This tutorial covers how to put a particle emitter into your scene. Then how to give those particles a hypervoxel texture.
Learn how to model, texture , and animate a fountain using a combination of solid geometry and a particle system.
(note: invert the droplet weight map… I accidentally weighted the droplet area 0% and the outside and inside waves as 100%.)
The opening video of the final render is on a three second loop so the final result looks way better than the preview.
Adjust the speed of the waves two ways:
1.) alter the “wave speed” of the ripple texture
2.) alter the Y channel’s distance per second of the turbulence and/or fractal noise (or the crumple “bump map”).
Getting the three types of particles to change from one into the next. This does not involve any collisions, but is based entirely the timeframe of the particles. I suppose you could chain any number of emitters together by parenting them and have the appearance change. LW 11.5.
Autor: Fred Slocombe