Sparks, dust and magic
Small, bright particles in streams and bursts: grinder sparks, fireworks, dust in a sunbeam, a trail of magic.
Sparks, dust and magic are all many small particles, born fast, short-lived, and lit by their colour. The tools are the same each time: how many are born, how they're sent off, how long they last, and how they look.
Start from
The Particles starter makes a stream from a small emitter, set by the sidebar's panels: enough for sparks and dust. For anything in stages (sparks that split, fireworks that burst) start from the Fountain, a flow of three events, or press Convert to Flow on a Particles simulation.
Grinder sparks
Without a flow, from the Particles starter:
Turn the emitter so its Z axis points the way the sparks fly. Particles go out along it.
In Emission: Per Frame 2000, Speed 8 m/s, Spread 3 m/s; under Lifespan, Life 0.8 s, give or take 0.4.
In Forces, leave Gravity at 9.81 and set Drag to 0.3. In Collisions, the Ground's Bounce 0.4, so they skip along the floor.
In Size, Spin and Colour, set Colour to Fixed: a deep orange, with a little Variation. (By Speed, the default, runs from white when fast through orange to blue when slow: handy for reading a bake, less so for sparks.)
In Display, make them small: Sphere Radius 0.003 m. Turn on Trails with 2 or 3 frames for streaks, or render with motion blur.
Fireworks
A rocket rises, then bursts into stars: two stages, so a flow.
- Spawn's Count makes that many from each particle as it enters Burst, and Spread throws them every way. Inherit Motion at 1 carries the rocket's motion on, so the burst drifts up with it.
- A Delete at Age 0 removes the rocket the step it arrives, after Spawn has used it.
- Colour in Stars, with a big Variation, gives each burst a mix of colours. For one colour a burst, set it in Rockets instead: stars keep their parent's colour.
Dust in a sunbeam
Dust hangs and drifts: no gravity to speak of, gentle swirls, nothing removed.
Keep the motes tiny (Sphere Radius 0.0015 m) and let the light do the work: a strong beam through them, the rest of the room dark. Render Multiply fills the air with many more than you bake.
A trail of magic
Particles shed by a moving wand, that rise and sparkle as they fade.
- The wand tip can be an object parented to the wand: it's followed wherever it goes. Inherit Motion passes a little of its motion on, so the dust streams after it.
- A negative Gravity makes the dust rise.
- The Chance Test sends each particle to Sparkle twice a second on average, at random, so they twinkle one by one.
The settings that matter
- How many are alive is about the birth rate times how long each lives: 2000 a frame, living 0.8 s at 24 frames a second, is some 38,000. Shorter lives are the cheapest way to fewer particles.
- Speed and Spread: Speed sends them all one way, Spread adds a random push any way. A burst with Speed 0 and a big Spread goes out evenly.
- Drag takes speed off, so sparks slow and hang. More Drag, shorter flight.
- Colour: a fixed colour with a little Variation, in the sidebar or by a Colour in a flow. A colour above 1 glows brighter in the default material, which suits sparks.
What goes wrong
- The bake is slow or the viewport crawls. Too many alive at once: cut the rate or the life, and set the Display panel's Viewport Share to 0.1 while you work. Renders still show them all.
- They look like dots, not streaks. Turn on motion blur, or Trails.
- Render Multiply's copies sink into the floor. They don't collide: keep its Spread small near floors and walls.
- Nothing happens after the burst. The event Spawn sends to needs its own forces: Gravity and Drag don't carry over from the event before.
Related
Shot ideas
Ideas for what to make with VecFlow and how to make each one in Blender: a bird on fire, a dragon's breath, smoke paths, rocket exhaust, magic trails, pours, flags and things that break.
Snow, rain and confetti
Things that fall through the air: snow drifting in the wind, rain streaking down and splashing, confetti tumbling in many colours.