![]() ![]() Option Even Distribution (for a proportional distribution of the drops, if the emitter is built from many faces with uneven dimensions).Option Random (to make sure that the water falls are not too regular nor artificial).Amount: 5000 (enough to provide a dense rain). ![]() The Emission panel could be set like this: Make sure this is an Emitter system type. A new entry named ParticleSystem is then attached to the emitter and is shown in the particles list of slots. Select the particles emitter (here, this is our plane object named Cloud) and in the em>Particles menu, click on the plus button in order to add a particle system. Names of the objects: they will be of importance, later, so please name your object a decent way. Location of the objects on the layers: to insure correct interaction, make sure that the emitters and reactors (or any object which would collide with the particles) belong to the same layers. This will ease the management of the direction the particles will be emitted. Normals of the objects: the normals of the cloud should be orientated toward the ground, those of the ground orientated toward the cloud, and those of the cube should radiate outside of it. You can also make sure that you will have at hand a very last object: the rain drop of your simulation. ![]() The other objects in our example scene: a ground (just a plan) and the main focus of the scene (a simple cube), would be obstacles for the particles (at least), and reactors for the particles (ideally), because they would interact with the rain drops. For example, a simple plane will be fine, as it is not necessary to see it subdivided. At first, we will need a particles emitter object, placed at the top of the scene, hovering like a cloud. We will make use of particles, in order to carry out this simulation. ![]()
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