I saw the thumbnail and was super critical like "really, every render? Come on..." And then I heard your opening line and just about died 😅. Dead on point! Great technique and fantastic video!
Thank you! That 'original object hide' hack for the particle emitter is super helpful to know about; I've been trying to find clever ways to hide the object in the scene!
Your tutorials are such great explainers. But I'm commenting here today to tell you that anytime I select a pull-down in Blender, I say "twirl down the setting" in my head because of you ;-)
I mean you could also mix a diffuse and transparent shader by a factor of Fresnel and you got a fade-out at the edges kinda particle Disclaimer: this only works well with round objects
Now i feel the need to change my default cube to be text saying "you should lower your expectations" as a little reminder when i get overly ambitious about an idea
Is there a way to loop the particles into infinity maybe using "sin" and "cos" formulas somewhere? Awesome video by the way. Super simple, to the point and very effective
If you don't want to use weird workarounds which are unnecessary, try hiding the dust particle with the "Hide in Viewport" option (the eye symbol in the outliner), this way you don't need an extra collection for the icosphere... and then disabling the Render visibility will not hide the particles from the render. The other thing is the material setup: when you disable the Ray Visibility for everything except Camera on either the icosphere or the dust box, the particles will not throw shadows but also not emit any light on objects in the scene. Therefore using the Light Path > Is Camera Ray to mix the Emission with Transparent is completely redundant.
@@engelbrecht777 Thanks, man. No we didn't play in Denmark, unfortunately. Back in the 90s when our band existed we were only known in a small region. You heard the music here on RUclips or anywhere else?
@@gordonbrinkmann Just heard it here on the tube. I guess necro something is not that unusual part of a name in the metal business. I remember drawing tape casette covers and logos for local death bands here in Aalborg back in 1990'ish. What a time to be alive 🙂
Wouldn't it make more sense to use a circle instead of icosphere and set tracking to camera? Dust bunnies would always be round while also being much less performance-intensive.
Bad Normals has a great video on using a single vertex, a particle instances modifier and geometry nodes with a single points to mesh node (only cycles). Combining this video with that idea should work great. m.ruclips.net/video/MjM16FUMOKM/видео.html
Gleb had a trick like this he used a few years ago, it gives a very nice result because it creates an atmosphere.
This is perfect to put in your asset browser after making different versions. Thanks for the tutorial! Exactly what I was looking for.
thanks for the tutorial, for my personal preferences I'd prefer delete the default cube and then add a new one.
Noooo
You monster!
I saw the thumbnail and was super critical like "really, every render? Come on..."
And then I heard your opening line and just about died 😅. Dead on point!
Great technique and fantastic video!
I like how the default cube wasn't deleted . I'm happy :)
HE DID USE THE DEAFLUT CUBE, NOOOOOOOOOOO-0-O0O-0O-0-O0-O0 *screaming in terror as the univese coollapses*
Same I didn't know just how important it was to always delete the cube first before today
thanks for this i have been looking for something like this!
clear instruction and very useful...
Thank you so much for the tutorial!
Thank you! That 'original object hide' hack for the particle emitter is super helpful to know about; I've been trying to find clever ways to hide the object in the scene!
This video literally came out at the perfect time for me. I’m working on a scene right now that could use this touch.
Your tutorials are such great explainers. But I'm commenting here today to tell you that anytime I select a pull-down in Blender, I say "twirl down the setting" in my head because of you ;-)
best dust tutorial
Dude, your renders are so dope. Very unique!
I mean you could also mix a diffuse and transparent shader by a factor of Fresnel and you got a fade-out at the edges kinda particle
Disclaimer: this only works well with round objects
Now i feel the need to change my default cube to be text saying "you should lower your expectations" as a little reminder when i get overly ambitious about an idea
Thank you for this. I thought I had a good handle on dust, but it contributed way too much time to my renders. Your tips helped me optimize it
Lifesaver mate, thank you
6:50 bro that is such a stupid work around... but I'm glad you mentioned it, cause I needed it.
This is such an important tutorial, than kyou for making!
Great easy to follow tutorial!
Fantastic, thank you!
How to not delete default cube
@@aadhithya9351 its a joke hahaha
Just hide it.
You can't. It's impossible. You have to delete it
A X ctrl A cube
Default cube... exists for a reason.
What a cool scene!
That's an awesome technique 👍
Thank you very much for sharing!
Detailed Blender 3D tutorial 😊
Missed opportunity to name the cube "dustbin"
What a fun project - and thank you for saving the default cube!
#SaveTheDefaultCube
They're an endangered species - not many people know that.
Thank you so much
Cool!
Really nice tut, i learn more and this is high quality ficha
Is there a way to loop the particles into infinity maybe using "sin" and "cos" formulas somewhere? Awesome video by the way. Super simple, to the point and very effective
So useful, thank you so much! It instantly improved my render 😀
Geometry nodes > noise > vector subtract 0.5 > scale > set position…. Done!
Hello from the future! In 3.6, you can hide the particle object and the particle system stays visible. Yay for updates!
thank you for this awesome video!
If you don't want to use weird workarounds which are unnecessary, try hiding the dust particle with the "Hide in Viewport" option (the eye symbol in the outliner), this way you don't need an extra collection for the icosphere... and then disabling the Render visibility will not hide the particles from the render. The other thing is the material setup: when you disable the Ray Visibility for everything except Camera on either the icosphere or the dust box, the particles will not throw shadows but also not emit any light on objects in the scene. Therefore using the Light Path > Is Camera Ray to mix the Emission with Transparent is completely redundant.
Necross 🎸⚔💀🤘👌
@@engelbrecht777 Oh my god, how did you know? 🤣
@@gordonbrinkmann 😄 did you ever play in Denmark? Anyways really cool music. I love it.
@@engelbrecht777 Thanks, man. No we didn't play in Denmark, unfortunately. Back in the 90s when our band existed we were only known in a small region. You heard the music here on RUclips or anywhere else?
@@gordonbrinkmann Just heard it here on the tube. I guess necro something is not that unusual part of a name in the metal business. I remember drawing tape casette covers and logos for local death bands here in Aalborg back in 1990'ish. What a time to be alive 🙂
Wouldn't it make more sense to use a circle instead of icosphere and set tracking to camera? Dust bunnies would always be round while also being much less performance-intensive.
do you plan on making a tutorial for grass animations? yours always look great !! always love your videos
Bad Normals has a great video on using a single vertex, a particle instances modifier and geometry nodes with a single points to mesh node (only cycles). Combining this video with that idea should work great.
m.ruclips.net/video/MjM16FUMOKM/видео.html
Scene was black, I forgot to uncheck "show emitter" in particle system -> render -> show emitter for the dust box!
would you do a video on everything in the light path node. that would be awesome :)
Great tip! quick other question. Do you also have a video on how you make your animations seem like they are on 2's?
You can animate on twos
you can set the framerate to 12 or 15 fps and neighbour interpolate to 24 or 30. That way your renders will take half the time
I would prefer geometry nodes setup, with procedural animation you have no chance to ruin your animation because particles aren't cashed properly.
I need the tutorial for the coffin with skeleton, please
spot on :)
I wonder if this could be used on geometry nodes
not sure my pc can handle this - when i enter render view my viewport goes bright pink...
WTF. I was just thinking about this and how would it be done and this video pop ups on my YT front page. It's all a simulation.
good afternoon good tutorials what is the name of the coffin animation, would you like to do the same?
will this work in Blender 3.3.3?
6:35 just press H (hide in viewport) instead of disable in viewport, and disable in render, no need for the collection
now do it with geo nodes xd
10:08 he said "fart"
Kherson🍉
How make this in blender?
ruclips.net/video/hULKoYRgKKo/видео.html
Shame on you, the default cube must not thrive
You still have to delete the default cube even if you use it......
my disappointment is immeasurable and my day is ruined.