Separate Particles creation from an object
so particals will be an entity for them-self.
it will help with display option sometimes speed up the work will have the chance to emit them from any desired object
so particals will be an entity for them-self.
it will help with display option sometimes speed up the work will have the chance to emit them from any desired object
17 Comments
Well, the current Blender behavior is not that different. Under the hood. The only difference is that for some parts, you have to set up yourself :
I suppose it wouldn't hurt if there was some new entries in the Add Object menu, which will allow to add simple wire frame displayed cube with a standard particles system. Almost like the quick effects menu.
* @-L0Lock- * i know that ,it is difrent ,for this moment articals are treated in the ui like mash object + in other softwaeres particals can be emited from difrent kined of objects splines null the emiter itself is an object ,blobs ,vdb object ,nurbs
in blender only from polygon object i work this dayes on a shot with 8 partical system if i need to turn them on or off i need to select the object select the particals tab sand select the chack box
* @Jason van Gumster * this is basic stuff{attachment emiterpng}
in blender partical is like a modifier you attach to polygon objects while in other 3d app thy are a system a seperet element you create emitter and select where to emit from,
plus in one click you will hide gust the particls {attachment particalspng} BLENDER
C4d{attachment c4d_display_optionspng}
* @aabrany * Show how you would like to see it work in Blender . Screenshots of other applications aren't particularly helpful in this case. How would you define emitters in Blender's interface, for example?
* @Jason van Gumster * it is the same in every software except blender and i worked with, 3dsmax ,maya c4d ,xsi ,clariss ifx ,x-particals
so i think it is very very helpful see other programs in action i don't care how the icon will look like and where it will be positioned the concept is what that is mater and the partical concept in blender is clumsy like the layer system was clumsy and the render viewer is clumsy
* @aabrany * We differ in opinion on a lot of this, but that's not relevant. In order for a proposal to be actionable , it's best to show how it should work in Blender . Every application has different ways of doing things. Some differences are more subtle than others. If someone is going to go through the effort of making this feature for you, then the least you can do is go through the effort of showing how it would fit with the rest of Blender.
* @Jason van Gumster * I understand you , but i don't think it needs a picture of a square shoting particals to understand the consept ,if blender developers will need help to understend what i meen witch thay do so i will do this ,this is a more development related fetcher.
* @aabrany * It's not about a square shooting particles. I had other questions that you didn't answer. How would you define an emitter shape (be it a mesh or curve or metaball) for your particle source? Would the particle source be a special variation of an Empty (like Wind and other Force Fields)? These are workflow questions that you can't just assume that someone else will get right the way you envision. You need to be specific.
* @Jason van Gumster * yes i did , particals for now are emitted from poligon obgect, the very simple and very basic thing i suggested is that particals will be sperate object LIKE IN EVERY OTHER SOFTWARE, whan you will create apartical system it will be the most elementary thing ,a square shooting particals LIKE IN EVERY OTHER SOFTWARE I USED (3dsmax,maya,c4d,xsi,unity,clarisIFX,Hudini)
But i took your advice, i finger you already noticed
Cheers {attachment particals_Ajpg} {attachment particals_Bjpg}
* @aabrany * I like that you have the choice between emitter object and already created object. What's the third option ?
* @-L0Lock- * predefined setups ,fireworks,tornado,wind,fire and so on
* @aabrany * If you create a basic emitter, would the user be able to change it to use another object as an emitter? Where in the interface would they do that?
* @Jason van Gumster * In its settings after creation, you will be able to choose from where particles will be created. As in this video youtube.com/watch
* @aabrany * Where would this be in Blender ? In Particle Properties? Which panel? Would it use that object directly or create an instance of the object at the location of the emitter? This is why complete mock-ups are so important.
* @Jason van Gumster * after the emiter will be a separated entity it will have its own properties like every other object ,particals properties will not be part of the emitting object
* @aabrany * Then this definitely needs a mock-up.
How would this look in Blender's interface? How would you envision a Blender user adding and modifying a particle system? Screen mock-ups are a big help.