Children#

Reference

Panel:

Particle System ‣ Children

Children are Hair or Emitter particles originating from individual particles. They make it possible to work primarily with a relatively low amount of Parent particles, for whom the physics are calculated. The children are then aligned to their parents. The number and visualization of the children can be changed without a recalculation of the physics.

If you activate children, the parents are no longer rendered. This can be enabled in the Render panel Parent Particles. By default, parent particles are not rendered because the shape of the children can be quite different from that of their parents.

Common Options#

Child Type
None

No children are generated.

Simple

Children are emitted from the parent position.

Interpolated

Children are emitted between the Parent particles on the faces of a mesh. They interpolate between adjacent parents. This is especially useful for fur, because you can achieve an even distribution. Some of the children can become virtual parents, which are influencing other particles nearby.

Display Amount

The number of children in the 3D Viewport.

Render Amount

The number of children to be rendered.

Length

Length of child paths.

Threshold

Amount of particles left untouched by child path length.

Seed

Offset in the random number table for child particles, to get a different randomized result.

Clumping#

Reference

Panel:

Particle System ‣ Children ‣ Clumping

Use Clump Curve

Use Curve Widget instead of parameters.

Clump

Clumping amount along child strands. The children may meet at their tip (1.0) or start together at their root (-1.0).

Shape

Form of Clump. Either inverse parabolic (0.99) or exponentially (-0.99).

Twist

Todo.

Use Twist Curve

Todo.

Clump Noise#

Creates random clumps around the parent hair.

Clump Noise Size

The size of the clumps.

Roughness#

Reference

Panel:

Particle System ‣ Children ‣ Roughness

Use Roughness Curve

Use Curve Widget instead of parameters.

Uniform, Size

It is based on children location so it varies the paths in a similar way when the children are near.

Endpoint, Shape

“Rough End” randomizes path ends (a bit like random negative clumping). Shape may be varied from <1 (parabolic) to 10.0 (hyperbolic).

Random, Size, Threshold

It is based on a random vector so it is not the same for nearby children. The threshold can be specified to apply this to only a part of children. This is useful for creating a few stray children that will not do what others do.

Kink#

Reference

Panel:

Particle System ‣ Children ‣ Kink

../../../_images/physics_particles_emitter_children_kink.png

Child particles with Kink.#

From left to right: Curl, Radial, Wave, Braid, Spiral.

With Kink you can rotate the children around the parent. See Fig. Child particles with Kink. above picture for the different types of Kink.

Kink Type
Nothing

Deactivated.

Curl

Children grow in a spiral around the parent hairs.

Radial

Children form around the parent a wave shape that passes through the parent hair.

Wave

Children form a wave, all in the same direction.

Braid

Children braid themselves around the parent hair.

Spiral

Generates a spiral at the end of each hair.

Radius, Resolution

Define the overall size.

Shape

Makes a the spiral grow in- or outward.

Note

Alignment Limitations

When hair is pointing straight up (along the chosen spiral axis, default Z), spirals may not show up! This is a limitation of the projection method used. Giving a slight tilt or random orientation to hairs fixes this.

Amplitude

The amplitude of the offset.

Clump

How much clump effects kink amplitude.

Flatness

How flat the hairs are.

Frequency

The frequency of the offset (1/total length). The higher the frequency the more rotations are done.

Shape

Where the rotation starts (offset of rotation).

Simple#

Size

A multiplier for children size.

Random Size

Random variation to the size of child particles.

Radius

The radius in which the children are distributed around their parents. This is 3D, so children may be emitted higher or lower than their parents.

Roundness

The roundness of the children around their parents. Either in a sphere (1.0) or in-plane (0.0).

Interpolated#

Virtual Parents

Relative amount of virtual parents.

Long Hair

Calculate children that suit long hair well.

Parting#

Parting

Creates parting in the children based on parent strands.

Min/Max

The minimum/maximum root to tip angle (tip distance/root distance for long hair).

Example#

../../../_images/physics_particles_emitter_children_round-clump.png

From left to right: Round: 0.0, Round: 1.0, Clump: 1.0, Clump: -1.0, Shape: -0.99.#