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Using the ParticleEmitter node

From: Nuke 6.3 New Features

Video: Using the ParticleEmitter node

The Particle Emitter node is the starting point of any particle animation, as it creates the particles; all the other nodes manipulate them. Each particle has a lifetime, in that it's born, it lives for a time, then it dies. So let's go get a particle emitter from the Particle pop-up. Particle Emitter node, hook it up to our viewer, which automatically switches to 3D, because the particles are a 3D event. A little more screen space here.

Using the ParticleEmitter node

The Particle Emitter node is the starting point of any particle animation, as it creates the particles; all the other nodes manipulate them. Each particle has a lifetime, in that it's born, it lives for a time, then it dies. So let's go get a particle emitter from the Particle pop-up. Particle Emitter node, hook it up to our viewer, which automatically switches to 3D, because the particles are a 3D event. A little more screen space here.

Type F to wake up the viewer, and we see this interesting pipe. We zoom out a little bit. Now, if we just take the default emitter as it comes out of the box, and play it, all we get is this long standing pole. Not very interesting; not very much fun. We'll back out a little bit more; there you go. But if we come down to the spread parameter here, and set it at something like .25, now we can see what's going on.

The ParticleEmitter property panel has a long list of adjustments that controls the look, and the rate, and the speed, and the lifetime of the particles. So let's go down this list, and take a look at some of them. First of all is the emission rate. By default, it's emitting 10 particles per frame. So I'm going to cut that down to 5, and you can see, we've depopulated our cloud. We have half as many particles. Next, the max lifetime. By default, it's only 10 frames, so if I cut that down to 5, that means each particle is only living for 5 frames, and you can see the particle cloud got a lot smaller.

Let's look at velocity. By default, it's 1, but if I change that to .1, now they're moving a lot slower. They still only have a max lifetime of 5 frames, and since they're moving so slowly, they don't get very far. So let's go back to the max lifetime, and set it for 50 frames. There we go. The next interesting adjustment is the size. By default, .1, but we can turn that up, making the particles larger, or turn it down, making them smaller.

But I'm going to undo back to .1. As we saw, the spread parameter caused them to fan out. The closer the spread gets to 0, the tighter the beam of particles becomes. The closer it gets to 1, the closer it becomes to 360 degrees. I'll put that back to .25. Particles can be given a color. So we can just pop up the color picker, get our chipset, and we can make them red, make them green, or cyan; whatever color you want. We'll close this.

Another extremely important controller is right here: the Start At control. Here is the issue. We'll stop this; go back to Frame 1. As you can see, the particles begin at Frame 1, and the particle cloud gets larger until we get to Frame 50, right here, and that's because that's our max lifetime. Between 50 and 100, the particle cloud is the same size. So the thing is growing from Frame 1.

Now, that might be fine if you're doing an explosion, but that's not what you want if you're going to do, like, rain, or snow, or smoke: you want it to be 100% engaged on Frame 1. So here's how we do that. You look at your max lifetime, in this case, 50 frames, and we want to start at 50 frames earlier. So we would enter here, start at -50, and now on Frame 1, the simulation has already run for 50 frames, and the particle cloud has achieved its full size, and now it's at the full size for the entire length of the clip.

Now, you can't make a very exciting particle animation using just colored points, so now we need to take a look at giving the particle shape, and how to use 3D geometry as emitters.

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This video is part of

Image for Nuke 6.3 New Features
Nuke 6.3 New Features

52 video lessons · 2360 viewers

Steve Wright
Author

 
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  1. 2m 10s
    1. Welcome
      1m 50s
    2. Using the exercise files
      20s
  2. 9m 0s
    1. Building the mesh
      4m 12s
    2. Projecting images on the mesh
      4m 48s
  3. 26m 6s
    1. Exploring basic setup
      6m 21s
    2. Using camera track points
      10m 5s
    3. Understanding how to do a corner pin
      9m 40s
  4. 7m 22s
    1. Demoing the PointsTo3D node
      45s
    2. Using the PointsTo3D node
      6m 37s
  5. 15m 28s
    1. Setting the locators
      5m 4s
    2. Keyframing the locators
      2m 30s
    3. Doing the camera solve
      5m 34s
    4. Creating 3D cards
      2m 20s
  6. 5m 27s
    1. Working with the GeoSelect node
      5m 27s
  7. 8m 58s
    1. Understanding the Displacement node
      5m 19s
    2. Working with the ScanLineRender settings
      3m 39s
  8. 8m 49s
    1. Using the AudioRead node
      8m 49s
  9. 7m 44s
    1. Deep compositing briefing
      7m 44s
  10. 32m 55s
    1. CameraTracker overview
      7m 3s
    2. Tracking the scene
      4m 48s
    3. Solving the camera
      5m 28s
    4. Building the 3D scene
      6m 48s
    5. Adding 3D geometry
      8m 48s
  11. 9m 18s
    1. Tracking the scene
      4m 52s
    2. Filtering the point cloud
      4m 26s
  12. 19m 59s
    1. Analyzing the image
      8m 5s
    2. Exploring three workflows
      7m 18s
    3. Using the STMap node
      4m 36s
  13. 19m 41s
    1. Modeling new 3D geometry
      6m 46s
    2. Lining up 3D objects
      3m 16s
    3. Building the whole set
      7m 4s
    4. Exporting Modeler geometry
      2m 35s
  14. 1h 0m
    1. Exploring the PlanarTracker workflow
      6m 47s
    2. Correcting tracking drift
      2m 40s
    3. Coping with tracking occlusions
      6m 30s
    4. Tracking with multiple shapes
      6m 34s
    5. Tracking out-of-frame targets
      5m 32s
    6. Placing the planar surface out of frame
      4m 35s
    7. Exporting: corner pin (relative)
      4m 24s
    8. Exporting: Tracker node
      4m 24s
    9. Exporting: corner pin (stabilize)
      5m 15s
    10. Adding a roto shape to a track layer
      3m 42s
    11. Adding multiple roto shapes to a track layer
      3m 24s
    12. Using the mask input
      6m 40s
  15. 46m 20s
    1. Using the ParticleEmitter node
      4m 26s
    2. Creating particles
      4m 42s
    3. Adding emitters
      5m 59s
    4. Adding forces
      8m 18s
    5. Bouncing particles
      5m 28s
    6. Changing particle appearance
      7m 21s
    7. Adding streaks
      5m 42s
    8. Setting streak attributes
      4m 24s

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