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Blender is a powerful open-source tool for 2D and 3D graphics, full-on animation, compositing, and post-production. It is used to create movies and special effects, even in HD. In Blender Essential Training, Roger Wickes offers new Blender users a thorough explanation of its interface, tools, and features. He also demonstrates practical techniques and shows how to access the online and openndash;content resources of this amazing tool. Specific 3D techniques covered include navigating in 3D space, using cameras and lights, and rendering. Roger demonstrates how to rig, animate, and composite a character over live action. Exercise files accompany the course.
Now in an advanced particle system and an advanced simulation and when you're doing professional work, not only does this one selected box emit particles like fire and smoke and flame and sparks, but it will catch something else on fire and that's called a reactor system when you have another box, like say the second box right here. That's going to catch on fire because it gets hit by particles from the first box and that's called reactor. So we come over here and add a particle system, just by clicking on the Add New button and we're going to change this from Emitter to Reactor.
Now the first thing we had to do is tell this Reactor system what particles it's going to react here. So, if we select this first cube, it's Cube 003. So what we want to say is that when this box is hit by particles from Cube 003, notice that was red and now it turns gray. That means everything is cool. Now when this box is hit with particles from Cube 3, it will start emitting particles and if we press Ctrl+A, we can verify that that as the box starts to fall then the other particles start to hit it, it catches on fire as well.
Then press Escape to stop the simulation and let's go through the Reactor Settings. They are almost exactly the same as the Emitters, except that instead of saying how many particles to emit over the life of the simulation, now when it's hit, how many particles should emit over the whole course of the simulation. But when they start and end, should they react on the death of a particle or on the collision or just when the other particles get near? So if you had some sparks getting near, flammable liquid, you would use the near.
In this case we're going to use Collision. When one particle hits, does one other particle get spawned or can you have multiple particles all of a sudden bursting into flame and when those particles are created then what's the lifespan of those particles? When the particles are emitted, then what kind of physics are they subject to and how should they be spewed out? So we'll go ahead and get this a little of a Normal. Normal as you recall is direction away from the face. The Visualization Extras and Children are all the same as with an Emitter and the big panel is the same too as we run our simulation and we like what we're doing and we like what we see.
Then what we can do is bake that simulation so that the particles are locked in. When we make any changes, we have to go back to frame 1 and restart the simulation and we have to make sure that there's a shared layer, that the boxes are on at least one shared layer, so that the particles can detect when they are hit by one and then they start going off from the other ones. If we don't like the pattern in which the particles are emitted, just like the Emitter, we can go ahead and click Random here and have them evenly generated from the entire box.
So Reactor systems and Blender allow particles to be spawned dynamically.
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