blender hair particles experiment - top down
I animated a hair particle system and placed the camera right above the plane
you can download the blend file here
Boid Particle experiment 5 - Fight
For this experiment I used 2 interacting boid particle systems in blender
you can download the blend file here
Boid Particle experiment 4 - Lights
for this experiment I turned some boid particles to curves using the bTrace addon
you can download the blend file here
Boid Particle experiment 2 - Crawl
For this animation I used a boid particle system and made it crawl on land
you can download the blend file here
Boid Particle experiment 2 - Surface
For this experiment I used the cubemesh surfacer on a boid particle system
you can download the blend file here
Boid Particle experiment 1
For this animation I used a blender boid particle system
you can download the blend file here
keyed particles experiment 2 - time
For this animation I used a keyed-particle system and changed the time and the duration values for each stop.
I used a sphere and two cubes as my particle emitters. The first particle system is a particle system on the sphere with no physics to make the particles static.
Then the keyed particles move on to a particle system on a cube where the particles get moved my a forcefield.
Then the keyed particles move to the second cube where the particles again have no physics but are distributed in a grid.
And finally the move back to the sphere where they started.
you can download the blend file here
keyed particle experiment
For this animation I used 3 different particle systems and one that uses them as target for a keyed particle system.
The first particle system has no physics at all and sits on a cube. The second particle system uses fluid particles. And the third one uses newton particles on an ico-sphere that get influenced by a forcefield.
you can download the blend file here
Volumentric emission shader
For this animation I have used an emission shader in a volumetric material for the first time. I added the shader on top of a volume scatter and a volume whatever shader and used a gradient curve to modify the density values for the emission shader a bit.
The input for the density function is a Point-Density Texture which is connected to a particle system.
The results aren' t quite as I expected them (which is kind of a recurring theme in my blender experiments :-) ) But I really like how it looks.
you can download the blend file here
Exploding Torus
I made another animation featuring the explosion modifier. This time i used a torus as the base mesh.
The particles are influenced by a texture-force field using a colored cloud texture. To make the shards better visible I used a solidify modifier after the explosion modifier.
you can download the blend file here