Chapter 11: Effects and Particle Systems
9/1/25About 3 min
Chapter 11: Effects and Particle Systems
Learning Objectives
- Master the basic settings of the particle system
- Learn to create effects like fire, smoke, and water splashes
- Understand force fields and physics simulations
- Master the hair and fur system
- Learn crowd animation and instancing
11.1 Particle System Basics
Particle System Concept
- Particle System: A system for simulating a large number of small objects, such as raindrops, snowflakes, sparks, etc.
- Emitter: The object that generates particles
- Particle Lifecycle: Birth → Lifespan → Death
Particle System Types
- Emitter: Emits particles from a surface
- Hair: Creates hair and grass effects
Basic Settings
Properties Panel → Particle System Properties
- Type: Select particle type
- Emission: Control emission parameters
- Number: Total number of particles
- Frame Start/End: Emission time range
- Lifetime: Particle lifespan
11.2 Emitter Particle System
Emission Settings
- From:
- Verts: Emit from vertices
- Faces: Emit from faces
- Volume: Emit from volume
- Random: Increase naturalness
Velocity Control
- Velocity:
- Normal: Along the normal direction
- Random: Random direction
- Object: Along the object's axis
- Physics Type:
- Newtonian: Newtonian physics
- Keyed: Keyframe controlled
- Boids: Crowd behavior
Render Settings
- Render As:
- Object: Render as a specified object
- Halo: Halo effect
- Line: Lines
- Path: Paths
11.3 Creating Common Effects
11.3.1 Fire Effect
- Create an emitter plane
- Add a particle system
- Set emission parameters:
Number: 1000 Lifetime: 60 Velocity → Normal: 5 Random: 2
- Physics settings:
Physics Type: Fluid Settings → Density: 0.1
- Force field settings: Add an upward wind force
11.3.2 Smoke Effect
- Use Quick Effects → Smoke
- Adjust domain settings:
Domain → Resolution: 64 Density: 0.5 Temperature Diff: 1.0
- Emitter settings:
Flow Type: Smoke Density: 2.0
11.3.3 Water Splash Effect
- Create a water surface and a collider
- Set up the particle system:
Physics Type: Fluid Fluid → Stiffness: 0.8 Viscosity: 0.2
- Material settings: Transparency and reflection
11.4 Force Field System
Force Field Types
- Force: Constant directional force
- Wind: Wind effect
- Vortex: Rotational force field
- Magnetic: Magnetic attraction
- Turbulence: Random disturbance
Force Field Properties
- Strength: Force field strength
- Flow: Affects particle flow
- Noise: Adds randomness
- Absorption: Degree to which particles are absorbed
Collision Settings
Object Properties → Physics Properties → Collision
- Enabled: Enable collision
- Damping: Damping coefficient
- Friction: Friction force
- Permeability: Permeability
11.5 Hair System
Basic Hair Settings
- Select the object, add a particle system
- Set Type to Hair:
Hair Length: 1.0 Segments: 5 Children → Type: Simple Display Amount: 50%
Hair Styling
- Comb:
- Switch to Particle Edit mode
- Use the comb tool to adjust direction
- Cut:
- Adjust hair length
- Add:
- Increase hair density
Hair Material
Shader Editor → Hair BSDF
- Color: Hair color
- Roughness: Roughness
- Radial Roughness: Radial roughness
- Coat: Glossy coat
- IOR: Index of Refraction
11.6 Crowd Animation and Instancing
Boids System (Crowd Behavior)
- Set particle physics type to Boids:
Physics Type: Boids Boids → Rules: - Goal: Goal-oriented - Avoid: Avoid collision - Crowd: Flocking behavior - Center: Centering
Instancing Techniques
- Object Instancing:
Render → Object: Select instance object Scale: 1.0 Scale Randomness: 0.2
- Collection Instancing:
- Create an object collection
- Reference the collection in the particle system
Animated Instances
Render → Extra:
- Whole Group: Use the entire group animation
- Use Count: Limit the number of instances
11.7 Particle System Optimization
Performance Optimization
- Display Optimization:
Viewport Display: - Display: Lower the display percentage - Show: Display only a portion of particles
- Render Optimization:
- Use the Children system to increase density
- LOD (Level of Detail) settings
Cache Management
Cache → Disk Cache:
- External: Use external cache
- Index: Cache index
- Compression: Compression options
11.8 Advanced Effects Techniques
Particle Inheritance
- Inherit:
- Location: Inherit location
- Rotation: Inherit rotation
- Scale: Inherit scale
Dynamic Paint
Dynamic Paint:
- Canvas: Canvas settings
- Brush: Brush settings
- Effects: Effect types
Fluid and Particle Combination
- Create a fluid domain
- Use particles as a fluid source
- Adjust interaction parameters
Practical Exercises
- Create a campfire effect (fire + smoke + sparks)
- Create a rainy day scene (raindrops + splashes + fog)
- Design an explosion effect (debris + smoke + shockwave)
- Create a grass effect (hair system)
- Create a flock of birds animation (Boids system)
Key Takeaways
- Particle systems are suitable for simulating a large number of similar objects
- Reasonable physics parameter settings can achieve realistic effects
- Force field systems can create rich dynamic effects
- The hair system is not only for hair but can also create various fiber effects
- Crowd animation can simulate natural flocking behavior
- Optimization settings are crucial for complex particle systems
Next Chapter Preview
The next chapter will cover physics simulation and dynamics, including advanced physics effects like rigid bodies, soft bodies, cloth, and fluid simulations.