Are those getting it started with the next one we're going to work on the leaves falling to our particle 2
scene. 3
You can go to our scenes and open up our scene get 4
inside the scene. 5
We have a particle's full article folder you can place your particles inside of here and or you these 6
places outside and work on them from there over in the leaves falling folder inside of our particles 7
folder. 8
EULA's we have our texture for the leaf pattern we currently have is like a fall autumn type of leaf 9
with the yellow and oranges instead of being gray. 10
The reason for this is it is excellent for a little bit more detail into the leaf rather than just doing 11
a gradient color going across it. 12
It does mean that there's less that you can actually shift with when it comes to the particles. 13
You could still use still and the color on top and then blend with it. 14
But the main mango for this one though is to actually have that rich detail and inside that while we're 15
using it we also have the leaf material that's been made. 16
This one is just using the standard Apfel blended from the particle shade. 17
Have those two set up so in the next then there's going to be going to her hierarchy and clicking on 18
create these go down to the particle system and click on it. 19
So the standard default particle system right. 20
Well we're going to do inside. 21
This is just work through our particles. 22
Now you can either work through the editor side this window right here the window looks like this one 23
if you're going to be working on this when you could even dock it so that you could see this one all 24
the time. 25
If you think you're going to get what you need is only required the space for like the inspectors side 26
and you can use the inspector part of it will stick with the inspector on this one because we're going 27
to make a single particle system. 28
When you start doing two or three or four all combined together that's when you usually find yourself 29
going to the editor side and using that particle pan. 30
All right so for this one what we have on it with the discounting it started with we have our default 31
unity particle going up in this direction. 32
What we want to do though is actually the opposite way we want leaves falling downward and just kind 33
of floating off to the ground. 34
Then when they hit the ground we're going to collision check and then have the leaf stop at the bottom 35
. 36
I want to take my position in actually zero without here. 37
On the Y. 38
Let's take the wind actually put it up to about five. 39
That way we're going to have a little space for the Leafs to fall this direction. 40
So starting from the and going down and when it comes to the particles you may find yourself jumping 41
around tweaking variables and things but we'll try to go in a general top down approach that we can 42
just kind of get used to seeing this same type of rollout the same type of labels and what to expect 43
with when you get to them. 44
The first one is going to be the duration. 45
If you have a looping that means it's going to be how many seconds before read loops get. 46
So we're going to go ahead and click for the duration side will instead of doing five let's just do 47
a one second loop and then the pre-warned means that it's going to actually immediately start if it's 48
already checked. 49
So instead of being a starting slow. 50
Well then leave this on checked to alleged gas starts up for this third late start lifetime starts. 51
Or its size and rotation in color. 52
This is all the standard of what you want to look like with when first get started to just kind of end 53
. 54
And these are the things I just continually continually saying can we stay just to hopefully get it 55
in your head about your approach and the direction you want to take with. 56
So the first thing we have in our strt lifetime we have a delay we'll leave it 7 0 we'll have a get 57
started right then the start lifetime. 58
Kind of hard to disguise that when we're first starting it is they may be playing between one second 59
to 20 seconds. 60
We'll start with a for speed. 61
We know we want go in a negative direction. 62
So let's go ahead to this third speed and just drag it down here. 63
So let's go and get it going downward in a negative direction. 64
And then looking at it 65
you think about leaf falling What's the speed of the leaf falling that you want to actually happen here 66
. 67
And that might be I keep it to a whole numbers or two or two looks like it'll work pretty good right 68
there. 69
So that with two on this one. 70
Now one of the first things we wanna do though is go from instead of the top jump to the bottom where 71
it says render. 72
And let's go ahead and place in there. 73
So we have the leaf on the material. 74
If you go the render roll out right here you can left click and drag the material over to the material 75
roll out right there and replace the default. 76
So you know when you replace that one then you actually get the texture right there with the lead. 77
All right. 78
And then we want to take with this one which from the hand. 79
We'll check our color on here. 80
And I will believe it about 50 percent for now and then we'll adjust colors and do all that good stuff 81
to it here. 82
The next thing that we wanna do is take our start size the start size eyes on this one for the leaves 83
thing trees are going to be random in terms of size. 84
So we're in the right hand side you have that little drop down option for the start size and instead 85
of doing a constant on this one let's do a random between two constant. 86
And we'll then just start two sizes and we'll say that the one size would be like a point two point 87
three and up to a point four. 88
So we want to be just enough this kind of small and it can vary between the two as it goes. 89
All right. 90
On the rotation side as well. 91
Let's go ahead to say that we can do a rotation between the two Constans and let's say we're allowed 92
to actually choose a zero to 360 so that it has the option to start the direction. 93
If you notice the Dirkson can be anywhere between a full rotation around. 94
So it's going to be like really creating a nice variant on the direction of the leaf for the Sturk color 95
. 96
I'm just going to place in a color with this try see with a greenish tint looks like C being sort of 97
looks good. 98
We might even go. 99
There we go. 100
If we go for more of a oring just read this going Can it help blend with what we currently have going 101
on right there. 102
So for my color on the start color I've just got a 255 59. 103
Or we can do 160 so it looks more even. 104
And the 100 you get. 105
So we have those on there. 106
And then the grab the multiplier Currently it's at zero because our speed is actually going downward 107
. 108
It's there's no gravity it's not actually saying that the speed is actually the thing dictating where 109
it goes but we'll go ahead and apply a little bit more gravity to it. 110
So go ahead and place this one on it and let's just do very very minimal here. 111
I do like a 0.05 maybe. 112
Let's see if we do a little bit. 113
Yeah we do a little bit too much is going to fall too quick. 114
So we'll stick to about a point to the point 0 5 on that one. 115
And we just one a little bit extra pool from the gravity going down right there. 116
All right. 117
So now current is the simulation space is on local. 118
I remember local means that when you move it it's going to stick directly with it. 119
Now if I change to local the world and I move it that means it's just going to spawn it as it goes and 120
all the pieces that go from it just stay wherever they were spawned from. 121
Right now we're going to assume that our tree is in a local space you place in the the particle directly 122
on a tree so you don't really have to worry about it. 123
That being connected to the world is just the tree itself. 124
All right so go ahead and keep the play on the wake. 125
Happening right there Max particles Max particles if you find yourself needing to optimize or need to 126
kind of control how much is happening. 127
This is always a great spot to build your particles for. 128
And go to our missions. 129
So the missions can be the rate and what the particles. 130
Each one of these particles remember these are just square polygons coming down. 131
So each one coming out we're saying that we want to have 10 coming out per second. 132
How have we said we wanted one per second. 133
Then you can see it's just one on each one coming down like that. 134
So for this one we want to have a few more say like 15. 135
You might want to do 15 or 20 just kind of it will depend on the size of your tree and what kind of 136
effect you're going to give you might want to have like just one point one every couple of seconds even 137
if you just want to be really really soft and really minimal for the shape that we currently have this 138
on the cone and the cones going to work for us but we actually want to make this kind of a little bit 139
bigger. 140
At the start of it we kind of have a if we have a tree size than we probably need to have something 141
larger for the whole all the branches and everything to be able to be usable. 142
I'll go for see somewhere around three looks pretty good. 143
The actually should work pretty nice. 144
So do the three on that one the the angle number when you do an angle this is going to be zero all the 145
way up to I believe this can be 90. 146
And so you can do all the way straight down or all the way where it goes all across wise towards that 147
when take this all the way down to zero that we can that have a nice week. 148
We have a guarantee this falling in one direction and we'll stick to the base the base and from means 149
is going to be this will circle right here is where the pieces start from. 150
All right. 151
So let's go ahead and go a little bit more here. 152
Will do the velocity over lifetime and actually hold off on this just yet. 153
Let's see. 154
Well actually we can probably go and do the speed and if we do this speeded this one the velocity of 155
our lifetime we're just saying we're just simply saying that we want to make it so that it goes either 156
slower faster from the start to the finish of its cycle for the X actually put in a negative one and 157
put it in a negative one or a here and instead of on the local though let's go and just do a world on 158
this. 159
There we go. 160
And that's a range. 161
So we're going to go from a random between two constants. 162
So I'm not going to keep them for us. 163
So Will do negative ones. 164
That way we have a nice little range between the speed and then all of the sudden we're going to have 165
some leaves falling faster than some leaves falling slower. 166
So now with our velocity if you can tell now and still that consistent going down we'll have just a 167
nice little end in this too as it goes across. 168
All right so now we have the velocity in there. 169
The next thing we want take a look at here is that when it's coming out of the tree and when it's landing 170
do you notice one thing that's happening is it's just popping. 171
And we don't really want to pop we want something that feels like it fades in and then fades back out 172
when it goes away. 173
So there's an option for that one. 174
And what we want to use is the color over a lifetime right here and the color of her lifetime will use 175
the gradient colors. 176
If you notice that gradient right here so like that I'm left click on the grating color and remember 177
for a green color if you click on the top portion right here that's the alpha on the bottom portion 178
. 179
This is the color when you left click on it to highlight or select the color. 180
You'll see it changes to Alpha If you click down here it will change the color. 181
It also allows you to see the location. 182
So you know where you are in in the space that you have right here. 183
So for instance if I was wanting to make a new one right here I'm just going left click I want to delete 184
it I can just push the delete key if it's selected I'm going to place one in and I'll put this one about 185
25 percent to 25 percent here will place one down here and will do this from about 75 percent. 186
Now give us a nice quarter between those on the ends for the Alpha. 187
We want to feed them Slyke right now. 188
It's a 100 percent showing. 189
So I'm going to take my alpha and drop it all the way the black and left click to select the other one 190
and drop it all the way the black. 191
So now if you notice now all we have is that they come out and they fade and then they have a nice moment 192
where they're solid and then once we get our Collider set to them see when they get down here they fade 193
up to we want to do is make sure that the full life cycle when they hit they'll stick and then they'll 194
fade away. 195
All right. 196
So that's going to be the goal for that one. 197
Now again notice I didn't actually do anything with the color on this side of it it's just white so 198
it's applying directly what the color is. 199
If you want to apply some color you could right there. 200
All right. 201
So this can be the color of a lifetime. 202
The next one is the size of our lifetimes. 203
Let's go and click on that one. 204
So again our size over a lifetime in every use of the curve inside of the Inspector I remember down 205
here at the bottom. 206
See that little bar right there at the very bottom right there. 207
Particle system curves you can click on it. 208
So the size over lifetime this is just going to be starting from one. 209
And then what happens from it. 210
Well really we wanted to kind of go from a regular state and then we can have a kind of soft shrink 211
away. 212
OK we'll go ahead and take the end point right here. 213
When they make a new point on this one in order to make a new point on the line. 214
You just want to right click those and make sure all right on that line right there. 215
See if I can grab the line here. 216
Mean on the grab line side of here. 217
OK there we go. 218
Just a single click will let you do it on this one. 219
There we go. 220
So if you're inside of this one you can single click if you're on the particle panel window then you're 221
right click on the smaller window right here just left click on it. 222
Point on the side I'm going to choose in place in this one. 223
So I want to drag this one down to about the notice you can see right here it says point five. 224
Take the very end point five will make a nice hard edge angle to it right there. 225
Right. 226
And I'm going to keep this one just about at the top. 227
What we really want to do is have the right if notice right when it gets to the very bottom of its lifetime 228
. 229
So we're about point nine to one. 230
So right around point nine is when we just simply wanted to start dropping down and then shrinking away 231
. 232
If he knows these are just streaking right there at the at that point. 233
So that's going to give us a nice tool set up for that. 234
The can then go back up to the top. 235
So the next thing we do we've got falling down but we want it to fall and hit the object here the ground 236
playing in our particle system as scroll down here and we go in lower my particle system curved window 237
there inside of our let's see where we have collision rollout. 238
You click on the checkbox for collision collision you can actually choose a plane or you can choose 239
the world. 240
It just depends on what objects you're looking for. 241
I'm going to say that we're actually using objects within the world. 242
So that means that it collides with it says everything certain things so you may only have leaves only 243
collide with the ground so they'll fall through any other objects or they won't get it. 244
Or if you want to have characters included then you add extra worklife collisions with those and the 245
layers just say everything at the moment. 246
Now if you notice when you do collision if you can you know check out what's happening right now is 247
that they come down the hill and they bounce when you turn on collision by default. 248
The balance is actually set to 1. 249
We want to set bounds to zero because leaves don't really bounce. 250
Now when they fall now they fall and they kind of scatter to the side and Leavesden right now it was 251
windy maybe they would they probably go in a direction not every direction for this one though we want 252
to take our Dan Finn and this is going to be like the friction the mount of how much movement we take 253
this to one what's going to happen is this actually when they fall and hit they stop and then the nice 254
part is they stop and they're there for a little bit then they start to shrink and they fade away at 255
the same time. 256
So now all of a sudden you have this really nice leaves falling to the ground real pretty and gentle 257
. 258
And then they stay for a while. 259
So it's going to have a nice feel to it. 260
And then you can scale this up or down depending on the size of your tree to fit in just three the leaves 261
falling as well. 262
All right. 263
So that's going to give sir a collision part on that one. 264
The only other thing it's just going to be a common thing that you made on those two you start to look 265
to see if we can catch one right here. 266
And when a pause. 267
That's the thing. 268
And here we go. 269
So notice that see that. 270
Well actually those are are working some time there. 271
There we go. 272
You see right here you see a leaf the big leaf is in front but the small leaf is also showing out in 273
order to make sure you get the right sorting on the depth for that side. 274
There is a sort of no down side to render rollout. 275
You can click on instead of none. 276
You can do by distance and know this. 277
When I did by distance that small leaf is now gone. 278
So if you're working with this and you have things that you really do need to have front and back then 279
be sure you turn your your sword mode on and just choose which type assorting you're doing from it. 280
And then you'll have close leaves sorting properly from the back leaves. 281
All right. 282
So that is a nice little system for your particles falling down. 283
Having some leaves hitting the ground staying and then just going away after some time. 284
All right. 285
So last thing to finish this off. 286
Let's go ahead and really relabel this we'll say leaves falling 287
and I'm going to make this a prefab by dragging in from the higher keel over into our Leif's falling 288
folder. 289
We now have our leaves falling right here. 290
I want to go ahead and zero out the X and zero out the Z. 291
And those would just be for that position. 292
So if you drag it into your hierarchy's the least they'll start in the center of the screen above the 293
ground plane a little ways. 294
All right. 295
And then last thing for this one. 296
Just a quick check and we'll just do this on occasion. 297
Well we'll open up the scene texture then we'll just drag this over to our higher key and check out 298
some of the leaves falling. 299
If you notice it starts to fall like this the leaves are a little bit too bright and this is one of 300
those things that helps you when you see it inside an environment is that we would want to make sure 301
the leaves are a little bit darker but also that the leaves are little bit smaller. 302
Our percentage currently on start size. 303
Point to Point four could actually be about half of that. 304
We could probably go for a point one and point two and then reduce that from the others. 305
All right. 306
So you can fix and correct as you see needed for that part of it. 307
And when are you going to lead this when up to this point will leave the least free for the falling 308
pre-fab rate here and call this one done except for a little bit more.