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1) go into your paritcales tab and look for the Emission tab/menu, you should see the number of particles in your simulation as well as your start and end timer for that simulation but just below this is lifetime: this number determins how far a particle can go before it despawns, the smaller this number is the shorter the distance it can travel and vice versa.
2) Grab out a plane and scale it until its wider than your flower and move it to just barely touch the base of the stem.
3) Now set your timeline start to the same as the particle start and your timeline end to the particle end: ie start at frame 1 end at frame 100 as in my screen shot.
4) press play and let it loop.
5) your particles should fall through the plane I had you grab out this is fine.
6) go to life time and click and hold, press your shift key while holding and drag to the left, you should see the particles despawn sooner than before. keep dragging until they no longer pass the plane.
7) check the simulation from a few angles and make adjustments to the life time accordingly to match your desired outcome.
8) now delete the plane.
9) Render.
go to the physics tab and click on the "Forces" drop down menu.
You should see Brownian, drag and damp.
turn up the dampness and it will slow down the fall of your leaves, however unlike real leaves
these simulated ones will not sway and flow down they drop like a rock.
Dampness is not really designed for this slow down process so you will have to increase the life time of you particles, this is due to the fact that each particle has a limited amount of time to move before its removed and replaced by a new particle so if it takes longer to fall then it will die before it reaches the base of your plant.
Increase the life time and use your plane (or new one) to see if they've fallen far enough.
as for swaying and flowing leaves you've got two options 1) look up a video tutorial on particle sims and pray they actually talk about swaying leaves.
2) look up an article/written tutorial regarding your desired effect and hope they don't use confusing language and concepts.
I hope this helps
About my flower. I think the top is brighter because its thinner, its not nearly as dense as the base. mixing the shaders changes it drastically though. the base color is set really dark. and the color ramp makes the most difference. heres a screenshot of what its using.
https://i.imgur.com/oi8Nd1J.jpeg
edit-i dont think the bumb does anything.
https://steamcommunity.com/sharedfiles/filedetails/?id=2221736402
the picture doesn't show it all to well but my (very chunky) leaves moved back and forth as they fell. the controls for this are pretty limited but can get the point across.
https://steamcommunity.com/sharedfiles/filedetails/?id=2221736928
a small amount of rotation and or velocity based rotation could also help sell the look if you had a scene with a lot of wind.
Another possibility is to use animated wind strength of 2 or more wind effectors, one on the left side of the particles and one of the right. Aim them like 100-110 degrees for the added Z strength and just animate the strength of the wind up, down, up, down. I'm assuming you wan't to make them fall like real leaves, I didn't actually read all the comments before this lol. Forgot to mention, I haven't actually tried making falling leaves but this is the best I could come up with.