View & accessibility
Thumbnails
Motion
Bforartists
5.1
Editors

Emitter - Render panel

The Render Panel controls how particles appear when they are rendered.

5
 min read
Up to date for 
5.1
draft

Render Panel

Render Panel

The Render Panel controls how particles appear when they are rendered.

Note: Cycles supports only Object and Collection render types. Halo Line and Path are not supported.

Render As

Render As

Render the particles with different methods.

All render methods

EntryWhat it does
ScaleThe size of the particles.
Scale RandomnessGive the particles a random size.
Show EmitterRender the particle emitting mesh. This does not affect the viewport rendering!

None

None

Don't render the particles.

Halo + Line

Halo + Line

Line renders the particles as lines. Halo are rendered as glowing dots or a little cloud of light. Although they are not really lights because they do not cast light into the scene like a light object. They are called Halos because you can see them, but they do not have any substance.

Material
Material

Set which of the object’s materials is used to shade the particles.

Coordinates System

Use a different object’s coordinates to determine the birth of particles.

Extra
Extra
EntryWhat it does
Parents ParticlesRender also parent particles if child particles are used. Children have a lot of different deformation options, so the straight parents would stand between their curly children. So by default Parents are not rendered if you activate Children. See Children.
UnbornRender particles before they are born.
DeadRender particles after they have died. This is very useful if particles die in a collision Die on hit, so you can cover objects with particles.

Path

Path

The Path visualization needs a Hair particle system or Keyed particles.

EntryWhat it does
MaterialSet which of the object’s materials is used to shade the particles.
Coordinates SystemUse a different object’s coordinates to determine the birth of particles.
Path subpanel
Path subpanel
B-Spline

Interpolate hair using B-splines. This may be an option for you if you want to use low Render values. You loose a bit of control but gain smoother paths.

Steps

Set the number of subdivisions of the rendered paths (the value is a power of 2). You should set this value carefully, because if you increase the render value by two you need four times more memory to render. Also the rendering is faster if you use low render values (sometimes drastically). But how low you can go with this value depends on the waviness of the hair (the value is a power of 2). This means 0 steps give 1 subdivision, 1 give 2 subdivisions, 2 –> 4, 3 –> 8, 4 –> 16, … n –> n2.

Timing subpanel
Timing subpanel
EntryWhat it does
Absolute Path TimePath timing is in absolute frames.
EndEnd time of the practical path.
RandomGive the path length a random variation.
Extra
Extra
EntryWhat it does
Parents ParticlesRender also parent particles if child particles are used. Children have a lot of different deformation options, so the straight parents would stand between their curly children. So by default Parents are not rendered if you activate Children. See Children.
UnbornRender particles before they are born.
DeadRender particles after they have died. This is very useful if particles die in a collision Die on hit, so you can cover objects with particles.

Object

Object
Object subpanel
Object subpanel
EntryWhat it does
Instance ObjectThe specified object is instanced in place of each particle.
Global CoordinatesUse object’s global coordinates for instancing.
Object RotationUse the rotation of the object.
Object ScaleUse the size of the object.
Extra
Extra
EntryWhat it does
Parents ParticlesRender also parent particles if child particles are used. Children have a lot of different deformation options, so the straight parents would stand between their curly children. So by default Parents are not rendered if you activate Children. See Children.
UnbornRender particles before they are born.
DeadRender particles after they have died. This is very useful if particles die in a collision Die on hit, so you can cover objects with particles.

Collection

Collection
Collection subpanel
Collection subpanel
EntryWhat it does
Instance CollectionThe objects that belong to a collection are instanced sequentially in the place of the particles.
Whole CollectionUse the whole group at once, instead of one of its elements, the group being displayed in place of each particle.
Pick RandomThe objects in the group are selected in a random order, and only one object is displayed in place of a particle. Please note that this mechanism fully replaces old Blender particles system using parentage and Instancing Verts to replace particles with actual geometry. This method is fully deprecated and does not work anymore.
Global CoordinatesUse object’s global coordinates for instancing.
Object RotationUse the rotation of the objects.
Object ScaleUse the size of the objects.
Use Count
Use Count

Use objects multiple times in the same groups. Specify the order and number of times to repeat each object with the list view that appears.

Dupli Object Index list

The list with the objects of the chosen instance collection.

EntryWhat it does
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
Copy particle DupliobjectDuplicate an object in the list.
Remove particle DupliobjectRemove a duplicate from the list.
Refresh DupliobjectsRefreshes the Dupli Object Index list.
CountThe number of times this object is repeated with respect to other objects.
Extra
Extra
EntryWhat it does
Parents ParticlesRender also parent particles if child particles are used. Children have a lot of different deformation options, so the straight parents would stand between their curly children. So by default Parents are not rendered if you activate Children. See Children.
UnbornRender particles before they are born.
DeadRender particles after they have died. This is very useful if particles die in a collision Die on hit, so you can cover objects with particles.