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.
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
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
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.
Excellent and straightforward! I'm learning Blender for work and your video has explained the "how" quickly and clearly. Thanks! I'm definitely subscribing!
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!
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.
If you want export like one model. To convert your Particles, go to the Properties editor and navigate to the Modifiers tab; Here, you'll find all modifiers applied to the selected object, including the Particle System modifier. You can then press Convert to convert your particles into a mesh.
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 ?
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.
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.
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
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?
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!☺
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.
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?
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.
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
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.
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
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?
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 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 - ua-cam.com/video/kq7kI5XMB7E/v-deo.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 :)
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.
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.
Hi everyone! Let me know if you have any questions in the comments below! :)
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.
@@MoonshineTora You can control the density with vertex groups. Use Weight paint to make them.
@@MalmqvistM Thank you. I did not think of that. I'll try this.
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.
Particle City?
THIS IS PERFECT! I spent ages looking for this exact thing! thank you so much
There's so much to learn. I am already overwhelmed
You just opened up an entire new world I wanted to learn so badly. Thank you so much!
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.
Your teaching style made this VERY easy to understand. Thank you!!! I'll be looking at your other vids, too.
Life saver! half the battle is finding the right video for what you need, when you dont know the name of the operation.
You deserve a sub for a nice narration and smooth delivery of your intended topic.
Much appreciated!
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
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
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.
Fixed it! Thanx...
thank u. im so confused at first
This is very helpful. Thank you so much for your clear explanation!
Glad it was helpful!
Thank you so much! You have no idea what a difficult task you have helped me solve! ❤❤❤
Excellent and straightforward! I'm learning Blender for work and your video has explained the "how" quickly and clearly. Thanks! I'm definitely subscribing!
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 found this searching somthing else...and guess what i wanted this for so long i was about to give up on it so thank you very much
Thank you. I just needed this for a quick crowd.
Very nice and clear video. Thank you, Justin. Keep up the awesome work!
Thanks for watching!
this video is lifesaver i couldnt figure out why my objects were placed half up and half down ty sosososomuch
Glad it helped!
Dude, you're my savior! thanks for all this knowledge
Love ur tutorials. I wouldn't have learned much without you.
thanks for this tutorial its the only one that worked and it worked well and was easy to understand
Adore your video's. Always comprehensive as you explain the how & the why. Totally Awesome!
Great instructions as always. Is there a way to set it so that the random objects don't overlap (or hang over the edge)?
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.
@@JohnSmith-bf6im well, they will still overlap
@@jaxkk1119 True but they won't hang over the edge
This was super helpful
Glad it was helpful!
invaluable video thank you very much!!!
Glad it was helpful!
Very clear tutorial and so helpful. Thank you!
Thank you so much I liked and subbed!! Love you!!!!!!! ♥💖❤
Welcome!!
If you want export like one model.
To convert your Particles, go to the Properties editor and navigate to the Modifiers tab; Here, you'll find all modifiers applied to the selected object, including the Particle System modifier. You can then press Convert to convert your particles into a mesh.
Very pleasant way to explain. Thank you
Lovely! Thank you!
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 ?
thanks for posting. you have a great narration voice which made it easy to follow on!
Glad you enjoyed it!
best intros ever
pretty cool Ernest. Is there a way to give them physics so they don't grow inside eachother?
DAMN! BRO U SAVED MY LIVE!!!!!!!!!!!
You are amazing
Thank you so much you made my day great!
Thank you buddy, Love your tutorials!
I'd like to give you a "super thanks"
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 angel in my life!
thank you so much for making this tutorial
Very Essential. Thank you so much!
Glad it was helpful!
Very useful tutorial. Thanks 😊
Useful, thanks!
Thanks for the tutorial ❤
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.
pls make a vdo on geometry node for instance object and how to add two or more different objects at a time.
Would this work for creating plant life for an underwater scene?
Yes of course
Ofc yes great idea
Hello, may i know is there any way to avoid the overlapping of the meshes?
looking for this too.
Try with weight painting.
Play around with velocity setting, hope it works
Me too. tell me how to fix that.
Weight paint / velocity settings / dual facing metcolliders (Shift + N)
Thank you so much for this tutorial
Super Helpful!!
Hi good but! you know to avoid the collision between particles?
Simple and perfect tutorial video.Gracias
Glad you liked it!
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
Great tutorial! Maybe it is too late to ask this but: is there a way for the objects to not go through each other?
Very well thought out and explained tutorial. You're an excellent instructor. Much appreciated. [just subscribed]
How do I make particles align with the normals of the faces that they are emitted from?
In Object Mode, Object -> Apply -> Make Instances Real
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?
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!☺
Thanks to you
Please continue this Amazing work
😍😍😍😍🥰🥰🥰🥰🥰
Thanks for the sharing! I have one question: how to avoid overlapping particles?
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.
This is just a crappy old feature that made blender users crazy over the years. You need to counter-rotate your tree in edit mode to fix it.
@@MalmqvistM ah.. hope they will update it more user friendly. thanks for the explanation!
@@tommykho4348 Geometry nodes works much better and will come very soon. :)
@@MalmqvistM wow thanks that helped!
Thanks for the video
thanks man good stuff
Wow thank you explained this so well an clearly! Thanks i feel like I finally get this now.
Really helpful. thank you for the tutorial, well explained as always
Thanks, it was good tutorial video!
Glad it was helpful!
thank you, it help me a lot
Glad it helped!
Really useful chat, thanks man
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?
Thank you! It's easier for my poor computer to handle particles instead of duplicating objects many times
YES! Thank you!
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.
Amazing video. I guess particles can be used to place trees on a terrain, is that tru? Excellent!!!
Very helpful!! Thank you!! 😀👍
Glad it was helpful!
Really helpful.
Glad it was helpful!
5:20 How do you do that, what buttons do you press.
Great tutorial! Can you animate random motion of the particles across the surface?
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
very very thank you soo much bro it means a lot.
No problem!
I love this tutorial sir.very helpfull
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.
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
Question: is there a way to use to use those randomly placed objects to cut into the place… like a randomly generated Boolean difference??
setting stones?
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?
After you have the desired effect, go to your modifiers section for the plane and press "Convert" under your ParticleSettings modifier.
Can you make them a rigid body, so they don't intersect each other?
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 😉
thanks a lot for the video, so helpful. Is there a way to make object not to collide in each other?
Is there a good way to convert the particle objects into actual objects?
Thanks a lot, definetly subscribed
Thanks for the sub!
how do i make the objects from the same collection to not intersect with each others?
thank you tutorial guy i love you
LOL - glad I could help :)
Thanks
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 - ua-cam.com/video/kq7kI5XMB7E/v-deo.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 :)
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
Nooo you can, you must apply particle system first from modifier panel
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.
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.
Thanks buddy!