can someone look at this clipl and explain to me how they did the waterfall? Not the modeling of the rocks or anything, just the particle system waterfall. I know it says “Halo particles with transparency” but that is over my head.
Thanks!
can someone look at this clipl and explain to me how they did the waterfall? Not the modeling of the rocks or anything, just the particle system waterfall. I know it says “Halo particles with transparency” but that is over my head.
Thanks!
They used Blender Internal renderer for the particles. At first I thought they must have set the render option under the particle system to “halo”, but you don´t have a lot of settings there, so what you get are these huge smudges of light. What you want to do instead is to create an object made up of a single vertex (like, create a plane, tab into edit mode, delete three of the four vertices, tab out and do “shift+alt+ctrl+c” and click “origin to geometry”, that way your vertex object has its origin where the vertex actually IS); then, go to the particle system and under “render” choose “object” and select your new vertex object; that object now needs a halo material, select it, add a new material (remember, this is Blender Internal, not cycles), and make it a halo material. turn down the halo size there to something like 0.050 (you´ll have to tweak a lot here eventually, as in the settings for the particle system itself). Let the animation run for a while (alt+a), until particles appear, pause, hit render. You´ll get tiny dots, hopefully. You want streaks, though. Quickest way: under the scene´s render options (little camera icon) activate “sampled motion blur”, turn the number to something like 5 for a starter (attention: factor 5 for your render times!), and while you´re here, go to the shading option and activate “alpha: transparent”, plus under “output” a little further down select a file format that actually supports alpha channels such as Tifs or PNGs with “RGBA” selected. Hit render again, remember: it´s gonna take five times as long because of the sampled motion blur, wait, and see. Voilà: streaky halo particles with transparency. Hopefully…
Possibly a better way to do the motion blur would be to activate the “vector” option under Layers (INSTEAD of the sampled motion blur!) and use that in the compositor to create a vector motion blur, there´s tutorials for that kind of thing…
BTW: cool idea to make a waterfall, combining projection mapping and a particle system, thanks for the hint! ;o) The tricky bit will always be the edge where flowing, transparent, reflective water tears off and becomes foam…
Paulion, that did the trick! Thank you for the detailed response.