Interesting; does it allow us to do something more with particles than what we already can? Could you give me some of practical examples (the ones from second video are possible with current system I guess).
@rozmiarek
If you mean me.
I am not sure, I couldn’t test the Particle Branch jet. But Something Like the Arrow Pointing was not Possible Before unless you Rotate the Emitter Mesh.
And if I understand it Right is it now Possible to Activate Secondary Particle systems through Conditions.
Like The Arrow Hiting a Person and the Person Catches Fire or something like that.
Looks very interesting! Starting to look more like Softimage’s ICE Once you can expose any object attribute, it will be extremely powerful.
Curious about the ‘rate’ setting and such: how would that work with static particles? Say if you want to distribute particles across a surface (hair, instanced grass, any static instanced object, etc.) … I imagine there will be more options for controlling how the particles are generated?
Wasabi2007 - arrow pointing was possible, I mean it was possible to let particle rotate along to particle normal (like an arrow); about second example - you mean we are going to regain effector (if I remember the name well) and reactor particles?
It is Possible but you have to do it manually.
edit: sorry i misunderstood it, i mean the Pointing towards the empty for the initial emssion.
I think so. If i am Remember Correctly, was one of the main reasons to develop the Node-Particle-System to give the Particle more power to interact with each other, or not to say to make the particles smarter.
I kind of think that it would make sense if the particle settings went in the Modifier stack… It seems odd to have an empty modifier and a whole new tab for particle settings. Unless I’m missing something?
Looking at the video, it really is starting to look like a powerful and flexible system for doing particle effects, it also seems like the Blender development fund is becoming very successful when it comes to facilitating the creation and completion of powerful new features and functionality.
I would think that once we see the integration of the Bullet engine for particle physics as well as collision, we could see something truly powerful for mass-scale effects, I also would only imagine if some of the mathematical and object-fetching abilities shown here is ported to the Cycles material system so they can also be used there. :eek: