My work and make one more particle this one is going to be more of a rain effect coming down.
Let's make this one.
Let's go and just do what the particle want and just push control to make a copy then let's go and just
rename it or rename it to particle theory right.
So we'll just run through the properties here real quick.
The duration for rain.
We want it to happen more often and we don't care by a longer looping cycle.
So I'll just put it that one will do the looping will do the pre-warned.
So it's already falling when it gets started the lifetime How long does it last.
Basically we just want to last from the time it starts till the time it hits the ground so depends on
how high we put it above the terrain.
It may be five seconds maybe two or three seconds.
Our starting speed the speed that we're going to put on here we'll go ahead and give it a motion.
We'll give it about 1 the size we'll leave to the size currently and instead of floating around here
though we need to actually make it so that it's going downward.
So on the gravity Let's go.
But the gravity though what.
There we go.
So now we start having that drop coming down from the color of it instead of being gray.
It's actually can change this to a bluish tint
.
All right.
We'll stick with the local space for simulating.
So just keep it where it stays.
Wherever the objects moving or were the objects that are the max particles let's change this to 2000
for now.
So create a lot of particles coming down.
We need to change the emission type though is the time we were doing first only having that 200 going
at that one moment.
It's going get rid of that.
We want a constant rate constant.
Let's put in 200 as a constant rate being coming out.
So this is this is just nonstop 200 coming out until it hits the max particle 2000 and then it'll wait
until those are done.
Right.
Our shape that we have is currently a box but you know let's go ahead and make that box a little bit
closer to the type that we're going to have.
We just want to be a we just want to be a small thin box creating and they're just falling out of it
like that.
Right.
All right.
So the box is set up our velocity.
We see we could turn the velocity off but we'll leave it on just based on how the other one was down
inside of Rinder.
That's going to open that one up.
We currently have the render mode set to Billboard.
But when you want to do like rain you can actually do a stretch billboard and that allows you to actually
place a link scale to it.
Skull is going for this one.
We'll do a look a longer link to look at 10.
So if you notice now the particles look a little bit more like a longer raindrop like something's coming
down right there.
Right.
That you could do are random.
You could put a wind modifier and it kind of have it blowing back and forth.
You could actually simulate it all going a direction if there was more of a gale force wind pushing
in and everything and that would be fine.
They'd be great.
All right.
So Savi essentially this can be the rain mixed with the light and the effects that will put into it
.
All right.
So then stop on the part of full effect there and let's go and save the scene.
Also let's left click and drag particle 3 overeater prefabs.
Now we have a kind of a dusty fill the little pieces and then we've got rain coming down.
We'll see if those three match together or if we need to rework them a loop by selfish off the particle
for that one more interesting than the next.