Creating the particle material
The next thing on the list is creating the particle material. In real life, right when sparks are emitted from a fire, they’re very bright white. As they rise and cool off, they turn to more of an orange-red-ish color. We can create this same look by adding a couple of different nodes to the material:
- Select Icosphere and open Shader Editor once again. Then, create a new material by clicking the New button.
- Delete Principled BSDF and replace it with Emission Shader, then set Strength to a value of
20. - Plug the Emission output into Surface in Material Output.
- Next, we’re going to add a new node called Particle Info. To add this new node, press Shift + A, go to Input, and select Particle Info.
The Particle Info node
This node allows us to take certain data from the particle system and have it influence the material. For example, you could take the Random output and plug that into Color Ramp Now, each particle...