[flow_default] Transcription: 02_adding_and_removing_particles.json
Browse files
transcriptions/02_adding_and_removing_particles.json
ADDED
|
@@ -0,0 +1,7 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
{
|
| 2 |
+
"audio_file": "02_adding_and_removing_particles.wav",
|
| 3 |
+
"text": "In this video we take a look on how to add and remove particles and how the particle system works in general. Here we have a little mountain scene with a little house over here and up here we have a dark cloud. And now let's add a particle system to the cloud. So first of all this object needs to be selected. Then let's go over to the particle settings and in order to add a particle system let's click on this plus button. We can either add one or even multiple, if I click here multiple times. So you could add rain and snow and maybe falling frogs at the same time to this one cloud here. If you want to remove a particle system, you have to click on this minus button over here to remove the selected particle system. If I now hit the play button, you can see that this cloud is now emitting particles. And over here, you can also decide if this should be displayed in the viewport or not. And you can also decide if this should be displayed while rendering or not. As mentioned in the previous video, we also have the hair particles. For that, you can switch down here from emitter to hair. And now we have a furry cloud here in the sky, as you can see. But yeah, this is not what we want right now. So I switch back to emitter and then we have all the important settings down here, which we will take a closer look in the next videos. So a particle system works similar like adding for example a material to an object. You can see we have this library button over here. We can change the name here. We can log this to basically add a fake user. If we then remove this from this particle system, then it will stay in the library and will the the library that means if I now change this one here the other one will not be affected. So but there's one important difference between like the materials and the particles over here despite them being completely different things. As you can see for example in the material when I change something down here for the material data this will also update up here and in the particle settings as you can see if I change anything over here this won't update this up here. So these are basically two different things. We can add these particle slots, which are connected with the particle system. I can't really tell you why this is separated from each other. This is just something you have to be aware of. So that means you could add a different name up here if you like, then you have down here. And now let's imagine I want to have the same particles on this cloud here. So I add a new particle system and then let's simply take a look into the library and choose awesome particles. And as you can see, now two objects are using this one particle data. If I now playback the animation, both clouds are using the exact same thing. For example, if I change the number here of the particles to 10, you can see that this one particle system is now linked to these two objects here. But as you can imagine, if you want to add this particle system to many different objects, this can be quite time consuming. So there's a faster way to do it. Let's select all these clouds here and this one here is last. So that means this one here is active. And then you can simply click on this little arrow over here and either copy the active to the selected objects. That means the selected particle system will be copied to all the other ones. Or if I have, for example, multiple, I can also copy all two selected objects. If I click on that and now click on the other ones, you can see all clouds now have the same particle systems. And now if I play back the animation, you can see we have the snow falling out of all these different clouds.",
|
| 4 |
+
"language": "en",
|
| 5 |
+
"confidence": null,
|
| 6 |
+
"duration": 247.53
|
| 7 |
+
}
|