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Editing non-hair particles - teaser

24

pointcache_editJahkawrites on the Jahka Particles blog:

First non-hair particles have been edited in particle mode. It's all still buggy as hell, but I've got a feeling it's going to be quite nice :)

About the Author

Avatar image for Bart Veldhuizen
Bart Veldhuizen

I have a LONG history with Blender - I wrote some of the earliest Blender tutorials, worked for Not a Number and helped run the crowdfunding campaign that open sourced Blender (the first one on the internet!). I founded BlenderNation in 2006 and have been editing it every single day since then ;-) I also run the Blender Artists forum and I'm Head of Community at Sketchfab.

24 Comments

  1. I honestly think it should rather be called Blender 3.0?

    So much work has been done already, and new things keep getting added.

  2. Home Edition!!! no.. super professional complete extended of course ;)
    seriously, this is awesome news though, something I've wished for for a while (ever since we had the particle editing for hair)

  3. super OMEGA 3DMAGIX Blender eX3000 2009 double floupper pro-studio edition
    no shorter name could describe the awsomeness

  4. LOL I would agree with Ianvdl I think it should be called 3.0. I also think they should release multiple versions; just to seem more confusing like the other programs out there. JK
    BTW This particle editing feature seems really cool! Are you pretty much editing the paths that the particles use?

  5. How about "OHMYGODISTHATREALLYTHEBRANDSPANKINNEWBLENDERIHEARDABOUTBUTNEVERREALLYBELIEVEDWOULDCOMECUZITSTHEHOLYGRAILOFNEW3D!!!!2.5"

  6. Blender 2.5 makes sense enough to me. Let the software do the talking instead of the naming convention. :)

    @Jahka - Well done! My brain doing a little wander...

    A characters hand is set as an emitter mesh.
    Particles flow out from the hand.
    The particles get brushed into the shape of a monster face after a few frames.
    The particles get linked to the smoke simulator.
    The smoke sim gets linked to the volumetric renderer.

    And the whole thing works together to look awesome!

  7. Hmm...
    ad Ben:
    I think, it would be even better, if you could use a particle-control mesh for that (like in Fluid Sim). That would reduce the amount of brushing, you'd have to do, as the mesh already gives you the base shape...

  8. Well you could probably have the particles go from the mesh of the hand to flow into another mesh of a head shape, I'm just thinking that you could almost 'paint' the flow of the in between frames almost like painting 2d keyframes. You know, for fun and added control.

    I have controlled particles in the past with fields as sort of 'checkpoints' for them to flow to or away from, but the idea of painting them sounds very cool. :)

  9. This is a nice feature, great work Jahka!! Am I right in thinking that this would help with the ability to 'direct' vfx (smoke, fur, water et al) a bit easier? If it does and we can directly access the point cache data via 2.5's new python api, then man, this is (like I've already said!) a proper nice nice feature!!!

  10. Thanks for working on these amazing new features !

    Jahka, are you aware of these bugs ?

    [#19037] With Sequence of images, Textures parameters for particles not refreshed (So hair particles system not refreshed when changing frame in animation) and Density button not active in Blender v2.49a

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