Particle System

파티클 시스템

Emits small particles over time and calculates their motion, lifetime, and render form. Render types vary by engine; Cycles supports only Object and Collection.

Also known as: ParticlesParticleSettings파티클
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bpy — this entry
# 실제 이미터에서 입자 인스턴스를 방출하고 프레임별로 평가해 파티클의 수명과 이동을 보여 준다.
reset('WORKBENCH', size=(640, 400))
camera((5.5, -8.5, 5.2), target=(0, 0, 1.65), lens=52)
floor()
scene = bpy.context.scene
scene.frame_start, scene.frame_end = 1, 40

bpy.ops.mesh.primitive_plane_add(size=1.35, location=(0, 0, 0.25))
emitter = bpy.context.object
emitter.name = 'Particle emitter'
paint(emitter, material('Emitter', CLAY))

bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.11, location=(30, 0, 0))
instance = bpy.context.object
instance.name = 'Particle instance'
paint(instance, material('Particle', LIME))
bpy.ops.object.select_all(action='DESELECT')
emitter.select_set(True)
bpy.context.view_layer.objects.active = emitter
bpy.ops.object.particle_system_add()
settings = emitter.particle_systems[-1].settings
settings.count = 180
settings.frame_start, settings.frame_end = 1, 24
settings.lifetime = 30
settings.normal_factor = 2.4
settings.factor_random = 0.35
settings.particle_size = 0.8
settings.size_random = 0.25
settings.render_type = 'OBJECT'
settings.instance_object = instance
settings.use_rotations = True

frame(emitter, margin=1.6)
shots = {8: 'p08', 16: 'p16', 24: 'p24', 32: 'p32'}
for frame_number in range(1, 33):
    scene.frame_set(frame_number)
    bpy.context.view_layer.update()
    if frame_number in shots:
        shoot(shots[frame_number])
Full script — runs as-is in Blender 5.1.1
# particle-system — Blender 5.1.1 에서 그대로 돌아가는 스크립트
# 실행: blender -b --factory-startup --python particle-system.py -- <출력 폴더>
SLUG = 'particle-system'

# ── 무대: 모든 항목이 같이 쓰는 준비 코드 (renders/_stage.py) ──────────────────
# 빈 장면 → 렌더 엔진·크기 → 카메라·바닥·조명·재질 도우미 → shoot() 으로 WebP 저장.
import bpy, math, os, sys
from mathutils import Vector

# 출력 폴더: blender -b --factory-startup --python 이파일.py -- <출력 폴더>
OUT = sys.argv[sys.argv.index('--') + 1] if '--' in sys.argv[:-1] else os.getcwd()
os.makedirs(OUT, exist_ok=True)

# 색은 화면에서 고르는 sRGB 0~1 값으로 적는다. 블렌더 내부는 선형(linear)이라 srgb() 로 바꿔 넣는다.
BACKDROP = (0.24, 0.25, 0.27)
CLAY = (0.80, 0.77, 0.72)
LIME = (0.64, 0.90, 0.21)
SKY = (0.22, 0.65, 0.95)
CORAL = (0.96, 0.42, 0.45)
INK = (0.08, 0.09, 0.10)
ENGINES = {'WORKBENCH': 'BLENDER_WORKBENCH', 'EEVEE': 'BLENDER_EEVEE', 'CYCLES': 'CYCLES'}


def srgb(c, alpha=1.0):
    lin = lambda v: v / 12.92 if v <= 0.04045 else ((v + 0.055) / 1.055) ** 2.4
    return (lin(c[0]), lin(c[1]), lin(c[2]), alpha)


def reset(engine='WORKBENCH', samples=16, size=(960, 600)):
    """빈 장면에서 시작한다. engine: WORKBENCH(모양 확인) · EEVEE(실시간) · CYCLES(경로 추적)."""
    bpy.ops.wm.read_factory_settings(use_empty=True)
    sc = bpy.context.scene
    sc.render.engine = ENGINES[engine]
    sc.render.resolution_x, sc.render.resolution_y = size
    sc.render.resolution_percentage = 100
    sc.render.image_settings.file_format = 'WEBP'
    sc.render.image_settings.quality = 82
    sc.world = bpy.data.worlds.new('World')
    world_color(BACKDROP)
    if engine == 'WORKBENCH':
        sh = sc.display.shading
        sh.light, sh.color_type = 'STUDIO', 'MATERIAL'
        sh.show_shadows, sh.shadow_intensity = True, 0.35
        sh.show_cavity = True
        sc.display.render_aa = '16'
        sc.view_settings.view_transform = 'Standard'  # 재질 색을 그대로 보여 준다
    elif engine == 'EEVEE':
        sc.eevee.taa_render_samples = samples
    else:
        sc.cycles.samples = samples
        sc.cycles.use_denoising = True
    return sc


def world_color(color, strength=1.0):
    """배경색. Workbench 는 world.color, EEVEE·Cycles 는 Background 노드를 쓴다."""
    w = bpy.context.scene.world
    w.color = srgb(color)[:3]
    bg = w.node_tree.nodes.get('Background') if w.node_tree else None
    if bg:
        bg.inputs['Color'].default_value = srgb(color)
        bg.inputs['Strength'].default_value = strength
    return w


def hdri(name='studio', strength=1.0, show=False):
    """블렌더에 들어 있는 HDRI 로 장면을 비춘다(CC0 · Poly Haven). name: studio · city · courtyard · forest · interior · night · sunrise · sunset.
    show=False 면 빛과 반사에만 쓰고, 카메라에는 BACKDROP 색 배경이 보인다(Light Path 의 Is Camera Ray 로 가른다)."""
    nt = bpy.context.scene.world.node_tree
    nodes, links = nt.nodes, nt.links
    env = nodes.new('ShaderNodeTexEnvironment')
    env.image = bpy.data.images.load(os.path.join(bpy.utils.system_resource('DATAFILES'), 'studiolights', 'world', f'{name}.exr'))
    bg = nodes['Background']
    bg.inputs['Strength'].default_value = strength
    links.new(env.outputs['Color'], bg.inputs['Color'])
    if not show:
        flat = nodes.new('ShaderNodeBackground')
        flat.inputs['Color'].default_value = srgb(BACKDROP)
        ray, mix = nodes.new('ShaderNodeLightPath'), nodes.new('ShaderNodeMixShader')
        links.new(ray.outputs['Is Camera Ray'], mix.inputs['Fac'])
        links.new(bg.outputs['Background'], mix.inputs[1])
        links.new(flat.outputs['Background'], mix.inputs[2])
        links.new(mix.outputs['Shader'], nodes['World Output'].inputs['Surface'])
    return env


def look_at(obj, target):
    obj.rotation_euler = (Vector(target) - obj.location).to_track_quat('-Z', 'Y').to_euler()


def camera(location=(7, -7, 5), target=(0, 0, 0.5), lens=50):
    cam = bpy.data.objects.new('Camera', bpy.data.cameras.new('Camera'))
    bpy.context.scene.collection.objects.link(cam)
    cam.location = location
    look_at(cam, target)
    cam.data.lens = lens
    bpy.context.scene.camera = cam
    return cam


def frame(*objs, margin=1.15):
    """카메라 방향은 그대로 두고, objs 가 화면에 다 들어오게 카메라를 앞뒤로 옮긴다."""
    sc = bpy.context.scene
    dg = bpy.context.evaluated_depsgraph_get()
    pts = [o.matrix_world @ Vector(c) for o in objs for c in o.evaluated_get(dg).bound_box]
    mid = sum(pts, Vector()) / len(pts)
    coords = [c for p in pts for c in (mid + (p - mid) * margin)]
    loc, _scale = sc.camera.camera_fit_coords(dg, coords)
    sc.camera.location = loc
    return sc.camera


def light(kind='AREA', location=(4, -4, 6), target=(0, 0, 0), energy=600, size=3.0, color=(1, 1, 1)):
    """kind: POINT · SUN · SPOT · AREA. energy 는 와트(SUN 은 W/m²에 해당하는 세기)."""
    data = bpy.data.lights.new(kind.title(), kind)
    data.energy, data.color = energy, color
    if kind == 'AREA':
        data.size = size
    obj = bpy.data.objects.new(data.name, data)
    bpy.context.scene.collection.objects.link(obj)
    obj.location = location
    look_at(obj, target)
    return obj


def studio(key=700, fill=200, rim=450):
    """기본 3점 조명(키·필·림). EEVEE·Cycles 용 — Workbench 는 자체 스튜디오 조명을 쓴다."""
    return [light('AREA', (5, -4, 6), energy=key, size=4),
            light('AREA', (-6, -3, 3), energy=fill, size=5),
            light('AREA', (0, 6, 5), energy=rim, size=3)]


def material(name, color=CLAY, roughness=0.5, metallic=0.0, **inputs):
    """원리 BSDF 재질. inputs 는 소켓 이름(공백은 _ 로): Emission_Strength=3."""
    mat = bpy.data.materials.new(name)
    mat.diffuse_color = srgb(color)  # Workbench 가 보는 색
    bsdf = mat.node_tree.nodes['Principled BSDF']
    bsdf.inputs['Base Color'].default_value = srgb(color)
    bsdf.inputs['Roughness'].default_value = roughness
    bsdf.inputs['Metallic'].default_value = metallic
    for key, value in inputs.items():
        bsdf.inputs[key.replace('_', ' ')].default_value = value
    return mat


def paint(obj, mat):
    obj.data.materials.clear()
    obj.data.materials.append(mat)
    return obj


def floor(size=80.0, color=None, z=0.0, wall=30.0, curve=6.0):
    """바닥과 뒷벽(+Y 쪽)이 둥글게 이어진 스튜디오 배경 — 지평선이 보이지 않는다. 카메라는 -Y 쪽에서 +Y 를 보게 둔다."""
    import bmesh
    back = size / 2
    steps = 12
    profile = [(-back, 0.0)]  # (y, z) 단면: 앞 → 둥근 모서리 → 벽 위
    for i in range(steps + 1):
        a = (math.pi / 2) * i / steps
        profile.append((back - curve + curve * math.sin(a), curve - curve * math.cos(a)))
    profile.append((back, wall))
    bm = bmesh.new()
    left = [bm.verts.new((-back, y, z + h)) for y, h in profile]
    right = [bm.verts.new((back, y, z + h)) for y, h in profile]
    for i in range(len(profile) - 1):
        bm.faces.new((left[i], right[i], right[i + 1], left[i + 1]))
    me = bpy.data.meshes.new('Floor')
    bm.to_mesh(me)
    bm.free()
    obj = bpy.data.objects.new('Floor', me)
    bpy.context.scene.collection.objects.link(obj)
    for poly in me.polygons:
        poly.use_smooth = True
    return paint(obj, material('Floor', color or BACKDROP, roughness=0.9))


def edges(obj, thickness=0.012, color=INK):
    """메시의 선(엣지)을 렌더에 보이게 한다 — 모디파이어까지 적용된 모양에 와이어프레임을 씌운 복제본."""
    dg = bpy.context.evaluated_depsgraph_get()
    wire = bpy.data.objects.new(obj.name + '.edges', bpy.data.meshes.new_from_object(obj.evaluated_get(dg)))
    bpy.context.scene.collection.objects.link(wire)
    wire.matrix_world = obj.matrix_world.copy()
    mod = wire.modifiers.new('Wireframe', 'WIREFRAME')
    mod.thickness, mod.use_even_offset = thickness, True
    return paint(wire, material(obj.name + '.edges', color, roughness=0.8))


def shoot(name):
    """지금 장면을 <출력 폴더>/<항목>-<name>.webp 로 렌더한다."""
    sc = bpy.context.scene
    sc.render.filepath = os.path.join(OUT, f'{SLUG}-{name}.webp')
    bpy.ops.render.render(write_still=True)
    return sc.render.filepath


# ── 이 항목 ──
# 실제 이미터에서 입자 인스턴스를 방출하고 프레임별로 평가해 파티클의 수명과 이동을 보여 준다.
reset('WORKBENCH', size=(640, 400))
camera((5.5, -8.5, 5.2), target=(0, 0, 1.65), lens=52)
floor()
scene = bpy.context.scene
scene.frame_start, scene.frame_end = 1, 40

bpy.ops.mesh.primitive_plane_add(size=1.35, location=(0, 0, 0.25))
emitter = bpy.context.object
emitter.name = 'Particle emitter'
paint(emitter, material('Emitter', CLAY))

bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.11, location=(30, 0, 0))
instance = bpy.context.object
instance.name = 'Particle instance'
paint(instance, material('Particle', LIME))
bpy.ops.object.select_all(action='DESELECT')
emitter.select_set(True)
bpy.context.view_layer.objects.active = emitter
bpy.ops.object.particle_system_add()
settings = emitter.particle_systems[-1].settings
settings.count = 180
settings.frame_start, settings.frame_end = 1, 24
settings.lifetime = 30
settings.normal_factor = 2.4
settings.factor_random = 0.35
settings.particle_size = 0.8
settings.size_random = 0.25
settings.render_type = 'OBJECT'
settings.instance_object = instance
settings.use_rotations = True

frame(emitter, margin=1.6)
shots = {8: 'p08', 16: 'p16', 24: 'p24', 32: 'p32'}
for frame_number in range(1, 33):
    scene.frame_set(frame_number)
    bpy.context.view_layer.update()
    if frame_number in shots:
        shoot(shots[frame_number])

A particle system is like scattering seeds from one emitter: it creates many particles that spread over time. Add a system from Particle Properties with the emitter selected, then adjust Count, Frame Start/End, Lifetime, and Velocity. Choose a render type under Particle System ▸ Render. Available types depend on the engine; Cycles supports only Object and Collection.

In Python, add a particle system to the object and set ParticleSettings values such as count, frame_start, lifetime, normal_factor, and render_type. Particles depend on frame evaluation and caching, so fix the scene range and simulate frames in order. A small object can be instanced for each particle instead of duplicating full mesh data.

Emitter normals and velocity change the distribution, while excessive particle counts increase render time. The demo shows rendered object instances emitted over several frames.

When to use

Use it for many small objects such as dust, sparks, or seeds. Start with low counts and short lifetimes, then use an instance object when particles need visible geometry.

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