Really cool. I just got one question. In the end, you showed your results. How do you make them glow or even visible on render? Also, how do you render it without seeing the solid shape, just the particles?
@@ghostriley22 i have been breaking my head during 2 hours with the same question: how to get read of the solid shape. Maybe you can give some clear instructions how to do it?
Just starting to learn blender and this is exactly what I want to learn to do combined with matte painting and compositing. Subscribed and will be using your videos to learn more for sure.
In the particle systems settings there's an tab with the name "Render". On it, you can choose whether you would like to render as "Halo" (default) or something else. There, it has the option "Object". You can then choose it and select which object you'd like to spawn as particles. The material of it will be the same as the object's original material
I don't think that second example works anymore. I tried it, and when I switched the control object to keyed, the plane changed with it, which stopped the fluid simulation. Also, the physics type can't be key-framed, and even if it could, the particles reset when it's changed. Which is disappointing, because it would be really cool to see that fully rendered. Maybe I misunderstood, or did something wrong, I don't know...
For some reason, the particles are not reaching the bottom of my final keyed object in my keyed particle setup...and it turns out that when I had moved the object down on the Z axis, it had wound up sticking out beneath the bottom face of the domain as it is prior to baking, so I'm sure that the problem with be resolved by the bake I am currently doing, having adjusted the domain.
Is it possible to use turbulence in between each morph? I have two objects and want the particles to morph from one shape to the other but be affected by a turbulence field after the 1st object turns into particles and the 2nd one re-forms, rather than just taking the most direct route from one shape to the next. I may be wrong but I believe for the turbulence field to work I need to select newtonian physics, whereas the physics keys in this relies on the keyed option being selected?
I´ve got a simple question: How do i make the particles Morph at a certain Frame and not instant at Frame 1? Edit: and how do I get the particles back into the first shape?
You have to have 1 object that the particles start in. I think for what you are asking you need to set the start frame on the timeline to a different frame and set up the keyed particles before whatever frame you set the start to. I hope that makes sense. And to morph the particles back into the original shape all you have to do is make a new key and select that object in the dropdown menu.
Know how to get this working under 2.8? I can get so far as the 2nd cube and adding a keyed object with the eyedropper... then Blender goes Kaboom and quits.
You really need to put the result in the beginning......it will attract more viewers!.....awesome video thanks :)
Cool effect, should show the result in the beginning instead of the end though
You just saved my project, I do not comment often, but thanks !
Great Video Mate! Would be cool to see how we could keep the fluid particles fluid in the second keyed object
Amazing that was all I need today
Fantastic. I cannot wait to try this. Thank you.
Really cool. I just got one question. In the end, you showed your results. How do you make them glow or even visible on render? Also, how do you render it without seeing the solid shape, just the particles?
for rendering you can just configure the particle system to draw mesh at position of particle(eg sphere) and give it emission shader
@@ghostriley22 i have been breaking my head during 2 hours with the same question: how to get read of the solid shape. Maybe you can give some clear instructions how to do it?
@@olgademidova3644 something like hide source or hide emitter option in particle system
Thank you. It helps me a lot !
Awesome tutorial!
Really outstanding tutorial. Well explained without rambling and the results are fantastic. Thanks for posting this!
Thank you, this was truly a learning experience, I appreciate your tutorial.
Just starting to learn blender and this is exactly what I want to learn to do combined with matte painting and compositing. Subscribed and will be using your videos to learn more for sure.
Very useful. Thanks!
Hello, I'm having trouble viewing the particles in render view. They disappear when I hide the overlay, any help would be greatly appreciated!
i am having this issue as well... any ideas?
Also... you explained everything except the rendering. How do you add textures and materials to the particles system?
In the particle systems settings there's an tab with the name "Render". On it, you can choose whether you would like to render as "Halo" (default) or something else. There, it has the option "Object". You can then choose it and select which object you'd like to spawn as particles. The material of it will be the same as the object's original material
Cool idea. Thank you for the tutorial
If you turn on physics , then can you control it with the curve guide and make look more visually pleasing?
ruclips.net/video/PYHOV3bVIG0/видео.html
I don't think that second example works anymore. I tried it, and when I switched the control object to keyed, the plane changed with it, which stopped the fluid simulation. Also, the physics type can't be key-framed, and even if it could, the particles reset when it's changed. Which is disappointing, because it would be really cool to see that fully rendered.
Maybe I misunderstood, or did something wrong, I don't know...
how to make object disappear.. i just want to see the particles only?
Cool, Can we actually control the time interpolation to the keyed particle system? Because it still looks kinda boring
The keyed particle system is not longer affected by the force fields , Why?
For some reason, the particles are not reaching the bottom of my final keyed object in my keyed particle setup...and it turns out that when I had moved the object down on the Z axis, it had wound up sticking out beneath the bottom face of the domain as it is prior to baking, so I'm sure that the problem with be resolved by the bake I am currently doing, having adjusted the domain.
Thank you!!
many thanks.
THANK YOU SO MUCH I CAN FINALLY SET FIRE TO WATER!
Thanks, fun and excellent !
Thanks! :)
Thank you brother now i can make my own intro ❤️:)
Is it possible to use turbulence in between each morph? I have two objects and want the particles to morph from one shape to the other but be affected by a turbulence field after the 1st object turns into particles and the 2nd one re-forms, rather than just taking the most direct route from one shape to the next. I may be wrong but I believe for the turbulence field to work I need to select newtonian physics, whereas the physics keys in this relies on the keyed option being selected?
Did you ever find a solution to this?
Cool stuff, thx)
Can this be used with a mesh/model?
Yes!
You earn more subs
Is there a 2.8 version i can watch?
I´ve got a simple question:
How do i make the particles Morph at a certain Frame and not instant at Frame 1?
Edit: and how do I get the particles back into the first shape?
You have to have 1 object that the particles start in. I think for what you are asking you need to set the start frame on the timeline to a different frame and set up the keyed particles before whatever frame you set the start to. I hope that makes sense. And to morph the particles back into the original shape all you have to do is make a new key and select that object in the dropdown menu.
I think I have seen the same tutorial somewhere before. Exact same method.
cool
How to render that
Know how to get this working under 2.8? I can get so far as the 2nd cube and adding a keyed object with the eyedropper... then Blender goes Kaboom and quits.
Think I got it working...
ruclips.net/video/ugRT-oemXGo/видео.html
same problem:/
2:42, did you say 5000 and wrote 500 ? :3
3:12, you corrected it :3 My boi! Love this video so much to learn! :D
Dude just do what title says, You jaw too much
Great tutorial!