Blender 3D: Noob to Pro/Fireworks

[Note: In newer versions of Blender, the reactor particles are gone.]

[if you use 2.6x version of blender, then you could watch the YouTube video {particles from particles part1/2}. It's a great tutorial, but the part 2 of it uses compositing, which is described in this book a little later. Therefore, you could apply the knowledge you have learnt from this book to animate the explosions!]

How to create a firework from particles? We will use cascaded particle systems especially of the type Reactor. Abstract:


The Emitter

We use a Plane as emitter object. Scale it to your liking. I have used a relatively large particle system, so my plane has a length of 15 BU (Blender units).

A few particles (25) are created in the first 250 frames of the animation and emitted upwards. Gravitation, velocity and lifetime are adjusted so, that the particles reach the end of their lifetime at the topmost point of their trajectory.

The Line visualization lets the particles appear as long drawn-out line.

Noob Note: Bake is in the Bake tab next to particle system tab in particle buttons window.

The plane will get a Halo material.

I've adjusted the size and hardness of the halo so long until I liked it, so there is no specific reason to use these values.

Reactor 1

You just have created a second particle system. Rename this system, a good naming convention will help you a lot to keep the overview.

You don't have to set anything for the Target. It is not necessary to set the target object if it is the same object as the reactor. You just have to set the number of the target particle system eventually.

The Reactor particles react on the Death of the particles of the target system. They will be emitted from the point that the particles occupy at their death.

To control the movement of the system, I have made following setting in the Physics panel:

Because of the Reactor setting the star is moving away from the emitting particles. The Brown movement lets the trajectory appear trembling like affected by wind.

Material 2

The texture is actually superfluous here, but the next particle system is given the same texture, and colors should be adjusted a bit.

The second particle system is faded off relatively quickly, but the particles don't disappear suddenly.


Smoke Trail

The third (and last) particle system is again a Reactor system and is reacting to the second system. It's going to react to the Nearness of the particles. Without moving the variation of the particles is created with a texture and a random variation of their lifespan. What Blender considers as close can be changed with the particle Size.


Material 3


Render

That's all. I hope you were able to follow the tutorial. Criticism and suggestions, write best on the talk page or improve the article directly.

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