BLENDER CLASS_HONGSUNGWOO 5_PA R T I C L E S S Y S T E M 1
0. START
The particle system is located in Properties - Particle
Properties, and is activated when a new particle system is
added.
❶ You can assign a name to the particle system.
❷ The particle system can be enabled / disabled on
the screen (not just visually, but excluded from actual
❷ calculations). It can also be enabled / disabled in rendering.
❸ You can import other particle systems within a file.
❹ You can decide whether to create an emitter or hair.
❸ ❶
❹
1. EMITTER
1.1 EMISSION
➀ NUMBER The number of particles to be generated.
➁ SEED Random seed that changes the order of randomly
generated particles.
➂ FRAME START The frame at which particle generation begins.
➃ END The frame at which particle generation ends.
➄ LIFETIME The number of frames for which a particle lives.
➅ LIFETIME RANDOMNESS Adds a random value to the particle
lifetime set above. Lifetime * (1.0 - Randomness)=Minimum value within the specified
random range.
1.1.1 SOURCE
EMIT FROM
➀ VERTICES Generate particles from the vertex of the mesh.
➁ FACES Generate particles from the face of the mesh.
➂ VOLUME Generate particles from the volume of the closed
mesh. (Does not work if part of the mesh is open, as the volume cannot be calculated.)
• USE MODIFIER STACK
Activate : Includes modifiers applied to the emitter object in the
calculation.
Deactivate: Only includes the original geometry in the calculation.
DISTRIBUTION
Controls the manner in which the generation points of particles are
dispersed when they are generated.
❶ JITTERED Generated at jittered intervals.
• PARTICLES / FACE The quantity of particles emitted per face.
0 is the automatic setting.
• JITTERING AMOUNT The amount of jitter. Default is 1, maximum
is 2.
❷ RANDOM Generated at random positions.
* Ultimately, it’s difficult to notice a significant difference between Random and Jittered. However,
Jittered offers more options.
❸ GRID Generates particles on the 3D grid of the emitter object.
* When using grid, the number of particles generated is determined by the resolution of the grid,
deactivating emission’s numbers.
• INVERT GRID Only operates when the emitter is a closed mesh.
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BLENDER CLASS_HONGSUNGWOO 5_PA R T I C L E S S Y S T E M 2
It utilizes the area of the bounding box minus the volume as the
emitting grid.
• HEXAGONAL GRID Uses a hexagonal grid instead of a
rectangular one.
• RESOLUTION The resolution of the grid.
• RANDOM Adds random offset values to the grid’s positions.
1.2 VELOCITY
➀ NORMAL Initial emission speed in the normal direction. Setting
it to 0 makes the emission speed 0. Negative values emit in the
opposite direction of the normal.
➁ TANGENT Adds speed in the tangent direction to the initial
emission speed. (Tangent faces in the Y-axis direction; negative values allow emission
in the -Y direction.)
➂ TANGENT PHASE Value that rotates the tangent direction. 0
keeps the tangent direction as is, -1 is -180 degrees, and 1 is 180
degrees.
➃ OBJECT ALIGNED X / Y / Z
Determines the emission speed in each axis direction based on the
object. It is also related to the rotation value of the object.
➄ OBJECT VELOCITY Determines the extent to which the speed
is affected if the emitter object moves. You can enter values from
-200 to 200. Negative values emit particles in the opposite direction
of the object’s movement.
➅ RANDOMIZE Adds random values to the emission speed set
above.
1.3 ROTATION
ORIENTATION AXIS
Aligns the Y-axis direction of the object (particle) with the
directions of the various axes below.
➀ NONE Global X-axis
➁ NORMAL Emitter’s normal direction
➂ NORMAL-TANGENT Essentially the same as NORMAL
However, the directions of the X and Z axes are different compared
to the Normal setting. It is also influenced by UV coordinates. This
means it is influenced by the presence of UV maps and how they
are unwrapped. The tangent direction is set along the X-axis.
➃ VELOCITY Emission direction of the particles.
➄ GLOBAL X / Y / Z Direction of each axis of global.
➅ OBJECT X / Y / Z Direction of each axis of the object.
• RANDOMIZE Assigns random values around the specified axis
above.
• PHASE Rotates around the specified axis.
• RANDOMIZE PHASE Assigns random values to the phase.
• DYNAMIC Initiates the simulation based on the initial values set
above, allowing collisions and other factors to influence rotation
speed, direction, etc. Do not activate if you want to manually control
rotation angles or speeds during motion.
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BLENDER CLASS_HONGSUNGWOO 5_PA R T I C L E S S Y S T E M 3
1.3.1 ANGULAR VELOCITY
AMOUNT Magnitude of the rotation speed. You can enter a value
from -200 to 200.
1.4 PHYSICS
❶ PHYSICS TYPE : NEWTONIAN
Follows classical Newtonian mechanics. Particles start moving with
the specified emission and rotation speeds and respond to external
forces (e.g., force fields). The reaction to the external environment
depends on the integration chosen by the project worker, and can
yield different results.
➀ MASS Mass assigned to each particle.
• MULTIPLY MASS WITH SIZE
Multiplies the particle’s size by its mass.
FORCES
➀ BROWNIAN Specifies the amount of Brownian motion. Adds
random movement to particles based on a Brownian noise field.
Think of the gentle movement of pollen floating in calm water.
Values can range from 0 to 200.
➁ DRAG Used to simulate resistance from air or water, reducing
particle speed in proportion to the particle’s speed and size. Values
can range from 0 to 1.
➂ DAMP Decreases the particle’s speed. Values can range from 0
to 1. If you set it to the maximum value of 1, it stops at emitter.
DEFLECTION (COLLISION)
➀ SIZE DEFLECT Takes size into account when applying deflect.
➁ DIE ON HIT Eliminates particles upon collision with a deflector
(Collision) object.
➂ COLLISION COLLECTION Selects the collision collection to be
used for collisions. Used when there are multiple collision objects,
and you want to use only specific objects in the simulation.
INTEGRATION
➀ EULER When not used with damp and drag, particles gain more
energy over time. For example, when particles bounce on the
ground, they gradually bounce higher and higher. It is relatively fast
in terms of computation but is less accurate, so it involves a lot of
damping. It is only recommended for simulations lasting a short
time.
➁ VERLET Naturally loses energy over time.
➂ MIDPOINT Preserves the energy of particles when there is no
damp or drag. Slightly slower in terms of calculation than Euler but
stable. It is a versatile integration method.
➃ RK4 Similar to midpoint but more accurate. Recommended
only when the calculations using midpoint are not sufficiently
accurate.
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BLENDER CLASS_HONGSUNGWOO 5_PA R T I C L E S S Y S T E M 4
• TIMESTEP How many seconds to use for simulating one
frame.
The default value of 0..04 is the result of dividing 1 second into 24 frames. Adjust
based on the frame rate of the video you are creating. For example, if you are making a
30 frames/sec video, set it to 1/30 = 0..03.
• SUBFRAMES Number of simulation repetitions per frame.
Increases the stability and the degree of fragmentation
of the simulation. When simulating fast and complex
movements, try gradually increasing this value. Keep in mind
that the simulation speed will increase with the number of
calculations.
❷ PHYSICS TYPE : KEYED
Utilizes two or more particle systems; particles change according
to the shapes, etc. defined in each particle system. The dynamics
used in Newtonian cannot be used. (Gravity, etc. also has no effect)
➀ MASS Mass assigned to each particle.
• MULTIPLY MASS WITH SIZE Multiplies the particle’s size by its
mass.
➁ LOOPS Determines how many times the registered system will
repeat over the entire frame. If USE TIMING is activated, LOOPS will
be disabled.
➂ RELATIONS Register other particle systems to be used in
Keyed. Open a new slot with the + button, and register the emitter
object of another particle system in TARGET OBJECT at the bottom.
➃ SYSTEM Determines whether to use multiple particle systems
as one Keyed group or set them in different groups based on the
assigned number.
➄ TIME The point in time at which the particle system starts.
➅ DURATION The time allocated to the particle system.
Time and duration can only be used when USE TIMING is activated.
For example, assuming particle systems A, B, and C are
registered with A = Time 0, Duration 30 / B = Time 30, Duration
30 / C = Time 60, Duration 30, particles will stay for 30 frames in
each system, starting from frame 0 when Keyed starts.
❸ PHYSICS TYPE : BOIDS
Boids simulates the movement of groups such as birds, insects,
or fish, or will create reactions to predators, using limited artificial
intelligence. Reactions to predators are determined by the Boids
Brain, making the priority of the Boids Brain very important.
➀ MASS Mass assigned to each particle. Directly influences
the movement of particles. The heavier the weight, the
smoother the movement, but it also becomes more sluggish.
For example, to simulate the movement of small insects, a
lower weight must be set to see the desired effect.
• MULTIPLY MASS WITH SIZE Multiplies the particle’s size by its
mass.
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BLENDER CLASS_HONGSUNGWOO 5_PA R T I C L E S S Y S T E M 5
MOVEMENT
➀ ALLOW FLIGHT Enables movement in the air.
➁ ALLOW LAND LAND Enables movement on land (objects set as
collision).
➂ ALLOW CLIMBING Enables climbing on objects.
➀ MAX AIR SPEED Sets the maximum speed in the air.
➁ MIN AIR SPEED Sets the minimum speed in the air.
➂ MAX AIR ACCELERATION Sets the lateral acceleration in the
air and determines how quickly particles can change direction.
➃ MAX AIR ANGULAR VELOCITY Sets how fast particles can
rotate in the air.
➄ AIR PERSONAL SPACE Sets the spacing between particles.
➅ LANDING SMOOTHNESS Sets how smoothly particles land.
➀ MAX LAND SPEED Maximum speed on land.
➁ JUMP SPEED Maximum speed when jumping.
➂ MAX LAND ACCELERATION Lateral acceleration on land;
determines how quickly particles can change direction.
➃ MAX LAND ANGULAR VELOCITY Sets how fast particles can
rotate on land.
➄ LAND PERSONAL SPACE Sets the spacing between particles.
➅ LAND STICK FORCE Force that keeps particles on land without
moving. (For example, assuming particles are being pushed away
with a force of 3 using a force of the Force Field, if you enter 2.5 as
the Land Stick Force, particles will gradually be pushed away from
the ground. However, if you enter a value greater than 3, particles
will stick to the ground with a force stronger than the pushing force
from the Force.)
COLLISION COLLECTION Specifies a specific collection for
collisions. (Leaving it blank calculates collisions with all objects in
the scene set as collisions.)
BATTLE
When two or more systems are mutually hostile, the outcome
can be favorable or unfavorable for one system depending on the
values set in Battle.
➀ HEALTH The health each particle possesses.
➁ STRENGTH The attacking power of each particle. The
maximum damage that can be exerted per second.
➂ AGGRESION Particles with low health or strength are
designed to avoid fights, but a high aggression value will
make them fight even if it’s unfavorable.
➃ ACCURACY The precision of attacks.
➄ RANGE The maximum distance from which attacks can be
made.
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BLENDER CLASS_HONGSUNGWOO 5_PA R T I C L E S S Y S T E M 6
RELATIONS
➀ TARGET OBJECT Object to be set as the target (particle
system).
➁ SYSTEM Systems with the same number can interact, and
if the numbers are different, they are ignored in calculations.
➂ MODE
•ENEMY Hostile relationship.
•FRIEND Can fight together.
•NEUTRAL Neutral.
BOID BRAIN
Particle behavior is controlled by the rules set here. Only
a certain amount of information from the list is included in
the calculations, while the rest is ignored. Rules are usually
prioritized from top to bottom.
RULE EVALUATION
➀ AVERAGE Apply rules on an average basis.
➁ RANDOM Apply rules randomly.
➂ FUZZY Apply rules based on the value set for fuzziness.
•RULE FUZZINESS 0 = Ignore the rule, 1 = Fully adhere to the
rule.
BOID RULES
➀ GOAL Move towards the target set as a goal.
•OBJECT Sets the object to be the goal
•PREDICT Predicts the movement of the target to set the
path.
➁ AVOID Avoids predators.
•OBJECT Specifies the object to avoid.
•FEAR FACTOR Avoids the target if the danger level
exceeds this value.
➂ AVOID COLLISION Avoids collision objects.
➃ SEPARATE Particles move away from each other beyond a
certain distance. (Related to the personal space value)
➄ FLOCK Imitates the movement of nearby particles while
avoiding collisions.
➅ FOLLW LEADER Follows the leader..
•OBJECT Sets as the leader..
•DISTANCE Sets the distance to maintain while following
the leader.
•LINE Follows in a line.
•QUEZE SIZE Number of particles that can fit in a line.
➆ AVERAGE SPEED Maintains an average speed.
•SPEED Maximum speed.
•WANDER Randomly determines the direction.
•LEVEL Maintains a constant Z value.
➇ FIGHT
•FIGHT DISTANCE Maximum attack distance.
•FLEE DISTANCE Maximum fleeing distance.
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BLENDER CLASS_HONGSUNGWOO 5_PA R T I C L E S S Y S T E M 7
1.5 RENDER
RENDER AS
➀ NONE Not rendered.
➁ HALO Visible in Viewport but not actually rendered. Typically
used for understanding particle movement, etc.
➂ LINE Used in hair particles.
➃ PATH Used in hair particles.
➄ OBJECT Uses a specific object as particles.
➅ COLLECTION Uses a specific collection as particles.
• SCALE Scale of the particle object and particles. Values can
range from 0 to 1. 1 means the particle object’s size is set to
100%.
• SCALE RANDOMNESS Adds random values to the object’s
scale. Values can range from 0 to 1.
• SHOW EMITTER Enables/disables rendering of the emitter
object during rendering.
CHILDREN : Used in hair particles.
1.5 VIEWPORT DISPLAY
DISPLAY AS
➀ NONE Not visible in Viewport and not rendered.
➁ RENDERED Displays according to the rendering method.
➂ POINT / CIRCLE/ CROSS Displayed in each respective
shape.
➃ PATH Used in hair particles.
➄ AXIS Displays particles in the form of 3-point axes. Useful for
checking particle rotation and direction.
COLOR
➀ NONE Displays in the default color.
➁ MATERIAL Displays according to the color of the material.
➂ VELOCITY Displays in a color that is based on the particle’s
speed. A gradient from blue to green to red that indicates
increasing speed.
➃ ACCELERATION Displays in color based on acceleration
• AMOUNT Determines the % of actually generated particles to
be displayed in the Viewport.
1.7 FORCE FIELD SETTINGS
Force fields can be added to the particles themselves. You can
set up to two.
• SELF EFFECT Particles also influence each other with the
effect.
• EFFECTOR AMOUNT Specifies how many particles are
affected by the force field. 0 means all particles are used as
effectors.
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BLENDER CLASS_HONGSUNGWOO 5_PA R T I C L E S S Y S T E M 8
2. HAIR
The particle systems of hair types can be used for situations
like hair, fur, grass, trees, etc.
2.1 EMISSION
➀ NUMBER Total number of hair particles.
➁ SEED Random seed for the position at which hair particles
are generated.
➂ HAIR LEGTH Length of the hair.
➃ SEGMENTS Determines how many segments to divide a
strand of hair into to create the overall shape. Higher values
result in a smoother appearance.
2.2 HAIR DYNAMICS
➀ QUALITY STEPS Number of simulations per frame.
➁ PIN GOAL STRENGTH Spring stiffness at the target
position of the vertex. In simpler terms, using the analogy of
human hair, a higher value makes the roots more resistant
to external forces. For longer hair particles, a lower value
allows them to be more easily swayed by external forces. For
example, in the presence of gravity, they may easily bend in
the direction of gravity.
COLLISIONS
➀ QUALITY Number of repetitions for collision calculations.
➁ DISTANCE The distance needed for hair particles to collide
with other objects.
➂ IMPULSE CLAMPING Limits the amplitude of shaking after
collisions to prevent errors in complex collision situations.
➃ COLLISION COLLECTION Only includes objects from the
same collection in the interaction.
STRUCTURE
➀ VERTEX MASS Mass of the hair particle.
➁ STIFFNESS HAIR Force resisting the bending of hair
particles in response to external forces.
➂ RANDOM STIFFNESS Adds a random value to the stiffness.
➃ DAMPING Degree to which bending movement is reduced.
VOLUME
➀ AIR DRAG Air resistance affecting the movement of hair
particles.
➁ INTERNAL FRICTION Friction between hair particles.
➂ VOXEL GRID CELL SIZE Size of the voxel grid cell for
interaction.
➃ DENSITY TARGET Maximum density.
➄ DENSITY STRENGTH Influence of maximum density on the
simulation.
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BLENDER CLASS_HONGSUNGWOO 5_PA R T I C L E S S Y S T E M 9
2.3 CHILDREN
Children are generated based on individual parent particles. The
simulation is calculated from a relatively small number of parent
particles, and this information is applied directly to the child
particles. The number and degree of visualization of child particles
can be changed without recalculating the simulation. When child
particles are activated, parent particles are not rendered, as there
may be significant differences in shape between them.
➀ NONE No child particles.
➁ SIMPLE Generated from parent particles.
➂ INTERPOLATED Created between adjacent parent particles.
Can create a uniform distribution.
• DISPLAY AMOUNT Number of child particles visible in Viewport.
• RENDER AMOUNT Number of child particles visible when rendered.
• LENGTH Length of child particles.
• THRESHOLD Quantity of particles unaffected by the length value.
• SEED Random values for the position, length, etc. of child
particles.
• RADIUS Range within which child particles are generated.
• ROUNDNESS Slightly varies the positions of child particles
around the parent particles.
PARTING (ONLY APPLICABLE TO INTERPOLATED)
➀ PARTING Children are generated slightly radially from the
parent, and increasing the parting value changes them to be similar
to the angle of the parent. It’s difficult to achieve this effect on a
plane; this effect is noticeable in shapes where various slopes of
faces come together, like a sphere.
➁ MIN / MAX Minimum and maximum angles from root to tip.
CLUMPING
➂ USE CLUMP CURVE Controls the degree of clump using a
curve.
➃ CLUMP Amount of clustering along the children. Can cluster at
the roots (-1.0) or at the tip (1.0) of the strand.
➄ SHAPE Form when clumped. Values can range from -0.99
(inverse parabolic) to 0.99 (exponential).
➅ CLUMP NOISE Adds noise values to clump.
➆ CLUMP NOISE SIZE Size of clump noise.
ROUGHNESS
➀ USE ROUGHNESS CURVE Controls the roughness level using a
curve instead of numerical values.
➁ UNIFORM Adds noise to the shape of the strands.
➂ SIZE Controls the size of the noise. Smaller values result in
smaller noises and more pronounced bends.
➃ ENDPOINT Adds noise to the distribution at the end of the
strands.
➄ SHAPE A lower number makes the noise applied from
endpoint affect the entire strand,
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BLENDER CLASS_HONGSUNGWOO 5_PA R T I C L E S S Y S T E M 10
⟵ Endpoint while a higher number (maximum 10) concentrates the
influence toward the end of the strand.
➅ RANDOM Adds randomness to the roughness values.
➆ SIZE The size of random roughness values.
➇ THRENSHOLD Specifies a threshold to prevent it from
applying to all child particles.
The sur face on
which hair is set Root
⟵
⟵
KINK
➀ NOTHING Deactivates.
➁ CURL Generates a spiral around the parents.
➂ RADIAL Similar to wave but with random directions.
➃ WAVE Creates waves with all child particles in the same
direction.
➄ BRAID Causes all child particles to twist around the
parents.
➅ SPIRAL Generates a spiral at the end of each child particle.
• AMPLITUDE Amplitude of the offset.
• CLUMP Degree to which clump affects the Kink effect.
• FLATNESS
• REQUENCY Number of times the offset repeats.
• SHAPE Starting point of the Kink effect. A value close to 0
affects the entire strand evenly, negative values bias towards
the root, and positive values bias towards the tip.
• STEPS (Activates spiral only): Degree of spiraling. Also
related to frequency.
2.4 HAIR SHAPE
STRAND SHAPE Parameter controlling the variation in
thickness between the root and the tip of the strand.
Negative values make the tip thicker, while positive values
make the root thicker.
DIAMETER ROOT Diameter of the root.
TIP Diameter of the tip.
DIAMETER SCALE The scale of the diameter.
CLOSE TIP Closes the tip of the hair.
2.5 VERTEX GROUP
For each item, you can specify vertex weight. For example,
assigning weight to density can unevenly distribute overall
density.
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