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[flow_default] Transcription: 01_what_are_particles.json

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+ {
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+ "audio_file": "01_what_are_particles.wav",
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+ "text": "Imagine we have a simple plane added to our scene, which is a mesh object. And this mesh object we can apply a particle system on. So this can't only be a plane, this can basically any kind of shape. And then we have basically two different types of particles. First of all, if this one here is a plane, we can emit particles, which by default are just simple dots, or we can grow hair. That means we really can grow hair strands on the surface, then comb them, cut them, whatever to create all kinds of hairstyles or fur for animals and these kind of things. But this is not what we want to look at in this course, but we can make good use of these hairs anyway, which you will see in a second. So that means if you, for example, apply the emitting particles to this plane here we just have some dots flying around which are emitted in a certain direction with a certain speed which we can freely define or if we apply a hair particle system these hairs will grow on the surface. So how can we make good use of this if we are not just using dots or these hairs we can replace these particles with mesh objects for example. So let's imagine I create a simple model of a flying bee. And this one model I can basically use to replace it with all these little particles here. So I have not just one flying bee here, I have many flying bees. So certainly this can only be bees that can be anything like raindrops, snow, sparks, fishes, birds, you name it. And then we can also set it up in a way that all these bees are flying around in different directions. And if the source model here has even an animation for the wings, for example, then this animation also applies on all these little particles here because they are just instances of the original model over here. And a very similar thing we can do with the hair particles. For example, let's imagine I've created a simple tree model and then instead of all these hairs here, I replace them with this one tree model. So we would have a lot of trees growing here on the surface, which is really cool if you, for example, want to create a forest. But certainly not every tree looks the same in a forest. So we have a bunch of options, for example, to randomize the size of the trees or even randomize the rotation of the trees. But let's imagine you want to have some more variation here. What you can do is, for example, to create some tree variations, maybe let's add a dead tree over here and maybe a small bush. Then we can basically put them all into a collection. And then instead of only the one tree, it uses basically all the objects which are in the collection to place them here on the surface by replacing all the hair strands with these different objects. And you even have options to control how much each of these objects should show up. And in this way we can populate a whole surface or whole landscape with a lot of objects by only creating a very little amount of trees, for example, like in this case, and then have a whole forest of objects, which would be very time consuming and performance consuming if we would do that manually and copy and paste thousands of different objects. And then if I, for example, change the surface, the underlying surface, all the trees and particles will adjust automatically, which is fantastic. And the technique was the hair particles, we will take a closer look in this chapter and also we will use it for our car example scene to add some rocks, grass, stones and old trees to the background of our scene. And in this fundamental chapter we will also take a quick look on how these flying particles work.",
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+ "language": "en",
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+ "confidence": null,
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+ "duration": 241.17
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+ }