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See the Basic Particle Setup that Jean-Loïc added to his scene from the Node Library and modified. Learn some of the basic parameters of the Sprite Emitter for generating particles.
Hi, it's Jean-Loic Fontaine again for the second video of the particle system tutorial, and we're going to jump a bit more into the basic particle system. If you can see, I can drag one into my scene right now. By default, it will create just small particle systems like that, which pretty much looks like nothing. But with the good adjustment, you can turn it into something quite interesting. So I'll just delete that and jump into the basic particle system that I have here which is exactly the same thing as the one that just appear on the screen before with a bit of modification that I made in order to make it look better.
So for the scene, if you click on the small arrow here, you go into another layer of the Node View, which is the basic particle system. Okay, so the first thing you want to know about basic particle system is this node in here. It's the sprite emitter. If I turn it on, you can see right now that there's small dots that appear. The sprite emitter is a bit of a jack of all trade of particle. If you click on the little square here, you can open properties. This is the node that is responsible for generating all your particle and also managing all which is rendered. So if you see right now, when I open it on generation, you can see number of particle. This is the number of particle per frame that are going to be generated. Right now, it's set up to 40, so you can see that if I move the slider over here, there's way more particle systems that appear.
Here, there's the probability of generating any particle. By default, it is set to 100. I set it to 80. This view that at each frame, there is an 80% chance of generating 40 particles. If I will put zero, there won't be any particles generated. That is creating a bit of randomness, I feel, into a particle generation so I tend to always put it at on like 60 or 80 depending on the amount of particle I want.
There is also initial parameter. I haven't touched that. I am more using the 10th version of Harmony and initial parameter more than that. So I didn't use it for that example, but if you are curious about more what is do, always go in to the help and see it all, everything, each setting do. Here in the rendering, it's how the particles are visible on the screen. Right now, I set it render as dot, so you can see just bunch of white dots that doesn't look like anything, but it's really good in a view to see the exact effect of your particle system. Right now, I can see that there's crowding on the area. I'll come back after for the other properties and rendering.