That means I need two particle systems, one for each object. One thing that’s kind of tedious is that the trunk and branches are one object and the leaves are another. That means that if it’s straight up-and-down here, it’ll be lying on the ground when the particle system places it.įor this particle system, in the Render section of the Properties bar, I choose Object, and then selected “tree” (the name of the tree object) in the Dupli Obj box. This is because I’ll be using another particle system to place trees on the planetoid, and particle systems align objects along their X axes. I wanted some cool, dappled light under my canopy of trees. The default settings made for too barren-looking a tree for my taste, so I tweaked them to get some more branch subdivision and consequently more leaves. I wanted my planetoid lush.įirst, I generated a tree using the Add Tree tool.
![donut particles blender guru donut particles blender guru](https://i.pinimg.com/originals/5d/2b/83/5d2b83545dd09b981320194da4c71152.png)
Yes, I know the grass looks like solid color blobs from this distance. I created a particle system, and played with the waving and clumping settings until I had results that I liked: The result is long strands radiating out from an object, like hair or grass.
![donut particles blender guru donut particles blender guru](https://i.ytimg.com/vi/rKPSB8tcXhQ/maxresdefault.jpg)
That same tool can render an object along what would have been the particle path.
![donut particles blender guru donut particles blender guru](https://i.redd.it/ludua7bxww4z.png)
Like many 3D tools, Blender has a particle system for animating systems of particles acting together, like fire, water, or smoke. Here’s a render with the material applied: This one is called Earth_terricciogillan, and has the rough sandstone look that I wanted: Next, I added some color by importing a material from the Blender Presets collection. I used Blender’s “Clouds” texture with almost no tweaking… This modifier takes the color or grayscale values of the pixels in an image and uses them to control how much the surface is distorted relative to its normal (the direction perpendicular to its face). Now that there was plenty of geometry to work with, I used a displace modifier to deform that geometry. Then I used a subsurface modifier (3 levels for the working view, 4 for rendering) to add more surface detail: I started with a simple torus, made using a standard primitive with a few tweaks to the dimensions: That’s a whole other project for now it’s pre-rendered stills and video only.
![donut particles blender guru donut particles blender guru](https://media3.cgtrader.com/variants/fyNWHfEjT61HsR7jprPX3uqJ/40073f86dea5cc27b3e46b911284f10ff35833da74046da55f55f229c8993de7/donut%202.png)
Some of the best I’ve used have been Blender Guru and Blender Cookie, but you’ll find many at the forums in the previous paragraph.Įventually, I want to make it possible to move a virtual camera over this interestingly-shaped landscape in real time, in the manner of a first-person shooter, using Blender’s game engine. This is meant to be very introductory and not an exhaustive tutorial on how to make things in Blender there are plenty of those already. For those who want to know, I started this model in Blender 2.5, and am currently using 2.61. For more about this amazing program, see or one or the excellent user forums such as the Blender user community or. Here’s an attempt to make a torus (doughnut)-shaped planetoid in the free 3D modeling program called Blender. Yeah, I know the physics of a habitable planetoid are ridiculous, but this is one case where I don’t care. Maybe it’s because I read The Little Prince at a young age, but I’ve always liked the idea having a tiny planetoid to explore, like a secret garden.