VecFlow0.1.0
Effects guides

Shapes and materials

Particles shown as your own models, picked with Shape, turned and sized by Rotation and Scale, and coloured in a material from the particle's colour and id.

VecFlow 0.1.0

Without shapes, particles show as spheres of Sphere Radius. Give them a collection of models and each particle shows as one of them, turned and scaled with it: rocks, leaves, confetti, bricks, debris.

The Shapes collection

Make your models and put them in a collection of their own. Keep it out of the render (untick it in the Outliner) so the originals don't show.

Select the particles object, and in the sidebar's Display panel set Shapes to the collection.

Each shape is placed by its origin at the particle, at its mesh's own size times the particle's scale. Its own place, turn and scale in the scene are left out, so model it round its origin, and apply its scale (Ctrl A ▸ Scale) if you sized it in Object Mode.

None of this needs a new bake, except for rigid bodies, whose shapes are what they hit with.

Which shape each particle gets

In a flow, the Shape operator picks: First is the first shape to use, and each particle gets one at random among How Many from there (0 runs to the last). Shapes count in name order (Rock.2 before Rock.10), and a collection inside the Shapes collection counts as one shape.

Without a Shape operator in the flow, every particle shows the first shape. (A simulation without a flow picks among all its shapes at random.) Give each event its own Shape, with its own First and How Many, to use different models from one collection: leaves in one event, twigs in another.

Turning and sizing them

  • Rotation: a random turn as they're born, or facing along their path, or toward a target.
  • Spin: turning as they fly, round a random axis.
  • Scale: their size, give or take Variation.

Materials

Shapes keep their own materials. Spheres use VecFlow Particles: the particle's colour, glowing a little. Change it, or swap it, as any material.

To use the particle's colour in a material of your own, add an Attribute node:

ReadAttribute nodeGives
The particle's colourType Instancer, name vf_colorIts Colour, or a colour by speed
Something random per particleType Instancer, name id, into a White NoiseA number that stays with the particle: no flicker
Its speedType Instancer, name speedm/s
A value of the flow'sType Instancer, its nameSee Using values

For spheres, set the Attribute node's type to Geometry instead.

Two names to avoid

Don't read velocity in a shader (Cycles gives zero on points; it's for motion blur), and don't name a value color (Cycles reads it as black on points). VecFlow's own colour is vf_color for that reason.

What goes wrong

  • Every particle is the same shape. The flow has no Shape operator.
  • Shapes are huge or tiny. Their scale is in the object, not the mesh: apply it.
  • Shapes sit off their particles. Their origin isn't where the model is: set it (Object ▸ Set Origin ▸ Origin to Geometry).
  • The originals show in the render. Keep the Shapes collection out of the render.
  • The colour is black. The Attribute node's type, or the name: Instancer for shapes, vf_color.

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