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And we can enlarge this out into nearly any size we'd like. Once we've made our particle system, we have nearly infinite ways What I'll worry about with particles is not necessarily how they to customize it, and make it look exactly like we want. look initially, but how they behave, and where they come from. What I'll do with these cattails is to put a new material on, cattail puffs. I may end up customizing this shader as I get more into it. And then get them configured to stream little But really what I'm after is that I've got what we think white puffs out across the lake from the edge. I'll start out by making a new material.
are lots of little white puffs coming from an area on the bank. I'll pick my particle system, pull it onto that bank edge, making sure Clicking on the Materials folder, right clicking, and creating a new material. I'm nestled in the grass, and then go down to the emission sections. I'll name this new material, cattail puffs, and then change the shader over to particles. In the emission in our particles, we can choose a rate, and I'm going to Once it's named, I'll drop down under the Shaders, and choose Particles and Additives Soft. lower this down and also use a curve to be able to effect where this goes. There's different particle shaders available. What we can see in particles then is a lot of places give us opportunities to either randomize or change subtlety. And what we can see in here is I'll pick from my curve just an upswing, a slow end. that they're largely geared to be blending together. And this just puffs off a few here and there as the particle system loops. This is so that we can make particles that are It's looping up here in the particle very transparent and blend together and still maintain transparency like smoke. system rollout with a duration of five seconds. We can also use things like multiply for them So roughly every five there's another puff of these particles. to get very darker if we need say, black smoke. And these also accommodate things like sparks being totally self-illuminating. It's up to you which shader you'd like to use. A nice random looking enough array. And one shader may not work consistently for everything. So make sure you experiment with the different available shaders in here trying it out to see which one works the best for your given situation. Rather than a constant stream aiming at us. I'll leave mine as additive soft and then I'll get a texture Now look at the particle shape. in clicking on the Samples Sphere and choosing Select in the Texture Slot. This shape actually concerns the emitter. I've made a new texture called cat tail puff. Drawn in Photoshop and it's simply a white puff with a feathery edge. Not the particle shape itself. I'll close my select texture, and I'm ready to What we can do is we can tell these particles please come from something. see these particles with this white puff on them. Are you coming from a mesh or emitting from a cone? Are you emitting from a box or from a volume? I'll select my particles to start them playing We can change the shape of the emitter. So instead of one plant giving off seeds, it's most of this side of the lake. and then drag this cattail puff material right on. I'll change that shape over to a box and then We can see the particles change. enlarge out that box by clicking and dragging on the size. Alternately, we can scroll down and drag it Here's my x size, getting nice and big. And then my y size. right into the inspector here under the renderer. If you notice here I'm cranking out y and it's going out to the side. There's our particle material and we can change the shade if needed. That's because it's working on the global pivot. Now, what it will is get this place and size out When we chained over to local, we can see which direction corresponds to those axis listed in the shapes section. the emitter and then look at the behavior of those particles. I'll move it over, rotate it into place and then customize how they behave. I'll turn back on my terrain. I'll push this particle emission back into the grass so there's a range of cattails that spew seeds towards the building. Turning it on in the inspector and then I'll also bring on the daylight Right now their velocity is just leading them straight up water For our particles, they start out coming from a point of a cone. and they're simply drifting and hitting lifespan and dying off. And we can enlarge this out into nearly any size we'd like. What I'll worry about with particles is not necessarily how they What we can see in here in the particle system look initially, but how they behave, and where they come from. section, is that there's a start lifetime and a start speed. What I'll do is take that start speed down to 0, and then put I may end up customizing this shader as I get more into it. in a force of a lifetime, so the particles are born on that box. But really what I'm after is that I've got what we think Within that volume, and simply don't go anywhere. Now, I'm going to get some force in. I'll open up the force over life time. What we can do is we can say to particles. You have a velocity over a life time. Smoke may start out fast, and then hang in a column in the sky. A force, then, lets us simulate wind. What I'll do is to kick up this force in the world coordinate system and then bring up the y axis. I'll try a y of 0.25 so they just start to rise up a bit. I'll make sure to switch back over to the global coordinates so I can see which way I'm going and then put in the z of, well let's try one and a half. It looks nice but it's the wrong direction. So I'll go negative with the Z. Negative two, a little more strength. If you'd like, you can randomize this. Dropping down the arrow and choosing random between two constants. I'll leave the y alone, but put the z at negative 2 and negative 2.65 because it sounds neat. And now I've got the particles randomly over their life, starting slow and beginning to drift across the lake, dying off before they hit the building, simulating those seeds. As they get closer, we sort of lose them, and only when they're far away can we really see a whole bunch of them together. I'll scroll back up to the top on the particle system, and take the max particles down. I don't want to have that many; just a few there so it's not that noticeable. I'll pull the max particles down to 100. And, we just have a few particles out there. What I'd also like to do is to pre-warm these particles. And what this lets us do is, if we have the particles that need to ramp-up or cycle-in. It pre-warms them. So that when we start out, the particle system is already in motion. It's up to you how much customization you'd like to do. You can get, really, quite crazy with it. Getting in particles on texture sheets, cycling between multiple particles. Changing color over life, speed over life and even putting in animated wind. You can go as far as you'd like, and you can access most of the particle elements in scripting as well. So you can further hook into them. What I'll do is randomize that size and call my Cattails good. I'll drop down in the start size, and choose random between two constants. I'll set this start size then to start at point 1 and go up to point 5. So I get microscopic puffs and slightly bigger puffs. And that's it. And they start out. Blow gently towards the buildings. And disappear before any of them collide with the building. On collision then, we have limited options for collision. Although we can put in pretty decent collision effects. If we open up the collision section we can see that once we turn it on we can collide with planes in a transform and we can add on multiple objects if we need. So for example if I'd like to add the lake surface in I can choose it here in the picker and type in da for daylight water And now the particles that will hit that lake surface may bounce a little bit. Simulating the skipping of puffs across the surface. Within that collision then we can determine it as bouncy, dampening, killing it off, spawning, all kinds of fun things in there. And it's really up to you how far you'd like to go. I'll leave mine alone. I like the way it's looking, how they're born and sort of gently leave the cattails. I'll play the game and see how it looks. I'm in my scene. I don't really see much, because I've got Depth of Field on. But going outside, even picking the right door Can just start to see, maybe a puff or two. I see some little winking over there but it's really hidden. I'm going to take a quick short cut, jumping over the railings and going over to the other building. Yes, as a dev you're allowed to do this. We may end up restricting our flare by raising those colliders. But for now, this'll work. I can just see off in the distance. My little puffs streaming towards me. As if there's cattails losing seeds. And in the depth of field, looking at the water. I kind of lose track of them. So, they're working nicely. If you'd like to add in multiple particle systems, you can. You can also lower the amount of blur on the depth of field. If you'd like to show off your cat tail puffs. It's up to you how far you'd like to go. And, you can really take these to tremendous degree. So, get in there and have fun making some particles. It's neat to see what kind of life you can add to your animation.
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