Level 2 Flashcards
What are the ‘specs’ of a sprinkle sphere?
1mm x 6 rings x 12 segments
How do you flatten the ends of the sprinkle?
z to select z axis and then scale.
what feature do you use to generate loads of sprinkles from the one? (referencing one object and then duplicating it over the top of a surface of another object).
particle instances
how do you use particle instances to duplicate the sprinkles?
particle tab/+ button/hair/render as:object/instance object eyedropper: click reference object
What’s the difference between emitter and hair particles/
emitter are animated, hair are static.
how do you create random rotations for the sprinkles?
tick the ‘advanced’ tab in the particle instances menu, then check rotation, then set orientation axis to ‘normal’. then set randomise phase to something and a tiny little bit of randomise.
how do you access the weight paint mode?
control + tab to bring up wheel, then select it from there.
what do the colours mean on the weight paint mode?
blue = 0, red = 1, other colours = values inbetween.
how do you stop the sprinkles from slowing down weight paint mode?
click the little monitor next to the camera icon in the particle settings pane thing.
how do you control where the sprinkles land on the doughnut?
use weight paint mode.
how do you go back to object mode when you’re finished with weight paint mode?
control + tab, select object mode.
how do you tell the particle system to use the weight painting you’ve done?
Select that particular particle instance reference in the particle properties tab, then vertex groups > density > group.
a weight paint is essentially grouping vertices together, hence ‘vertex group’.
where will you find your weight painting after you’ve started to paint it?
object data properties pane (green triangle) then you can see ‘group’ under ‘vertex groups’. Delete it if you want and add a new one to create a new weight paint map.
What’s the best way to make randomised colours on the sprinkles?
mess around with the material nodes.
how do you randomise the sprinkle colours with material nodes? (Stage 1 - black and white sprinkles)
(2/2/1:30)
top bar > shading, select the original sprinkle (the original reference for the particle instances) on the top right main pane thing, shift + a to add a node, input > object info, random node bit to base colour node bit.
always make sure the object you’re applying material nodes to ACTUALLY has a material applied.
What’s the difference between the nodes screen and the and the standard settings pane to the right?
they have the same settings, but the nodes screen is more advanced.
what can you insert into the material node?
anything, you can even insert images.
what do nodes basically do?
allow you to reverence values for different things in other places
how do you randomise the sprinkle colours with material nodes? (Stage 2 - changing black and white sprinkles to multicoloured sprinkles)
(2/2/5:00)
shift + a > converter > colour ramp, +, click fac colour, choose colour, adjust that slider point on slider, again +, click fac colour, choose colour, adjust that slider point on slider, repeat a few more times. Change gradient type from linear to constant, otherwise it’ll choose all of the colours in between those colours too.
As an aside, you can then change the roughness of the sprinkles in the Principled BSDF node to whatever you like.
Why didn’t weight painting work when I tried to do it on a flat plane?
There were no vertices on the plane to paint onto. After I subdivided the plane, it worked.