Select the icing, find the Particle panel.
- Click + to get a new particle set, and change it to Hair.
- Under Render, change Render As from Path to Object and pick the object. Boom.
- Scale up/down to get the size you kind of want.
- Scale Randomness isn't great for sprinkles since you want uniform thicknesses.
- Under the "Hair" indictor hit Advanced so we can do something about the direction.
- Rotation, check the box, change Orientation Axis to Normal.
- Not (much) Randomize 'cause that'll make them stand up, but Randomize Phase instead.
- Emission -> Number, obviously that's how many dingdang sprinkles we want.
- Sprinkles showing up underneath the icing? Weird! Time for Weight Painting!
When you've done Weight Painting make sure to select Density = Group to apply what you've done.
Firework:
- Start with your basic isosphere as particle emitter.
- All particles all the time at this point.
- We don't want constant emission of particles so we set the Emission -> Frame Start/End to 1 (maybe play with the end frame a BIT?)
- Lifetime should be longer, hundreds or possibly thousands of frames.
- Number is obviously going to be important.
- Field Weights -> Gravity should be turned way, way down. Probably in the .1 to .3 range, as low as looks good.
- Physics -> Physics Type to Fluid instead of the default Newtonian to get more flowing/wobbly effect.
- While in Physics, crank up the Mass. It paradoxically makes the particles themselves smaller the heavier you make them...?
- Toggle Multiply Mass With Size too.
- Physics -> Forces has three values to possibly fiddle around with.
- Brownian motion is nice, only need a few integers' worth though.
- Drag does some interesting things with slowing down the particles after the initial burst
- Velocity -> Normal goes up a bit, maybe 3-ish? Make note of the Randomize option, it spreads the groups of particles out a bit.
- Emission -> Source -> Emit From, change from Faces to Volume so things aren't clumping up based on the faces
- Tutorial dude hasn't seemed to consider just making a higher-face-count sphere? May want to toy with that for reasons?
- Making our custom particles
- Go to Render and switch Render As to Object and turn off Show Emitter.
- Make a new icosphere, turn Subdivisions down to 1, this is our super low-poly "particle" source object.
- New icosphere, add material. (We can dupe these if we want more colors, but for our immediate purposes we don't care.)
- Surface should be Emission instead of Principled. (Is THAT how we make lights from objects?)
- Go to our original icosphere and under Render -> Object we pick the new shiny icosphere as our Instance Object
- Scene can have Bloom on, I guess that's a thing we may want? Also blacken the world at some point.
Page last modified on January 11, 2020, at 09:23 PM
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