
This lecture goes through how to think when using "jittered" to spread the particles. Jittered is a great way to separate particles to certain areas depending on the faces from the emitter.
This lecture goes through how "grid" works. Unlike "Jittered" it doesn't care about the underlying amount of faces from the emitter. Great to use in big scenes where you want a structured order of the particles like cities.
Random placement is the most used way of spreading particles. Great for all kind of things in the nature like rocks, grass, trees and so on.
Volume used the inside of a mesh, but to use it in a good way, some rules apply. This session goes through what to think about depending on how you use volume.
When you like to use a collections complete scene exactly as it was modeled where every object in the collection has its stated place, then you use the "Whole Collection". This session will go through what to think about to set it up properly.
Basic rotation sounds easy, but Blender has a lot of small traps that you can fall in to if you don't know exactly how things work, so that is what this session is about.
To avoid too many particles in your viewport and to simplify the hard work the computer must do, it is very common to use children particles when it should be a lot of particles. This session is an introduction in how you can use it.
Halo is like the default type of particle. Yet, you can't see it when you render?! Here is how you set up your environment to make it happen.
Explore newtonian physics in Blender, comparing bricks and feathers under gravity, dampening, drag, and brownian forces, and learn how rotation, collision, and scene gravity shape particle dynamics.
Learn keyed particles in Blender by using a relations list to guide particles from a controller to torus, a Mixamo character, and other objects, using timing and lifetime controls.
Discover the next level of boids in Blender 2.9+, crafting ghost and emoji particle groups that fight with enemy relations, boid brain rules, and strength, aggression, range, plus force fields.
Explore the vortex force in Blender to create rotating particle systems, balance power, falloff, and inflow to control center attraction, and learn metaballs merging with render versus viewport settings.
Explore magnetic force and magnetic field in Blender by applying a magnetic force to particle emitters, then combine with vortex and wind for dynamic, mirrorlike patterns; adjust strength and falloff.
Learn how the charge force in Blender drives particle motion by using two forces—internal and external—adjusting strength and falloff to create attract/repel patterns in emitter-based simulations.
Discover how the Lennard-Jones force attracts nearby particles and then repels them, demonstrated with a plane emitter, zero gravity, and a force field of strength 10 to shape motion.
Master controlling Blender particles with Curve Guide and curve forces, comparing Curve Guide and straight curves. Adjust min distance, falloff power, free, flow, damp, and vortex to shape particle paths.
Explore how the drag force in Blender slows or speeds Boids particles' motion, using linear and quadratic drag with max power and falloff, plus examples like traffic signs and parachuting.
Master smoke flow in blender 2.8+, using a particle emitter, a gas domain, and fire and smoke flow. Bake particles, bake fire and smoke data, and compose in compositing.
Explore dynamic paint waves in blender by creating a water surface, applying a wave texture, and simulating rain droplets with a vertex-based canvas. Bake and render to reveal animated waves.
Explore creating ghost particles that pass through walls with dynamic paint weight maps and a GoThroughWalls vertex group, then bake Boids particles and illumination.
Explore how material works with particles in blender 2.8 and above, coloring boids with object info, color ramp, and math nodes, and render options in cycles vs eevee.
This course is for you that really want to take advantage of the powerful particle system that exists in Blender.
It will go through all aspects like placing and rotating the particles, coloring them, using the different types of physics, how the different forces works together with the particle system, how texture can be used in different ways to influence the particles and how you can use Dynamic Paint to create stunning visuals. It also shows how you create new particles from particles.
In short... all you need to know about the Emitter particles.
There is also a huge amount of .blend files that you can build your knowledge from and that helps you understand all aspects.
You should have basic knowledge on how to use Blender since all focus will be on explaining the particles and the things interacting with particles, but not on how to create objects, model simple things or adding materials. Those things are something you already should be familiar with.