Graphics Programs Reference
In-Depth Information
Figure 13.5
The particles are emitted as orange squares, as seen in
the 3D window with the sphere selected.
Figure 13.6
Rendered image at frame 100
frame 100; the particles will now be displayed as they occur at frame 100. Render the scene
(press F12) and an image will be rendered showing the UV sphere and the particles as halos
(fuzzy balls of light merged together) cascading downwards (Figure 13.6). If the animation
were to be rendered as a video, you could play this in action. Press Esc to cancel the image
and return to the 3D window.
Note that particles emit their own light, therefore it is not necessary to have a lamp in
the scene. If the default lamp is deleted from the scene, the image rendered will show the
halos but the emitter object will be black. The reason that the emitter is seen at all is because
the render has a default gray background. If the background were black you would not see
the emitter.
By default, Blender renders an image at 50% of the 3D window size. If you want to
change that, go to the properties window - “Render” button and change the percentage
value (drag the slider) in the “Dimensions” tab - “Resolution” button. You can also alter the
“X” and “Y” values above the percentage slider to vary the aspect ratio of the image.
In essence, the previous example demonstrated a particle system being applied. It is now
time to progress and discover how to manipulate the system. In the previous demonstra-
tion, the particles emitted from the sphere cascaded downwards; this was meant to create
a realistic scene because a gravitational effect was applied. We will now turn that effect off.
Go to the properties window - “Scene” button and remove the tick from the little box in the
“Gravity” tab (Figure 13.7). Set the animation in the timeline back to frame 1 and replay the
animation (Alt + the A key). This time the particles emitted from the UV sphere disperse
in all directions away from the sphere (Figure 13.8). Note that the particles seem to only
move for a certain time and disappear before the end of the animation; obviously there is
something happening to cause this.
Take a look at the properties window with the “Particles” button activated and look
at the “Emission” tab (Figure 13.9). You will see the following values: “Amount: 1000,”
 
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