Creating the Particle System
- Open the
SIM_e1_Leak scene from the
Tutorials project.
- You can
hide extraneous elements in the scene by choosing Layers > Layer Control. Deselect View for the other_tires_n_stuff
layer.
Create the particle cloud
First, you must create the particle
object itself (called a particle cloud) to define the basic
particle system.
- Select
the small disc (the leaky valve) above the tires in the C viewport.

- From the
Simulate toolbar (press 4), choose Create
> Particles > From Selection.
- In the
ParticlesOp property editor that opens, select Interactive
as the Execution State
if you want to have the particle animation update interactively as the
particle parameters are changed. If not, you will have to move the
playback cursor to see the effect of a parameter change.
- Leave
the default values for Start Frame, Duration,
and Particle Percentage as is.
Lock the property editor to keep it open (click the lock icon in its
upper-right corner).
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The Particle Percentage controls
the number of particles that originate from emitters belonging to a particle
cloud.
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Define the particle type
Now rename and define the main
particle type, which are the particles originating from the tank's valve:
- On the
Emission page, beside the ParType
text box, click Edit, then type From_valve in the Name
text box. Close that property editor.
- Back on
the main Particle_Type > General property page, enter these values for
the following parameters:
- Maximum Life: 4 (seconds)
- Maximum Life Variance: 1.2
- Size: 0.1
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Switch to Shaded display mode in a
viewport to see the size of the particles.
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- On the Emission page, leave the default values for
Generation and Emission Direction as is: Generation sets the point of origin of the
emitted particles, and the Emission Direction
sets their direction.
- The
other parameters control the density, speed, and spread angle of the
emitted particles. Enter the following values:
- Rate: 350 and its Variance: 50
- Spread: 15 and its Variance: 7.5
- Speed: 1.4 and its Variance: 0.5
- Leave
the rest of the parameters at their default values (Inherit Vel considers the source's
velocity, if it is in motion).
- Move
the playback cursor to frame 40 to see what the particles look like.

Setting Up a Second Particle Type for the
Death Event
When the From_Valve particles hit
the ground and die, a second particle type is emitted at the ground. You need
to define this second type:
- On the
Particle Type > Death Event page, click New
to create the decay particle.
- Select Particle_Type in the box and click Edit.
- In the
Particle Type property page that opens, enter the name From_Ground for the decay particle.
- Set the
Particle Size to 0.08, leave the
other parameters as they are, and close the property page.
Now you have to define how the
From_Ground particles will behave after the From_Valve particles die off.
- Complete
the Death Event information:
- Set
Number to 10. This means that for
every dead From_Valve particle, 10 From_Ground particles are generated.
- Set
Inherit Vel to 75 so that every
new From_Ground particle inherits 75% of the velocity from the From_Valve
particles.
- Set
Spread to 60.
- Leave
the default values for the other parameters and close the property
editor.

Applying Gravity to the Particles
Apply a natural gravitational force
that will affect the particles.
- Choose Get > Force > Gravity from the
Simulate toolbar and accept the default Amplitude
value of 9.8 (earth's gravity).
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If the particle cloud is selected
when you create a force, it is applied automatically to that cloud-you don't
need to apply it with the Apply Force
command.
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- To see
the gravity icon in the viewport, click the eye icon in the title bar and
choose Control Objects. Remember
that you can keyframe any kind of S\R\T
transformations on the gravity icon.
- To
apply the force, select the cloud icon and choose Modify > Environment > Apply Force
from the Simulate toolbar. Pick the gravity icon to apply it to the
particle cloud.
Setting Up Obstacles
Next, specify the obstacles that the
sludge can slide down the tires and the ground.
- Select
the cloud and choose Modify > Environment
> Set Obstacle from the Simulate toolbar. Pick both tires,
then the ground, and right-click to finish.
At this point, if you enter values
in the Obstacle property editor, they
will be applied to all selected obstacles. Instead, to give the obstacles
unique properties, select them individually in the viewport while keeping the Obstacle property editor open (click its Lock icon),
then modify their values:
- Select
the ground and change its Obstacle Type
parameter to B-Plane.
- Enter
these other values for the ground:
- Friction: 0.5
- Elasticity: 0.35
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Select Double-face
Collision for when the particles hit both sides of an object's
face.
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- On the
ParObstExtSparks page, select From
Valve in the box and change its Mode
to DECAY.
- Shift+click
to multi-select the tires and use Actual
Shape for the Obstacle
parameter. This setting creates a more precise simulation by considering
the actual geometry of the obstacles.
- Enter
these other values for the tires:
- Friction: 0.75
- Elasticity: 0.25
- Close
the Obstacle property editor.
Play the simulation to see the
particles going around the tires and bouncing on the ground.

Applying the Blob Shader
- Select
the cloud, then choose Get > Shader >
Blob to apply a shader that makes particles look somewhat like
metaclay objects. To open the blob shader's property editor, select the
cloud icon and choose Modify > Shader.
- Draw a
render region (press q) around the
particles and note how they are casting shadows.
- Notice
that the particles are too big coming out of the valve. You can animate
them to grow from a small size to the normal size. To do this:
- In the
explorer, expand the cloud node so that you see Particle Cloud, and click
on its icon to open the ParticleOp property editor.

- Click
on the From_valve tab and animate
the size of the From_Valve
particle type:
- Move
the playback cursor to frame 1, set the Size
is 0.07, and click the animation icon beside this parameter to set a
keyframe.
- At
frame 30, set the Size 0.1, and
set another keyframe.
- Select
the Age% mode beside the Size parameter: this means that the
variation of the size of the particle is proportional to its age-as it
ages, it increases in size.
