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!!
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.
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.
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!
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
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.
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?
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!☺
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.
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
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
In the Modifiers Properties, there will be a Particle System modifier (with whatever name you may have changed it to). Click the "Make Instances Real" button. Then Apply the modifier, like you would with any other modifier. Now all the scattered cubes and whatever are simple objects as if you made them manually. Toss them into one Collection while they're still all selected.
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.
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
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.
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
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 :)
I want my particles to follow the shape of my object (round surface), but I also want all of my particles to be rotated 90 degrees (from how they are now). Is there a way to do both?
Nevermind, I found out what to do. If anyone else is having the same problem. You need to rotate the particle object in edit mode, and set the orientation axis to 'normal'. The particles will all rotate, but will still follow the shape of the object
@@sennacookie5043 thanks for figuring it out AND replying to your own question ! This was exactly what I needed to do and scratch my head for an hour untill I found your comment! Thanks again!
@@linhoan4124 I don't really know how to explain it better, but if it's not helping, you might have a different problem? I think (but it's a while ago), just set orientation axis to normal, select the whole particle and rotate it with 'r' in edit mode
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.
I guess there is a displacement texture on the second plane but you are in material preview, how is that we can see the texture? Thanx for the tutorial, really helpful.
Super useful. Is there a way to disable rendering of the geometry, but still render the particle system which is tied to that geometry? So in this example, render all the cylinders as if the ground was still there, without rending the ground itself.
Broski how do I animate these objects? I wanna make multiple rocks and also I want them to move like a sand -like wave like motion, I don’t want them intersecting, but kinda shifting around, moving in a tight area would this tutorial get me there ?
very nice tutorial, I want to make a squadron of bi-planes. The propellor would have to be a separate object that rotates so how would you make that happen
idk if u fixed it or not but First delete whats particle modifier u did and select your object -go into edit mode, click on the arrow next to "Overlays" in the upper right which is to the left of the "X-ray" button -under "Normals" click on the third picture which says "Display Normals" if you hover over it. - Then it should show a blue line on your object, if it is facing at the bottom, that means you need to flip the normals so that the blue line is facing on top. -To do this select the faces of the normals are facing on the bottom and click "Mesh" on the top left, go to "Normals" and click on "Flip". Now your blue lines should be facing the top and then you can do your particles~~~
just finished watching your previous one... great stuff Jus.... now talk about Twinmotion 2020.2 its mindblowing... Lumion is getting scared now!!!!LOL.. cheers!
I have yet to hear from anyone expert with Blender, dev or artists, as to exactly how that works, why all the "particle" objects seem to pick up a 90 degree rotation. One of those mysteries - just click an extra UI control or two and get on with life.
When trying to use particles all of my particles end up appearing either far below or far above the mesh I have. Is there a way to fix this? When I try to set the origin point it gets closer to where it needs to be but it doesn't get there entirely on top of that clicking object rotation causes it all to disappear in some cases.
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.
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 ?
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.
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.
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.
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
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.
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?
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?
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?
well thats good for cubes and cones, but when you have buildings, when you randomize in any global axis it doesnt turn them in place verticaly randomized. buildings are not hairs... ....
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!!
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.
THIS IS PERFECT! I spent ages looking for this exact thing! thank you so much
Life saver! half the battle is finding the right video for what you need, when you dont know the name of the operation.
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
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
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!
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 deserve a sub for a nice narration and smooth delivery of your intended topic.
Much appreciated!
This is very helpful. Thank you so much for your clear explanation!
Glad it was helpful!
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.
Very nice and clear video. Thank you, Justin. Keep up the awesome work!
Thanks for watching!
Would this work for creating plant life for an underwater scene?
Yes of course
Ofc yes great idea
this video is lifesaver i couldnt figure out why my objects were placed half up and half down ty sosososomuch
Glad it helped!
Adore your video's. Always comprehensive as you explain the how & the why. Totally Awesome!
Hi good but! you know to avoid the collision between particles?
Thanks for the sharing! I have one question: how to avoid overlapping particles?
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?
thanks for this tutorial its the only one that worked and it worked well and was easy to understand
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!☺
Great tutorial! Maybe it is too late to ask this but: is there a way for the objects to not go through each other?
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.
Very well thought out and explained tutorial. You're an excellent instructor. Much appreciated. [just subscribed]
pls make a vdo on geometry node for instance object and how to add two or more different objects at a time.
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
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 Essential. Thank you so much!
Glad it was helpful!
Thank you! Really helpful! But is there a way of saving just the particles as objects, without the emmiter?
In the Modifiers Properties, there will be a Particle System modifier (with whatever name you may have changed it to). Click the "Make Instances Real" button. Then Apply the modifier, like you would with any other modifier. Now all the scattered cubes and whatever are simple objects as if you made them manually. Toss them into one Collection while they're still all selected.
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.
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
Very useful tutorial. 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
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
can we make other objects collide to these particles
You are amazing
This was just what I was looking for I'm making some floating rocks BUT can I make the original object invisible?
I figured it out, Veiwport display> hide emitter
How to to stop it colliding eachother? Could you please help me?
Sir any idea how?
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 :)
Is there a way to make the plane invisible while keeping the associated particles visible?
Thank you so much you made my day great!
is it possible to particle an object with children and make it real which generated objects are parented as original?
Thanks for the video
I want my particles to follow the shape of my object (round surface), but I also want all of my particles to be rotated 90 degrees (from how they are now). Is there a way to do both?
Nevermind, I found out what to do. If anyone else is having the same problem. You need to rotate the particle object in edit mode, and set the orientation axis to 'normal'. The particles will all rotate, but will still follow the shape of the object
@@sennacookie5043 thanks for figuring it out AND replying to your own question ! This was exactly what I needed to do and scratch my head for an hour untill I found your comment! Thanks again!
Could you tell me more detail? I also have the same problem, but not yet figure out. Thanks!
@@linhoan4124
I don't really know how to explain it better, but if it's not helping, you might have a different problem?
I think (but it's a while ago), just set orientation axis to normal, select the whole particle and rotate it with 'r' in edit mode
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.
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
Thank you so much for this tutorial
I guess there is a displacement texture on the second plane but you are in material preview, how is that we can see the texture? Thanx for the tutorial, really helpful.
Well displacement is a rendering feature, so you're not going to see the displacement outside of rendered mode
how about rotation on particles blendere 3.0 , I can not find, Thanks to helps :)
My hair particles are only being placed in the center instead of on the face, why is that?
thank you, it help me a lot
Glad it helped!
Super useful. Is there a way to disable rendering of the geometry, but still render the particle system which is tied to that geometry? So in this example, render all the cylinders as if the ground was still there, without rending the ground itself.
Yes, it's in the options panel
Thank you! It's easier for my poor computer to handle particles instead of duplicating objects many times
Broski how do I animate these objects? I wanna make multiple rocks and also I want them to move like a sand -like wave like motion, I don’t want them intersecting, but kinda shifting around, moving in a tight area would this tutorial get me there ?
Very helpful!! Thank you!! 😀👍
Glad it was helpful!
Thank u so much!
Thanks buddy!
very nice tutorial, I want to make a squadron of bi-planes. The propellor would have to be a separate object that rotates so how would you make that happen
Well basically like you've described - model them as separate objects and animate the rotation of just those objects?
Thanks
Thank you very much...love this... youve helped so much...😲
My "hairs" are placed at the bottom of the objects. What can I do????
idk if u fixed it or not but First delete whats particle modifier u did and select your object
-go into edit mode, click on the arrow next to "Overlays" in the upper right which is to the left of the "X-ray" button
-under "Normals" click on the third picture which says "Display Normals" if you hover over it.
- Then it should show a blue line on your object, if it is facing at the bottom, that means you need to flip the normals so that the blue line is facing on top.
-To do this select the faces of the normals are facing on the bottom and click "Mesh" on the top left, go to "Normals" and click on "Flip".
Now your blue lines should be facing the top and then you can do your particles~~~
Rotate the plane that's what I did
How can I make 3 or 4 times random big for hire render object?
YES! Thank you!
just finished watching your previous one... great stuff Jus.... now talk about Twinmotion 2020.2 its mindblowing... Lumion is getting scared now!!!!LOL.. cheers!
Yeah - I haven't been able to download it yet due to my internet unfortunately
Nicely explained and good tips. Thank you. Leaved a like, comment and a SUB
Awesome, thank you!
Thanks!
No problem!
Great tutorial thanks a lot ! Just one question, why does the orientation have to be Global X and not Global Z ?
I have yet to hear from anyone expert with Blender, dev or artists, as to exactly how that works, why all the "particle" objects seem to pick up a 90 degree rotation. One of those mysteries - just click an extra UI control or two and get on with life.
thank you tutorial guy i love you
LOL - glad I could help :)
When trying to use particles all of my particles end up appearing either far below or far above the mesh I have. Is there a way to fix this?
When I try to set the origin point it gets closer to where it needs to be but it doesn't get there entirely on top of that clicking object rotation causes it all to disappear in some cases.
Don't know for sure - have you applied rotation and scale?
@@TheCGEssentials yes I did apply both rotation and scale
thank you
My blender just crashes when I press the hair button
For some reason sometimes the rotation of the object turns to 90 seemingly randomly
Could you make a character rigging/ animation tutorial pls? Thx!
It all works great except for my objexts are sitting above the mesh.. floating.. what am I doing wrong?? daad????
Try moving the origin point of the objects, like at 4:34
I'm having trouble adjusting my hair length up above IRL 😅 4:11
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.
this MIGHT be Zark Muckerburg
this is joker before hitting rock bottom
Seems rude. Why say something like this?
Jesus that opening scared me...
Well now you know
bro when I choose hair, nothing happens
Does anyone use 1.5 times speed watch this video?
aaaAaaAAaAaAaAaAa
huhuhuhhWHats Up GuYs?!!?!? wtf was that?.... stop it
No?
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)
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 ?
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.
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!
How to fix overlaping meshes?
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.
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
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.
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
pretty cool Ernest. Is there a way to give them physics so they don't grow inside eachother?
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.
You just opened up an entire new world I wanted to learn so badly. Thank you so much!
Great tutorial! Can you animate random motion of the particles across the surface?
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?
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?
well thats good for cubes and cones, but when you have buildings, when you randomize in any global axis it doesnt turn them in place verticaly randomized. buildings are not hairs...
....