Real Particles

topchannel1on1 in Animation


RealParticles Module Documentation

RealParticles is a realButtons module for Blender that provides particle creation tools and particle-system workflow helpers inside the 3D Viewport.

Location in Blender:

  • View3D > realButtons > Particles

Primary purpose:

  • Create particle effects quickly.
  • Work from selected scene objects, emitters, curves, or meshes.
  • Build effects directly in the viewport.
  • Prototype physical, reactive, sticky, and guided particle behaviors.

Main Tools

  1. Particle Pile
    • Emits disk particles over time.
    • Uses custom collision behavior.
    • Designed for piling, stacking, and accumulating particle objects.
    • Useful for:
      • Falling debris
      • Coins, stones, disks, or small objects
      • Settling particle simulations
      • Visual pile-up effects
  2. Reactor Particles
    • Emits particles from source emitters.
    • Spawns additional particles when impacts occur.
    • Designed for chain-reaction particle effects.
    • Useful for:
      • Sparks
      • Impact bursts
      • Secondary debris
      • Reactive motion tests
  3. Sticky Particles
    • Spawns particles from the active emitter mesh.
    • Particles attach or behave like scaffold-style surface particles.
    • Designed for effects where particles cling to a form.
    • Useful for:
      • Growth effects
      • Surface buildup
      • Clusters attached to mesh surfaces
      • Stylized particle structures
  4. Cluster Particles
    • Creates breakable debug-point particle clusters from a mesh volume.
    • Designed for grouped particle structures.
    • Useful for:
      • Testing clustered particle behavior
      • Breakable forms
      • Volume-based particle placement
      • Experimental procedural structures
  5. Follow Curve
    • Emits particles that follow selected curves.
    • Responds to curve guidance and scene forces.
    • Designed for directional particle motion.
    • Useful for:
      • Trails
      • Flowing particles
      • Guided effects
      • Motion paths
  6. Voronoi Collapse
    • Scatters Voronoi fracture seeds.
    • Generates pieces that can collapse using physics.
    • Designed for destruction-style particle and fracture effects.
    • Useful for:
      • Crumbling objects
      • Collapse simulations
      • Fracture previews
      • Physics-driven breakage

Typical Workflow

  1. Select a source object
    • Choose the mesh, curve, or emitter object that will drive the effect.
    • The selected object acts as the starting point for particle creation.
  2. Choose a RealParticles tool
    • Pick the behavior that matches the effect:
      • Pile for accumulation
      • Reactor for impact spawning
      • Sticky for surface attachment
      • Cluster for grouped particles
      • Follow Curve for guided motion
      • Voronoi Collapse for fracture-based collapse
  3. Adjust settings
    • Tune particle count, emission behavior, collision behavior, or object references depending on the selected tool.
    • Work directly in the viewport so changes are visible while adjusting.
  4. Preview the result
    • Play or step through the scene to inspect the particle behavior.
    • Refine the source object, particle settings, or physics setup.
  5. Bake or finalize
  • Once the behavior is correct, bake or commit the result if the workflow requires stable simulation output.

Best Use Cases

  • Motion graphics particles
  • Destruction previews
  • Falling object effects
  • Reactive impact particles
  • Surface-based particle growth
  • Curve-guided particle trails
  • Procedural scene dressing
  • Fast visual effects prototyping inside Blender

Module Strengths

  • Viewport-first workflow
  • Focused particle tools
  • Works from common Blender object types
  • Good for fast iteration
  • Designed for artists using realButtons panels
  • Keeps particle setup close to the active scene context
$8

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Details
Sales 40+
Published 3 months ago
Blender Version 5.1 - 5.2
Extension Type N/A
Render Engine Used Cycles, Eevee
License GPL
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