I Have one: In 3ds Max it is possible to control the density and size of the scattered objects with a fall-off map. Is there a similar thing with this method? Or in general in blender? The method you've shown here is more versatile than the actual scatter add-on in Blender - which doesn't provide enough control over the scattered objects.
Here's something from me: what should we do to be able to use both Curve + Array mods AND Hair particle system? Cuz I've been trying to work on that, tried to manage the modifiers' stacking positions, and it still doesnt work at all. It'll be tremendously useful when I'm gonna need to make creature model with fluffy tail of sort, or some spikes/feather
Hey I have a tree collection with two different objects-Stem and Leaves. When I put it in particles, they get randomized. Like the Stem in one place and leaves in other. They do not align with each other as the original object. Please tell me how to fix this!!
Oh, man am I glad I found this. So many tutorials out there just skip through important details so that you can be following along carefully and all of a sudden you hit a dead end and have no idea where they got to the next step. This tutorial explained everything in order and completely so that not only did I not get lost, but learned more in this 12 minutes than I did in several hours of bouncing around from one video to another. Subbed, and looking forward to watching more videos from you. Thank you.
If you bought Particle City" you need this tutorial after 8 minutes because this is clear, concise, no dithering" geek-speak" used the proper way and professional. I'm using it right now. Fantastic job as usual. Also saw your nodes on this very well presented. These should be used as a template for anyone selling tutorials.
If you want to have multiple objects on one surface, simply put them into the same new collection, and choose collection instead of object in render options in particle system.
The emitted object must be rotated 90 degrees on the Y axis, otherwise it will not be aligned correctly ( objects cannot be placed perpendicular to the surface). This is a bug or rather a programming error in Blender that is more than 12 years old and is still present today.
YES. Like all your videos, it is very helpful. Now I got to figure out how to make the "Parent" object a pine tree and make a forest on the side of the mountain. THANKS
1000 thanks for your tutorial! This is exactly what I needed! I need to model a durian. It is a fruit that is found where I live (Thailand) . He's the king of fruits here. I have tried many methods and yours is the most effective. Thanks again . Keep giving us such great tutorials!
I tried using this, it almost worked. Most of the particles' origin points were instead placed off the plane, either above, below, or even off the edge entirely.
You are a life saver. I have been battling with where to fine Rotation feature in 2.93, It was just there in 2.8 I never knew it has been moved to advance. Thanks
Excellent and straightforward! I'm learning Blender for work and your video has explained the "how" quickly and clearly. Thanks! I'm definitely subscribing!
First you have to select the object(eg: a plane) which has the particle system . Then you have to go to object data properties and create a new vertex group(by pressing the + button next to the vertex group box). After this you have to weight your plane so the particle system knows where to place your objects on the plane . Before doing this make sure your plane has enough subdivisions. There are plenty of tutorials on how to weight paint an object.
this works so much better then using geo nodes to do this and my computer works faster this way plus i can animate the objects too. Not sure if I just don't know how to use geo nodes well but for me this way works better so thats
I'm watching another tutorial in Spanish because that's my language, but I understood yours in English more and it helped me with a problem I was encountering with something that the other idiot didn't explain to me.
i got a question, if i want to use 2 particle system , grass on the entire terrain , leaves on half of it, is there a way to make the grass & leaves not to touch each other & wont collide unproperly? which make them look like cut off ?
Awsome, i thoughtt o work with the geometry nodes thats in development but it hin particle syste is more straight forward for my architerctural visualization work. Thanks a lot Justin
Thanks for the awesome tutorial! I have one question remaining.. how can I make the objects not collide with each other? I'm creating a wall that should be densely covered with objects but many of them are visibly colliding and passing through the object next to it. Solving this would be a life saver!☺
hi i have a problem, can someone help? when i add the particles as "emitter" they are not showing. They do appear when i switch it to "hair" but as soon as i render them by collection, they dissapear. i followed the tutorial step by step and im stuck here.
Hey, I'm using this to make realistic grass. If I wanted a particular path, or section of plane where I don't want the particles to spawn, what would I have to do?
hi @TheCGEssentials, one question, when you assigned another particle system to the 2nd object, they placed the objects on one another or start from inside of another object, so how we can adjust the setting or to avoid this behavior.
Hi, thanks for the very informative tutorial. I have a question: some cubs are intersecting with each other, and I want to place them separately, how I can handle this problem?
Really nice tutorial. If you want to export to an engine as Unreal or Unity, are they exported as separeted object? As particles? Do yo need to do something else to export them to an engine? Thanks
If I understand correctly, this only renders the objects rather than actually 3D meshes. How could I go about applying this to a 3D model that I wanted to 3D print?
Thank you, but what about the overlapping? I'm really stuck on overlapping in the Hair system, can't even place some simple cubes without getting overlapping, I know how to do it with geometry nodes but i want to learn with particle system, and there is no solution on internet.
so so helpful and simple way to add a mass of objects to a plain, thank you. I wonder if this would work for a birds eye view of a city. Just a thought. Maybe a tutorial 😉
this particle setting act weird when i set the rotation to global X i cannot randomize my tree in z axis anymore... how to do that? i have a collection of tree how to rotate them randomly in z axis? its so weird when i set it to global z my tree suddenly auto rotate 90 degree in x or y axis.
does anyone know how to do this but in a way that each object doesnt collide with another? Im trying to make a cube full of rocks but i dont want them to phase through themselves
appreciate the informative video you provided. I have a question for you. Initially, I would want to apply particles to the surface of tubular structures, and after that, these modified tubes must be positioned on a plane. I attempted it using the hair particle method, but I was unable to position the modified tubes on the flat surface. Kindly assist.
Hey i have a question I making a landscape scene and im struggling with placing a grass I wanted to make random rotation but insted my grass rotating wrong axis, any help plz?
This is well done, and it's also great to see you responding to almost every comment. In my case, I'm trying to figure out how to use vertex groups with this, so I can distribute the objects so there are more in some areas, and less in others. It looks like 'Density' would do that, but I'm not sure if it will pay attention to weight paint. I'll play with it and see how it goes. PS - Did you know Google is listing you at the top of suggested videos when people search for 'blender particle objects'? Not bad for less than a year with a channel.
Actually, you might look into geometry nodes for this - I just did a video on it today, actually - ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-kq7kI5XMB7E.html - it really makes the vertex weight paint pretty easy. Honestly I'm really liking the geometry nodes workflow better than the particle workflow at least for some applications :)
This was very helpful, unlike some other Blender videos!! In another video on making a forest, the presenter, who sounds like a child, quickly runs through these procedures, without allowing the viewer to understand anything, along the lines of, look how smart i am. Sickening.
It would be a very nice feature if one could click a box to simple have it do a collision check with pre-existing objects in the same particle group, or other particle groups. And if a collision is detected that it simply skips placing that object. (If it still detracts from the total object count or not is though a good question, if it doesn't, there is an edge case where one tries to fit too many objects onto the same surface and it runs into an endless loop looking for places. But we can put an upper attempt limit to solve that issue.) I wouldn't mind seeing such an option to be fair.
What sucks is that you can’t randomly change the scale the position and the rotation of the object on each axis like in c4d , like if you want to have a random height only ,you can’t ,in the end the control are vey limited
For anyone browsing comments years after this video posted, the cool edgy artists use Geometry Nodes. In that system, you can split vectors apart into separate x,y,z and do all sort of things like randomly influence x but not y or z.
Hey im having trouble with this im trying to get cities on this UV sphere and i followed every step but the objects just stay in middle point of the sphere
i have a problem, when I do the render my particles doesn't appear :c they appear if is in path but when is render as object and I select the object it appears normal in my viewport but when rendering is gone
Is there any limitations on what type of objects would work? I tried this with Sapling Tree Gen, but it won't show the trees. If I set the object to a simple geometry like Cube, it works though.