

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About This Class

This class will help you learn how to design randomly colored particle system in Blender using nodes and then render images or animations. Using this method you can make infinite unique animations or images that you can later use for your other projects, sell on photo or video stock platforms, use as background for your music videos, wallpapers for your devices, greeting cards and many more things. You don't need previous experience in 3D design or Blender, this class is beginner level, just follow the steps explained through lessons. What you will need only is to download Blender and install, to be able to work on your project.

Meet Your Teacher

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Suzana Trifkovic

3D Artist, Songwriter, Producer, Writer

Teacher

Published photographer, writer, songwriter, music producer, graphic designer, 3D artist, game developer, filmmaker and cat mom. Learning something new every day for me is essence of living and when I can even share that knowledge with students thirsty of learning, watching them later use learned to create even better designs, animations, photos or music than my own, then my purpose in this world is fulfilled.

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Level: Beginner

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Transcripts

1. Introduction: Hello and welcome. My name is Suzana and I will be your guide through this colorful 3D design class. This class will help you learn how to design randomly colored particle system in Blender using just nodes, and then render images or animations. Using this method you can make infinite unique animations or images that you can later use for your other projects. sell on photo or video stock platforms, use as background for the music videos, or your streams, for wallpapers on your devices, greeting cards and many more things. You don't need previous experience in 3D design or Blender, this class is beginner level, just follow the steps explained through lessons. Let's get creative together. 2. Creating Object: Let's begin with. Left-click on general. And what do we get here is this nice little cube. And we're going to delete that one. Right-click on that. And here, left-click on it. There's another way you can do it that cube, It's about. But this is easier for beginning. So don't need to use anything else. Over here you'll see scene. Gravity here is on. We're going to do now is to add something we will use later for Particles System creation. Left-click here. In mash with select. Left-click on tours the selects doors. As you can see here, I'm scrolling using mouse wheel to zoom in or zoom out. To see the subject properly. It's a little rough right now. We want this to be a little smoother. And how we do that, left to pick here on modifier properties. That's this little tool over here. Than here. Left-click. Under Generate, select subdivision surface. That will bring tab over here. You will see here I've already got a little more smooth and shows here a levels view and render. But it means levels view is what you see right now. Over here. Render is what will be exported later. What will be rendered when you are creating image of this animation. So the higher the number, the more smooth that object. To know what will come out. Later in render, we will increase this as well. To do. So just a lot to click here on this arrow. And I always see how it will appear in render. Sometimes when you have very complex scene, you may want to just check quickly. Levels view what you will see later and render none reduced again. To run, Soo can easily work and it doesn't overload your computer. Right now as this season, some complex scene who will live this to, to, to make this even more smooth. Right-click here. And then a lot to click to shade smooth these objects, so it's nice and smooth. We're going here, these are tools and left-click on move. Grab this green arrow by, left-click on that arrow and bold right, using your mouse and move it out of the view. 3. Setting Camera: Now we want to set our camera first. We can see what's happening here and how far removed that object. How we do that? Left-click on camera here. Camera right now is sat in position which is default. How to know where is your camera? If you crawl using mouse wheel a little back. This is gamma out you selected camera. Now you'll see where his camera, this is like that front view of camera which is kind of recording what you see. And this is backside or camera. Basically. If you touch this now and move, it will make this space between smaller and then depends about view where you actually see wide, smaller, and many more things to know how to operate the camera. Like learning photography and film-making. Right now, cameras here. And what we want to do is left-click on this. Over here, That's camera view. Left-click here. Now we see what the camera can see, but we don't want to leave camera like this. Under this angle. We want our camera to record right from this side, from top. Because we're making such animation here in location. You can see this one over here. If it's not selected, select this with a left-click object properties here, changing these, actually you are moving your camera around. So if you set this to 0, left-click on the side camera moved. You set this 0 camera mode again. And if you set this to 0, camera moves again. Set here tonight IT, this, actually this to 0 as the bowel. And these two zeros x well, now varies the camera, they have no idea. Okay, this is where our camera is now. Left-click here. And our camera is positioned right at the center here with this view going down. And we want the camera to grow more higher. It can record this center over here from the top view like this. We want this recorded. So how do we do that? I will again left-click on Next to move to want to be good, see earlier, we need to move this camera more higher. That means using this axis, and that's this one over here, which means this one over here. So let's set this to four meters for now and left-click on the side. Camera went up and it's recording from the top view on this area over here. Now what we're going to do is I click this x and just rotating this around so you can see, well, now we moved our our tours to the side over here. 4. Setting Particle System: And this is cursor. Here will appear next object. Once we add, we're going to left-click here. And in mesh, select UV sphere. Now, we want to use this as a parameter for our particles. Therefore, we're going to particle properties. Left-click here. The left click on plus. Now we added particle system to this sphere, as you can see already, some particles that are peeking out. This is also used to odd here. When you are creating share for some project, I will show quickly how that appears. You know how that is used as well. Left-click here. You'll see behind a bunch of hair all over. But we don't want hair right now. We just want this to work as a parameter. We want to set our particles this way. Now, what do we do? I'm moving this to x axis received from this side. We can use these over here to set how particles will appear, how many, how they will behave, what forces affects particles? Will there be gravity or not? Why gravity matters? If you lift this up just the left Gleick here and drag this up using mouse. This is timeline, animation timeline. These are key frames, like in a film. Frames. Here is by default set to 250 frames. When you are creating animation. If you sat that to be 25 frames spirit animation, then it means this lines will be ten seconds. Actually, you have 250 frames, and then you have ten seconds of animation. How we know what's happening here. Left-click on play an emission. Now we see all those particles of falling down. We don't want particles to fall. We want them for this class to move around this sphere. I just left-click now and this and drag it back all the way to 0. And we will go here, scroll down using mouse wheel, just defend your points to this side, starts scrolling down. And then here in field weights, left Gleick. You see here is gravity. Left-click in the end of that and just drag with the mouse to the left. This reduces to 0. Another way to move this is to just click and enter 0 here and then click somewhere on the side. So it applies. Now gravity is 0. That means particles won't fall down, but they will start floating around this sphere. And let's see how that appears. They go around and they're moving. They have set time when they are disappearing. How many will be and how long that lasts, and where do you sat that? Scroll again. Our prior. We have numbers set to 1 thousand. Frames start. That means animation starts on one, ends on 200. It will add here, here ands, and now particles are just dying. From here you'll see how it's reducing. On 200 particles start dying. You can change that the way you like. You can now change. For an example, frames to start on one minus monk 100 and you'll see how many particles you have already. So now when I mentioned starts, you have already many. I believe on Ron for the time being. You can set the animation to end on 250 to last longer than you have here on time-frame even. Depends on the box you want to create. You can set lifetime to be longer, so Daniel will have more increased number for a longer period. During that animation. Here you can set particles started rotating. Now, very important thing, we don't want the particles to look like that. We want these stories to be our particle and how we do that. Left Gleick on sphere. You can also just click here. Click here. It will select severe again. Then we scroll here all the way to very phase render. Left-click there. And you see here it says render as fast. We don't want that. We want that to say render as object, object because we want this object to be particle. And how we make now this object appears as particle, is. We go here to object and where it says instance object. That means this object will start appearing on those places where those particles are now showing. Now left-click on this Eyedropper. And you can select Tartarus. Now, just left-click on doors and you'll see it appeared. You can do differently, the same thing. You can left-click on I drove her. And you can point here on Doris and left-click Doris, and it appears here. Now what happens is that when you pick here play, if you have torus is appearing, so you'll see they are not so big as this one on the side. Why? Because here says scale, object, object, scale to 0.05, rehab it scaled out to that size. We can increase like 0.1. But an example, Let's start again this animation. Doris is coming out. One more thing. Very important physics. Here. We have now physics type for this, for these particles and it's Newtonian. This is mass of that particle. Now is one-kilo. We can set here for forces which affect that particle as well and change how particles behave when they are coming out of this amateur, which is our sphere right now. We want this to go out in a way, but we can change it also right now. And you don't, you, and you see here is going from that object space around. But if we left-click here and change here two boys to see what happens. Y to change. You'll see that I'm scrolling now closer so you can see what's happening. Water change now. You see that how they are appearing and how they are behaving. Now another thing very interesting, you have here, movement. And this here says allow flight. That's why they're flying around a little. But if we allow climbing as well, it will start behaving differently. So they go a little more far from this. But now if we were allowed land, you'll see what happens. They're falling. This is behaves like a floor, this area, and therefore, when clear on that zero-point are around, they just keep falling here, floating all around and still flying around. If you switch this off, it cannot fly. The way they used to Daewoo climb but not flying. Now we switch off climbing as well. See so many, so many things you can do. If you offer an example, if you would now turn on gravity again, you see they start floating around. Use it all the way. Like. All the way to run their landing right away. So there are many things like left-click now again, switching that gravity is the 0. Against scrolling up. To see set the weight. We will allow flight for now. We will switch off land and we will allow climbing. That's how we have set this. Left-click on your camera. This is your camera view right now. We want to move a little more far from this so we can see it is better. We will just delete this. Select camera here, left-click here. You can just jog with your mouse. Just left-click here. Jogged, increase slowly. Moving mouse to derive. Keep calling that when you click, you just keep calling. And whether you go left or right, it will get closer to the left or far to the right. So we want that summer here. Now, I'm going back to a left-click sphere. Here in particles, I will increase that to 10 thousand. Left-click. You'll see how many we have right now. This sphere right now bothers me a lot. I don't want to see that spirit. How I get rid of dot. Scroll down here. You will see first and very important thing, you don't want that sphere in render later. I'm scrolling up here so you can see better. This is now camera view. This view port. This is our scene, but if I left-click, we now see what will be rendered later. That's inside here. And you can see here a limit told that these will be later rendered as image or it has animation. Here. We don't want this sphere, so we will antique this show amateurs just luckily here, we don't see later in our render. Here you have viewport display. Left-click that. Again. We don't want right now to see that sphere anymore. We will just remove it. Now it's removed from our viewport here, and it's also removed from Render. Now what we're going to do is we want to switch to this fuel. These are different views over here. So you can see wireframe. You can see this money is used for modeling all the time. So we can see better your model. This one over here. I would now just switch to this view. Palsy, this animation. I will move it a little right now because it starts on one, we don't see anything. I will move it to ten or so. Saw animation starts and I know what I'm doing. This view over here. This is material preview mode. Allows you to see material you will create later. We will start creating that now. But I like to create material using this model because this is combined light and everything. And I can see properly how material looks. So we will select here, sphere. And we will go here again, two particles. What's important here? I want to start, start frame to say 100 minus 100, the way we have set earlier. I will then drag this to 0. I have some of you over here. 5. Random Coloring Particles: Now we're going to set material for tourists. Once we set for tourists, the one which is over here, then every single one of these will have material set, that means color on whatever we do. And how we do that. Here on material properties. Left-click. Luckily here you will see there is a material already. Just left-click that. Now, but as you can see here shows principled be as df and base color is white and subsurface is white. And many, many more things here that optionally decide how that will appear. If you, for example, live this higher, it will start looking like metal. It will go more metallic and things like that. Hearing increased roughness. Depends. Would that be shiny or less shiny? And watch we're going to do today is to make this all colorants randomly. So how do we do that? We have here one runtime errors only. We want these to be different colors over here. How to do that? If we color this red, then all will be red over here. If we color this blue, every single bond here will be below. We will tell blender color those randomly, choose from colors. We select and thrown colors that come with Windows and become in a way by mixing those colors. That is done, that is done in this area over here. I have to pull this for recording little lower so I can go to that spot. So now with torus selected, you left-click on Doris, make sure it's selected. And then left-click here on shading top. Why did you get to see is this over here? You can scroll mouthfeel over this area. And this will go closer and mortar fire. So basically that spot you see in this top, I will just left-click here to show you this. Just here, we use nodes. You see it sticked. We use nodes now to set material switch this viewport shading. You can see properly what's to be done. Zooming and left-click here and move your doors in the view. Scroll if necessary so you can see what you're doing. It's right here. Adjust so you can see this as well. So you can see changes that happen once we start setting this using nodes. Right now we want to left-click here. What we're going to do is hearing input, we will input object in false. So let's click on object info. It's here now. Just the left-click on that and move it way. It's so true. Now we will scroll, scroll closer over this area. You can see here it says location, color, object index, material, index, random. This random is important for us right now because this defines here color and the material and so on and so on. And we want color to be random. But if we connect these random to base color and I think will happen, it will stay grayish because color is white right now. Select connect these two. We will get some grayish from whites to almost black over here. That can be useful if you want to create something which will be just black and white. But we want this colorful. So this won't do. And we cannot just add one color. If we set the orange here and we connect random, we get nothing again because it will again go to gray. So that won't work. Just liked to turn white again. Just drag this up, put this on white, and just move this click here, left-click and move this to the lab. So it goes back to white. We're going to do something so we can have this very colorful and bright and magical thinking. We will click here and left-click Converter. Select with a left-click colorRamp. Rotc happens, then move this. You have here. To scroll up and down. Just a left-click on one of these, you want to move it as well. You see you get these arrows over here, just left-click and hold and move it to the weight. So if it's rounds away from the viewer happened to me when I started, I just get in a situation or lose it all the way. And everything is out of view. Don't panic, just scroll and move this around a little. It will come back. We have coal around here. We will now connect, left-click here and jog this little thing. It's like some sort of a thread. You just drag it here and connect to this one. It's going to accept. Now. We will do the same on this side, from color to color to base color here, random color to base color. So just as I said, left-click here and it will appear immediately, just told you left-click upset, it keeps appearing. Left-click here. Keep jogging, don't let go that just keep holding. And here, connect to base color. If you make a mistake, you're just going to do some rare roundly, don't panic. Left-click again. Connected right one. Now we have the same thing, but soon it will be a lot different. So let's move this a little. And we'll make this a lot different. So say click here on this, you see this can be dragged around. We can move this. Now. I will move it to the right. It just left-click and move it Very want, but I will move it to the right. I will now left-click that, and that means this is selected. And now I left-click here. The change that to say something like this. Something purple. Now, loved click here and change this to live this up to make that color bright. Let's make this something like that. Now, we will add more colors. I want to add. Just left-click here on plus and another will appear here, select that one and select here, say something like that. Just left-click on this and move it higher. To select the color. We want more colors. Left-click, left-click on that, and then change color over here to something more green. Like that. We rely on other. And left-click that, which appeared drug at the way, like here. And let's add something more blue. Like that. Let's change the order now we just slept week and move those away and around the weight. So two like that. So you can see how it changes all over. Let's just move this. I'm going to make this very colorful. You can change colors the way you wish. You don't have to follow this order. You can do whatever way suits you. We have this now colorful. Now I want to add some similar things over here. You will see you later. Bye. I want to I'm just left-click and pulling this down to see the severity. Left-click here on metallic. And I draw this all the way up. I want this to be metallic. I didn't know why it didn't happen. It just went down suddenly. Blender is misbehaving for me today. Roughness will leave the weight is den what we will do is to go to this which looks like camera. That's that's far render engine. We right now have this set to EV. There's also workbench and psycho cyclers is a little slow and very detailed and really great for. If you wanted to make photos. For rendering animations, it will take a long time. If you want to really, really good quality animation. That's really nice. But it will take a long time. It's very heavy on computer. I like to use it when I create something very detailed. When creating quick animations I use. Here, I want to turn on ambient occlusion. Just left big here. You see change already. And now I left-click bloom. I left the screen space reflections that will add nice reflections on materials and each will affect one another. And these bloom will give some nice glow. When animation goes. When light falls on these particles, everything was thought shining. Really, really look nice, especially when you move camera down closer to those objects. 6. Setting Light: So going back to Layout, we're finished here setting our notes. So just left-click layout and left-click Crop camera here so I can see what's interview salt. Live to click here on light, Dan, here on object properties. So let's see where we're going to position our light. These are changed to 0, just left-click and they're 0, left-click and the 0 left-click here and a 0 here as well. You can see it shows lower lights. The light is right here. What we'll see now, let's leave it down on for maybe it's too bright right now. Let's see, 4.5. Left-click on this side are five is bare, five is pair. I will electrically can select box right here. And this over here. I like to turn it off when I'm going, I'm trying to see my animation so these circles and things don't appear over here. So just left-click here. If you want this to appear later, just left-click again. And you will get to see all these things. Right now, left-click on Play. Let's see what's happening. This is our animation. It's kind of colorful and it's still a little slow right now. Until it goes first. Domino goes faster. This is our animation. Now, let's left-click and pull this back. The lab here on scene properties, actually, sorry, world here in color. Left-click on this gray and make it black. Now become black background. And everything will look much more better. Left beak here again, so it gets out of you, crawl out. So you can see this around this area marked that will be visible in render. Everything that goes around that won't be visible later when you render. Let's start this again. This is our animation right now. The one we see, maybe we have too many of these. Select C's fear. We go particles proper biological properties, and let's reduce this sooth, 5 thousand perhaps. And this goes back again, just left Gleick on 0 here, and it will go back. Let's try this one now. Yeah, it's better. But I will lower camera. Camera, and let's go down to four. Something like that. Let's see what's happening now. We have our animation. That's pretty much that. 7. Variations of Design and Rendering: Now you can change the colors the way you want. You can just click here on Taras. Click here on this dual properties. Here you have this DOB, which again, if you don't like this metallic, you can just draw this to make it look like plastic. Prefer that. You see now. It looks like plastic right now. You can also, if you prefer to go here to like sphere particle settings, scroll down. And instead of boids, I can set Newtonian. And it goes this way. You can just do another thing here. Say, what else we can do here is that we can scale it randomly. Danny, enter one over here. So now it was scaled randomly. All those particles. Remember always you need to select sphere to go to particle settings to be able to change how this appears over here. Now, when you change one to change colors, then go to torus. Torus is your particle right now. This is where you change how particles behave. And this is very changed particles. This is ROTC cowpeas. Now, you see this simple, simple, very simple random Colorado think can turn into so many, so many beautiful animations. And you can just render those later and us for whatever you wish. Now, in part of the thing, left-click here and scroll all the way through. Don't see everything. Format, resolution, that's how you render something and size of your render. If you wanted to render video. In high definition, that means that will be these settings. So it's by default like that. You don't need to do anything if you want to render for k. Be aware that some things are very demanding and rendering for k could be time-consuming. And if your computer isn't capable of handling that, even crashing your computer, so don't overdo with resolution. So if you want to render for k, this will be 3,840. Just doubled. The numbers. Here would be three or 2016. This means mentioned starts where it starts and ends on 150. This is on 0. That means it's just before I mentioned starts. So it starts from here, actually. Steps. You want to run step to make you don't want to skip frames. Frame rate. I like to set to 25. I don't know. It's just common thing. You can start to 30, but be aware if it said 230 you already mentioned will be shorter than it goes like 250 frames divided by 30. I like to set to 25. And then I know it will be ten seconds long. Then I create. You can change this as well to say frame start on bond to end on 250. But be aware if you do that, you need to make some changes and to adjust here. Lifetime ran starts when a chance to have these properties behavior continuous all the way up to 500 frames. Watch became more do is like setting rotation here. For an example, you see what happens now rotation and we call this. It's pretty much, you can do so many things here or you cannot forces later to these animation. All sorts of things. Let's, let's change back to. Say, let's increase this one for an example like this one to see what the cop was Dan, see it changes already. And then we can increase dump. You see what's happening now? They are piling up. There's so many things that you can just play with further. Just change these animation many, many times. Make it different every time and render like millions of different videos just with this one, I work or render millions of images, all unique. Let's see how to how to render one more time. I'm going here. I like to dig this and crops to this render region and I help my computer this way to not keep rendering that which is not going to stay. Which doesn't matter at all. That's what we did. This output over here is where you want to save your renders. Later. We'll just click on this folder and then simply select an odd where you want to keep that file, whether you want in temporary, want him some special folder on your computer. And that's very, you will send your renders to render image. Left-click, left-click on Render Image. Wait a little. While. It's like this. Let's see. It's all 0. So there is no animation and we actually, what we see is frozen frame. But domination didn't start yet at all. We want to, if you want to render something, never leave this on 0. Just move it to the frame you want to render. I'd say we wanted to render frame 30 as an image. We'll go here and left-click. Now this will vanish and new render will appear. This is our image right now. And here you can read which frame it is. How long it took, how much memory too, and what was the peak? How to save that image? Just left-click here. And Save As, and then select folder vary, want that to be saved and name your file. Now, if you wanted to render animation, just left-click here. And left click Render Animation. And rendering growth start in the same window as previous. It will start rendering and saving in folder you selected over here. So image doesn't go to that folder by default, you need to tell where you want to save your image. A hand animation, we'll go to folder. You will select over here. That's pretty much stat regarding rendering images. You would probably want a larger images sometimes if you want to save something for sale on stock platforms, photo stock platforms. For an example, I'm increasing these 2 eighth thousand and these 24,500 for entering images and for rendering animations either do on these settings are for K, which is double this. For image I increase to eight thousand, four thousand, five hundred. That would be if you want high-quality image. I recommend you save everything as PNG. You can see that file format here for me is PNG. And I slide here, GBA. There isn't I save as PNG, even animation, I save as PNG. That will be like 250 PNG images in the end. Not video. The reason I do that because it's higher-quality. The second is if my computer or blender crashes during the render, I can still continue. I just open Blender and I continue where I stopped. One more important thing. Is that when you are creating something, every now and then, makes sure that you save what you're doing. When you start something. Daniel, Right after a few steps, go here and Save As and name your file, save it somewhere, and then continue working wide. Because if you lose, sometimes you can work on project a couple of hours and suddenly happens. Blender crashes or something like that. And you lose your projects. So always, always save what you're doing. And that's why simply happens that blender crashes during grander. You can still go back and continue where you stop if you're rendering, Let's say blender rendering that animation. And you have set here as PNG, and it suddenly crashes on frame 50. Simply open blender again and open this file you were working on because it's saved here. Somewhere where you saved on your computer, you just go here then instead of one, if it's crashed on 5050 was lost number. You'll see in that folder of images, you said here 51. And just go back here and left-click on renderer I mentioned, we'll continue from 51 to do 50. And you didn't lose anything. But if you sat here to save animation as something like one of these urine that it crashes. You have to go over again to render entire animation from beginning. That's why P&G is better if you want to later than those PNGs and create video that simple, just open some video editing software. Or you can do that even here in Blender. But that will be one of my next classes to show you how to do such things. But I like to move this PNGs. I save, I render to some of my editing software as video editing softwares and I import those sequences and then just continue editing over there. Because I rarely, you will roll video, just diseases. I like to add some more effects before I salad or something would that before I used on some project. Sometimes they need to do add some titles or something more. That's why I like to export to some how to say more professional video software. That will be all for this time. I hope you liked this. Very impatient to see your works. 8. Closing Words: I hope this course inspires you to create something colorful and beautiful, using this as a base. You soon on my next class where we will create together again something magical. By Until then.