Child Emitter

  • Child Emitter - Emit over Life
  • Child Emitter - Emit Continuously
  • Child Emitter - Emit on Collision

Groups

First of all, you need to create groups for your particles. To do that, you need to go to Simulate->Thinking Particles->Thinking Particles Settings

 

You can Add/Remove groups using the right mouse button. You can also create hierarchies. After you created the groups, you just simply need to drag it into the Particle Group User Data. You can also modify the view type and color of the particles.

Particle Type

Generate Over Life: When the main particle dies, the child particle(s) will be generated.

Generate On Collision: Set the Deflector Object (Polygonal Object), if main particle collides, child particle will be generated.

Generate Continuously: Generate child particles from main particles at every frame. Remember to set Time Settings as well.

Particle Settings

Set the number of particles, adjust life/speed/size/distance (distance sets an offset for the particles from the original birth position).

Birth Settings

Select where you want to birth your particles from. To use surface/volume option, you also need to set the surface/volume type, and also add the object to the “Object to form”  user data.

Emitter Settings

If you select to birth from an emitter, you can adjust it’s shape, and size. You can move/rotate the emitter by moving the Standard Emitter Null Object.

Time Settings

Set the start and end frames, and also, you can how often to emit particles. Use this option if you want to generate trees/flowers with hair.