4. Creating a particle system
pic 17

pic 18

pic 19

pic 20

Now create a PCloud-Particle system. I used the dimensions 20m x 20m x 20m. Leave most of the settings to default values, except the following: In the basic parameters-rollout change "Viewport display" to mesh, so you can see what it actually will look like and if you have a fast computer you might change "Percentage of particles" to 100% (this only has an effect on viewport display, when rendering it will always be 100%).
In the particle-generation-rollout change "rate" to something much higher, like 6000 or even more. Change particle type to "instanced geometry" and click "pick object". Pick the cube. Voila! Now you have 6000 (or even more) cubes. The size isn't right yet, and i have to admit that i have no idea why, but i had to change the size-parameter to 0.02m (particle generation-rollout). Looks good now, and looks even better after changing the value for size-variation to something like 50%. Now you have many cubes with varying dimensions.
Some might wonder why i chose instanced geometry of a cube instead of using standard geometry>cube from the particle-type-rollout. The reason is that the standard cubes won't have the material-id's set correctly. What are material id's? Material id's are assigned to each polygon and determine which submaterial from the Multi/Subobject-Material will be assigned. Material id 1 will assign the material that is in the first slot, Mat id 2 will assign the second one and so on. Our instanced cube has a different material id for each face, so we have all 6 submaterials on the cube. We want that for the instanced cubes of the Particle cloud too, so we need to do use instanced geometry and then do one more thing: in "material mapping and source" at the bottom of our "particle-type"-rollout click "get material from" and make sure that the "instanced geometry"-radiobutton is set (pics 19 and 20). In a shaded perspective viewport you should see a result similar to pic 17.
The geometry is almost finished.

5. Turning the particle system into a mesh object
pic 21
It's more convenient to work on a mesh object, because with mesh objects you can select faces, delete faces and so on and you don't have to worry that there is some unwanted animation going on such as particle-speed or rotation or particle-life being too short. This step is fairly simple: With the particle system selected click on the tools menu and then on "snapshot" (pic 21). Leave the default values as they are (snapshot: single and clone method: mesh) and click OK or hit enter. Now we have two identical objects on top of each other, the particle system and an identical mesh-copy. You won't need the PCloud anymore so you can delete it or hide it now.
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