![]() We could set the Output Mode to 2D and instantly get a rendered out image, just like the Render3D, but we will need extra Output Channels that this doesn’t provide. This looks good and our particles should be done for now. We can also go to the Fade Controls and change both numbers so that our particles don’t just pop in and out when they are born or die, but rather fade in and out gracefully. ( 08:10) Rendering Particles We definitely want to introduce some Size Variance as well. ![]() We go back into the Style Tab and do just that. Now that we have more particles, we can decrease their size. I’m also going to increase the Lifespan to 200 and add in a Lifespan Variance of 70. ![]() For now, I will set this to 500 and add some Variance of 50. Let’s go back to our pEmitter and crank up the Number. We can play with the numbers until we’re happy. Our particles aren’t spinning so the Spin Friction won’t have any effect and by default the Velocity Friction will be too high. This will make our particles slow down over time, as for example air would do in real life. Right now, when our particles aren’t affected by the turbulence they will still keep the same velocity, meaning that our additional noise driving the pTurbulence won’t have a visible effect, so add in a pFriction. We also need to change the resolution to 2000 by 2000 so the noise isn’t cut off at the sides. We can increase the Scale and Seeth Rate on our FastNoise and decrease the Threshold Low on our pTurbulence. As you can see in some areas there is no turbulence applied and in others there is. We will increase the Seething Rate and Contrast for now and see what this does. We need to create a new node called FastNoise and pipe that into the pTurbulence. We can add in slightly more variation by going into the Region Tab and changing the Mode to When inside Region and set the Region to Bitmap. Something that I don’t like about the pTurbulence is, that the turbulence is distributed pretty uniformly. I know what numbers I like already, I will increase the strength on all three Axis and change the Density to 63. It adds an (almost) random force to our particles. We want them to behave in a more interesting way, so we will introduce a pTurbulence force. Currently, they’re moving to the right so we will change this by changing the Angle Z to 90 degrees. ( 05:05) pTurbulence I will choose a very small number of 0.007. We will go back to the Controls Page because right now, our particles are simply spawning and eventually dying without doing anything. I will keep the Size bigger for now, so it’s easier to see them. We can open the Size Controls and increase the Size. We will head into the Style Tab and change the Style to NGon and under NGon Type Circle. Now they inherit the color of the image but are too small to see. When this has updated, we can see that particles are being spawned exactly where we want, but they’re still white so we go into the Controls Tab and under Color change this to Use Color from Region. (For a slightly more detailed description, click here) ( 03:43) We will pipe the Emitter Animation into the newly created input on the pEmitter. Nothing fancy is happening so we will select the pEmitter, go to its Region Tab and set the Region to Bitmap. Now we can see that this has created a sphere that emits white points. You won’t be able to view this node until we added in a pRender. Let’s add in a particle Emitter, which is simply called pEmitter.
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