From BlenderWiki

Jump to: navigation, search
Blender3D FreeTip.gif
IMPORTANT! Do not update this page!
We have moved the Blender User Manual to a new location. Please do not update this page, as it will be locked soon.

Children

Children are Hair and Emitter particles assigned subparticles. They make it possible to work primarily with a relatively low amount of Parent particles, for whom the physics are calculated. The children are then aligned to their parents. Without recalculating the physics the number and visualization of the children can be changed.

  • Children can be emitted from particles or from faces (with some different options). Emission from Faces has some advantages, especially the distribution is more even on each face (which makes it better suitable for fur and the like). However, children from particles follow their parents better, e.g. if you have a softbody animation and don’t want the hair to penetrate the emitting mesh.
  • If you turn on children the parents are no longer rendered (which makes sense because the shape of the children may be quite different from that of their parents). If you want to see the parents additionally turn on the Parents button in the Render panel.
  • Children carry the same material are colored as their parents.

The possible options depend from the type of particle system, and if you work with Children from faces or Children from particles.

Settings

Children options.
Simple
Children are emitted from the parent particles.
This mode is used for Emitter and Hair particles equally.
Interpolated
Children are emitted between the Parent particles on the faces of a mesh. They interpolate between adjacent parents. This is especially useful for fur, because you can achieve an even distribution. Some of the children can become virtual parents, which are influencing other particles nearby.
This mode works well for Hair particles and only for Keyed Emitter particle systems.
Display
The number of children in the 3D window.
Render
The number of children to be rendered (up to 10.000).


Children Simple mode.

For Simple Mode

Size
Only for Emitter. A multiplier for children size.
Random
Random variation to the size of child particles.


Children Interpolated mode.

Interpolated Mode

Seed
Offset the random number table for child particles, to get a different result.
Virtual Parents
Relative amount of virtual parents.
Long Hair
Calculate children that suit long hair well.


Effects

From left to right: Round: 0.0 / Round: 1.0 / Clump: 1.0 / Clump: -1.0 / Shape: -0.99.
Clump
Clumping. The children may meet at their tip (1.0) or start together at their root (-1.0).
Shape
Form of Clump. Either inverse parabolic (0.99) or exponentially (-0.99).
Length
Length of child paths
Threshold
Amount of particles left untouched by child path length

For Simple Mode

Radius
The radius in which the children are distributed around their parents. This is 3D, so children may be emitted higher or lower than their parents.
Roundness
The roundness of the children around their parents. Either in a sphere (1.0) or in-plane (0.0).
Seed
Offset in the random number table for child particles, to get a different randomized result.

Interpolated Mode

Parting
Amount parting in the children based on parent strands. Parting not available with Virtual Parents.
Min
Minimum root to tip angle (tip distance/root distance for long hair).
Max
Maximum root to tip angle (tip distance/root distance for long hair).


Roughness

Uniform
Amount of location dependent rough. It is based on children location so it varies the paths in a similar way when the children are near.
Size
Size of location dependent rough.
Endpoint
Amount of endpoint rough. “Rough End” randomizes path ends (a bit like random negative clumping).
Shape
Shape value of endpoint rough. Shape may be varied from <1 (parabolic) to 10.0 (hyperbolic).
Random
Amount of randomness rough. It is based on a random vector so it’s not the same for nearby children.
Size
Size of randomness rough.
Threshold
Amount of particles left untouched random rough. The threshold can be specified to apply this to only a part of children. This is useful for creating a few stray children that won’t do what others do.


Kink

Children Kink types and their settings.

With Kink you can rotate the children around the parent. See right picture for the different types of Kink.

Child particles with Kink. From left to right: Curl / Radial / Wave / Braid.
Types of Kink
Curl
Children grow in a spiral around the parent hairs.
Radial
Children form around the parent a wave shape that passes through the parent hair.
Wave
Children form a wave, all in the same direction.
Braid
Children braid themselves around the parent hair.
Settings of the types of Kink
Amplitude
The amplitude of the offset.
Clump
How much clump effects kink amplitude.
Flatness
How flat the hairs are.
Frequency
The frequency of the offset (1/total length). The higher the frequency the more rotations are done.
Shape
Where the rotation starts (offset of rotation).


Сhildren view simplification

Render and viewport views of all particle systems children in a scene can be simplified for the faster particles preview with Child Particles option in Simplify panel of Scene context.

Simplification Child Particles setting in Simplify panel of Scene context.
Child Particles
Global child particles percentage.


Render view and viewport visualization of interpolated strand children (with using strand primitive for particle render) can be simplified for the faster interaction particles workflow with Child Simplification option in Render panel of Particles context.

Child Simplification settings in Render panel.
Child Simplification
Enables removing child strands as the object becomes smaller on the screeen during render.
Reference Size
Reference size in pixels, after which simplification begins
Rate
Speed of children simplification on render.
Transition
Transition period for fading out strands.
Viewport
Enables removing child strands as the object becomes smaller on the screeen in 3D View.
Rate
Speed of simplification during preview in 3D View.




Blender3D FreeTip.gif
This is the old manual!
For the current 2.7x manual see http://www.blender.org/manual/


User Manual

World and Ambient Effects

World

Introduction
World Background

Ambient Effects

Mist
Stars (2.69)


Game Engine

Introduction

Introduction to the Game Engine
Game Logic Screen Layout

Logic

Logic Properties and States
The Logic Editor

Sensors

Introduction to Sensors
Sensor Editing
Common Options
-Actuator Sensor
-Always Sensor
-Collision Sensor
-Delay Sensor
-Joystick Sensor
-Keyboard Sensor
-Message Sensor
-Mouse Sensor
-Near Sensor
-Property Sensor
-Radar Sensor
-Random Sensor
-Ray Sensor
-Touch Sensor

Controllers

Introduction
Controller Editing
-AND Controller
-OR Controller
-NAND Controller
-NOR Controller
-XOR Controller
-XNOR Controller
-Expression Controller
-Python Controller

Actuators

Introduction
Actuator Editing
Common Options
-2D Filters Actuator
-Action Actuator
-Camera Actuator
-Constraint Actuator
-Edit Object Actuator
-Game Actuator
-Message Actuator
-Motion Actuator
-Parent Actuator
-Property Actuator
-Random Actuator
-Scene Actuator
-Sound Actuator
-State Actuator
-Steering Actuator
-Visibility Actuator

Game Properties

Introduction
Property Editing

Game States

Introduction

Camera

Introduction
Camera Editing
Stereo Camera
Dome Camera

World

Introduction

Physics

Introduction
Material Physics
No Collision Object
Static Object
Dynamic Object
Rigid Body Object
Soft Body Object
Vehicle Controller
Sensor Object
Occluder Object

Path Finding

Navigation Mesh Modifier

Game Performance

Introduction
System
Display
Framerate and Profile
Level of Detail

Python API

Introduction
Bullet physics
VideoTexture

Deploying

Standalone Player
Licensing of Blender Game

Android Support

Android Game development