Tutorial, Fur with new particles


Tutorial in portugese; Tutorial em português: http://blendertotal.wordpress.com/2007/09/16/tutorial-de-particulas/


great tutorial… had to bookmark it… no way I’ll remember all of those steps when I need them the most :wink:

Thanks for putting the time into this…




all the blender tutorial work as reference than tutorial.

may be it’s just me, but I always follow step by step and it sure have some hiccups here and there. but is nice to have forum like this with help from around the world.

and comes the new version you have to trial and error again…

but it’s nice to have it translated to other language and hope that will be translated from other language to english too. :smiley:

my 2 cents.


Wow! I have not really used blender in ages and I wrote this tutorial like 2 years ago… it has had 30,000 views and has been tranzlated into portugues!

do you people want me to write a more upto date version? I have some spare time and could probably write one that worked better with the new version of blender.


of course man :slight_smile:

the more the merrier. :slight_smile:

if you can build a latest version (i think is 2.45), better still.

keep it up man.


Well I will probably do it next week.

I have an ancient history assesment due tomorrow… or rather… today, it is 1:45am here. so I better keep going on that (im only half way through it :()


Yes, please do a more video tutorials with the latest hair and fur builds.
I would also like to see a how to video tutorial on the use of hair styling tools with a few node shaders and a final render.

Please, :slight_smile:


I would also like to see an updated tutorial. :thumbsup: The styling tools are still quite a mystery to me. I’ve tried on numerous occasions to get the hair particles to go where I wanted them to, but they’ve always been quite rambunctious. Going in every direction, but the one I want. They do sometimes, but always with “hiccups” like making the area around it very hairy, or going right through the “skull/face”. :banghead:
Oh, and maybe on how to use softbodies to make it flow, and sway…

Sometimes, I’ve thought about just using it for eyebrows, or other short facial hair on guys. Problem is figuring out how to get those places to move along with the face/head. :argh:

Then again, maybe I should just forgo using them for quicker rendering, and styling by using the polycard method like many video games do… :shrug:

This subject’s stymied me so much, that I haven’t really made any progress on my project listed below.



guess you might be interested in this site too:


got it from this forum a few thread before us. enjoy :slight_smile:


That tutorial is a bit out of date now so I am making another one. This is assuming you are using Blender 2.46

        1. Add a Sphere (Space - Add - Mesh - UVsphere) (32 Rings x 32 Segments)
        2. Open Object menu (F7) 
        3. Open Particle Buttons [img]http://img87.imageshack.us/img87/417/76380809ek6.jpg[/img]
        4. Click Add new
        5. Change the type of particle system from Emitter to hair 
        6. Under the physics section change the 'normal' value from 0.000 to 0.060 (this determines the length of each strand
     your sphere should now have strands coming out of it
       7. change the 'random' value to 0.020
       8. go to the materials menu (F5)
       9. Click add new and under the Preview tab change the preview type to strand and enable oversampling.
     [img]http://img521.imageshack.us/img521/567/28329917tp3.jpg[/img][left]The shape of your strands can be determined by adjusting the end width, start width and the shape. this is done in the render pipeline under 'strands' 
       10. I chose the following settings for the purpose of this tutorial.
       11. open the textures menu click add new and select blend as the texture type 
      12. open the colors tab, click colorband. click the line on the left hand side and change the 'A' (alpha) value to 1.000 then click the line on the right hand side and change the alpha value to 0.000
       13. go back to the material buttons, then under the 'map input' tab change the texture coordinates to 'strand'
       14. Now open the 'Map to' tab and turn 'col' (colour) off and 'alph' (alpha) on.
       15. in the render pipeline turn 'Ztransip' (transparency) on and in the material tab change the value of 'A' (alpha) to 0.000.
     If you render it now it is starting to look cool.
       16. go back to the particle buttons and under the 'particle system' tab change the amount to 10000, this will thicken the hair. if you have a good computer try turning it up more and more (save before doing this because it could cause blender to crash.
     now mess around with the physics buttons eg. 'brown' (Brownian), random, normal... and see what you can come up with.
     i used these settings 
     and came up with this


hey guys, if you want me to write an extension like materials for fur and grass and hair etc… let me no


This is really great that you have updated your old tutorial concerning new Blender particles system. Looking forward possible another tutorials if you have time.

Thank you


A good tutorial about Jahka’s particles is well needed, so please, go on with this. Show us also how we comb and cut the hair.

Thank you for this!


I have updated the tutorial in Portuguese too:


It is different, but the result is similar. :cool:


Hey wow, great read. Thanks!


:smiley: you’re welcome


alright there was a tutorial to follow the pictures i’m about to post (made them and wrote it), but photobucket.com closed my browser before I could post the reply…

I know how photobucket closes browsers too, it’s thier adds, they were meant to be pop-up adds, and being written into banners (so they can’t be closed) they come on the screen regardless which gets them money for people viewing said pop-ups, the down side? certain popups have a “close” function built into them which tells them to close thier window after a certain amount of time… did you catch that? “close thier window after a certain amount of time”, and as your browser is thier window…if they complete thier function, your browser closes without telling you why, or asking if it should close…

all right, off my rant. the following is a short tutorial on how to use an image to make different colored partices.

the reason I made it, I got some official nintendo models, some from starfox adventures and assault, and was trying to find a way to emit textures from krystal’s symbols (I had to make the symbols my self as the textures weren’t included) and no thats not what I’m showing! :smiley:

right, anyways after a while of puting too much effort into trying to do it from the UV image editor and uv face select mode, I realized there is only one way to do it, using the method posted about in the tutorials already here, instead of using colorband or setting the texture to blend, set it to image, and use the button that says load image, load the image and vect the particles how you please.

one thing I would note on this, is it would be a whole lot easier to be able to create particle effects if you could create particles off of UV mapped images, instead of having to use the texture buttons “which load the texture onto the whole model”

right, and now pictures; 

texture image I used:

step 1; use texture buttons to paste an image over the object:

step2; set particles to 30000, select “mesh” and “static” and “Rand” from the particle buttons, and vect off of normal to 0.010 (so it shows both the mesh and the particles)

use random as well;

set Texture to 0.100

what would happen if we took a UVmapped cube with an image on it and tried this?

note the particles don't vect from the texture, but rather the material values;

so how do I make a symbol vect particles?, make a face or set of faces as it’s own object, and use the texture buttons to put an image on it, then vect from it and then you have two options place it inside the object you want it to vect from, or; put/ leave it up against your mesh’s verticies, so the are doubles but seperate objects, then turn off the “Mesh” button under particles (though this picture just shows a picture vecting from a plane as particles.)

and now to the question of how do you controll these sections allong with your character’s/object’s mesh; simple select from your object or character the faces you want for particles, “Shift+d” these faces to copy them, then hit “p” select “the selected” from the menu it brings up, this makes it a seperate object that doubles the original (do not move it!!!),

attach your image as you please with the texture buttons to the faces, then vect your particles, leave it as it’s own separate object and where it is, armature your character/object, then when you get to the point where the particles are, add the same armature that controls your character, to the particle object, and select the bone that controlls that area of your character, add the same amount of weight that you added to those particular veticies one your non-particle mesh to the verticies of the particle mesh. it will move with it…

fine tuning; if said object has rounded corners and distorts your texture because of it, subdivide the faces evenly twice to give it “centerfaces” on all sides and it’s center now select the corners and “shift+e” adjust the corners to whatever smoothness you want, the center of the object will stay smoothed and rounded…

sorry no picture, I just wrote that after I posted this...


Hello! Is there any way that you could make a tutorial that could help me with animal fur? Here is a work in progress page link:

hWork-In-Progress Page




Really great tutorial
thanks :slight_smile:


Good work bro, cool to see this is still being helpfull!