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Particle Properties Tab

A particle system is used to animate lots of small objects at once. Particles. Each particle can be a point or a mesh, and can be joined or dynamic. They may react to different forces and influences. And they can have a…

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Introduction

Introduction

A particle system is used to animate lots of small objects at once. Particles. Each particle can be a point or a mesh, and can be joined or dynamic. They may react to different forces and influences. And they can have a life span.

There are two types of particles. Emitted particles and hair. Emitted particles are used for things like fire, smoke, mist and many other animated effects. Hair is used for hair effects, at characters for example. Some settings are the same for both types. These chapters are unioned. But each has also its own set of tools. These chapters are separated.

Particles uses a regular mesh object as the emitter. Other object types does not have the particle tab.

Particle Modifier

Particle Modifier

When you create a particle system then a particle modifier gets added in the Modifiers panel. This works also the other way around. You can also add a particle modifier in the modifier tab. The settings remains in the particles tab.

Workflow

Create a mesh.

Workflow

Create one or more Particle Systems to emit from the mesh.

Choose the particle system type. Emit or Hair.

Go through the particle settings to adjust the Particle System settings to achieve the desired effect.

Workflow

For Hair particle systems, switch to particle edit mode, and comb the emitter’s flow.

To see the effect for emitted particles press play.

Header
Header
Header

List of Particle Systems

A list of the particle systems for this object. Double clicking allows to rename it.

EntryWhat it does
RealtimeDisplay the particle system in the viewport.
RenderDisplay the particle system in the rendered result.
Drag HandlerThe two vertical lines at the end is a handler with which you can expand the list.
Search FieldYou can expand a search field at the bottom of the list. Type in your term and hit enter to filter for your term. · Invert: Exclude the search term instead of searching for it. · Sort by Name: Sort the List by name.
EntryWhat it does
Add Particle System SlotAdds a new particle system.
Remove Particle System SlotRemove the particle system.

Particle Specials

Particle Specials
EntryWhat it does
Copy Active to Selected ObjectsCopies the active particle system to all selected objects.
Copy All to Selected ObjectsCopies all particle systems from the active object to all selected objects.

Convert to Curves

Convert to Curves

Hair mode only. Add a new curve object based of the current state of the particle system.

EntryWhat it does
Duplicate Particle SystemsDuplicates the particle system within the active object. The Duplicate Settings option (in the Adjust Last Operation panel) will duplicate settings as well, so the new particle system uses its own settings.
Remove all Particle SystemsRemoves all particle systems.

Particle property

Particle settings browser

Particle settings browser

A particle settings browser with the available particle systems in the scene.

EntryWhat it does
Edit BoxThe name of the currently active palette. You can also rename the palette here. A click into the edit box makes the name editable.
Fake UserFake User sets the element to have a fake user. Data without a user is normally not saved. But sometimes you want to force the data to be kept even when the data block has no user.
EntryWhat it does
New Particle SettingsAdd a new particle system.
Remove Particle SettingsRemoves the particle system as the active particle system. Note that the particle system is still in the list.

Type

Type

Main selector of the system type.

Note that some of the panels are identical for both particle types. But some not. Even when they have the same label.

Emitter

Emitter type. Particles are emitted from the object.

Hair

Hair type, rendered as strands.

EntryWhat it does
RegrowType Hair. Regrows the hair for each frame. This is useful when you are animating properties.
AdvancedType Hair. Enables advanced settings, and reveals some more functionality. Which reflect the same ones as working in Emitter mode.
Delete Edit
Delete Edit

Appears when you modify the particles in particle edit mode. Resets the particle system to the default state before combing.

EntryWhat it does
Disconnect HairAppears when you modify the particles in particle edit mode. Disconnect the selected hair from the emitter object.
Disconnect AllAppears when you modify the particles in particle edit mode. Disconnect the whole hair from the emitter object.