
Turn off the normal velocity to zero.
Under field weights tab turn off the gravity to zero. Play the scene to see the particles in action. Nothing happens!
We made a small mistake. We chose the wrong mesh.
Select the second last layer and see the particles. Also increase the particle per face to one.
To avoid confusion we can move this mesh back to the first layer. Press m and chose laye1.
Also move the text m to the second last layer.
Rename the text m copy to particle emitter.
Now we need something to instance copy.
Add a cube mesh to the scene.
Add a new material and change the color. Rename the material to cube.
Also rename the cube to cube text.
Move it to the side so we can see the particles.
Select text particle and chose object under render option.
Chose cube text as object.
See now our text is filled with cubes.
Change the size to 0.02.
We need to increase the upscale of the particles.
So select the cube and scale it in z axis. Now the problem is we have the particles with z scale in both directions. We don’t need that. So undo the scaling.
In orthographic view, place the pivot at the bottom of the cube.
Go to object, transform, origin to 3d cursor.
Scale in z axis to desired value.
Move the cube to the last layer.
Remember to save the scene periodically.
Change the renderer to Cycles.
We need to add random colors to the cubes.
Select the cube and go to material tab.
This will add a diffuse material.
You can change the diffuse color and see the result.
But in order to get random colors we need to add some connections.
Make some room towards the right.
Change the properties tab to node editor.
Get rid of tool box by pressing n.
Click add, input, object info.
Connect the random output to the color input.
This will change the instance to change the color to random color in grayscale.
We need to add another node to get some colors.
So go to add, color, hue and saturation. Drag and drop it between object info and diffuse node.
Reconnect the random to hue node.
And change the color to red.
Also plug the random node to factor of hue node.
If you play the scene, there is no color change.
Jump back to properties menu.
Change the life time to 25.
Play the scene to see the effect.
Increase the number to 4000.
Change to render mode and see the result.
Play the scene to see the result.
Add a name to the cache.
We need to add the musical cubes.
So go to add, object, grid.
Change the radius to 2.
Turn on wire and draw all edges to see the cuts properly.
Change the x, y and z transformation to 0.
Scale the grid enough to cover the text.
Shift select the second layer to see the text.
Rename it to grid cube.
Skip the edit mode and duplicate it.
Move it to third last layer.
Go to the last layer and select cube.
Rename it to cube grid.
Duplicate the cube material by pressing the plus button.
Go back to second layer.
Select the grid and apply new particle settings.
Click on the particle settings and chose the first one. This is the text particle.
Play the scene and see the effect.
We can duplicate the particle settings by clicking the 2 icon in particle settings.
Delete the cube text under object selection.
Chose Cube grid as object selection.
Select cube grid in outliner and change to rendered view.
We need to assign different shading to these cubes.
Delete the object info node.
Add a particle info node.
Plug the location to the hue.
Change the end value to one.
Change the number to 600.
We need to add the text mask for the grid.
So in second last layer, select the text m.
Add some thickness and apply.
In the second layer select grid and add a Boolean modifier.
Move the Boolean to the top.
Change the operation to difference.
In edit mode delete the extruded faces.
Now change to blender render.
Turn off time under influence.
Turn on density and size.
Rewind the scene to see the effect.
Add a single key frame for offset x and scale x.
Select key, bake sound to F-curve.
Select the sound file and bake.
Select the same sound file used for baking.
Play the scene to see the sound visualization.
Select the grid cube and go to particle settings.
Change the emission number to 2000.
Change to cycles renderer and render.
Shift select the first layer.
Time to add musical lights.
Turn back to solid mode.
Select the grid cube.001 and also third last layer.
Move it to third layer.
Shift select second and third layer.
Select the first layer and delete the default light.
Select the grid cube and move it upwards.
Rename the grid cube.001 to grid light.
Go to particles and add new.
Rename the plane to light plane.
Move the light plane to last layer.
Choose the light plane as dupli object.
Under particle settings turn off the emitter rendering.
Turn off wire and draw all edges.
Also choose the bounding box.
Now increase the particle size to 0.19.
Now select the light plane and under object properties, turn off camera ray visibility.
Plug the size to strength.
The size value is not enough to produce the necessary lights.
So add, convert, math node and drop it between particle info and emission node.
Increase the value to 4.
Do a disk cache for all the particles.
Add a good camera angle, set the render settings like sampling to get a good renders.
If you want to know more about rendering watch my previous tutorials.Alexey Kucherenko
NodeJS Developer
Alexey is a full stack engineer in the nowhere digital team. His main responsibility is working on nowhere’s next-generation meetings product. He is passionate about working with intensely complex technological problems, applying elegant and clean solutions.
Alexey has more than 10 years of experience working in different positions with different IT companies and startups around the world. He loves to work on open source projects. In his free time, he likes to spend time with his family and play team sports. His other passions include chess, table soccer, and real time strategies in computer games.Piano
John has been playing and teaching in Chicago since relocating from California in 1997. A jazz player with a love for pop music, John is known for his lyrical, understated style. He has 3 CDs to his credit. The most recent, A FEELING OF CHRISTMAS (2008), is a collection of Christmas carols and hymns arranged for jazz trio. Currently, John tours nationally as a keyboardist for acclaimed smooth jazz and soul guitarist Nick Colionne. He can also be found most Sundays playing in worship at Lakeview Presbyterian Church.
John is a very caring and patient teacher who makes every effort to help students play the music they want to play, while never losing sight of such basics as rhythm, fingering and phrasing, and note reading.
Education: Bachelor of Music in Jazz Studies - San Diego State University
Associate of Arts - Fullerton College
Started at the Old Town School in July of 2010As I mentioned last week after the holiday, there is more activity this week, and things have warmed up. However, I was talking about real estate, and, in the meantime, our local temperature will approach 80° today, and we are in the second week of December! It was short-sleeve day today. Back to real estate, there are a number of new listings this week and that certainly worthy of a look.
9400 READCREST ROAD (15-960927) The first new listing this week is a stunning mid-century modern-style home with panoramic ocean, city and canyon views, located on a quiet cul-de-sac in the Beverly Hills Post Office (BHPO) area. This three-level home has four bedrooms and three and one half bathrooms and features floor-to-ceiling walls of glass, a media room, a gym and a gourmet kitchen. The home is on a 9,335 square foot lot with a resort-style swimming pool, spa and waterfall. Asking price for this BHPO view-home is $4,795,000.
9108 LEANDER PLACE (15-962137) The next highlighted listing this week is a custom-built contemporary-style home with breathtaking jetliner views, located in the BHPO area. This two-story home has five bedrooms and six and one half bathrooms and features two master suites and exterior walls of Venetian plaster, for a total of 5,350 square feet. The home is on an 11,125 square foot lot with a solar-heated swimming pool. The asking price for this BHPO view home is $6,888,500.
2670 BOWMONT DRIVE (15-962457) The last highlighted listing this week is a stunning Mediterranean-style estate with views of Catalina Island, located in the gated Bowmont Estates community in the BHPO area. This two-story estate has seven bedrooms and ten bathrooms and features a luxurious master suite, a family room, separate guest quarters and an eat-in