Hello, guys.
Before going to compositing, I figure I show you another way to make your scene a lot more interesting.
And it is by adding particles to add particles.
We are going to do the same thing we did to add volume.
So we will press shift a mesh, a cube, and then a scale up to the same.
Sighs I've seen or actually where the camera is going to be seen.
So it's a it's not going to be just all the scene.
We just have to make it sure that it's in the camera.
So like this.
Something like that is enough.
And then we are immaterial over here.
And then we remove this material, this shader.
I go to volume as the volume.
Volume is scatter.
But this one, this volume is not going to be a volume that is going to change the the how the scene
is going to be.
It's going to act as a volume.
So we're going to change it to zero.
We are just going to make sure that this cube is not going to be seen in the in the scene.
It's not going to be seen in the scene.
So next we go to the particle properties, plus we go to hair.
Well, I'm going to do now I'm in cycle so this change vectors maybe well I'm going to do it now it
is now adding some hair particles around the Q I'm going to tell Bender that I want the particles to
be inside the cube.
So if I go to the opposite, the wireframe is emitting from the normals, from the outside the surface
of the cube.
All right, then I'm going to change the image from in the source sub panel to volume.
Then it's going to add one that is going to add some hair shapes the inside of the cube.
The next thing I need to do is to add an object that I can tell whether that I want this object to be
shown inside, inside this, inside this cute.
Let's change this, the cube name to particles so we don't
lose it or anything.
Then as I was saying before, I want to tell wonder, does I want an object to be shown in this volume,
not to hurt?
So let's make the object shift a mesh and let's go to our sphere and then let's go to this zoom in and
I want it in the lowest possible subdivisions like that because we are going to this this party of the
whole thing, if the party is going to duplicate the duplicate around an object.
So let's go to L.A. and let's actually change a little bit about the shape of this, like a sphere,
something like this.
We want to make some particles inside the scene, so it's going to be something random like this.
And then I'm going to select my kill my particle cube and then go over here to render and change the
render as from path to object.
And then I'm going to select my objects with this eyedropper over here so you can just selected or here,
or if you have an object, you just select eyedropper and this object, which in this case it's like
a sphere.
So I'm going to select my orchestra.
And as you can see over here, when the is showing this orchestra inside this cube.
All right.
So if I go around here, as you can see, this cube is playing as just a placeholder for all this,
these particles.
The same thing we did with the volume.
All right.
So we can change the the lens and the radius of these shapes with this over here, how large what we're
going over to render and change the scale randomness to 100%.
So it is making smaller scale randomness to the shapes.
And then I can change the scale over here.
Like this.
Let's go to a camera view with zero and then let's go to cycles.
Now let's see the chefs.
As you can see, these are the chefs around.
My character is going to make some changes to the lightings as well, especially if you add materials
to add material to this party.
I'll just select your origin object and go to material.
Add the material.
And then now if I change the color and as you can see, the color of these particles would change as
well.
Okay.
So what I want to do is to change back to I want to add some emission over here, but it isn't good
at reading this note over here.
This emission over here is not going to apply a lot of different things over here that I can see.
But if I change it to cycle, and especially in e view, its emission is going to destroy the whole
shape of the object.
Change two cycles.
Now let's set the color of the emissions and once they keep their base color to something low like this,
maybe something like this and then go to emission, and now I can change the color of my particles like
something brown maybe might walk in this, see something like this is it emits something brownish color
over here and then you can go ahead and maybe darken this color.
I don't want it to take a lot of a lot of attention's.
Something like this.
Then make it dark here as well.
It's just something like this.
It's going to add a lot to the scene.
It's going to make it a lot more interesting.
But we need to adjust the adjust numbers so you can adjust the numbers over here.
It's set on 1000.
You want it to be less.
You can just see anything you want.
I think I think now is enough.
But the scale needs to be a little bit more.
It needs to be a little bit more smaller.
So.
008005.
Yeah, that looks okay.
So we have some, some particles floating around the area and now that is much more interesting and
much more appealing to the poor.
So I'm going to run there is out I made some more changes to the volume over here.
So in cycles it was making a lot of attention.
It was taking all the attention and making strong effects to the whole scene.
So I just decrease the density over here and for them, for the main lines, I just made some adjustment
for the power.
All right.
And that's it.
So yeah, I'm going to render it out.
And then in the next year we're going to do the compositing.