The percentage of particles displays in the viewport are a certain percentage but the amount of particles rendered will always be 100%.
Next under particle generation choose a user rate of 3 (This controls how many particles are to be created per frame).
Under Particle Motion
- choose a speed of 1.97
- a variation of .276
- Tumble 0 and Tumble Rate 0
My frame count is 250 so I chose an Emit Start of -250, Emit Stop and Display Until of 250. Chose 36 for Life and 34 for Variation.
Under Particle Size choose 2.24, Variation 2.39, Grow For 5 and Fade For 29.
The speed of the particles determines how fast the particles are moving. The variation allows for various particles to travel at different speeds. Life determines how many frames the particle will live for. One particle will last for 36 frames in this case.
Next under Particle Type choose Instanced Geometry. This allows the particle to be any mesh or geometry created in the scene. By doing I have created a custom particle.
Next create a sphere of a radius of 3.625 and 32 Segments and add a noise modifier to the sphere.
Under the noise parameters, choose
- Seed 0, Scale 4.777,
- Roughness 0,
- Iterations 4.48
Under Strength make X: -2.87, Y: 5.59, Z: 12.182.
Go back to the particle emitter parameters, under particle type, it should already have Instanced Geometry selected. Scroll down until you see a button that says Pick Object. Click on that button and choose the sphere you just created. Right click on the sphere and choose hide selected. Now the particle emitter should emitting many little spheres.
To see this change your viewport Display from dots to mesh. (be careful as this could crash your computer) then, switch back to dots to save memory.
Add the material to the particle emitter.I then did a test render, this looked very effective. Finally under the Material ID Channel, change the ID from 0 to 1.
In this tutorial it says to render using post which is not on this machine.
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