Trapcode Particular Essential Training

Trapcode Particular Essential Training

with Chad Perkins

 


In this course, veteran author and animator Chad Perkins explores Trapcode Particular, an industry-standard third-party Adobe After Effects plugin for generating particle effects. After exploring the menu structure, basic operations, and some key tips and tricks, the course tackles a series of short projects that represent the kinds of design and animation tasks that motion graphics or VFX artists can create, such as camera flashes, smoke, sparks, or even a flock of birds.
Topics include:
  • Understanding the Particular paradigm
  • Working with different emitter types
  • Understanding the curve-drawing interface
  • Animating the emitter's position
  • Adjusting the particles' life span
  • Using custom particles
  • Using Particular's auxiliary particles
  • Integrating the After Effects lights and cameras
  • Using a motion path
  • Working with gravity and wind
  • Using movies as particles

show more

author
Chad Perkins
subject
Video, Motion Graphics, Visual Effects
software
After Effects CS5.5, CS6, Particular 2
level
Beginner
duration
4h 37m
released
Sep 27, 2012

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Introduction
Welcome
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Using the exercise files
00:00If you are a premium member of the Online Training Library at lynda.com or if
00:06you purchase this training on a disc, then you'll have access to these sweet
00:10exercise files, and you can play around with them;
00:15follow along with me if you choose to.
00:17Note that the project files for each chapter are here in the different
00:22folders, so in Chapter 10, for example, there are the projects we use in
00:26Chapter 10, and the media that these projects refer to is in the media folder
00:31organized by category here.
00:34Now it's important to note that you will need Trapcode Particular on your system
00:38in order to use these exercise files, because this is a course on Particular
00:43which is not shipped with After Effects.
00:44You will need on your system to open almost every After Effects project included
00:49with this training series.
00:50Now if you don't have Trapcode Particular you can go over to
00:54redgiantsoftware.com and here you can pick up a free 30-day trial of Particular
01:01and that will help you to be able to follow along with all the exercise files in the course.
01:06Now if you are a monthly or an annual member of the lynda.com Online Training
01:10Library, then you won't have access to these exercise files, but you could
01:14still follow along and use your own projects or just kick back and watch the
01:18magic happen.
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The prerequisites to this course
00:00Trapcode Particular is a fairly complex little tool there, there is a lot going
00:06on, and so this training series might not be for the faint of heart.
00:10It might not be for the brand-new After Effects user.
00:13I am going to expect you to know what solids are and how to make them, as well
00:18as lights and cameras.
00:19How to precompose and what that's all about and I won't be explaining too many
00:23if any at all After Effects tools and basics.
00:27So be prepared that you need to know a little bit in After Effects before
00:31jumping into this or you might get lost a little bit, but if you even have a
00:36basic understanding of After Effects, if you've gone through an essential
00:39training title on lynda.com I think it will be just fine.
00:42Just remember that the purpose of the course is to teach Trapcode Particular
00:46and not After Effects.
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Using Trapcode Particular vs. Trapcode Form
00:00One of the questions that people often have is what's the difference between
00:03Trapcode Form and Trapcode Particular, on the surface they seem very similar and
00:09here we are in Form and if you open up the particles section, which looks just
00:13like it does in Particular, there is a particle type drop-down and all these
00:16particle types are exactly like they are in Particular.
00:19So again on the surface they seem very comparable and they are very similar in
00:23lot of ways, but the big difference is that Form is meant to stay put.
00:28I mean animates you can move it around, but it doesn't generate new particles
00:32by default, I mean of course you could animate these things, but it basically
00:36is meant to be a form, it's meant to be an object and the object can move, but
00:41by default again there is not an increase in the number of particles, they just are.
00:46And so if we turn this off and contrast this with Particular, Particular spits
00:51out new particle that's meant to emit particles of course and as we'll look out
00:56throughout the training series you can change that.
00:58So you can basically change both, you could have form and then particles and you
01:02could have Particular stop emitting particles, but by default that's the big
01:06difference is that Particular is meant to shoot out particles, emit them and
01:11Form doesn't.So if you are going to create something like smoke or fire or
01:16embers as we'll look at or rain or snow, something that kind of is constantly
01:21generated, then Particular might be your best bet.
01:23If you are looking for something sturdy and stable, something that will always
01:29be on screen, later we'll look at a flock of birds and you don't want those to
01:33emit or change, Form might be a good solution for that.
01:37But essentially that is the big distinction, of course there is a lot of other
01:42little features that are in one, they are not in the other, but that's just the
01:46basic simple idea behind Form and Particular.
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1. Getting Started
Applying the Particular effect
00:00Coming into this training series, at this point we should know how to apply
00:04effects, but there are some issues with applying Particular that you might want
00:08to be aware of, hence this movie here.
00:10So what I am going to do is create a new solid, I'm just going to just press
00:12Command+Y on the Mac or Ctrl+Y on the PC to do that.
00:16And I am going to make sure this is comp size and I'll choose some whacky color,
00:21it doesn't matter what it is, it's just some vibrant color of solid.
00:24And let's go and ahead try, apply in Particular here, it's in the Trapcode
00:29section, the Trapcode category of Effects.
00:32So if you are one that likes to apply effects from the Effect menu say, you want
00:37to go to the Trapcode subcategory and choose Particular from that, and notice
00:43that it did not respect the fact that we had a red solid, it completely ignored
00:48what we had going on.
00:50I didn't use the color from it and it completely replaced it with Particular.
00:55Now I want to show you something else here, I am going to delete Particular and
00:59let's apply something like Fractal Noise.
01:02Well, after we apply Fractal Noise, does Particular change? No, it does not.
01:08So it did not respect any of that color from other effects and the stack
01:13completely ignored it.
01:15Let me show you one other example.
01:19If I have something like say, for example, the Circle effect, and the Circle
01:25effect is kind of interesting because it actually alters the alpha of the layer.
01:30So If I choose to show the Transparency Grid we could see that it has actually
01:34replaced the contents of the layer, so here is before and then after, we could
01:38see that the alpha has changed.
01:40And a lot of times when you apply an effect after an effect it adjust the alpha
01:45like this then the effect will only show up within the contents of the new alpha
01:49channel created by this effect.
01:51But if you could see with Particular, this is not the case.
01:55It completely ignores, let me turn back off the Transparency Grid, it
01:59completely ignores the circle and puts particles everywhere, even if I create a
02:06mask here, which again a lot of effects will respect, turn-off Particular here
02:13and I'll turn-off Circle so we could see that now our layer is just within the
02:18confines of this mask.
02:21Particular will ignore the mask and its particles will go everywhere.
02:25So that is why 100% of the time you'll want to apply Particular to just a fresh
02:32solid layer with no effects and nothing else on it because again Particular
02:36doesn't like to share its space.
02:38It's going to take over whatever else is there and so I just keep that in mind
02:42when applying the Particular effect.
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Using the included presets
00:00Particular ships with a host of really cool presets that you can use as
00:05starting points for your own project if you wanted to or maybe creative
00:09inspiration to see what Particular is capable of and also just kind of to
00:12educate yourself more about how Particular works and we'll show you how to do
00:16that a little bit later on in this video.
00:18First thing we need to do is go up to the Effect Controls Panel where we have
00:24Particular here in this project, Particular presets.
00:26I want to go to the flyout menu of the Effect Controls Panel and choose
00:29Show Animation Presets.
00:32Give that just a second, and now we could see our Animation Presets.
00:35Now you might not see this list of Presets from that dropdown.
00:40If you are not seeing it, what you need to do is actually quit After Effects
00:44and then restart After Effects and then your Presets will be seen in this dropdown here.
00:50So what I am going to do actually is I want to make sure I am on frame zero and
00:55that means I am ready for the application of these presets, but you see we have
01:00a really diverse and really cool list here.
01:02We have everything from Organic Effects like Fireworks and Smoke and Snow and Stars.
01:09There are some really cool Motion Graphics effects and other things that we'll
01:14get into which is kind of cool.
01:16I am going to check out this Explode Out effect, and as I preview this we could
01:20see we actually have a really complex and really organic looking explosion with
01:25a bunch of arms here, really great looking effect.
01:30Now what I want to do is actually apply another preset, but before I do I want
01:34to reset Particular.
01:35Now typically what I would do in that case, because I was working with another
01:39effect, is I will click the Reset button here in Particular.
01:42However, with the way that Particular works some of its features don't reset all
01:46the way when you click that button.
01:47So what you need to do is go to the Animation Presets dropdown and choose this
01:51Preset, a Full Reset, and that gets you right back to square one and now I want
01:57to choose Organic Lines Motion.
02:00One of my favorite presets, what a beautiful effect, look at that, just organic
02:05and just it's beautiful.
02:06Now you might say to yourself, how in the world would you create this from scratch?
02:11Again this is all -- both of these presets just with one layer and with one
02:15instance in Particular and no other layers involved.
02:17So how would you create this from scratch or what you can do is select the layer
02:22and press the letter U twice fast, so that's uu and then you could see all of
02:28the properties that have been adjusted from their defaults.
02:32As you can see there is quite a bit that goes into making this effect, but once
02:37you go in and take this apart, you can see what they did to make this.
02:40It's a great educational opportunity for you to learn a little bit more about
02:45what Particular is capable of and how to get it to do these amazing effects.
02:50So you don't have to use Presets, but if you would like to again for a jumping
02:54off point for your own projects like if you want to make snow, for example, you
02:58could start with the preset of snow or an explosion or whatever you wanted.
03:03It's also a great way to see what Particular is capable of and to learn a little
03:08bit more about how it works.
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Understanding the Particular paradigm
00:00In this tutorial we're just going to look at the way that Particular thinks.
00:04There is a certain paradigm here that once you get it, it really helps you
00:08understand where a Particular is coming from.
00:10So I have this basic little particle system here and I just have an Emitter and
00:14I have rotated it so that these particles are shooting out in one direction so
00:18it's easy to see what's happening here.
00:20I've also changed the particles to fade out as they die which brings us to
00:25our first point here.
00:28With Particular we are controlling a particle system here, we have an emitter
00:33that shoots out particles and as opposed to other parts of After Effects we
00:38don't have any control over these individual little particles.
00:41So If I want to keep everything else the same and just take this one little guy
00:43right here and move him up or something like that, I can't do that.
00:46So with the particle system I could control the entire system and the way that
00:50works and I have flexibility over a lot of parameters here, but I don't have
00:57control over each individual particle I just control the system.
01:00Now in Particular the things that you will probably focus on the most are the
01:06Emitter section which basically controls how the particles spit out and the
01:11particles section which controls what is being spit out.
01:16So what is being spit out is controlled in the particle and in what way are they
01:21being spit out is what the emitter section controls, and the Physics section
01:24kind of helps with the Emitter section a little bit as well as we add-in Wind or
01:29Bounce or Gravity or what have you.
01:31So the Physics and the Emitter sections kind of work together, but a lot of
01:35these other systems you don't use on a daily basis when you are working in
01:39Particular only for more complex and specific needs.
01:43So we have this emitter and again we can control the velocity and a lot of other
01:47attributes and we consider that when the particles are created from the Emitter
01:52when they are emitted from the Emitter, we call that the particle birth, so it's
01:56almost like there is a life-span here.
01:58So they are born from the Emitter and they kind of live, we refer that to the
02:04life of the particle and then they die out, they are dying.
02:09So they fade out as they die as I have set this to do, but there is a lot of
02:14other things you could do, I have it set out to do when the particles are
02:18dying, you could have them change in size or color or opacity as we have here as they die.
02:24So it's important to understand that these particles are almost like little
02:27lives that they are born, they live a life and we have control over that life
02:31and what they do during their lifespan and then what they do when they die out.
02:37So again keeping in mind this is the big picture of what Particular does and how
02:42it thinks and operates.
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2. Working with an Intro Project
Creating the smoke emitter
00:00Particular has been accused of being a little challenging to work with.
00:06So in this chapter what we are going to do is, we are going to take a little
00:08simple intro project and show you that that doesn't have to be the case.
00:12Now most people, when they think of particles, they think of these little
00:15kind of sparkles, and the Particular can do that, and this is actually done with Particular.
00:19What we are going to do instead is we are going to make these kinds of smoke
00:23like particles and these smoke particles are going to be used by this text as an alpha matte.
00:30So the text will only appear where the smoke is.
00:34It creates a really cool effect and as you'll see it's a very simple thing.
00:38So go to the introprojectstartcomp and you could see what we have here, we have this text.
00:44So what we are going to do is we are going to create that smoke to use as the
00:48alpha matte for this text.
00:50So what I'm going to do is I am going to select the Particular layer, I am
00:53going to turn on its visibility and I am going to solo it, clicking this little
00:57icon right here, so that's all we are seeing, and apply Trapcode Particular to this layer.
01:04Now we know that Particular uses an emitter to shoot out particles, but the
01:09default emitter is a point emitter.
01:11In other words it's all kind of stemming from this little one point here and
01:15it shoots outwards.
01:17So for the smoke that we are going to be creating, I should need a bigger area
01:21than that to fill more of the text.
01:23So under the emitter area I am going to change the emitter type from Point,
01:27which is what it is, to Box.
01:31With Box chosen as the emitter we can actually create an area of particles.
01:36So we do that by going down to the Emitter Size X, Size Y, and Size Z. In this
01:41case we are going to take Emitter Size X to 530, that's going to make this
01:46much wider, and for Emitter Size Y that's up in down here we can take this to about 80 or so.
01:54And although this looks nothing like smoke, the particles, the movement of
02:00the particles is done.
02:02That's all we need to do and as you will see here we really don't have that much
02:06more to do, even though it looks like it, we really don't have that much more to
02:10do in order to make this smoky.
02:12So we'll do that in the next movie.
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Refining the smoke
00:00In this tutorial we are going to take the little particles we made in the last
00:04movie and make them look more smoky, a lot more smoky actually.
00:08And you'll see that it's just really an easy process. It was easy in the last
00:12movie--we really do too much--and it's going to be easy in this movie as well.
00:16So in the Effect Controls panel I am going to close up the Emitter section of
00:20Particular, just to clean this up a little bit, and we are actually going to
00:24focus on the particle itself.
00:25So open the Particle section, and what we are going to do is change the Particle Type.
00:30In the Particle Type dropdown, we have a bunch of different types of shapes and
00:33objects that we can turn this into. We can turn this into stars or cloudlets
00:38or use another layer.
00:40But in my case I am going to choose a Streaklet here.
00:43And a lot of times when I am making cloudy effects, I'll use Cloudlet--that's a
00:47better choicbut for this case I actually like the way Streaklet looks better.
00:51So I am going to choose Streaklet, and this kind of just looks like a little like
00:55bunch of little bugs on the screen or something like that.
00:58So I am going to take this Size value up really high, and actually I am just
01:02going to click and type in here. I am going to take this up to 76.
01:04So if we kind of do a little preview here, you'll see this looks a little bit more
01:08smoky, but to really enhance the effect what I am going to do is I am going
01:13to change the opacity.
01:15Now if we took the Opacity value which is here, down, it starts looking okay,
01:20kind of like smoke a little bit, but the problem here is this isn't going to
01:25generate enough opacity to make a good alpha matte, because it starts to kind
01:29of fading that away.
01:31So what I am going to do is I am just going to increase the Opacity random so
01:34that way we have big bursts of solid white or a 100% opacity, and then a lot of
01:41semi-transparency throughout.
01:42Now, this is the final result, actually. It doesn't look that great by itself, but
01:48again it doesn't have to look great. We are using it as an alpha matte.
01:50As an alpha matte, it's really going to work well.
01:54So as you see here, we set up this really great smoke effect in just a few
01:59simple and easy steps.
02:01Now, in the next movie what we are going to do is we are actually going to apply
02:04this as an alpha matte to our text.
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Using the particles as an alpha matte
00:00So we've made this simple smoke in just a few easy steps and now all it remains
00:04is we have to make a track matte, an alpha matte out of this layer here.
00:09So what I am going to do is unsolo the Particular layer, and if we move out in
00:14time a little bit we'll see the text underneath the smoke.
00:19And now what we want to have happen is we want this text to only appear
00:23where there is smoke here.
00:26So what we are going to do is we are going to select the text layer and I am
00:31making sure the modes is showing and we could go to the columns and show the
00:35modes after right-clicking on this top little bar here, make sure the modes are selected.
00:39And so under Track Matte, under none, we'll dropdown and choose Alpha
00:42Matte "Particular".
00:44And that means wherever there is complete opacity then the magic text layer will
00:48show up and wherever there is transparency the layer will be clear and wherever
00:54there is semi-transparency there will be semi-transparency on the text layer.
00:59And to see this a little bit better we'll solo the layer and then choose to show
01:04the Transparency Grid using this icon here.
01:07And you'd see that our smoke, even though it didn't look super-great by itself
01:11per se, it has made this really interesting smoky appearance to our text.
01:19So the point here is that we can use Particular in really innovative ways, and
01:25those ways don't necessarily have to be complex in order to be innovative.
01:29It's such a versatile tool that could do all kinds of cool tricks like this.
01:33So now that we have kind of gotten our feed with Particular and it's not that
01:38scary anymore, we are going to now dig into Particular, into the Particulars of
01:43Particular and we are going to really start understanding how this thing works.
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3. Understanding the Emitter
Adjusting the particles per second
00:00In this chapter we're going to be looking a little bit more closely at the
00:04Emitter section in Particular, so I'm going to open up Emitter here and I'm in
00:10the Particles/sec comp and the Particles/sec project here.
00:14And what I want to talk about in this movie is the Particles/sec, the default is
00:19a 100, so that means that every one second a 100 particles are released.
00:25Now if I increase this, then we have more density in the particles, because
00:31there are more particles released per second.
00:33As I take this down, then we have less, so we could have just a few sporadic
00:38little particles here.
00:40Notice also that in the Info Panel, if you have that visible, it will tell you
00:44how many particles are currently on screen in this Visible section.
00:48The total refers to how many particles Particular happens to be processing on
00:52that Particular frame.
00:54So we can - well, as mentioned here, we can make this more dense and not as
01:01dense and this will become more helpful as we study the particle settings, we'll
01:05want to go back to the Particles/sec and adjust those.
01:08But when you animate this, you get some cool effects, I want to show you one of
01:13those right now, so if you go over to the fireworks start comp, we are going to
01:17be making some cool little fireworks here.
01:19So I have this Particular layer, so go ahead and apply the Particular effect to
01:22this layer, and when we do it, it removes that black solid, so we could see this
01:27little city background behind this here.
01:28So open up the Emitter section, and let's move out in time, and we'll click the
01:34stopwatch to set a keyframe for Particles/sec.
01:37We'll take this all the way down to 0, so it means that before this there
01:41will be no animation.
01:42Then I want to press the Page Down key to advance one frame and let's take this
01:47really high, like 10,000.
01:51So then I want to now hit Page Down one more time, and set a keyframe of 0, now
01:58it can be a little confusing, so let's see what I did there, I'm going to press
02:03the letter U on the keyboard to reveal all the keyframes.
02:06And you can see here we have no Particles/sec, so nothing is happening, then
02:1110,000 particles are emitted on just this one frame and then nothing afterwards.
02:16So what that does is it creates a little explosion, because there are 10,000
02:21particles released on that one frame and then nothing else.
02:23So it creates a nice little burst, it's good for fireworks in this case of
02:27course, but it's also good for explosions and spark hits and things like that,
02:31where you just want a gush of particles.
02:33So that's basically the trick to create a simple firework effect, but I want to
02:39take this effect a little bit further, that's all we need to cover about the
02:43Particles/sec, but If you'd like to follow along we'll kind of make this into a
02:47little bit better fireworks.
02:49I want to click-and-drag here on the Effect Control Point and move this away
02:54from the center, that actually correlates to the position X, Y parameter here.
02:58Next I want to increase the Velocity, so these particles spit out a little bit
03:02faster, and again we're going to go through these settings really quickly,
03:05because we're going to be getting to all of these in later movies in this
03:09training series, so we're just again going through this pretty quick.
03:14So now those particles explode a little bit faster.
03:16Let's close up the Emitter section, open up the Particles section.
03:19I'm going to take the Life span down from 3, by default it's to 3, which means
03:24these particles all last for 3 seconds and at the end of those 3 seconds they
03:29are all just, boom, die, right there instantly, boom, gone.
03:33So what I want to do is take down the Life down to 1.2 so they don't quite live
03:38as long, so they kind of blow up and then die out sooner.
03:41And I also want to increase the randomness of their life.
03:46So I'm going to take Life Random to 50%.
03:48What that's going to do is make it so that as time goes on, that occasionally
03:52particles will just randomly die out, which is good, this is what I want.
03:57Now before we go any further I'm actually going to go down to the color
04:01setting and click on the Color Swatch and change this color to a nice pinkish
04:05tone, a bright pink.
04:08And then I'm going to actually add some randomness so it's not all the exact
04:11same tone of pink, I'm going to take color randomness to 25.
04:14Now anymore than that and it starts to introduce all kinds of weird hues, but 25
04:20just gives us a little bit of randomness and still keeps everything basically in
04:23the same color family.
04:25Now it doesn't actually look very realistic, because they are all of the same
04:29opacity, so I'm going to increase Opacity Random, pretty much take that up all the way.
04:34And then what I want to do now is adjust the Size over Life and the Opacity
04:40over Life and these controls are a little bit weird, if I open up Size over
04:43Life you see we have this weird graphic, and again we'll explain this in the
04:46next chapter more clearly.
04:48But for right now I'm just to going to click this little button right here which
04:51creates this ramp and basically what that means is that the particles are going
04:56to start out big and they are going to get small over time.
04:59Now open up Opacity over Life and again this controls the opacity over the life
05:03of the particle, and we are just going to click this little preset here at the
05:07bottom, and what that does is it makes particles start out as completely
05:11opaque, and then as they fade to transparency, every once in a while there is a
05:15little flicker up to a 100% opacity, which kind of creates this nice little sparkle outwards.
05:20You can kind of see it in the little edges here as it's dying out as sparkles,
05:24it's kind of a cool effect.
05:26So basically now we have our firework, if I preview that, boom, very nice.
05:33Now what I did is I did a few more finishing steps here in the fireworks finish
05:37comp if you'd like to look at that, and what I did is I duplicated the layer and
05:42then I changed the color of the particle, and then grabbed the layer and dragged
05:46it a little bit later in time and did it again, so we have a series, a
05:50succession of fireworks;
05:51boom, boom, boom, very cool.
05:55And then also one of the things that I did that I think that helps in this
06:00Particular case, is I applied an adjustment layer at the top with the glow
06:03effect, I also took down glow threshold really low, so that way all these
06:08particles have a lot of glow and then as they are fading out, the ones that come
06:13back on with 100% opacity, that little sparkle that we talked about, as they
06:18fade out, they are a little bit brighter as they trigger this threshold again.
06:21So it just really enhances that sparkle effect, you can really see that here in
06:26the blue as it's fading out, nice little sparkles that fireworks do.
06:30Now again this isn't really complete, this is not like something we'd want to
06:34show to a client or anything, but it's kind of a cool effect, we'd probably want
06:37to play with the gravity and a few other settings, but for a basic firework it's
06:41kind of a neat little quick trick.
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Working with different emitter types
00:00In this tutorial we're going to look at the different types of emitters in
00:03Particular, and we're just going to start from scratch here, so let's go ahead
00:07and create a new composition. And I just use the HDV/720 29.97 preset, 5 seconds
00:14is fine. Click OK and let's go ahead and create a new solid using Command+Y or
00:19Ctrl+Y on the PC. Let's go ahead and make this black. Actually, it doesn't really
00:24matter. And we'll apply Particular, and as we scrub in time, we'll see the
00:29familiar Particular default settings.
00:32And we're going to do, open up the Emitter section here, and we're going to be
00:35talking about these different types of emitters.
00:38Now the default is the Point emitter, which means that there is one finite
00:43point where everything emanates from; all these particles come from that one little point.
00:50And so this is good for, like, something like a spark hit or when you are creating
00:54a trail and there is one finite point that everything is emanating from.
01:00But actually, I find that I use Box and Sphere the most, and so we're going to be
01:06spending most of our time in this video talking about those, specifically box, but
01:10we'll get to that in just a second.
01:12Now the layer emitters and the light emitters, this is much more complex and
01:18advanced than the others, so we are going to talk about them, but we'll do that
01:22later in the training series. And before we jump into Box and Sphere, let me
01:24talk about grid very briefly.
01:27Now a lot of these emitters are kind of confusing, because when you scrub in
01:31time, they kind of appear to do the same thing.
01:34But grid is a little bit different here.
01:37In order to see this, I'm going to take the Velocity from 100 down to 0, and now
01:42we could see what's going on. We have a little bit of a grid here.
01:45Open up the Grid Emitter controls right here, still in the Emitter section,
01:49and you can see we have 5 particles in X, 5 particles in Y, and 1 particle in
01:55Z. So as I increase the particles in X, then it just kind of turns into a
02:02mush, because the size of this grid is not really big enough. So as I increase
02:09the Emitter size X, big enough--and I think we might have too many particles actually.
02:13I take this down just a little bit.
02:16But now that we can see that we are actually creating a grid, like a wall of
02:23the lights here, which is something that you might want to use this for if you
02:27are creating like a rock star light wall that's really popular in music videos
02:31or whatever. Increase the Y size and spread those out. But now there is not enough particles.
02:36So the size of the Y is good--it fills the frame--but the number of particles,
02:41so we would come down here to particles and Y, and boost that up. And so now we
02:45have again kind of like a light grid. Here we could you use that.
02:50And again, these are all emitters, so if our Velocity is up a little bit--and
02:56we'll see that this grid is just the emitter. It's the thing spitting out the
03:01particles, so be aware of that.
03:05I'm just going to go ahead and click reset, get our settings back to the way
03:09they were and talk really about Box and Sphere.
03:13Now Box and Sphere create an area of particles, and the particles don't
03:19actually stay confined in that area, kind of like with Grid. They don't stay in
03:24that little zone, but that is the emitter, the size of the thing creating the particles.
03:29And they are actually very similar, but I'm just going to stick to Box for now,
03:34And again, it looks very much like Point and very much like Grid, and it's the
03:37default settings and you can't really see the Box. But if I increase Emitter
03:42Size X and spread these out like this, then you can see here now we have an
03:47area of particles; they are not coming from one single point.
03:51And this is really handy, to be able to have a big area of particles. So for
03:55weather systems like rain or snow, big clouds and fog, I always use the Box
04:03Emitter type. We're actually going to look at a couple of different uses of the
04:06Box Emitter right now.
04:08So what I'm going to do is take the Emitter size over 1000--1100 or just fine
04:15for that--and I'm actually going to increase the number of particles, the
04:19Particles/sec value, take that up to 1500, so we have a lot more particles now.
04:25And I'm going to increase the Emitter Size Z, which actually will bring the
04:29particles farther away from us and towards us more. So again, this is like an
04:35imaginary box. As we increase the Emitter Size Z, the distance or the size of Z,
04:42the Z axis, which is the one that we're looking at gets bigger. So I want to
04:46take this up to 3000, so we have a really deep set of particles here.
04:51And actually, I'm going take down the size of these particles. I'm going to go
04:56into the Particles section and take down the Size to 1, so they are much
05:00smaller. And let's actually go ahead and take the Velocity down from 100 to
05:06about 25, and so we're making this little asteroid field here.
05:10Now, it's not that impressive to look at, and we really would want to tweak this
05:15a little bit. But what we can do here is create a camera. I'm going to the
05:20Layer menu and choose New > Camera. The default settings are fine. I'm going to
05:25go ahead and click OK.
05:26Then I'm going to choose the Unified Camera Tool here, up in the Tools area, and
05:31I'm going to right-click and drag upwards, which will float us into these
05:37particles. And that's all we have to do to have this 3D particle system, because
05:44this is--Particular is a 3D effect, as you can tell by this little cube icon
05:48here. And we can click and drag with the left mouse button, and we can see our
05:53box of particles a little bit better.
05:57And again, it doesn't mean that our particles stay in that box; it just means
05:59that that's the emitter. That's what's creating them as a huge box of
06:04particles. So again, I can scrub up and scrub down. And just to show you how
06:09versatile this is, I want to change our entire look here by just adjusting a
06:13couple of quick settings.
06:14I'm going to go down to the Particle area, change the Particle Type from
06:18Sphere to Cloudlet. And that doesn't look all that great I realize, but hang
06:25in there. And what we're going to do is change the Size, all the way up to 15.
06:29It's a big jump and it looks ugly, but again, hang in there. And we're going to
06:36take the Opacity down to 1.
06:37So we want a kind of big bank of clouds here that we can fly through. Let's go
06:42ahead and take up the Opacity Random to 50%, and while we're at it, let's go
06:48ahead and press Command+Y or Ctrl+Y on the PC again to create another new solid
06:54that we'll use as the sky background.
06:56So click on the color swatch and create some kind of, I don't know, skyish
07:02color. And I'll go ahead and click OK and drag this behind our Particular
07:08layer, and now we could again pilot our camera into our clouds here. And the
07:14quality degrades a little bit because of adaptive resolution, because it's too
07:18much for the system to really process in real time, but you can still get the
07:22effect here, that we're flying into this awesome little area of clouds here.
07:28It's a very cool effect, very versatile, all because of that Box Emitter, but
07:32again, we couldn't get here with this Point Emitter because this is an entire
07:36world of clouds or asteroids or rain or snow or whatever we are going to use it
07:40for. But it is good to know about these different emitter types so that you
07:44could adjust one that fits the type of project that you are doing.
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Animating emitter position
00:00In this movie we're going to look at animating the position of your particles
00:05which can go a really long way in creating different effects with Particular.
00:09Now if you select Particular and you move the particle system around, you can
00:14see that things really don't change all that much, the particles kind of move as group.
00:21So when we animate the position of let's say the Emitter, for example, and I'll
00:28go ahead and click the stopwatch for Position XY and move in time and then move
00:34this over, that we create some really cool effects as these particles kind of
00:39streak across there.
00:42Now there are a few other ways to animate the particle, the position of
00:46particles in Particular.
00:49One is by using a Light Emitter which again we'll talk about later in this
00:53training series, but the benefit of light emitters as we'll see is that they can
00:59move in three dimensions, it's a kind of a limitation of After Effects, that you
01:04can either animate in Position XY or Z when you are in an effect and not all
01:09three at the same time, but lights can, and so you might get more flexibility
01:14with animation by using a light.
01:17Now also, don't forget that these particles are 3D, so I can go to the Layer
01:23menu, create a New>Camera, go ahead and click OK here, and we can use the
01:29Unified Camera Tool and move around, and these are actually
01:32three-dimensional particles.
01:35So if you have an existing 3D scene and you have animated cameras or whatever,
01:39you might want to just stick Particular into your scene and you don't have to
01:43worry about necessarily animating it unless you want some kind of extra
01:47special effect, or you could choose to animate around it with a camera, if
01:51that's your preference.
01:52I'm just going to go ahead and delete this camera, and select Particular and I'm
01:57actually going to deselect the stopwatch or Position XY to get rid of those
02:03keyframes, press V on the keyboard to get back to my Selection Tool.
02:07Another thing you can do, is you can actually use a Motion Path.
02:12So what I'm going to do is I'm going to unlock the Motion Path layer that's
02:16here, and I'm going to press U, so I can see the position value here, and I'm
02:21going to open up Particular in the Timeline so I can see, just open up this up a
02:26little bit more here, so I can see the Position XY of value here, I'm going to
02:31Alt+Click on the PC, Option+Click on the Mac, that stopwatch for Position XY and
02:36use the Pick Whip, click-and-drag to the position and property of the Motion
02:41Path layer, and what that will do is it will use the motion path, that's in the
02:46Motion Path layer here, it will use that motion path for the particles.
02:53And this motion path by the way which is the little shape that I created in
02:56Adobe Illustrator, I just copied it and pasted it here onto this layer, and so
03:01now as I -- actually let me deselect that layer so we get that ugly mask up, and
03:06so now we have these swirling particles that are very cool and again these are
03:11all 3D, so there is a lot that we can do with these.
03:14Now when you create an animated trail of particles like this, sometimes those
03:18particles won't behave as you might expect them to.
03:22For example, we might not want our particles to go drifting off so much or we
03:26might want them to go drifting off more.
03:28There is a lot of other things that we might want to adjust with this, and a lot
03:33of this comes from these areas here with a direction and these velocity
03:39parameters, so we'll talk about that and add on to this in the next movie.
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Understanding direction and velocity
00:00Two of the most important attributes when you are dealing with the way that
00:04particles behave are direction and velocity.
00:08So we are going to look at those in this movie.
00:10First in the Direction comp here again I just have a standard application of
00:16Particular that I haven't adjusted at all because these are kind of confusing
00:20attributes, so we are going to just have barebones Particular here so we
00:24understand completely what's happening.
00:27And we adjust Direction in this area, in the Emitter section in Particular we
00:32have this dropdown here, but one of the gotchas with this is that it's really
00:37hard to see when you are looking in a 2D view, a lot of these don't seem to make
00:41much difference at all.
00:42So what I have done is I have created a camera here and we are going to use
00:47the camera to help us see what's happening when we adjust the Direction options here.
00:51So I am going to choose the Unified Camera Tool and if we click around we can
00:55see the default direction which is Uniform, and basically that means that
01:00particles shoot out from the Emitter in random ways all over the place.
01:04So there is no rhyme or reason why these particles are coming out the way they
01:08are coming out, so I'll just randomly emit it from this Emitter.
01:11Now if I change this to Directional, we can see that we have a cool little
01:16stream of particles here.
01:18So you could imagine the use is here, whether it's for like a sparkle trail or
01:22for a jet engine exhaust or what have you, directional, the very popular usage
01:28of the Direction options here.
01:32But let me show you this, if I take off the visibility of the camera, so we
01:36are looking at our original view here, Direction doesn't look that much
01:40different than Uniform.
01:42So here is Uniform and here is Directional, it's not really obvious what's happening.
01:47If we do Bi-Directional, still really can't see that much of a difference.
01:52But again, if I turn on the camera we could see that Bi-Directional actually
01:55creates two bi-directional streams in opposite directions from each other,
02:01almost like a bowtie effect.
02:04So if you want to create maybe like a hammer smashing down and you wanted sparks
02:08to shootout either side bi-directional might be a good choice for that.
02:12But again if we are just looking at that 2D view, it's really hard to see, so
02:16that's why it pays to be working in 3D or at least be aware that this is the way it behaves.
02:23Another thing that you can do is let's say, for example, I want Directional here
02:28and I can't really see what's going on.
02:30We could also adjust the X, Y and Z rotation of this in order to see
02:34these particles better.
02:35So I could adjust this, this way, point it down, same thing with Y rotation and
02:42
02:43that can get aside of a jam.
02:44So we could actually work in 2D if wanted to and still see what's happening
02:48with our particles.
02:49As a matter of fact if I was going to create rain I would probably start by
02:53taking the X Rotation to negative 90 degrees and using a Box Emitter, using the
02:59Directional Direction and also increasing Emitter Size X, and this also works
03:04for not only rain, but there is snow, and we have to adjust the particles of
03:10course, but we probably also want to adjust the position of this so it's above
03:16the top of the comp.
03:17But we have some fairly believable snow, but again if we didn't know about this
03:22Direction option we'd really be stuck.
03:24So let me actually undo that a little bit so we get back to where we were,
03:29turn back on the camera, zero out the rotation and we have a couple of more
03:33types to talk about here.
03:34We have Disc which basically creates a disc.
03:37So it emanates from the center point or wherever, wherever the Emitter Type is
03:42and it kind of creates as you could see kind of like a disc shape, so if I play
03:47that back, emanates like a disc.
03:49And then we also have Outwards, and Outwards seems an awful lot like Uniform
03:54where they all just kind of spit out, but if we take our Emitter Type to Grid
03:59and we adjust the Emitter Size a little bit.
04:06Let's take this back to Uniform, we could see that actually Uniform, it's just a
04:13bunch of random particles all over the place or kind of going back in on
04:17themselves at times and just spitting out at times it really is random, and it's
04:21not very uniform at all actually.
04:23And Outwards is a much more uniform expression of that, they are spitting out in
04:28a much more uniform way but they are all spitting directly outwards.
04:35Now let's go over to Velocity.
04:37Velocity is the speed that the particles are emitted from.
04:43So if I increase I just -- again this is just a really default application in
04:47Particular, I've done nothing here and I am on the Velocity Static layer, and if
04:51we increase Velocity we see that they shoot out much faster.
04:56It's really chaotic.
04:58We can also take the Velocity down to let's say 5 and then we just have kind of
05:04like this little slow boil of particles because they are really not spitting out
05:09very much, because they don't have the velocity to do that.
05:12So the default value is a 100 and sometimes that's way too much, sometimes
05:15that's not enough depending on what you are doing, but just be aware of that.
05:19There is also a velocity randomness, we could take down the Velocity really low
05:22for example, and we could increase the velocity randomness.
05:25This will make it so that the velocity is random.
05:28So some particles will move away really fast and some particles will move really slow.
05:33And Velocity Distribution just refers to the randomness here, so it's adjusting
05:38the randomness of the -- the distribution of the randomness of the velocity.
05:44If you don't have any randomness to your velocity then Velocity Distribution
05:48doesn't do anything.
05:50Now the next attribute here is Velocity from Motion.
05:52This is also really important, but in order to see what this does you actually
05:56need to have the Emitter position animated.
05:59So I am going to turn-off the visibility of the Velocity Static layer, turn
06:02on the visibility of the Velocity Animated layer, and I have just a simple animation here.
06:07It starts at one side, shoots across to the other side.
06:10And when you are animating particles, velocity is just as important if not
06:16more so, and so I could see here when I increase Velocity what it does to that
06:20trail of particles.
06:23But what I want to do here is change the Velocity from Motion.
06:26So when we have a negative Velocity from Motion it pulls these particles back,
06:34because basically what Velocity from Motion does is it allows particles to
06:38inherit the velocity from the emitter.
06:42So our emitter in this case is moving from left to right.
06:48So as we have a positive value and we go really high up here, then these
06:55particles are also moving left to right.
06:59So they are inheriting a lot of the motion of the Emitter.
07:03If we take it to a negative value, they are going against the velocity of the Emitter.
07:09So again this is great for like exhaust, if this is a rocket and there is a
07:14smoke coming out, then that we want to use probably a negative Velocity from Motion value.
07:19And if we wanted to do something where maybe there is a lawnmower and it's
07:25eating up grass and it's shooting out grass in the direction then it's going or
07:29it's maybe burrowing under the ground and this is dirt particles that are being
07:33broken up, then we want to use maybe a positive Velocity from Motion value.
07:38Now let's look at a practical example so we kind of put all this together here.
07:42Here is what we did in the last movie, we have this little swirl of particles
07:46and let's see if we can't adjust this and customize this a little bit more based
07:51on what we have learned about Direction and Velocity here.
07:55So I am going to select Particular and let's see we want to streamline these
07:59particles a little bit more.
08:00Right now they are kind of all over the place and we might want that but right
08:04now it's a little too chaotic, I can't really tell that this is a beautiful
08:08spiral and I want to be able to tell that.
08:11So from the direction dropdown I am going to change this from Uniform to Directional.
08:14Now that already cleans things up because again Uniform shoots particles out in
08:20every direction randomly;
08:22but Directional is going to shoot things in a direction, so it's going to follow
08:27the course of this path.
08:29It's kind of a cool look.
08:31Now you notice how these particles are also kind of drifting away, it's because
08:35they have velocity applied a little bit, the default is about a 100.
08:39Now if we took this to 0 then the spiral would just exist as a spiral.
08:47Now the reason why there is some velocity there still is because we do have
08:52Velocity Random and Velocity from Motion up a little bit their default
08:56values are each 20.
08:57So if I take this down to 0, so there is no randomness in the velocity, we are
09:02still getting some velocity from the motion of the emitter, take this down to 0,
09:07then we basically created this effect where Particular kind of draws a path on,
09:12that's kind of a cool effect.
09:17So all of this from just changing the Direction value and also the Velocity, and
09:24these again are two huge properties when we are talking about the behavior, the
09:30control of the behavior of particles.
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Creating a pre-run
00:00In the intro project that we looked at in the being of this training series
00:04where we used a Particular to create an Alpha Matte for this text, I actually in
00:08the final version, in the project files added some kind of cool smoke here in
00:15the background for effect, and I actually brightened it up a little bit from
00:18what it was, from the originals you could see a little bit more clearly.
00:22But here is the problem with smoke of that type and actually here is what we
00:26could do is playback, here is the smoke just by itself, there's some simple
00:31Particular smoke just to give us some more atmosphere, and again, it was darker
00:34than the original, so it wasn't as noticeable.
00:36But when you have particles, as we know, Particular often starts from frame 0
00:44and then starts generating particles.
00:45Well, I actually want this smoke to be on from the very beginning, I don't
00:50want it to fade on;
00:51I want it to be like this the whole time.
00:54So what we have in Particular to remedy the situation is a parameter called pre-run.
01:01So if we go in the emitter section in Particular at the very bottom there
01:04will be Emission Extras.
01:06So if I open up Emission Extras, here we will have that pre-run value.
01:11And what this specifies is the percentage of how much of this system of
01:20generating particles will happen before frame 1.
01:24So in another words, right now 0% of these particles will be on screen at frame 1.
01:31But if I increase this all the way to a 100, then it will make it so that all
01:38of these particles, 140 particles will be completely generated by the time the first frame hits.
01:44And so now these particles just stay on, and so from the very beginning of my
01:49animation, my smoke is there.
01:50So if you ever you find yourself where you need particles to already be on the
01:54screen on frame 1, then pre-run is the parameter that you need to increase.
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4. Adjusting Particle Attributes
Adjusting particle life span
00:00In this tutorial we are going to be looking at the life span of the particles,
00:05what difference that makes, and also, how to adjust that.
00:09First let me introduce you to this little project here, I am just going to play this back.
00:17Very cool! So we are going to make these sparks, later, I'll show you how to go through
00:22that step by step, we'll get to that later in this training series.
00:25But I want to adjust it here in this movie.
00:26See these particles, there are just too many of them.
00:30So by the time that one word comes on, there are still particles left over from
00:34the last word, it just kind of gets a little messy.
00:37So I want to reduce the particles on screen.
00:42Now there are a couple of ways that we can do that actually.
00:45First and the most obvious is that we reduce the particle count in the Emitter
00:49section here, the Particles per Second, the actual number of particles.
00:52But if I look at the number of particles here, I am actually happy with that,
00:57it's actually good number of particles.
00:59So the other thing that we can do is adjust the Size of the particle in the
01:03particle section and reducing the Size of the particle will create the
01:07illusion that there are less particles, because they take up less screen,
01:10because there are less of them.
01:12Now the other option might not be so obvious and that is the lifespan of the particle.
01:17So what's actually going on here is we have the right number of particles, they
01:21are the right size, but they stay on too long, and so it makes things messy.
01:27So in the Particle section we could adjust the life of the particle.
01:31The default is 3 seconds long, which for many particles is way too long and
01:37actually for others, it's also way too quick.
01:39So I am actually going to take this down and set it 3 seconds long, I am going
01:44to click in here and I am going to type in .6.
01:47And now by the time that these OF particles start, the MADE ones are completely gone.
01:53So they fade out much more quickly, making this appear much cleaner.
01:58Now another thing we could do to get this a little bit more life is actually to
02:03increase the Life Random.
02:05Right now they are all fading out the same time, which can make things look not
02:10so great and realistic.
02:12So I kind of want to stagger their life, maybe like I want some particles dying
02:16out now and maybe a few stragglers did not quite die out right at .6 of a second mark.
02:24So what I am going to do is I am going to click in here and I am going to type
02:2950 and that's going to increase the Life Randomness by 50%.
02:32So some of these are dying out already and some of them are just kind of getting warmed up.
02:37So the final result here looks like this.
02:39(music playing)
02:43So it's much more of a believable spark hit, the way that those sparks kind of
02:49hit and then fade out more quickly.
02:52So that is Life Span, again it controls the life of the particle, how long
02:57the particles are on the screen from the time that they are born, until the
03:01time that they go away.
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Choosing the look of the particle
00:00In this tutorial we are going to look at a few basic ways to change the look of a particle.
00:05We have here this cool little particle system here, a little star field, and it's
00:10basically created with a galaxy background and I created it with a few layers of fractal noise.
00:15And the star field is basically just like the clouds we created a couple of
00:20chapters back, where we create a Box Emitter and we have a really big Z emitter size.
00:26The look of the particle is pretty much the default look of the particles.
00:30So let's go ahead and change that.
00:32In the Effects Controls panel I am going to close up the Emitter, open up the
00:36Particle section here, and I want to look at the Particle type.
00:39And again, by default we have this sphere.
00:43And we also have this Sphere Setting, which controls a little bit of the
00:46feathering on a sphere. If I move in time here,
00:48we can see when these particles are going to get closer to the camera, look at this here;
00:52we have this feather around the edge.
00:54And if we take the feather down to 0, we have a hard edge, and if we take it up
00:58all the way to 100, then we have a little bit softer of an edge.
01:02I am going to take this to the default value of 50. Let's look at some of the
01:08other particle types here. I am going to change this from Sphere to Glow Sphere.
01:11And this adds a little layer of glow around each of the stars, which makes this a
01:15little bit more prominent.
01:17It does kind of take away some of the depth in this case, because some of those
01:20particles that were really far away and were dim are now a little bit brighter,
01:24which gives them the appearance that they are not quite so far away.
01:28We also have this little Glow Area down here at the bottom;
01:30we'll talk about that later on this training series, but just be aware that Glow has been added.
01:36I am just going to change this to Star now. Star is one that I use ever so
01:40often, for sparkles.
01:41I do find that the size of the star in relation to the other particles is
01:47a little bit large.
01:48So what I typically do is go to the Size parameter and take this down quite a bit.
01:55And you could see now that we have some of these little spikes and then for a
02:00lot of these at the background we can't really see it.
02:03So for me that's a much better use of star.
02:05I hardly ever use it a full size like this, where it's super big.
02:10But there is something. And again, when we shrink this down and we can't see
02:16this little--these little spikes on the star for all these ones in the back,
02:21it kind of add some irregularity, which is actually pretty good.
02:24It makes it seem more organic in this case,
02:26so I actually like the way that those stars look with the Star Particle type.
02:32There is also Cloudlet, which we have used for creating clouds.
02:37But typically for this, you'd want to make these really big and then play with
02:40the opacity to make them look more cloudy.
02:43In this case, they do add some irregularity, but it's a little bit too much
02:48irregularity, and it looks unnatural, at least for stars.
02:52Similar to Cloudlet is Streaklet, and this was created for the express purpose
02:57of creating these light streaks that we will look at in a project at the end of this training series.
03:03But again, as far as stars go, it doesn't really help very much.
03:07I am going to take this back to Sphere here and take the Size back down to where it was, 4.5.
03:14So basically, my point in this tutorial is to show you that when we use Particle
03:20types, in conjunction with the Feather setting that is available on some of
03:26these--for example, Star does not have it, but many of these do.
03:31And also the Size, we use these three parameters in conjunction with one another.
03:35We can really change the look of our particle.
03:38Now, in this Particle Type dropdown there are 6 others: there are 3 Sprite
03:43settings and 3 Textured Polygon settings.
03:45And these are for using another layer as a particle, and we'll look at that in
03:51its own chapter, which is actually the next chapter, because it is a little bit
03:55more of a complex issue.
03:56But be aware that that is there. You can also use another layer as a texture.
04:01But until then, we have these parameters--the Particle Type, the Feather, the
04:06Size--to be able to control the look of our stars, or whatever particle system
04:10we are creating.
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Using the Particular curve-drawing interface
00:00In this movie we are going to look at one of the more unique and sometimes
00:06confusing features of Particular, and that is something called the Curve Drawing Interface.
00:11So open up Particular here, and then go to the Particle Area, and open up Size Over Life.
00:19Note that you'll also find a Curve Drawing Interface in the Opacity Over Life as well.
00:24So we with Size Over Life open, we see this thing called the Curve Drawing Interface.
00:32And again, it is a little bit confusing, so let's dig in here.
00:36Now I have this project here and I have basically what looks like bocce, little
00:41like glowing flares type thing.
00:44And basically this is created by opening up the Emitter section and taking down
00:50the Particles Per Second to 10 Particles Per Second, creating a Box Emitter.
00:56Taking down the Velocity to 50 and then also increasing the Size of the particle to 60.
01:04Now I want to give this more life than just kind of these random circles moving around.
01:09One of the things I could do is increase the Size Randomness and that's pretty
01:14good, but then they would stay that same size their whole life.
01:18And I want them to kind of move to get bigger and smaller.
01:21So I am going to take the Size Random back to 0 and start drawing in the curve interface.
01:26Now it's indicated here the size of the particle is indicated by the vertical height.
01:31So if we want a small particle, we draw down here and if we want a big
01:35particle we draw up here.
01:38And from left to right, we have the life span of the particle, from birth to death.
01:42So if I want these particles to kind of grow on slowly, I can click down here
01:48and I am dragging upwards, and so they'll start small and then they'll grow over their life.
01:56So we can play that back now, and we'll see that these particles kind of blossom
02:02on the screen, kind of interesting.
02:05Now I might want to reset my effect at some point and undo that, but if I click
02:11the Reset button, notice that it resets everything in the effect, except for the
02:17Curve Drawing Interface.
02:19So be aware as you are working in Particular that you cannot undo this by
02:24resetting the effect.
02:25So I am actually going to hit Command+Z or Ctrl+Z on the PC to undo that, and
02:30then I am going to click this button right here, this top icon right here to get
02:37back to square one with the curve drawing interface.
02:40And we have a series of presets here, not just the regular default,
02:45everything all the way, setting right here, but we could also click this
02:49button, which causes a fade out.
02:51Or in other words in causes a shrinkage over time, the particles will start
02:56large and then over time they will get smaller.
02:59So that's what this is like here, so they get smaller over time.
03:03Again, a completely different effect by playing around with this curve drawing interface.
03:08Click the next button for a fade-in and then a slow fadeout.
03:12We can have a gradual smoother fade in and out with this preset.
03:18We have a quick fadeout with this preset and then we have this one, which is
03:22very unique, because it has these little spikes here.
03:24So basically it's going to fadeout gradually and then have spikes of bigness
03:32over -- gradually over time it's going to just spike upwards in size, so we'll
03:36see a little flicker as they kind of pop a little bit right before they die out,
03:41which creates an interesting effect.
03:42And we can also kind of draw that a little bit more if we just kind of create
03:47little hills and valleys by just drawing up and down here, then we have these
03:52really random frenetic popping circles here.
03:57It's kind of an interesting effect.
04:01And again, if you are going to try to recreate this without knowing the curve
04:04drawing interface, it'll be really challenging to do that.
04:08Another thing we can do is if we are going to draw things our self like this,
04:13I can just click the Smooth button a few times and that will kind of smooth my
04:17curves over, so they are not so jagged edge or if I create a fade-in, and I am
04:22doing it with my mouse, so it's all rough and I get things like this, like a
04:27jagged points, I can click the Smooth button until we kind of smooth that out quite a bit.
04:31Now another thing we could do is we click the Random button and this will cause
04:35just random data to be there, which again creates these wild looks, where
04:39everything is just kind of flashing.
04:43And this could be an interesting fact, if you are looking for glitter in the
04:46background or just again an interesting background, we could tone down the
04:49opacity of these little shapes so they are not that opaque.
04:55And then we could also increase their size a little bit more so they cover the
04:58screen if we wanted to and we just kind of have like this interesting pulsating
05:02effect in the background.
05:03Let me take this back up to 100% and note that we could also copy if we want to
05:09take a curve that we have drawn in this Curve Drawing Interface and take it over
05:13to the Opacity Curve Drawing Interface.
05:16We could also flip things, so if we fade -in here and we decide, oh, you know, I
05:21actually want to go the other way where I start they are going to get small, we
05:26can click the little Flip button here and that will flip things so that they
05:29will start big and then go small.
05:31Same thing here with this interesting effect where it kind of spikes as it's
05:35fading out, we could flip that so it actually spikes like that, all crazy as
05:39it's fading in, and then it has a regular life span after that.
05:45So this is the Curve Drawing Interface, again, it's not too challenging once
05:49you understand that this is the size, vertically and the life span of the
05:53particle, birth to death.
05:55So again, if we want a big particle, then a small particle, then a big particle,
06:00it's just as easy as drawing that on, and with the Curve Drawing Interface,
06:04again, we can create some really complex animations in the size and also the
06:09opacity of our particles.
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Drawing particle opacity
00:00In this quick tutorial we're going to look at how to apply what we learned about
00:05the Curve Drawing Interface in the last movie where we looked at Size with the
00:08Curved Drawing Interface.
00:09We're going apply that same stuff to Opacity in this movie, because, if we open
00:13up the Particle section and Opacity Over Life, we will also find again, this
00:18Curve Drawing Interface.
00:20Now what I have here are these fireworks we worked with earlier, but I want to
00:24customize them and tweak them a little bit more.
00:26For right now I am just going to turn off the visibility of the green and blue
00:31layers we are working with just the pink fireworks here.
00:34And, so again, we have this Curve Drawing Interface and we can click and drag
00:38like we saw in the last movie for birth and death, and this controls opacity.
00:44So if I were to draw a curve like this, let me just click Smooth a few times
00:48here, then this will fade-in over time.
00:51It fades in over time instead of just kind of blowing up on screen.
00:55Obviously, it's not what we want with the fireworks but just be aware that you
00:59can do that and that really does help, if you don't want your emitter point to
01:03be really obvious, in other words, you don't want to have the particle be
01:07visibly coming out of the emitter point, sometimes it's good to start with the
01:12particles completely transparent, and then fade-in so that way the emitter
01:16point remains incognito.
01:18And another thing we could do is fadeout of course, we could -- I am just
01:22going to go ahead and reset this by clicking this button, we can click and
01:26drag here, so that the particles start opaque and then towards their death,
01:29they gradually fade out.
01:31Now that's more we would want with fireworks, but fireworks need to be
01:35more sparkly and alive.
01:37So what I want to do is may be click this little preset down here, which is what
01:41we did a couple of chapters back, we looked at fire works which basically
01:45creates a gradual fadeout.
01:46But then as the particle start fading out there are spikes of complete
01:49opacity, so you will see the particle start fading out, and it's kind of
01:53subtle, but every ones in a while you will see a little sparkle there, little
01:57glitter of these particles.
01:59But again, it is fairly subtle.
02:01So if I want to do something a little bit more intense with this effect, I can
02:05click the Random button, and of course, this just randomizes the opacity values
02:10on every single frame, and as we play this back, we just see all kinds of
02:15glitter all over the place.
02:17Now what I actually want these particles to do is to explode on to be completely
02:23opaque at the beginning and then over time start to sparkle away.
02:28They are going to die out anyway, so I really don't have to create any kind of fade-in here.
02:34So I am just going to click and make these particles completely opaque in the
02:39beginning, and then I'll just kind of sparkle away as they fadeout, as they die
02:45out and I really again don't have to worry about them fading out.
02:48So if I play this, they explode, and then they just kind of shimmer away, and I love that.
02:56If we look at the Size Over Life, what I have done here is I've already made it
03:02so the particles are regular size and then kind of shrink as the die out anyway.
03:06So in my case, I am not going to worry about adding any diminishing opacity, I
03:13like this kind of sparkling as they go.
03:16Now I want to apply this to all of my other green and blue fireworks, so what I
03:23can do is click the Copy button here, and again, there is no undo for these
03:28curve drawing interfaces, so be very careful what you do, especially if you draw
03:32a really complexed curve.
03:33I am going to click the Copy button and then go over to the green fireworks and
03:37the Opacity Over Life curve drawing interface for that and click Paste, and then
03:43I can go to the blue ones, same thing, click Paste, again, making sure that
03:47you're in Opacity Over Life and not Size Over Life.
03:50I can turn those on as well, and now we have quickly and easily created a lot of
03:55really interesting randomness and sparkles for all the three of our fireworks,
04:01because of this cool curve drawing interface.
04:04And that's just about done rendering, so let's go back and preview this now in
04:09real time, and this is again a lot more interest there, because of all that
04:14beautiful shimmering, because of the randomness of the opacity, because of the
04:18curve drawing interface.
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Coloring particles
00:00In this tutorial we are going to look at a few different ways to change the
00:04color of your particles.
00:05I have here a Particular applied just to a regular old solid with a default
00:10settings here and let's just tweak a few of these, just so we can play with
00:15this a little easier.
00:16I am going to open up the Emitter section and let's go ahead and take Velocity
00:20up to 200, that way these particles are a little bit more spread out.
00:24We'll go ahead and close up the Emitter section, open up the Particle section.
00:27And let's go ahead and increase the Size of these particles, to above 50 or so
00:33and then let's take down the Sphere Feather to 0.
00:37So we can clearly see these particles and actually maybe let's take down the
00:41Size a little bit more, maybe to about 30 or so.
00:45Now the easiest way to set color is to come down here to the Color Swatch and
00:50click this swatch, bring up the Color Picker and then, choose different color or what have you.
00:57But really what's going on here is that the Set Color Value is set to at
01:04birth, so we are setting the color of these particles when they are born by this color swatch.
01:09And we'll talk about that a little bit more in just a second.
01:13But before we do, there is a really great option here to randomize the
01:17color just a little bit.
01:19So I like this color, but I want some more colors that are kind of similar to
01:23this, they are just not the exact same color.
01:26So that's where this Color Random Setting comes in.
01:28I am going to increase this just a little bit and you could go about up to 20
01:34and you get variations of that same color, but it's still kind of monochromatic.
01:39It's a great way again to add just a little bit of variation to that color
01:43without much effort at all.
01:45Take this up more than that and you are going to get all kinds of random colors
01:49in 100, it's basically just like graffiti.
01:52So there is just no respect to the color in the color swatch here, but if we go
01:57back up to the Set Color area here we can not only set the color At Birth, but
02:01we can actually set the color to change Over Life.
02:05So choose that and then once that happens, this color swatch is ignored and
02:11Color Over Life becomes selectable.
02:14So if we open that up we can see that there is a rainbow gradient here by
02:18default and what it's going to do from birth to death, from left to right here,
02:22the colors are going to be born and be red and then change to yellow, then
02:26green, then cyan, then blue Over Life.
02:30Now we saw color random going here, so I am going to take that down to 0, so we
02:34are just seeing what's here in this gradient.
02:37And as I scrub through time here, they start red, and they go orange to yellow,
02:42to green, to cyan, and to blue over their lifespan.
02:47So again we change the colors here.
02:50So what I am going to do is I am going to click on one of these stops and drag
02:55it away to remove them.
02:56I am going to make this kind of fiery look.
02:58And I am actually going to drag my red all the way to the right and let's drag
03:03my yellow all the way to the left and then I am going to click over here close
03:07to the red to get more of an orange and then bring that here.
03:11So we can add more swatches just by clicking and then moving things around.
03:15So wherever we click is going to be a new swatch.
03:19And again, if we wanted to change the color of this swatch, we can just double
03:22click on that stop, and then change it to whatever color we want.
03:26Of course, I don't want that blue, so I am just going to go back over here to
03:31that stop, click and drag away to delete.
03:33So now we have this cool little ingredient, our particles are born, they are
03:37yellow, then orange, and then red as they go to their death.
03:42Now another way that we could use this gradient is by going to the Set Color
03:45dropdown and choosing Random from Gradient.
03:49So this makes it so that there is no order to when these colors come, they are
03:53just randomly, constantly one of those colors, all throughout the gradient.
03:57Now if you want more control over these colors, what you can do again, is
04:03let's say I'll click a red here and drag this right up to that orange swatch,
04:08then we'll go click next the yellow and drag it right next to the orange swatch as well.
04:14And so now we don't have all of these different colors, we have just these few
04:19colors, we have a little bit of orange, this little sliver of orange here, but
04:22mostly solid red and solid yellow, and this is good if you need to have colors
04:27be in a specific range, maybe for a branding or some other marketing purpose or
04:33for whatever reason.
04:34If you want specific colors and you don't actually want a gradient, that's the
04:37way to do it by dragging these colors next to each other.
04:40I am just going to drag away to remove those extra swatches, so we do have a smooth gradient.
04:46Now you notice that I did not undo that action, that's because you cannot undo this.
04:51Once you create something here in the gradient, it's stuck, and you can undo as
04:56much as you want and nothing is going to change, and you could even click the
05:00Reset button for the whole effect and it will not change the gradients at all,
05:04very much like the curve drawing interface.
05:06So just be aware of that as you make changes.
05:08If you've already set to the way it was when you first opened it, you can click
05:13this little rainbow preset here.
05:14There are few other presets you can choose from.
05:17They are basically kind of jumping off points.
05:19Again, we have similar settings here, we have random, if you want to Randomize
05:23these colors, and we also have again, just like the curve drawing interface, we have Flips.
05:27So if we actually want to this to go from red to orange to yellow, we can choose
05:32Over Life and then flip it, so then it starts red to orange to yellow.
05:36I am just going to flip this back.
05:39And now another way we can choose colors here or change the color of this,
05:42the appearance is by this Transfer Mode dropdown and this is actually really important.
05:47If I choose Add for example, it's going to use the add blend mode as these
05:53particles overlap one another, and so you get these really beautiful
05:58semitransparent looking overlays as these particles overlap.
06:02This is really helpful especially in the case of smoke and other things.
06:06If I go back up here to Sphere Feather and I increase this sphere feather.
06:10You get a really different look as these particles overlap and add modes.
06:15If Add Modes are a little bit too intense for you, you can take the Transfer
06:19Mode from Add to Screen, and if that's too intense, you can take that down to
06:23Lighten, which also creates some really interesting effects.
06:25In this case, it creates some cellular looking effects.
06:28So I'll take this back down to Screen, I think it looks best for just kind of
06:32smoky look that I am looking for, and again, you can change these colors in a
06:37way as Transfer Mode works by also playing with the Opacity.
06:40So if I take down the opacity, increase Opacity Random then we have a much more
06:46smoky looking set of particles here.
06:49May be we take down the Particle Feather just a little bit and we also might
06:53want to try Add again, now that we have taken down the opacity, and Add is not
06:57quite so overkill as it was before.
07:00And again, we can play with the Size and all kinds of things to create
07:03different looks with this.
07:04But again, we have so many options to play with the colors here.
07:09We have the Swatch, we have Color Random and we also have this great
07:13Gradient, we can have the colors change Over Life or just be chosen randomly
07:17from this gradient.
07:19One lost option here, we are going to talk about is this From the Light Emitter.
07:23When we use a light as an emitter here, which we will talk about later in
07:28this training series, we could also use the color of the light to control the
07:34color of the particles.
07:35So not too intense there, but that is an option as well
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5. Working with Custom Particles
Using another layer as a particle
00:00So far in this training series we've just been using the default particle
00:04types, Spheres, Stars, that type of thing and we have been able to create some pretty cool stuff.
00:10But it's time to take things to another level, and what I want to do in this
00:15movie is I am going to take this little rocket I made in a 3D program, this acts
00:19like just a 2D image file though, and I want this to be the particle.
00:22And what we are going to do is we are going to make the first part of this
00:25little project here, where we have rockets shoot out and Particular is actually
00:31generating these rockets.
00:31And actually Particular is generating these little fire trail as well, and
00:36we are going to make that fire trail in a later movie when we talk about Aux Particles.
00:40But for right now, let's look at how to create particles that are these little rockets.
00:46So I am going to go over to the rockets start comp and I have just a default
00:50application of Particular.
00:51And before we create rocket particles, let's go ahead and setup Particular, so
00:56it's ready for that.
00:58And the first thing I want to do is open up the Emitter section, make sure
01:02that's all squared away.
01:03I am going to take the Direction from Uniform to Directional, and so that we
01:08could see what we are doing.
01:10I am going to take X rotation to 90 degrees, and I am going to take Y rotation
01:16to 30 degrees and I want the Emitter to be in the lower left hand corner off
01:23screen, so the particles emit up and to the right.
01:26And actually I want a bigger spread here, so I'll take Direction Spread to
01:30about 35, and then let's see, I'll go ahead and take down the Particle Per
01:36Second to about 3 actually.
01:39Things kind of get pretty hairy when you have big images as your particles.
01:46So you can imagine 100 rockets per second, it not only bogs down the computer,
01:51but also doesn't look very good either.
01:53So I am going to leave that to 3 particles per second.
01:56I am also going to increase Velocity to about 400 or so, so these launch a
02:00little bit, let's go ahead and drag the Emitter over to the bottom left out
02:06of frame and as we play this back, we can see that that's what our little
02:11rockets will be doing.
02:13It's more like rocket like behavior.
02:16Well, I don't know if it's rocket like behavior, that's what I am assuming.
02:19I am not a scientist, but that's my best guess, what rockets might do.
02:24So now what we need to do is we need to bring the particle into our same composition.
02:30So the 3D rocket shrunk comp is -- if I double click this, open this up, this
02:36is the rocket and I just added some glow to this little trail here and I put
02:42this in a right spot for the flames which will - again, we'll talk about it in a later movie.
02:47So I am going go back to rocket start, I am going to drag 3D rocket shrunk into
02:52my rocket start composition.
02:54I actually don't want this to be visible;
02:56I just want it to be there, so I am going to turn off the visibility by clicking
03:01the eye icon in the Timeline panel here.
03:03Select my Particular rocket's layer.
03:05I am going to close the Emitter section, open the Particle section and where it
03:11says Particle Type I am going to change this from Sphere to Sprite.
03:16Notice there are several options for Sprites and Textured Polygons, we'll talk
03:20about the differences between these in the next movie, but for right now just
03:24choose regular old Sprite.
03:26Now nothing happens here, because we need to tell it what layer to use,
03:30basically when you choose a Sprite option or a Textured Polygon option, that's
03:35how you can tell Particular to use another layer as a Custom Particle.
03:40But until you specify what layer that is, then nothing happens and the screen is blank.
03:45So I am going to open up the Texture Section and from the Layer drop down I am
03:50going to choose 3D rocket shrunk, the name of our precomp down here.
03:57Now note that this is a still image, but we can actually use a movie file if we
04:03wanted to, but there are some special issues with that, so we'll look at that in
04:07another movie a little bit later on in this training series.
04:10Now if I scrub my current time now, we can barely see our little rockets here in
04:16the distant, they are hard to make out.
04:18So what we are going to do is come down to the Size area and we are going to
04:23boost this up to a whopping 100.
04:25And now we can see those.
04:27Now let's go ahead and take Size Random to about 40 and if we play this back,
04:33it's kind of heartbreaking actually, because don't seem to move like rockets,
04:38but we can go ahead and fix that pretty easily actually, thanks to a wonderful feature.
04:43I am going to open up Rotation here and in the rotation section you'll find this
04:48Orient to motion Property.
04:51By default it's off, so I am going to change this to on.
04:54And basically that will make these rockets point in the direction that they are
04:58moving and it seems like that would kind of fix things automatically, actually
05:03made things a little bit worse.
05:04So what we can do is go here to the Rotate Z parameter and I am actually going
05:08to change this again to about 100, and now these will point in the direction
05:15that they are shooting.
05:17So now we have these great little rockets that travel in the direction that
05:22they are going, and they are all being powered by Particular, which is really awesome.
05:27Now I should probably point out too that they are dying out, which does not look
05:31realistic at all, just to have these rockets disappear.
05:34Notice that my composition is 5 seconds, but the default life of the
05:38particles are 3 seconds.
05:40So what I need to do is take this at least above 5 seconds, so that they don't
05:46die out while on screen, and then we have created custom particles.
05:52The possibilities with custom particles are virtually endless.
05:54I mean it comes in handy from simple things like, let's say for glitter for
05:59example, if we don't want to use these default four pointed stars for glitter,
06:05we might want multi-pointed stars.
06:07We could use a shape layer for example or some other customer particle instead
06:11of that, or we can create different kind of Smoke or Fire or whatever, just by
06:16using these different types of particles.
06:19Meaning, whatever you could think of can be used as a particle here in Particular.
06:23Custom particles significantly enhance the capabilities and power of Particular.
06:29
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Working with sprites and polygons
00:00We are going to be starting off here where we left off in our last movie where
00:04we made these custom particles using a rocket image.
00:08Now I want to talk about this particle type section where we can choose these
00:12custom particles, we have three options for Sprite and we have same three
00:16options for Textured Polygon.
00:18So basically what Sprite does is it tells the particles to always face the camera.
00:25So as we choose Textured Polygon, it gives these particles permission to bend
00:32away from the camera.
00:33Now let me explain here.
00:34What we want to do is create a Layer, New Camera and this will all make sense.
00:41So once we create a camera and the default settings are fine, click Ok.
00:44Go our Unified Camera Tool here, as we click around we realize that these
00:52particles actually exist in 3D space because Particular is a 3D program, 3D
00:58plug-in and actually 2D stars were also created with Particular, so we are
01:02seeing those move around in 3D space as well.
01:05And when, if we go back to Particular here, when we have a Textured Polygon
01:09set up it's actually possible to move around and to see the backside of these rockets.
01:17And that actually in this case destroys the illusion, that's not what we want.
01:20So if we choose Sprite, then these particles will always face the camera, so
01:27even as the camera moves around the particles will always remain flush with the
01:33cameras that we never see their sides.
01:37So all of the Sprite options, we have Sprite, Sprite colorize and Sprite Fill
01:42which we'll talk about in just a second.
01:43Those are same things for the textured polygon, Textured Polygon Colorize and Fill.
01:48And with textured polygon these are things maybe if you had flower petals or
01:54other objects that it would be okay, they might be flat and you would expect
01:58them to be flat, those are the type of things that might be pretty good to use
02:02textured polygon for otherwise choose Sprite if we are going to be moving the
02:08camera around quite a bit.
02:09Now let's talk about colorize for one minute, if we go to Sprite Colorize,
02:13this allows us to actually tint each particle using the color swatch in the particle area.
02:19By default, that's white, so it turns everything black and white.
02:22Notice that it doesn't make everything completely white, that's what tint does
02:27or excuse me, the Fill does.
02:28So when we choose Fill, it makes everything whatever color, the color swatch is,
02:34and that's good for creating kind of cartooning looks.
02:36Now we have bunch of kind of cartoony looking rockets here.
02:40And if we wanted to, I'll just go ahead and maybe click color similar to what we
02:45have in the background, a bluish purplish color.
02:49And we could also increase color random to create some randomness in those colors.
02:55And also note that when we choose a Sprite Colorize that the randomness also
03:00works, it creates a random tint on each one of our particles.
03:05So using the Sprite options and Textured Polygon options it gives us a little
03:11bit more control over how we have Particular interpret our custom particle.
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Rotating particles
00:01Now that we have looked at creating custom particles and Sprites and textured
00:05polygons, we can look at how to rotate particles which is actually a little bit
00:11more complex than it might seem on the surface.
00:13So in this project, Particlerotation.aep, I am going to go the 2D rotating comp
00:18and first we'll look at just plain old 2D rotation.
00:22Now if I open up the Particle section and my Particle type is the default Sphere
00:27and I actually haven't changed any of my settings from their defaults, but
00:30you'll notice that we have a rotation section here but everything is grayed out.
00:35If I choose most of these default little settings here like Glow Sphere or
00:40Cloudlet or Streaklet these are also not allowing me to adjust rotation.
00:46The only default regular old particle we can adjust rotation for is star.
00:52And even then, all we can do is adjust the Z rotation;
00:57this is considered a 2D particle.
00:59So we could adjust Z rotation and if we adjust Rotate Z, for example then these
01:06particles will rotate and every particle will be at exact same rotation.
01:12I don't want that in this case, I am going to take this zero and we could play
01:16with random rotation so that each star has a different rotation value.
01:21And we could also adjust the rotation speed Z, and this allows us, let's say
01:27I will take it to one for example, then this allows the particles to rotate
01:33on their own quickly.
01:36And we could increase the speed of the rotation by increasing random speed rotate.
01:43So now some of the particles like this one down here, it's moving pretty
01:47slowly, it's rotating very slowly I should say and some of them are rotating very quickly.
01:53So we could adjust that and also I should point out, oops, I am going to go back
01:58up here to Particle Type, if we are using a custom particle and we choose one of
02:00the Sprite options, again for Sprites, After Effects in Particular are going to
02:06assume that the particle is going to be constantly facing the camera.
02:09So it's going to have the illusion of a 2D particle, so you could only adjust
02:14again the Z rotation which is basically like clockwise and counterclockwise as
02:19we saw with the star.
02:20It's only when we change our Particle type to Textured Polygon then we get
02:26access to the full control of all the dimensions of rotation.
02:31So let's go over to the 3D rotation composition and I have here these little
02:36squares that I made and actually if I go over here to pre-comp square, it's a
02:40little simple shape layer that I made.
02:43And the squares are growing on and there is a camera in the scene and the camera
02:49is orbiting around these little squares, I am not going to wait for it to render
02:55it, I am just going to skew it out in time.
02:58And at one point, we see the sides of the squares, you know, lot of them seem to
03:03disappear and that's not super great.
03:04So I want to add some randomness to this and still keep this kind of geometric nature.
03:08And so we are going to play with the custom rotation of the square.
03:12So I am going to select a Particular layer and go up to the particle section
03:16and open up rotation.
03:17The particle type is already set to Textured Polygon and again any of these
03:20textured polygon settings will allow you to play with the different X, Y and Z rotations.
03:25And again, just as with the 2D layer if we, let's say for example rotate X. If
03:30we rotate X then all of these squares will rotate 50 degrees for example in this
03:38case and they will stay that way for the duration of the animation.
03:42So no movement just they are oriented to 50 degrees of X rotation.
03:48I am just going to clear that out.
03:51If I wanted to increase the Rotation Speed X for example then these would
03:57rotate along X as the animation played and they would animate without setting key frames.
04:04Just really, really nice.
04:06And also reminds me of the Card Wipe Effect, the Card Dance Effect in After
04:10Effects where you could just set a little property and the animation will just
04:15rotate along a given axis without you having to set key frames.
04:19I am just going to zero this out and if we wanted to make this a little bit more
04:23chaotic, we could increase random rotation which will give us random rotation on
04:28every axis for every particle.
04:31It doesn't animate so, it's kind of just like randomizing these three values
04:35essentially, but it does kind of create a more random look.
04:40I'll zero that out.
04:44If I wanted to increase Random Speed Rotate, it's like randomizing these
04:48different rotation speed values and these particles are now all rotating in
04:54every direction which is kind of cool.
04:56If you want to create an explosion or something like that, this would be a
04:59great way to do it.
05:01Or again more chaos, this always works.
05:02I am just going to take this back down to zero.
05:05What I actually want to do is take the rotation speed Y which makes things
05:10rotate around like in 3D space.
05:13I want to take this down to 0.5, a pretty modest value but actually creates a lot of action.
05:18And now as these particles move they spin a little bit around the Y axis.
05:29Now it's a cool effect, this might be a little bit too much though.
05:34Let me take this down to maybe 0.3 after all.
05:38But what's kind of cool is that I have some lights in my scene as we'll talk
05:43about in the next chapter and as these particles are spinning around the Y axis
05:46they are catching the light and then they are not catching the light which
05:50creates this really interesting flicker effects and makes my scene feel much
05:54more complex than it really is.
05:58So just adding a little bit of random rotation could give a lot of life to our
06:02scene and to our particles again because they play on light and again because
06:06these particles appear to be more 3D as they rotate along these different axes,
06:13these different 3D axes.
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6. Integrating After Effects 3D
Using Particular in 3D scenes
00:00Throughout this training series I have mentioned here and there about how these
00:04particles in Particular are 3D, but what does that really mean?
00:07In this tutorial, we are going to look at what that means. We are going to
00:10So I have here this little paint brush scene I actually created in a 3D
00:11talk about what 3D particles mean to you in your life and how to take advantage of that.
00:21program, Cinema 4D actually.
00:23And I was able to exact that 3D data from that camera scene and bring it
00:28here, into After Effects.
00:30So basically, this is just a 2D, a flat 2D layer here, an image sequence, but we
00:38also have a camera here that mimics this movement of rotating around
00:43this little table. And what we are going to do later on in this movie is we are
00:48going to add some particles in Particular and they will also appear to rotate as
00:53the camera orbits around this scene.
00:55But, before we get into this real-world example, let's break things down a
00:59little bit and get very simple, so we understand what's going on here.
01:03I have in this 3D particles comp, just a simple layer, and that's all that's
01:07here. I labeled that Particular but there is nothing on it, so let's go ahead
01:11and apply Particular. And again, I wanted to start from scratch here so that you
01:15could really see what we are doing from the ground up.
01:18So I am going to apply Particular to this layer, and here we have this default view.
01:23And if we go out to 4 Views--and make sure you are not at the first frame where
01:29there's no particles. Go out there and time a few seconds, so we have a good amount of particles here.
01:34We have here in the Active Camera View these particles, but if we look over here,
01:38we are actually seeing the Top view.
01:39Now what I am going to do is create a new camera. I am going to go to Layer >
01:44New > Camera and the default settings are fine. Click Ok.
01:48We just need a camera here.
01:49And so you could see that even though this is our active camera viewport, we are
01:55looking at the particles from this side.
01:58So from the top view, we can actually see that these viewports are rendering these
02:03particles in three dimensional space.
02:05It's actually pretty cool because if we even have like a solid layer in 3D
02:09space, it would just look like a flat layer.
02:11But somehow, magically, Particular is able to render in three dimensions, which is
02:16very cool, because we could always see where our particles are in 3D space.
02:20And if were to increase the Z dimension, we could see this go back and stretch
02:24and all that type of stuff.
02:25So I am going to actually go back to one view, I'm going to select the camera, and I am
02:30going to choose the Unified Camera tool. And as we click and drag around, again,
02:35we can see that these particles exist in 3D space, and we could again right-click
02:40and drag and zoom in and zoom in to these particles, again orbit or pan around
02:46them by holding the middle mouse button down.
02:48There's a lot we could do with this camera. We could fly through these particles
02:52as we make them look like clouds or what have you.
02:54But that 3D functionality of Particular is one of its greatest appeals; it
02:58gives you so much flexibility and power because it really is a 3D environment
03:02that it is creating.
03:03So now let's go over to our Paint Brush Scene start
03:06now that we understand this. And again, we already have a camera in our scene.
03:10So here we have a Particular layer, and let's see what this looks like. I am
03:13going to go ahead and just apply in Particular again to this layer here.
03:19And the first thing we need to do is go to the Emitter, open up the Emitter, and
03:23change position X and Y to zero. 0, 0.
03:27And that will put things kind of close to where we need them to be. We need them
03:30to be up a little bit higher.
03:32So reduce the Y value to a negative, until it about touches the center of that paintbrush.
03:40And we haven't done anything other than apply the effect. We haven't adjusted
03:43any parameters other than its position but yet if we were to scroll through this,
03:48we would see that these particles orbit around, following the camera, because the
03:54camera is moving around.
03:57So let's go ahead and play with these particles and create some interesting
04:01particles here, and maybe see this a little bit more clearly.
04:03First thing I want to do is change this from a point emitter to a box emitter.
04:09Now, by the way, you might have noticed that these particles tend to be a little
04:12bit more pink and purple than they typically are, because what we have here is
04:19some hidden adjustment layers. If I click the shy switch you could see some
04:22color adjustment layer, but these are just the default regular old white
04:25particular particles.
04:26What I am going to do is I am going to go open up the particle section, and let's
04:32go ahead and increase the size of these a little bit, and let's go ahead and
04:38increase the size random a bit, bump that up, and let's go ahead and increase the
04:44opacity random, all the way. And we have some interesting particles there.
04:50Now let's go ahead and increase the emitter size Y so that they fill up more of
04:55the little paint jar, paintbrush jar, and that's looking pretty good.
05:01So if we were to go out in time here it see some pretty interesting particles.
05:07If we wanted to apply the velocity a little bit, this velocity is a little
05:09harsh; I might want to take this down to 80, or even lower.
05:13But for right now, that looks fairly decent.
05:16We could also increase the emitter size in Z so that these particles feel a
05:21little bit more spread out.
05:23Another cool trick that we can do, that I like doing sometimes,
05:26is just select this entire layer, press Command+D on the Mac or Ctrl+D
05:31on the PC to duplicate the entire layer, and then drag that layer on top of
05:38this Paint Brush layer, the layer with a paint brush and a jar and all that kind of stuff.
05:43So it seems like the paint brush is actually being surrounded by particles, some
05:48behind and some in front.
05:50But because we duplicated the layer, this is actually an exact duplicate of the
05:54particles on the other layer.
05:55So what I can do on this top layer is change the Particle Type, for example, maybe
06:00to Star. And let's go ahead and take the size down considerably, maybe not to
06:08zero but maybe to four, something like that.
06:14So everywhere where there is a little bubble from the back Particular layer, we
06:17have a little star on the top.
06:19So it's almost like a little bit more of a complex particle system, because we
06:23we only have two particle systems working here.
06:25But both are going to pick up the movement of the camera, or rather the camera is
06:30going to move around the particles as if they were here in this jar.
06:36So again, it's a great way to add life to your scene is to fly a camera
06:42through, and you don't really have to animate the particles to have them move with the camera.
06:47Again, it's one of the best features of Particular and as we go throughout this
06:52chapter, you'll see how we'll able to use more of After Effects 3D features
06:56with Particular as well.
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Using After Effects lights as emitters
00:00In this movie, we're going to look at using a light as a particle emitter.
00:06Now this concept is a little weird and foreign, so we're just going to start
00:10with a completely blank fresh project and this isn't going to be super pretty,
00:15but it's going to be easy to understand what's happening, and then later on in
00:19this training series, we'll actually look at their really cool use for using
00:22lights as a particle emitter.
00:24So I'm going to create a new composition here and I'm going to use the HDV/HDTV
00:28720 29.97 preset and click OK.
00:34I'm also going to right-click here in the Timeline panel and choose New,
00:39Solid to create a new solid and click OK and let's go ahead and apply
00:44Particular to this solid.
00:46I already have my 4 View viewport here, which you might want to do.
00:51I'm also going to right-click here and I'm going to choose New and I'm going
00:56to create a new light.
00:57Now it's important in the light settings dialogue box, we actually changed the
01:01name of the light to emitter and we'll talk about why that is in just a moment,
01:06I'm going to go ahead click OK there, and then we have this light and I'm going
01:10to go back to my black solid with Particular, open up the Emitter section and
01:14change the Emitter type to Light.
01:16And now this light is actually an emitter and if I move in time, these
01:23particles come out of this light, it's a little bit easier to see, if we go
01:27back in the Particular settings and change the direction from uniform to
01:31directional, then it spits out based on the cone angle which we'll look at more
01:37closely in just a moment.
01:37One thing I want to direct your attention to in a Particular settings here, if
01:41we click the Options button, here we can change the name of what we want this
01:47emitter to be called, but by default it chooses the light that's called Emitter
01:52and again here we can change it, if we wanted to, but there's some great benefit
01:56in having this light be a selective light and not just light one or some generic
02:02name, because you don't have a bunch of lights in your scene and it might just
02:06choose one of those lights instead of the light that you've actually dedicated
02:09as your emitter light.
02:12Now let's go back to the Black Solid with Particular and you'll notice that we
02:16have some settings kind of grayed out here, we have Position settings that are
02:20gone, Direction Spread, Rotation and that's because all of that is controlled
02:25now by the light, so if I double-click on the emitter, the Light layer here.
02:33And I'll move this dialogue box over next to the light, so we see what's
02:37happening as we adjust it.
02:38As we increase the cone angle, you're seeing that the spread of the particles is increasing.
02:44So now if we play this back, these particles, oops I didn't click OK here, these
02:49particles are now spreading out a little bit more.
02:53And I'll double-click this again, and reduce this cone angle here, and as we
02:58have a very narrow cone angle, then the particles stay within that little area there.
03:04I am just going to go ahead and double- click this, now we could also change the
03:08Light type and we'll have different results there, so right now we're getting a
03:12cone, I'm just going to open this up a little bit more here.
03:15We're having this kind of Cone shape, because our light type is a spot, but if
03:19we were to change this to for example, a point light, then that would create a
03:24Point Emitter from this light, now let's double-click that again.
03:28We could also change the Light type to Parallel and we have Parallel Rays here
03:35which is great for creating just a beam of particles, because they all just
03:39travel parallel to one another.
03:42So again, a great for like just a streak of particles.
03:45I'm going to take this back to spotlight, and I want to show you another great
03:50attribute here, when you use a light as an emitter, the intensity of the light
03:56actually controls the particles per second, so as I increase the intensity of
04:01the light, we're getting more particles, as I decrease the intensity of light,
04:05we're getting less particles generated per second.
04:08So you could see, that they set up this really interesting system where the
04:13light settings now control a lot of the core emission settings of the particles.
04:19So these are cool tricks, and they can be helpful, but one of the biggest
04:23reasons why we use lights as an emitter is found in the Position settings, if I
04:29select the Emitter and press P, we see something very interesting here.
04:32We see X, Y and Z position, all values of the same property, what that means in
04:40plain English is that we can move this light in 3D space wherever we want, we
04:45could move it forwards, back, side-to- side, up and down and we can create really
04:50interesting animation moving around in three dimensions, because they are all
04:55values of the same property.
04:57Now if you go back to Particular, and we'll just go ahead and change this back
05:02to a Point light for example.
05:03We see that position X and Y and position Z are all values of different
05:08properties, and that's just a limitation of After Effects plug-ins, so you can't
05:12get really one property with three dimensions that way.
05:16So it's a little bit more challenging to move things around in three dimensions
05:21by using these settings.
05:23So as we use a Light Emitter we can move this around and have those particles
05:28move around in 3D space a little bit more fluidly, we can create a three
05:32dimensional motion path for example with our animated light and create some
05:36really interesting results that way.
05:38And again later on in this training series we're going to have a little project,
05:41we're going to make light streaks and we're going to take advantage of these 3D
05:45motion paths with these lights and create that effect and it's really hard to
05:49create that effect without using a light emitter.
05:52So that and the other reason being that we could also again have a little
05:56bit quicker control over a lot of basic parameters of particles such as that
06:02the Emitter type and the fact that the light intensity can control particles
06:07per second and so on, these can make using light emitters a little bit easier sometimes.
06:13In the next tutorial, we're going to look at another value that After Effects
06:16Lights has with Particular and that is in adding shading to our particles.
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Using light falloff on particles
00:00I have here this project, it's not the greatest thing in the world, I made a
00:05little background and I made a custom particles with this little dollar signs
00:08and I made a box emitter with Particular, I made them go back really far and it
00:12just really looks terrible, it doesn't look very good at all, this is not
00:16something that you would see in a professional setting.
00:18So in the next couple movies, we're going to look at a couple of really
00:22important After Effects tricks that you can use with Particular, to make your
00:25particles really sing and look as good they can, even this project is terrible
00:30as it is, even this is going to look pretty good by the time we're done with it
00:34at the end of the next movie.
00:36So I'm going to go to Particular here and I'm going to close up my Emitter
00:40section and I want to open up the Shading section.
00:44See one of the cool things about Particular is that it allows you to use After
00:48Effects lights to actually light your particles and it also creates shadings,
00:54falloff on your particles as well.
00:56So I'm going to go down to my timeline, I'm going to right click, choose New, Light;
01:02I'm just going to make a point light here, but I'm going to name this light,
01:07Shadow with a capital S, Shadow;
01:10I'll leave the Light> White, Intensity about the default or there around, 96 is
01:16fine, click OK and nothing really happens, the Background layer is a 3D layer,
01:23so we're seeing its results on the light, but what we need to do to have these
01:28particles recognize this light as you go back to Particular and in the shading
01:32section, we need to take Shading from Off to On.
01:36And now we are seeing these particles be lit by this light.
01:44Now back in Particular here, there is light fall off settings, setting I should
01:50say, and there is the Natural(Lux) setting and the none AE setting, and
01:57basically this controls light falloff, when it's set to none AE, then there
02:01really is no falloff of the light.
02:03If the light touches the particles, it's lit, if it doesn't, its dark and that's it.
02:08But if we change this to natural, then we have a nice little falloff and we
02:12could even animate the light going through our scene here, we will click on that
02:16little Z area and would have this go backwards or forwards, so really relighting
02:20our scene here, lighting our scene with this After Effects light and again our
02:25particles are allowing themselves to be shaded by this light.
02:30Now the reason why we named our light shadow is because we want to use this
02:35light as a shadowlet and so what I can do is go to Particular and click on the
02:40options again and in the same way in the last movie, emitters, light emitters
02:45start with emitter are called emitter.
02:48By default Particular is going to look for shadowlet lights called Shadow, so if
02:52you're going to use a light as an emitter name it Emitter.
02:57If you are going to use a light to cast shadows and give shading to your
03:02particles, might be a good idea to refer to it or called it shadow, and then we
03:07could use it in the shadowlet section.
03:09So if I come down here in the shading area in Particular, the shadowlet for
03:12main, these are our main particles, we haven't talk about aux particles yet in
03:16this training series, but we will.
03:18But take shadowlet for main from off to on and what that's going to do is cast a
03:24little bit of shadow, so these particles are actually going to cast shadows on
03:28each other, they are self shadowing.
03:30Now by default, if we open up the shadowlet settings, the opacity for the shadow
03:34is set to five, so I'm actually going to click in there and I'll type 50, and
03:42now we see a much darker shadow as you could see that here.
03:45Now we can adjust the size and the distance and the color of the shadow even and
03:51all kinds of stuff like that but for now that's pretty good.
03:54If I take this - oops, I accidentally moved stuff that wasn't the light, I just
03:59want to move the light, but as we move this you could see those shadows changing as well.
04:03It's a really cool effect being able to play with the lighting of these
04:08particles and even that is significantly different than what we were looking
04:12at when we started.
04:13If we go back to Particular, you will notice that there are few other options
04:17here, we can increase the diffuse lighting or decrease it, basically it's the
04:23amount that the light is hitting the particles, the amount of color, that it
04:27comes from the light hitting the particles.
04:30And we could also adjust the Ambient light, that's the light in the shadows.
04:34And I can increase this, this tends to make things look pretty blown out, pretty
04:39quick, we could actually take this down to zero if you wanted, which makes pitch
04:42black particles also.
04:44And again we have Specularity controls for the amount and the sharpness of the
04:49little specular highlights there.
04:50If you wanted kind of make maybe have this, have a metallic texture and we
04:56could also use a reflection map, if we wanted certain colors in the reflections
05:02of these particles.
05:03I haven't really gotten great results with that, so I tend to not use that,
05:08but that option is here for you if you'd like to play around with that, so
05:11anyway this is one way to add a lot of realism into our particles, by adding
05:15lights into our scene and having that light our particles in a very natural and realistic way.
05:20In the next movie we'll keep going with this realism theme and we'll add depth
05:25of field, blur from a camera.
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Achieving a shallow depth of field
00:00In the last tutorial, we used After Effects Lights to create some cool shading
00:05and lighting fall off on these little dollar sign particles here, and it looks
00:10way better obviously, but it's still lacking something, it still just messy.
00:16There are particles everywhere and from a design point of view, we have no idea
00:21where we should look, if we were an audience person watching this, consuming
00:27this, you have no idea where to look everything is vying for our attention these
00:31particles here are huge.
00:33This one is the brightest, but it's really small there is bunch of junk here.
00:37So another trick that we often use is to use the Depth of Field of the camera to
00:43create some blur and focus.
00:46So what I am going to actually going to do is go to Particular and in the
00:50Rendering section, I want to make sure that Depth of Field is set to Camera Settings.
00:55Thankfully, that's actually the default, so if you just forget about it, you
00:59don't have to worry about it just make sure that that is set there and not
01:03turned off or else it won't work.
01:05Then you actually can go to your Camera Settings, open this up, open up the
01:10Camera Options, and then here is where we play with the Depth of Field.
01:14So the Depth of Field in After Effects is the range of focus.
01:19Now if the Depth of Field is off which it is by default then everything is in focus.
01:24There is no range of focus because everything is in focus.
01:27So if we turn this on, then only a little section will be in focus and we
01:33use the focus distance parameter to determine how far away from the camera is in focus.
01:39Now to create a really beautiful look, we want a shallow depth of field.
01:42We don't want that much stuff in focus and we get a shallower depth of field,
01:49the same way we do in real life by opening up the Aperture.
01:53So we want to increase the Aperture from 25 to maybe 250, there we are getting
01:59some blur there now, and now when you adjust that focus distance to make sure
02:04that what we want is in focus and actually what I can do is, if I turn off
02:10Depth of Field for a second, I can choose an object here that I want to be sharp and clear.
02:15Now this dollar sign is really getting my attention.
02:18This one is straight towards the camera, it's flat towards the camera, so there
02:22is not a lot of weird shading or any like skewing happening here it just a nice
02:27clean little dollar sign.
02:29It's getting lit really well.
02:31This is the one that I want the viewers to focus their attention on.
02:35So I am going to turn back on Depth of Field and I could adjust Focus Distance.
02:39I am going to play with this here until I get that one in focus.
02:47I will actually disable at a time I knew that this about a 1000 pixels out.
02:50So I am going to click here and type in 1000 and now this dollar sign is in
02:57focus and everything else is pretty out of focus.
03:00Now if we wanted to increase the blur of the particles closer to the camera and
03:05further away from the camera than this dollar sign, then again we could just
03:09increase the aperture more.
03:10So we can increase this up to 350 and everything that's not in that Depth of
03:15Field will be blurred more.
03:19And so as you look at this, actually I will increase it back to 250, its a
03:22little overkill for me.
03:23But as you look at this, this just looks a lot cleaner a lot more professional.
03:28We've taken this chaos and kind of organized it by using lighting shading and by
03:33using depth of field and now we have something here that is starting to approach
03:37a more professional look.
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7. Tips and Tricks
Adding glow
00:00In this tutorial, we are going to look at ways to make your particles glow and
00:04some other ways to make them pop off the screen a little bit.
00:07I have here some glows kind of floating passes background here.
00:13I kind of wanted to make it look like kind of dust particles in the air and
00:17maybe little embers in the air, but in order to see the glow, I had to make them
00:21bigger than they should be, so this is kind of unattractive, because particle
00:24size should be down to maybe three or so maybe even smaller.
00:27But again, just so we could see everything I am going to leave this pretty big
00:31maybe about eight or ten or so.
00:33Now we already have a little bit of a soft edge because of this sphere feather value.
00:40So I could actually increase this to a hundred to feather that edge a little
00:44bit more and again the opposite I could take it down to zero to get a hard edge around that.
00:50I take it back to its default 50.
00:52Now you'll notice that, if we go down here there is actually a glow section, but
00:58it's not selectable.
01:00The only particle types that allow you to adjust the glow are Glow Sphere and Star.
01:09So if I choose Glow Sphere, this becomes active and our particles automatically
01:13have an outer glow applied to them.
01:16And same type thing, we have a feather here as well, sphere feather or speather
01:22if you combine those two words together, and then in the Glow section, we can
01:27increase the size of the glow.
01:29We could increase the Opacity of the glow and we could also increase the
01:35Feather of the glow.
01:36By default it's at a 100 but we can take that down if we wanted to.
01:40But putting these together, you can get some really interesting effects, just to
01:44kind of have this kind of burn out look to them which is rather interesting and
01:49again we also get these same glow controls where we choose the star.
01:53Notice that these stars are made up of these sharp points and we can't adjust
01:57those at all, but we can adjust the glow around them.
02:01So I might take down the Size.
02:03As you could see the points aren't changing size, but that glow around them is changing size.
02:08So if we want just kind of like a little kind of cross in the middle, we can
02:12make these glows really big or if we just wanted to make mostly the cross of the
02:17star, we can just have this be a small little thing in the back.
02:21Now another thing that we could do, I am actually going to take this to Sphere.
02:26If we like our particles the way they are, we can apply glow on the same layer,
02:31the glow effect, After Effects effect, just go ahead an apply that here.
02:36We could apply that to our particles or we could also create a new Adjustment
02:41layer, by going to the Layer menu and choosing New Adjustment Layer.
02:46And the difference here is that if you apply to that layer, it's going to add
02:51glow to those particles.
02:53If you add it to the Adjustment layer, it's going to glow the entire scene which
02:57can make things seem a little bit more cohesive and pull together.
03:01So again if I apply glow to this, I might need to take down the Glow Threshold,
03:05so you could really see what's going on here.
03:07But now you see that the blue and the orange lights on the sides are getting lit
03:12up as well as the particles.
03:14So not much control over glowing the particles as opposed to the background, but
03:19again if I were to increase the Radius here and take this glow intensity down to
03:23maybe 0.2 then, everything has like a universal glow applied to it before and
03:29after and again it kind of helps to make things seem more cohesive sometimes.
03:33In this case I really don't like it actually so I am just going to select that
03:37and delete it and same here.
03:39I am just going to select the glow on this layer and delete it.
03:42Now another thing that we can do to make our particles really pop is by playing
03:46with transfer modes.
03:47Now we have transfer modes down here in the timeline panel, but that
03:51controls the transfer of the Particular layer of the particles with the
03:57layers beneath that.
03:59So it's all of the particles blending with all the layers beneath that.
04:03Now if you want to blend these particles into the layer that Particular is
04:09applied to, then you could go in to the Rendering section and change the
04:12transfer mode here, but again this Transfer Mode control sets the blending of
04:19all particles with the current layer, we'll actually look at example with
04:23this in the next movie.
04:24Now in this case, that's not what I want, I want to go to the Transfer Mode drop
04:29down in the Particle category and what this does is, it controls how the
04:34particles blend in with each other which is very cool.
04:38So I am going to increase sizings for example and I'll just zoom in a little bit
04:42here and right now these particles tend to just kind of like morph together.
04:46It's not very attractive unless you are going for that kind of blobby look.
04:49If you want to make it look like film was burning or something like that then
04:53this could be really cool, you might not want to play with the Blend modes, but
04:57as we make these bigger and these particles overlap, what we could do is change
05:01the Transfer mode to something like Add.
05:03And now as these particles overlap in their brightest points they turn white,
05:07which looks very cool and also if we take down the Opacity a little bit, we
05:11still have a little bit of burning in there as well.
05:15It's a very cool look.
05:16It's great for glows and things that are burning in on fire, even smoke
05:20sometimes can benefit from adjusting the transfer mode.
05:23It adds a little bit too intense for you to take that down to screen, screen is
05:27too intense for you take that down to lighten and then we kind of create these
05:31weird self patterned looks sometimes.
05:34But what I want to do is just leave it on add and again if we make this really
05:38big we start to see big differences here with the way these particles overlap
05:43one another and again the Transfer Mode here in rendering will not get you
05:47there, and the Transfer Mode dropdown in the layer will not get you this result
05:52because this is again controlling how the particles overlap one another.
05:56Now this is really offending my eyes, it looks terrible in this case, I am
06:00going to take this down to normal and take this size back down to say three
06:04like where I wanted them and maybe take this down to Glow Sphere and increase
06:09the size of the glow a little bit and take down the opacity of the glow,
06:15feather that all the way.
06:16Maybe you can take this down to say two and we have these nice little particles
06:23just kind of float through the air, and again maybe even two is too big.
06:28It's looking a little large, but choose one and now we start these beautiful
06:33little specs that flow through the air and that glow kind of helps them pop out
06:37from the background just a little bit.
06:39Again working with these different ways of making particles glow and feathering
06:44their edges and blending them as transfer modes these are the type of things
06:47that can really sell a shot and make your particles look amazing.
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Using Particular with multiple effects
00:00All right folks, we've got a couple of fun little projects in this movie.
00:04We are going to be making this little scene right here with the planet and
00:10eclipse and what not and light rays coming from behind it.
00:14Not the most impressive thing in the world, but what I want to show you here is
00:18that particle -- Particular doesn't have stand on its own, you don't have to
00:21just use Particular by itself, you can combine Particular with other effects and
00:27create some pretty cool results as well.
00:28So let's go to the Multiple Effects Start Comp in this project here, I am going
00:33to start with this planet, I am going to turn on its visibility and then solo
00:37it, and let's go ahead and apply Particular.
00:40We are going to be starting from scratch everything here and as you could tell
00:43by the name of the layer we are going to be making that planet here.
00:47And so what I want to do is go over to the Emitter, open that up, change the
00:52Emitter type to box, take the Velocity down to zero and then take the Emitter
01:00size X to about a 1000, Emitter size Y to about 600 and let's take the Emitter
01:08size Z to about 3100.
01:11And now we need to close up the Emitter section, open the Particle section;
01:16change the Particle type to Cloudlet.
01:19Let's increase Cloudlet Feather to a 100 and we actually want to take the size
01:26up really big here, so we are going to take this to 60, that's quite big, and
01:31then we'll take the opacity down to about four, and now this starts to look a
01:37little bit like cloud this is what we are going for.
01:40Now I don't want these clouds to just kind of drop out of existence when they
01:45die, as you could see, there was kind of some flickering here because they are
01:50dying out, so I want to open up opacity overlife and then this little curve
01:55drawing interface, just click and drag a little curve there and if we want to
01:59we could just kind of smooth this here, click the smooth button a couple of
02:06times, maybe even a little bit more to get that make sure they completely fade
02:12all the way out there.
02:13Okay, now we could smooth it, and everything looks good.
02:17Okay, close that up.
02:20Now before we wrap this around our planet, make our planet with it, I want this
02:25to have a blue background and I want the blue background and the Particular to
02:30be on the same layer.
02:32So what we're going to have to do is change the content of the original layer,
02:36the Source layer and make that a blue background.
02:39So I am going to select the Planet 2 layer, go to the Layer menu and
02:44choose Solid Settings.
02:46It gives us access to the settings of this solid, hence the name.
02:51So let's go ahead and click on the color swatch here that black swatch and I
02:55am going to create a kind of oceany blue and something to that effect, kind of
03:01desaturate it little bit darker, keep it realistic and not get cartoony and click Ok.
03:07Now we need to go to the Rendering section and change the Transfer Mode
03:11from None to Normal.
03:15And now we see the blue background with our clouds.
03:19Now we can apply the CC Sphere effect to this entire layer and we have this kind
03:27of globe looking thing.
03:29Again it's kind of a simple stylized effect, this is not going to be ready for
03:34production anytime soon, but the point is that we have made this world with
03:38these kind of glowing, undulating clouds which is pretty cool.
03:44And if you don't like how they are coming on like this, like we see again the
03:49flickering as they are being born.
03:50We can go back to Particular, go over to our Opacity over life and make them
03:56fade in, but yeah we just click this button here and make them fade in and out
04:01smoothly and we don't have that much flickering on, it's much smoother as they
04:06kind of fade in and out there.
04:08Now let's stop working on the planet for a minute.
04:11We'll turn off its visibility, turn on the Rays layer, select it and then solo
04:16it by clicking this switch here for the Ray layers just like we did for the
04:20Planet layer and then apply the Particular effect.
04:23I am sure you spell it correctly and there it is.
04:28I am going to open up the Emitter section and I am going to take the Particles
04:33per second to 220 and I am going to take the Velocity to about 60.
04:39Now we can close up the Emitter section, open up the Particles section and
04:43change the Size to about 10, a little bit bigger and now we have these little
04:50particles kind of being born, kind of looks just like the default settings, but
04:56very faint difference, it's going to work for us here.
05:00So now apply the CC Radial Fast Blur effect.
05:06And we'll increase the amount to about 80 or so.
05:11It's actually pretty specific probably maybe exactly 80 for this one and then if
05:19we turn back on the Visibility of the Planet layer, unsolo the rays and now we
05:24have these rays that are coming out from behind our planet, it kind of creates
05:28like an eclipse type look and if we play this back what's cool about this, about
05:32the streaks in the back especially is because these are being created from
05:36particles, the blur is being based on the particles then as the particles move
05:40around and as they are born, we kind of get this really cool flicker on these
05:45light streaks in the background.
05:47Now again here, to make things a little bit more smooth, we might want to go
05:51back to the Rays layer just like we did with the Planet layer with the clouds
05:55there and open up Particular and open up Opacity over life and click this button
06:00here with fade in and fade out smoothly.
06:04Now we have this kind of cool little flickering light effect in the background.
06:09Now at this point, we can go maybe back to our Planet and do some fine tuning
06:13here we could open up CC Sphere.
06:15Open up the light area and we could adjust the Light Height.
06:19So I don't want to move the shadow, reducing that value of Light Height and we
06:26could make it so that just that edge is kind of showing, it gives us a better
06:30looking eclipse there, and we could fine tune as much as you want or reduce that
06:35value, so just like a little tiny sliver here.
06:37And then I have an Adjustment layer with a Curves Adjustment on it.
06:41And I played with the few of the channels here to create the final results.
06:46So I turn that layer on and that kind of ties everything together and now we
06:51have our final result.
06:53Again, this isn't something that we would want to use in a feature film or
06:57something like that, but the point is that, we can create some really
07:00interesting results by using Particular in conjunction with other effects.
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Using 32-bit particles
00:00All right, this is going to be a fun one.
00:02We are going to look in this movie about how Particular is a 32-bit enabled
00:06plug-in which allows us to create some HDR particles.
00:11Now that sounds probably lot of scientific gibberish.
00:14But basically it means that we are going to make some really pretty lights.
00:18So we have this footage of a jazz singer here and there is basically a black
00:23background and so I was thinking, what could we do to make this cool.
00:27And often times, we use Particular to create little bouquet, like little Lens
00:32Flare type things in the background like blossoming blooming highlights.
00:36And so I created just a quick garbage mask around her and faded it a lot,
00:41because I didn't want to rotoscope it and do all that work.
00:44But this mask is going to get us there and created a layer of Particular and
00:48created just some simple little white light.
00:51Now of course, we could color this and what not, but what's going to really
00:54make this beautiful and what's really going to make these look like lights in
00:58the background is, if we go over here to our Project panel and Alt+Click on
01:02the PC or Option+Click on the Mac, click twice to 16-bits per channel then
01:0732-bits per channel.
01:08When in this mode, in 32-bits per channel mode then we could allow colors to act
01:15more like lights do in the real world.
01:18So if we open up with this Particular layer selected, open up Particular and I
01:22am just going to close the Emitter section.
01:24In the Particles section, we want to play with the color.
01:28So click the Color Swatch and right now the Color is at white, 111.
01:33We change to 32-bits per channel;
01:35the colors go from zero to one.
01:37So this is white, but I want to make this super white, brighter than white.
01:41So I am going to leave the Red channel at one, take Green channel to two, take
01:46the Blue channel to three.
01:47And so are basically pushing more light into the green channel and even more
01:53light into the blue channel which creates this kind of Cyan color and as we
01:57click Ok, we see that these lights now bloom as if they were real lights.
02:04And we could play with the Sphere Feather and we could maybe take that down
02:08and get that kind of look, that also looks a lot like the bouquet that we are looking for.
02:13We also increase the Sphere Feather that has another interesting result to it,
02:16take this back down to 50.
02:17We could also play with the Opacity;
02:19I am going to take this down, you should see the particles overlap, you might
02:23want to play around with Opacity and also Opacity Random.
02:26Now you notice that we are not having to play with the Transfer mode here, this
02:30doesn't have anything to do with blending, this is actually just the color of
02:33the lights and because the light that's being used to make these particles is so
02:39much brighter than white that we get these really great, again blooms and colors
02:44around the edges that looks very realistic.
02:47So you might want to play with Sphere Feather, get it somewhere where you like,
02:51I think kind of a low value works for me, somewhere around there, 25, 30
02:56something like that, and something else we could here.
02:59I am going to select Particular and hit Command+D on the Mac or Ctrl+D on the PC
03:05to duplicate that effect.
03:06Now we have two copies of Particular on the same layer.
03:10We are going to add more realism by creating more bouquet of a different color.
03:16So what we want to do is open up the Emitter section, and then go to the
03:21Emission Extras, actually it's not an Emission Extra, below that, it's Random
03:26Seed and so we can click and drag and move this around until we get a different
03:32version of those lights.
03:35And that looks pretty good and you can keep playing with that until you get one that you like.
03:39And we need to go down to Rendering and change the Transfer mode from None to Normal.
03:46And now we can see both sets of lights from Particular.
03:51Now what I want to do is close up the Emitter section, and the Rendering section
03:55if you like and open up Particle and now let's change the color.
03:58I am going to click on this color swatch, and I am going to change this to ed 3,
04:04Green 1.5 and Blue 1.
04:08So we get some kind of contrast here and now we have these cool kind of warm
04:14highlights which again makes it look like there are maybe stage lights in the
04:18background or maybe she is singing in a city at night and there is kind of just
04:22maybe traffic or something else behind her and the city lights or whatever.
04:26And we have them, we have them growing and then fading away, and maybe
04:32that's not the best idea.
04:34We probably want those to stay put and there are some problems with my
04:38garbage mask here too, you could see that I have some of the particles go over her shoulder.
04:43So I might want to go back to that mask and maybe make that a little bit bigger here.
04:49Probably, the best thing to do is to go and precompose this Particular layer and
04:53then mask the particles, because putting a mask on this layer won't work, we
04:58have to pre-compose it first.
04:59But all in all, I think you get the idea that this, this effect is very cool,
05:04all because Particular again is a 32-bit enabled effect which allows us to
05:09create HDR colors which create more realistic light scenarios.
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Linking emitters to other layers
00:00So here we have this sweet rocket, it's ready to take off and then it goes
00:07off into space there.
00:08And what I want to do is I want to attach a Particular Emitter to this tail
00:14section right here, so then its particles will stream back out of the back side
00:20of this rocket there.
00:22So what I would need to do first, and which I have already done actually, is
00:26make sure that the anchor point of whatever you want to attach it to is where
00:31you want a Particular to be, because remember, wherever the anchor point is that
00:35is what After Effects considers to be the exact position of the layer.
00:40And now, because of that that's where Particular will put the Emitter, so
00:46be careful of that.
00:47So I have here this Particular layer and I turn it on and I just have some fiery
00:53smoke coming on here, that's going to be perfect for our little rocket.
00:57So what I am going to do is I am going to go over to the Emitter section, and
01:01actually before I do that I want to go over to the 3D rocket and press the
01:06letter P on my keyboard to reveal its Position Property.
01:08And I want to go back to Particular here, and on the PC I want to Alt+Click;
01:14on the Mac Option-Click Position XY.
01:17And then I'll come down here to my Timeline.
01:20And by the way the, reason why we Option+Clicked it or Alt+Clicked it here
01:25in the Effect Controls Panel is so that this property reveals itself in the Timeline.
01:30So we could have just done it down here, it's not something you need to do, but
01:35I like doing it that way.
01:36So I am going to take this Pick Whip for this Position XY, this expression we
01:40have created, and drag the Pick Whip to the Position Property of the rocket and
01:44go ahead and click anywhere in this blank spot here to accept that.
01:47And now our Particular Emitter is attached to this part of the rocket and now
01:55we can play that back;
01:56let me actually just reveal all of it, and it's getting ready to go, and it is
02:06going to launch now.
02:12Now it's kind of going outwards and not really where we want it to be.
02:17So I am going back to here to my Particular Emitter and change the Y Rotation to 180 degrees.
02:23And now it's going to be coming out the opposite side of the rocket and not at a
02:27right angle from the rocket.
02:29And so now when it comes out, it's getting ready and it's launching.
02:37And there it goes in all of its glory.
02:41So just a quick little trick.
02:43Remember that we don't have to necessarily work with just these controls when we
02:48want to play with Emitters;
02:50we can attach them to objects and have really cool results.
02:54I mean, because Particular works the way it does, the path created by my rocket
03:01is followed by Particular and it moves around accordingly and it just creates
03:06these really cool smoke streaks, so just something to be aware of going forward
03:11that you can attach Emitters to other layers.
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Using a motion path
00:00All right folks, this is a fun one, we're going to look at how to have particles
00:05follow a Motion Path.
00:06Now the way that Particular does this is a little weird and a little
00:11non-intuitive, but it works.
00:12So this is what we need to do, we need two ingredients here;
00:15we need a light with the Motion Path and we need a layer with Particular on it.
00:21And the position of the light is actually what Particular can use as a Motion Path.
00:27Now if I look at this path right here, basically this is a light and I've moved it around.
00:33I've used the Motion Sketch feature of After Effects with a tablet, and so I
00:37drew this with a tablet, and lacking any creativity, just used my own name.
00:44So I like have this light here, but I set this up incorrectly, because I did
00:48not name the light correctly, and you'll see what happens because of that in just a moment.
00:53So I'm going to go and apply a Particular to my Particular Layer, we are going
00:57to be basically starting from scratch here, and I'll move out in time, and so we
01:01have just regular old layer Particular and our lights doing its thing.
01:04Now you might think that we go into the Emitter section to control the Motion
01:09Path, because it's really the path that the particles are going to follow, but
01:13no, we actually need to go into the Physics section, believe it or not, and we
01:17need to make sure that the Physics Model is Air and not Bounce, and we open up
01:22Air and here we can choose the Motion Path.
01:26Now again, I did not name the light correctly, so when I choose, let's say for
01:31example, 1 here, it says, The Motion Path feature needs a light to follow;
01:34yeah, we know that.
01:36Could not find a light named Motion Path 1 at the current time.
01:41So I need to click OK, and we actually need to change the name of this light to Motion Path 1.
01:48Now it doesn't necessarily have to be 1, it could be any number 1 through 9, but
01:52it has to be some number, 1 through 9.
01:55So we can choose that, let's say, for example, if we add another light and
01:59another layer with Particular, we had Motion Path 2, Motion Path 3, 4, 5, 6, 7, 8, 9;
02:04all the way up to 9.
02:05So we can't have more than one Motion Path at a time on one instance of
02:10Particular, but in our one comp we can have nine different Motion Paths and nine
02:15instances of Particular hooking up to those different Motion Paths.
02:19So what I'm going to do now is just play a little bit with the look of my Motion Path.
02:25I'm going to close up Physics, we're done with that.
02:27I'm going to go back up to the Emitter.
02:30Now here is where we see the advantage of using some other whacky part of
02:33Particular to control the Motion Path of the particles, because we still have
02:37our Position X, Y, and Z to control this.
02:40So I could still move this over and put it where I want and I don't have
02:45keyframes from the Motion Path to mess up here, which is really helpful.
02:48I'm actually going to take the Velocity down to 0, so I can see now my particles
02:54being drawn on, which is pretty cool.
02:57Now it doesn't go all the way, because the life of our particles is not enough
03:02to go all the way there, so what I'm going to do is to go up to my Particle and
03:06increase this quite a bit.
03:08And actually you'll probably want to go to the end of your animation to make
03:11sure that you're getting all the particles covered there.
03:15Now another thing you might notice is that if we zoom in here, some of these
03:19lines are a little bit jagged, and that's because we're using a low quality
03:25interpolation of the Motion Path.
03:27So to get the smooth version, we go back to the Physics section, back to the Air
03:33area, and instead of choosing Motion Path 1, we need to choose one of the high
03:39quality options, HQ, so I'm going to choose 1 HQ, and then everything gets all
03:43nice and buttery and smooth, look at that, it looks amazing.
03:47So as I push this back, you can just see that being drawn on really nicely.
03:53Now choosing one of the HQ settings will slow you down quite a bit, so just be
03:58aware of that, but in our case here it's well worth the extra render time.
04:03Now one of the things I want to do is maybe increase the Particles per
04:06second (Particles/sec).
04:07If we make this high enough, then this will actually become a really smooth
04:12writing tool, which looks great.
04:13Now I'm going to go back and I'll take these Particles per second
04:17(Particles/sec) down a little bit, back to something a little bit more normal.
04:22And one other trick here, I'm going to go to Particle Type and choose Cloudlet,
04:26and we're going to play with this a little bit and make it look like maybe sky
04:31writing, like an airplane flew and made this draw on.
04:34And I'm just going to go to Set Color and change this to Over Life, and open
04:39up Color Over Life and let's just go ahead and open this and choose this white to blue gradient;
04:44looks like sky writing kind of.
04:48And we can go ahead and increase the Size of these clouds.
04:52I'll increase Cloudlet Feather all the way.
04:55And we can decrease the Opacity quite a bit there, and that's really the key to
05:03getting good looking smoke is decreasing the Opacity.
05:06If we want to we could increase the Opacity;
05:08Random, maybe not quite that much, and maybe the main Opacity can come down just a little bit.
05:17Also maybe add some Size Randomness in there, just kind of keep playing with
05:21this until we get good old smoky looking particles here.
05:25And now we have smoke that draws on our name, thanks to the Motion Path
05:30feature in Particular.
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8. Intermediate Features
Using a movie as a particle
00:00In this tutorial we're going to have a basic introduction for using a movie as a particle.
00:05And again, we're going to get into this a little bit later on in our project,
00:08and we've already talked about using still images, but this movie is going to be kind of a hybrid.
00:12I have here this little motion graphics project that you might find at the
00:16beginning of a TV show or something like that. And I have here all of these card symbols--
00:22diamonds, hearts, clubs, and spades--and this is all being generated with Particular.
00:27The cards are being created with the Card Wipe effect, but all of these symbols
00:31are being generated with Particular.
00:33So again, this is going to be kind of like a transition. We're not going to be
00:37using full-on movies, which we'll do later on;
00:40And we're not going to be using images; we're going be using kind of like a hybrid and use multiple images.
00:44So I have here this Symbols Comp, and it's a four-frame-long composition, and on
00:49each frame there is a different one of these shapes.
00:53So on frame one there is a diamond and then a heart and then a club and then
00:59a spade, and so this is all one, again, four-frame-long composition.
01:03If I play it back, it goes really fast, because it's only four frames long.
01:06So if we go over to the Movie particles START Composition, we could see we have
01:10Particular here. It's just regular old Particular.
01:13So I'm going to select a Particular Layer, and then let's go over to
01:18the Particle section.
01:20Let's close up the Emitter section for now.
01:23In the Particle section I'm going to take the Particle Type to Textured Polygon.
01:28That again allows us to use our own custom layer.
01:31And they don't stay flat to the camera.
01:33The Sprites all stay flat to the camera; Textured Polygons are allowed to rotate around.
01:38Now we open up the Texture section, and then from this Layer dropdown, we
01:42choose the Symbols Comp.
01:45It doesn't say it's big, but it seems like it's always too big, so just go ahead
01:48and click OK. That's going to be fine.
01:50Now this Time Sampling dropdown is where it gets kind of confusing, because
01:54there is so much power here.
01:57Particular gives you so much control over how your movies play back in particles.
02:04So the default setting is Current Time, and basically what that means is that
02:09when it's on frame one, we are seeing frame one of the texture,
02:14in this case the Symbols Comp.
02:15And actually, let me increase the size here quite a bit, so we can see that.
02:19And then we can go back up to our Emitter section, we take down the Particles
02:23per second, increase the Velocity since we're spread out a
02:27little bit, and there we go. Close up the Emitter section.
02:30So we're using the Current Time here, so they're all diamonds, and then as we go
02:36one frame, they're all hearts; the next frame they're all clubs,
02:39then all spades, and then they're gone, because this comp is only four frames long.
02:44So one of the things that you'll notice that this allows us to do when we're
02:48using a custom texture layer is that we're allowed to change the particles into
02:55other things over time, which is really interesting.
02:58Now, as we look at the Time Sampling dropdown here--this is kind of important to
03:02remember--these options on the left side here--this is how I remember these
03:08different settings--the options on the left here refer to how Particular is
03:12going to look at the texture layer.
03:15So does it look at the Birth, the Start at Birth?
03:18Does it look at a random frame or does it split the clip into different
03:22proportions, which we'll look at in just a second.
03:24And then the one on the right, the options on the right are basically how the
03:29life of the particle is going to be affected.
03:33So if we start at birth and play once, then each particle is going to go through
03:40this entire Symbols Comp and just play it once.
03:44So each particle is going to only last for four frames, regardless of the life.
03:48It's going to go through all four frames.
03:50Now if we had a longer texture layer here, if we the Symbols Comp was longer--
03:54let's say it was 2 seconds long--then each particle would last for 2 seconds.
03:59So if we choose Start at Birth and then Loop, then what happens is is that it
04:05starts from birth. Each particle start as a diamond, so we could see that there
04:09is three diamonds here, for example.
04:11And then if you go to the next frame, they all turn into hearts, then clubs,
04:15then spades, and then if we keep going to the next frame, then they go back to diamonds again.
04:20So each frame they are changing, and they are cycling through this loop over and over again.
04:26If we take the Start to Birth - Stretch, then it will take the lifespan of the
04:33Texture Comp and it will stretch that over each particle's lifespan.
04:40So each particle's lifespan, let's say for example--if we go back to Particular
04:44here--our Lifespan is set to 3.0 seconds.
04:47So what that means is over 3 seconds each particle will go from diamond to
04:53heart, to club, to spade.
04:56So it creates a really interesting look.
04:58So they all start out as diamonds, and then they go over to hearts, then
05:03clubs, then spades over time, and this is really controlled by the life of the particle.
05:09So if we were to elongate the life, then they would have a longer distance to go
05:14before they would change.
05:15So again, it's stretching these four frames over the 3 seconds of the life of each particle.
05:20So let's go ahead and just take this back to 3.
05:23And we'll skip over Random for the time being. If we go to Split Clip, this
05:29allows us to split the clip into a number of predetermined clips.
05:34So let's say, for example, we had ten little animations of an army guy moving or
05:40something like that, and they were all on the same layer or on maybe different
05:44layers in that same composition.
05:46So we could say if they were--maybe this is a 10-second-long texture clip, we
05:51could break this up into five different clips and each one will be 2 seconds
05:55long, and so then Particular would look at each of those 2-second clips, and
06:00each one of those particles would be a 2-second clip.
06:03And again, these will all make sense more when we use them later on in the
06:07project, later on in this training series.
06:09For now I want to choose Random - Still Frame.
06:13So what that's going to do is it's going to choose a random frame for my texture
06:17layer and it's just going to pause.
06:20So the particles are not going to change. They're not going to evolve.
06:23When they are born, they are going to be born a diamond, a heart, a club, or
06:27a spade, and they are going to stay that way throughout the duration of their life.
06:32And so that's what I use to create these cool animations.
06:36So using these texture layers, we don't have to necessarily use just still
06:41images; we could use a movie file; we could use an animation; we could use a
06:45series of objects like this and create kind of like an arrangement of different
06:52shapes or symbols or whatever we want.
06:54Now that's the end of this tutorial, but for those of you that are interested, in
06:58my intro project here, we had this kind of cool little project, or it would have
07:03been cool, but these cards don't look quite right.
07:06These cards were created, again, using Card Wipe, and Card Wipe doesn't have the
07:10same features that Particular does when it comes to 3D.
07:14We can't get a shallow depth of field with these cards, and it just doesn't
07:19really blend well with Particular.
07:21So what I could have done is I could have made these cards out of Particular.
07:26So when I made these cards from Card Wipe, I just created these texture layers,
07:34so I had one texture layer that's all the backs. Again, this is one flat solid
07:38layer, and then the front of the cards were one flat solid layer as well, and
07:42then Card Wipe lets me kind of chop those up and play with those like that, and
07:48it's just a little bit easier.
07:49But if I want to take the time and make each card its own layer, then Particular
07:54could have seen that. We could have use this as, again, another movie particle.
07:58And then these particles could have interacted with each other. We could have
08:02gotten depth of field, and this would have created a much better look.
08:05So I didn't take the time to do that, but just be aware that things like that
08:09are possible with this functionality in Particular.
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Working with gravity
00:00Folks, the next few movies we've got some exciting stuff coming up. We're
00:02going to be looking at physics with particles, which really opens up a lot of
00:07really cool new doors.
00:09So I have here this gravity text that comes onscreen. These particles kind
00:12of follow it and then they kind of grow a little bit, but what we're going to
00:17do here is we're going to look at how to use gravity kind of to maybe play
00:20around with our particles a little bit and create a different kind of vibe and atmosphere.
00:25So I'm going to choose my Particular layer. I already have Particular set up for us here.
00:30And I can close up the Emitter section, close up the Particle section, and I
00:34really want to go to the Physics section.
00:36And you'll want to make sure that the Physics Model is set to Air for this, and
00:40there's really two choices:
00:41Air and Bounce. It's set to Air by default, but just again, double-check to
00:45make sure it's there.
00:46And here we have this Gravity setting.
00:48So as we increase the Gravity, we can have these particles fall down, as you can see.
00:53It's basically the amount of gravity, how intense gravity is, is what that
00:58setting is controlling.
00:59So now as we preview this--actually, let me zoom back out so we can have this
01:04render just a little bit faster-- now we see that the particles are still
01:08coming along with the text, but then as they are born, or after they are born and
01:15that initial velocity wears off, then they start falling.
01:19So it's almost like it's like dust on the text and then as soon as it
01:25settles, it kind of falls.
01:27So this is different than in the Emitter section, the Direction, changing the
01:31Direction, because that basically just shoots it out in one way and the
01:35gravity allows it to kind of come along for the ride and then afterwards,
01:42gravity pulls it downwards.
01:45So again, it acts very much like gravity does in the real world. Something can
01:49have an initial trajectory, but then gravity gets a hold of it and it will fall.
01:53Now we can also go the other way. We can go to negative direction and have these
01:58particles almost like bubbles or something.
02:00So then as I preview this, again, the particles will go along with the text and
02:05they will be kind of effervescent and kind of bubble away. So this is great for
02:09kind of soda bubbles or champagne or something else that you might find that
02:14would bubble upwards like that.
02:16It's kind of a cool effect.
02:19Now I'm just going to take this back down to 0.
02:21There is even more power here. If we open up the Air section, there is another
02:26property I want to talk about called Air Resistance.
02:29This basically refers to how dense the air is.
02:33So what I'm going to do is increase the Air Resistance, maybe to like 8 or so,
02:41and that basically makes the air thicker and hard to maneuver, which is really
02:46interesting, because you can see, as these particles are born, they can't get too
02:53far because the air is so thick. It's almost like viscosity, like the viscosity
02:58of the air, which is interesting.
03:01And I have these particles stopping, the Particles per second
03:05stopping. I'll just press U to reveal that. But I'm going to move this last
03:09keyframe that stops the particle birth; I'm going to move this over so the
03:13particles continue to grow.
03:14And maybe take this Air Resistance up a little bit more to like 10 or so, and it
03:19creates kind of an interesting effect, because the particles are born, but then
03:22they can't go anywhere.
03:23So it's kind of like this kind of heavenly mold or something, where the
03:30particles can't grow, so they are kind of like growing like mold all over the
03:35particles, but in this case they are glowing. And I don't know, just kind of
03:39like an interesting look.
03:40I'm not sure what you would do with that, but it's just a very interesting look,
03:45because of the Air Resistance.
03:48Now one thing that's important to point out, and is actually kind of
03:52heartbreaking a little bit, and so I'm sorry to be the bearer of bad news, but
03:56in the Gravity section here and the Air Resistance, you'll notice that there is no stopwatches.
04:01These are not animatable properties.
04:03So we cannot have the particles have 0 Air Resistance and then start growing on our text.
04:12Same thing with Gravity; we can't animate Gravity later on to just be normal and
04:18then get heavier. We can't do that.
04:20But there are other things that we can do with physics that alter our
04:24particle's lifespan, some substitutions, and we're going to look at one of
04:29those next when we talk about wind.
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Moving particles with wind
00:00In this tutorial we are going to look at how to create wind and specifically we
00:04are going to look at how to create windblown snow.
00:08So if you look at the snow, every once in a while there is like gust of wind and
00:14just adds a lot of realism to this shot.
00:16This is basically a photo I took with my iPhone because I thought it looked like
00:20Skyrim, one of my favorite video games.
00:23And then I wanted to add some snow to this, and I added some camera wiggle, and
00:28the trees are bending a little bit to make it look like the leaves are blowing.
00:31And so I kind of wanted to create this scene.
00:33So that's what we are going to be doing in this movie.
00:36Now let's go to the Snow with Wind START Composition, we are going to be
00:40starting from scratch here.
00:41So go ahead and apply a Particular to this Particular Layer and, again, we are
00:47going to be starting from scratch.
00:48This photo in the background is kind of distracting, so I am just going to turn
00:53off its visibility so we can see what we are doing a little bit more clearly,
00:57and go back to that Particular Layer.
00:59So open up the Emitter, get the Emitter set up right here.
01:02We want a Box Emitter of course;
01:04when we have weather systems, that's kind of the natural choice there.
01:07And for Direction we don't want Uniform, we want Directional, because the snow
01:11will fall from the sky.
01:13And we want to take X Rotation to -90 degrees so the snow will be pouring downwards.
01:21And actually let's back out and then drag the Emitter up above the top of the screen.
01:29And let's go ahead and increase the X Emitter Size so that it gets that super wide there.
01:37I think a value of about 5000 is going to be good, just because we are going to
01:43have the wind blowing the particles.
01:45And so if we don't have enough particles on either side, then there will be
01:49nothing for the wind to blow and there will kind of be a gap in particles.
01:53Now as it stands we have some very cartoony snow, but there is no depth, it
01:59doesn't go back very far.
02:00So you might think that we would need to increase the Emitter Size Z, but in
02:06actuality because we have rotated this 90 degrees, Y is the new Z, so we have
02:12got to bump up the Emitter Size Y. Let's bump it up really big, like 20,000 or
02:20something, really big there.
02:23And if we need to change the Height, we could adjust Z, which is again the new Y.
02:30So there we have it, and now we have some good, good snow.
02:35If we want to bring this closer, we could increase the Position Z, so that maybe
02:39those particles get a little bit closer, or we could go and adjust their size in
02:44the Particle section.
02:45Before we do that, let's just get a little bit more snow and then we will close
02:49up the Emitter section.
02:50Let's increase Particles per second ( Particles/sec) to about 350, and then let's
02:54close up the Emitter section, open up the Particle section, and let's make the
02:59Lifespan (Life span) a little bit longer.
03:01Let's take this to 9, and that kind of, again, gives us a little bit more snow.
03:06And we'll leave the Particle Type as Sphere.
03:09Let's go ahead and bump up the Sphere Feather to a 100, that way if we have any
03:13particles that are close to the camera, they look kind of soft and blurry, which is good.
03:17Let's bump up the Size to about 6, so they are a little bit bigger.
03:21Now let's give this a little bit of Size Randomness, maybe to about 25% or so.
03:26Now if we turn on our background layer at this point, this is starting to look pretty good.
03:31Let me zoom in a little bit closer here.
03:33I think it might look a little bit better if this white was a little bit more
03:38like the white in the image, which is actually a little bit cooler.
03:41So you might click the Eyedropper for the color swatch, and we just click this
03:45little blue swatch here, and as you can see, again, this is a little bit cooler
03:49of a white than what we had initially, and that makes these little snow
03:54particles seem just a little bit better.
03:56Now that we can see our particles we actually might close up the Particle
03:59section and open back up the Emitter section and push these particles back
04:05a little bit farther in Z, so we have got some particles way in the
04:09distance there, there we go. Looking good!
04:15So now that we can just see that there is just kind of like this haze in the
04:20back, because there is a lot of particles, which is what happens when there is
04:24snow, it just kind of appears a little hazy.
04:26Looking pretty good!
04:27Okay, so let's go ahead and close up the Emitter section, and now let's open up
04:31the Physics section and, again, making sure that it is set to its default value
04:34of Air, the Physics Model, open up Air, and now we have our Wind value.
04:38Now this is what's really cool about Particular is we could have the particles
04:43fall from the top and then we can have the secondary wind force acting on them.
04:48So let's say, the Wind X, we will increase that, and as we are increasing that,
04:53you see these particles move to the right.
04:55And so I might take this up to a value of, let's say, 50 or something, and now
04:59as these particles fall, they are falling from the top, but they are also kind
05:04of drifting off to the side, because the wind is pushing them.
05:07So again, we have two directions here which is what adds a lot to the realism.
05:12I think that what I might want to do is actually go back up to the Emitter
05:16section really quick, open up Emission Extras, and let's take Pre Run to a 100,
05:20so that way we have a full area of snow at frame 0, and we don't have to wait
05:26for that snow to grow on.
05:28So this is looking pretty awesome!
05:29Now what we might want to do is animate the Wind X value.
05:35So I am going to click the Stopwatch for Wind X and move a couple of seconds,
05:39and then take this up really high, like 300 or 400 or something like that, like
05:45there was a big gust, and then take this back down to 50.
05:49So now let's see what that looks like.
05:51So if I play this back, little bit of wind, and then there is a big gust, which
05:57is like slow motion wind, because it's getting loaded into RAM there, and then
06:04the snow slows back again.
06:06Let's go ahead and see that back in real speed there.
06:09Just a little bit of wind, little gust, and then slows back down again.
06:14Little details like that add so much to the realism of the scene, I love that.
06:19Now here is another really cool trick.
06:21If we open up Turbulence Field, this is kind of like a fractal noise distortion
06:26of the air, which kind of creates a lot of just kind of random warbling in the
06:33air, which if snow is falling, it's going to move a little bit more random than
06:37these particles are moving.
06:38And the wind is not going to be uniform, and so we kind of do want a little bit
06:42more randomness here, and that's what this Turbulence Field gives us.
06:45Now by default it's off, we could have it Affect the Size and we could have it
06:49Affect the Position.
06:50So what I want to have it do is Affect the Position.
06:54So I am going to turn up Affect Position to 150.
06:58And now as these particles are moving, you see that there is just kind of like a
07:03random wobble to what they are doing.
07:07And that adds a lot to the believability, because when snow is dropping, it
07:12just kind of goes all over the place in random little flurries and so it looks
07:16a lot more realistic.
07:17You are going to have particles going the opposite direction and that's
07:20exactly what we want.
07:21And actually I will press the letter B here and letter N here to create a small
07:26little work area, and now as we preview that, the gust of wind and then the snow
07:30particles are kind of going all over the place.
07:32They might be a little bit too active at this point, also because we are
07:37applying this against a photo, the more that we have our particles move like
07:41crazy, the more it's going to be obvious that this is not reacting the way that
07:46our snow is reacting.
07:47So if we our snows are full of flurries and wind and these tree branches are not
07:53moving at all, it's going to be a dead giveaway of our digital fakery, so we
07:59want to be careful with that.
08:00So I am going to take this back down to about 75.
08:03But I just wanted to make sure that you could see what's going on, and you could
08:07see the result of the Turbulence Field, you could see the results of the wind,
08:11so that's why I am kind of pushing that like a little bit heavy there.
08:14But there we have it, we have some pretty believable snow and we have some
08:18randomness with the Turbulence Field;
08:19we have gust with the wind, it's a very cool effect.
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Bouncing particles off of other layers
00:00And now we are going to look at a very powerful feature of Particular, and that is Bouncing.
00:06It doesn't sound all that complex, but it really can get that way.
00:10So what I am going to do is I am going to select this Particular Layer and open
00:15up the Physics system.
00:16Now I have already created these layers, I set them up for you.
00:20And I have a Floor Layer and it's moved in 3D space, so look like a floor;
00:25and I have a Wall Layer, and basically this is just 3D text moved around to
00:30make it look like a floor and a wall, but they are not really any special
00:34layers or anything.
00:36Now in order to use these as a bounceable surface for Particular, we need two things;
00:41we need a layer that is a 3D layer;
00:45and it cannot have the Collapse Transformation Switch checked.
00:51So those are very important, because those are pretty big limitation, so be aware of that.
00:57Now I have Particular here, I am going to go in the Physics section, change the
01:01Physics Model from Air to Bounce and then Bounce becomes active and we open this up.
01:06Now we have, as I mentioned, a Floor and a Wall, and in Particular you can
01:12choose a Floor Layer and a Wall Layer that the particles will bounce off of.
01:17Now there really is no difference between the Floor and the Wall, it
01:20basically could be written bounceable surface one and bounceable surface two,
01:24they are both the same.
01:25It doesn't matter where they are, there is really no difference.
01:28So just to keep things clear, I am just going to change my Floor Layer to my
01:32PRECOMP floor, and let's actually just look at that really quick.
01:37So as I play this back, now my particles are bouncing off of my Floor Layer.
01:45It's pretty awesome!
01:46Now I can change the amount of Bounce;
01:53I could take this up to, I don't know, really high, 128 for example, so they
01:57really bounce once they are hit, Captain Kangaroo over here.
02:01I am actually going to just take this back down to 50;
02:04but be aware if you want more bouncy surface, you just can increase the Bounce value.
02:09Now the Floor Mode is actually pretty interesting, we have three choices here.
02:13When we choose Infinite Plane, it looks at the plane on which our 3D object
02:18rests and then it kind of goes off into infinity based on this plane.
02:24So this particle, for example, just hit and it bounced, even though the Floor
02:29Layer isn't right here on the right- hand side, it still bounced because we had
02:33Infinite Plane checked.
02:35Now we could also make this Layer Size.
02:38So only where the bounce of the layers are, only that gets bounced.
02:46And if particles bounce around this, then they will just keep falling.
02:53Now we could also change this to Layer Alpha, and this gets very interesting,
02:56because now only where the Alpha Channel is do particles bounce.
03:01So if particles were to land in the center of the O, for example, then they
03:05would go straight through, which is pretty interesting.
03:08You see particles going straight through, because they are landing in the middle
03:13of the O or wherever there is not text, which is, again, really interesting.
03:18Now while this is set to Layer Alpha, I am going to come down to the Collision
03:22Event, this is where it gets really powerful, and this is why you could just
03:26have an entire lynda training series just on bouncing Trapcode Particular
03:29particles, it's incredible.
03:31So the default Collision Event behavior is to Bounce, but we could also have
03:36these particles Slide.
03:37So when they hit, they just kind of roll around like balls that just hit a
03:42surface, which is, again, really interesting.
03:45We could also have these particles Stick.
03:49Now in the last movie if we created 3D text, for example, in the snow, we could
03:53have had the particles, the snow particles Bounce with the Stick Collision Event
03:58and Gather on the particles.
04:00Now these don't seem to be gathering very well because they have a low lifespan,
04:04but if we went back into the Particle section, increased the Lifespan,
04:08you could see it looks like now our particles have measles or something,
04:11but these particles are Sticking.
04:14And because Layer Alpha is our Floor Mode, then we still have a lot of particles
04:20that are just kind of flying through the Alpha, but anything that touches the
04:23text will stick to it, really interesting!
04:28Now the last option here might not seem cool, but it really is.
04:33The Collision Event here is Kill, and basically what that does is that it kills
04:38the particles as soon as they touch it.
04:41So this is a great way to create an object that will kill a particle
04:46instantly, so they don't have to fade out, you don't have to worry about
04:49timing or anything.
04:50Let's say, for example, you had clouds that touched a building and you want
04:54those clouds to look like they are going behind the building or whatever, you
04:57need those clouds to die out the second that they touch the building, then this
05:01is the way to do it, to bounce them with Kill.
05:04There are a lot of situations where you want particles just to die when they get
05:08to a certain point, and because of the randomness of particles, you can't do
05:11that with necessarily Life or Size or Opacity, because they are all going to be
05:16hitting at different times.
05:17So to guarantee that particles will die as soon as they touch an object, then we
05:22change the Collision Event to Kill.
05:24It's a little dark to talk about the death of particles and killing them, but
05:32let's move on to something a little bit more bright and sunshiny.
05:35Let's take the Collision Event back to Bounce, and we could also change the
05:39Wall Layer to Wall here, and I am going to change the Floor Mode back to Infinite Plane.
05:44And basically now we have two bouncing surfaces, so now as these balls come off
05:50and bounce, they could bounce off of the Wall, which because they are coming
05:54from the top, they might not be that likely to do, but they will often bounce
06:00from the Floor into the Wall and back.
06:03You see that particle is bouncing, and there it goes now it's bouncing off of
06:07the Wall, just bounced off there.
06:09So you have particles bouncing all over the place and it just creates a really
06:13interesting and fun alternatives to just having particles fall somewhere.
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Globally adjusting particle timing
00:00Deep within the bowels of Particular there is an amazing setting that allows you
00:05to control the timing of everything, the global timing of everything that's
00:11happening with that instance of Particular.
00:14So what we are going to do is we are going to use it to create kind of like a
00:19matrix like effect here.
00:20So we are going to have these rockets and then we are going to have a camera
00:24rotate around while the rockets are frozen.
00:26Okay, so let's take a look how this works.
00:29It's actually really easy, although it might be a little challenging to find.
00:33So what we are going to do is open up the Physics section, and then in the
00:37Physics section there is this little property called Physics Time Factor.
00:42By default it is set to 1.0, which basically you can think of as kind of like
00:46100% speed, it's just kind of going just regular.
00:48So as we play this back, rockets go, and I'll back this up so we can see it
00:54real-time, that's what real-time looks like.
00:55So now what we could do is I could take this to 2.0, for example, and now it
01:01doubles and everything is going twice as fast;
01:04all the particles, rockets, everything is going twice as fast.
01:08I could take this to 0.5 and it's the opposite.
01:13Everything is going half the speed.
01:17So again, it's a great way to universally control the timing of everything.
01:21So what we will talk about in the next movie is these auxiliary particles, and
01:26that's coming off of these rockets, which are actually particles themselves.
01:30So basically all that you are seeing here is just one instance of Particular as
01:35far as the rocket and the fire.
01:37And so this Physics Time Factor allows us to control the speed of
01:41everything with one little parameter here, and I should also point out that it's keyframeable.
01:48So what we could do is, let's say, we'll go to the 2.0 second mark and we'll
01:52go ahead and take this back up to 1.0 and, again, that's just regular and normal speed.
01:58Click the Stopwatch, we will advance the frame, take this down to 0, which
02:05freezes everything, so now we could just go out wherever we want in time and
02:08nothing is happening.
02:09Go to the 3.0 second mark, and we'll actually press U to reveal this property in the Timeline.
02:17Click this little Keyframe area in the Keyframe Navigator to set a Keyframe at a 0 value.
02:25Press Page Down, advance to another frame, and then we'll take this back up to
02:291.0, so everything is back as it was, and then the particles keep on going.
02:34So we'll play this, it stops, and then it keeps on going.
02:40Now what we can do to enhance this is we could actually create a camera move.
02:44So we could press P4, the Camera Position, and click the Stopwatch to set a Keyframe there.
02:52Then they go to the end of the animation, and we'll grab the Unified Camera
02:56Tool, or you can press C on your keyboard, and then we'll click and drag and move around.
03:01Also, these stars are in our 3D environments, another layer of Particular.
03:04So at the same instance of Particular, but it's on a different layer.
03:08And so now, as we are flying around here, everything freezes, the camera rotates
03:15all of the matrix, and once it stops moving, then these rockets come back in,
03:23which is actually really cool, because there is some parallax here with these
03:26rockets and their fuel or their fire that is spitting out here, and as we pan
03:31around, it's a really interesting effect.
03:33Again, same thing too with these aux particles, the fire that is shooting out
03:37here, it's a really cool effect.
03:40So again, it's cool for creating matrix style animations where we are kind of
03:43freezing frames, or when we want to go into slow motion or something like that,
03:47but again, it's also really helpful too if you just want to universally slow
03:51everything down or speed everything up as well.
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Adding complexity with the aux system
00:00In this movie we are going to look at one of the best features of Trapcode
00:05Particular, and that is Aux Particles.
00:07We have been looking at these rocket examples, we have been -- we used this
00:10earlier where we created these custom rocket particles, but I didn't tell you
00:15about how to make the fire come out of these particles, and that's what we are
00:19going to do later on, but first, before we get into that a little bit more
00:23complex example, let's break it down to Aux Basics.
00:25So go over to the Aux Basics Comp where I just have a plain old solid and apply
00:30Trapcode Particular, we are just going to start from scratch here.
00:33Now what Aux Particles are and the power behind them is that it takes each
00:40individual particle and turns it into its own particle emitter.
00:46So that concept just blows the mind.
00:50But we have all these particles here, we have one emitter, and that emitter is
00:54spitting out all these particles, but if we go into the Aux System here, and
01:00under Emit, if we change this value from Off to Continuously, we'll see that
01:06each one of these particles is now generating a stream of particles.
01:11So that's just insane.
01:16So what we can do here is adjust some of these setting.
01:19Emit Probability is a 100%;
01:20that means that every single particle is definitely going to generate its own
01:23Aux Particles, but we might want to reduce that.
01:26Let's say we take this down to like maybe 10 or so, and then only 10% of these
01:31particles are going to be generating their own particles.
01:34I will take this back up to a 100 for right now.
01:37Now initially this might kind of seem overwhelming, there is just so much
01:41you could do here, but let's just play around with this and see what we come up with.
01:46I am going to take Particles per second from 10 to, I don't
01:50know, a really high value and see what we come up with.
01:53Once we have enough Particles per second, then you will see that
01:56we have this just beautiful stream here.
01:59And we could take up the Life of the particle so that we are not seeing the
02:03entire rainbow lifespan;
02:04maybe we are just seeing the cool red and yellow part.
02:08That looks awesome!
02:10We might want to increase the Size and make those a little bit thicker there.
02:15Maybe we want to take down or increase the Gravity so that these particles kind
02:20of generating like that, just beautiful, what an incredible shape!
02:26Now what we could do here is these little white particles now are not very
02:31attractive, so we can go up to the Particle section, and we take the
02:35Opacity down to nothing.
02:36We don't have to see those original particles.
02:38Now we have this beautiful like ocean wildlife object here that's incredible,
02:43and this is a fully functional 3D object.
02:46And again, as we learned in the last movie, if we want to just put this in our
02:49scene and we don't want it to move, we can open up the Physics section and
02:53take Physics Time Factor to 0, so that this object, this structure, stays as it is for good.
03:01I can go ahead and create a new camera here, I will go to Layer>New>Camera, go
03:06ahead and accept the default settings.
03:08Select the Unified Camera Tool.
03:10As we orbit around this, we see that this is actually a fully
03:13three-dimensional structure. Beautiful!
03:18Just amazing!
03:19So go back to the Particular here and we could adjust the Opacity of these
03:24particles, and we could bring those up.
03:26We could also make them spread out a little bit by adjusting the Velocity;
03:30that kind of messes with our current shape so I'll take this back down to 0.
03:36But there are other settings here that we could play with.
03:39We could play with the Feather and some other self-explanatory settings, but
03:42that's the basics of what the Aux System is doing here.
03:45So again, each one of these little strands is a stream of particles being
03:51emitted by the main particles.
03:54So let's go over to the Aux Rockets START Comp where we have our little rockets,
04:00and they are just lonely rockets without anything to propel them.
04:04I am actually going to go back and select my regular old Selection Tool.
04:08So let's talk about how to get these particles shooting out rockets.
04:13Let's go to the Emit area of the Aux System, change this to Continuously.
04:17By the way, we could also change this to At Bounce Event.
04:20So we have been talking in this chapter about bouncing and we could have these
04:25particles, once they bounce, we could have them emit these Aux Particles.
04:30So we could go into the Bounce section and we could have these particles, when
04:37they collide, when they bounce, have them be Killed, and then have Aux Particles
04:42come out once they get Killed.
04:44So again, the possibilities are just absolutely endless here.
04:47I will take the Physics Model back to Air, go back to our Aux System, turn it on Continuously.
04:54We don't see anything just yet, but let's go ahead and play with these settings
04:58and see if we can't make these fine little particles come out and say hi.
05:01First of all, let's get the Particles per second (Particles/sec) quite a bit,
05:05maybe 120, 130, and now we are starting to see a little bit of those
05:08particles coming out.
05:09Let's go ahead and increase the Size a bit, maybe to 15, and now we are
05:13seeing some particles.
05:15Now one of the problems here is that the type of the particles is by default set
05:21to the Same as Main.
05:23So it looks really beautiful in our Aux Basics Comp when these are just spheres
05:27duplicated, and when we increase the Particles per second (Particles/sec) and
05:32the Lifespan (Life span), then we have these beautiful streaks of particles, but
05:36when our particles are rockets, having the particles that come out from behind
05:40them as little mini rockets, it doesn't look super great.
05:44So let's change the Type of particle from Same as Main to Sphere, there we go.
05:49Now this is starting to look pretty good, but let's go ahead and change the Color.
05:53Open up Color over Life, and we have these this gradient already set up for you
05:57here, and that's because trying to get these exact colors would be kind of
06:02annoying, so leave those colors as is.
06:05And then for Transfer Mode, change this from Normal to Add, and that creates our
06:09perfect little streak here.
06:11Now we can play with a few of these parameters a little bit more.
06:14For example, we can increase the Velocity up to 50, so we have these cute little
06:19bubbles that spread out or whatever, or if we wanted to go up further, we can
06:23have it more or like smoke.
06:24I'll take that back down to maybe about 50 or so, but also increase the Opacity,
06:29if we wanted to do that.
06:30We could also increase the Gravity so that there is some pull on these particles.
06:35Now one of the properties that you might miss is Randomness.
06:38So we have Life, Size, and Opacity, and in the main area of Particular we have
06:44right next to those properties Randomness;
06:46so Size Randomness, Life Randomness, Opacity Randomness, and for some reason in
06:51the Aux section, Randomness is all found at the bottom.
06:54So if we wanted to add some Life Randomness, Size, and Opacity Randomness, we
07:00could do that here in the Randomness section.
07:03And now that we are done here, we have each one of these particles, each one of
07:08these rocket particles generating another stream of particles, so this complex
07:14system of rockets with fire shooting out of them is being created by one
07:18instance of Particular, again, thanks to Aux Particles.
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9. Project One: Camera Flashes
Creating the basic flash particle
00:00From this point forward in the training series we are going to stop looking
00:05at the features of Particular specifically and we are instead going to focus on projects.
00:10We are going to look at using Particular in real-world situations.
00:15And in this chapter we are going take footage of a Jazz singer at the end of a
00:19concert as if she is kind of looking out across the concert.
00:23We are going to add a bunch of camera flashes, like a bunch of people are
00:25taking pictures of her, and of course we are going to create these camera
00:28flashes with Particular.
00:30Now these little flashes are custom particles I created, and in this movie we
00:35are going to look at how to create those from scratch.
00:37Now you'll notice that at the bottom of the Project Panel this is in 32 bits per channel.
00:41I wanted some of these particles to kind of fade out a little bit, but at 8 bits per
00:46channel they just turn kind of gray and yucky.
00:49But in 32 bits per channel they can be faded and still be bright, it still
00:54looks like it's white kind of showing through light, which is fantastic, that's what I want.
00:59So that's why I run through 32 bits per channel.
01:02So go ahead and create a new composition from scratch, we are going to call
01:06this flash particle and we'll make it 400 by 400 pixels, and actually I don't
01:11want the Frame Rate to be 29.97 because our footage is actually 23.976, so
01:17we'll select that so it matches and choose the duration of 10 seconds and we'll
01:21go ahead and click OK.
01:24Now what we are going to look at here is the way I chose to make this particle,
01:28but again to make a camera flash there is probably a zillion different ways to
01:31do it, so you can pick whatever way you want, this is what I did.
01:34I am going to go to Layer>New>Solid, we'll call this flash or this solid layer
01:42flash particle and we'll go ahead and make it comp size and make sure the
01:47background is pure black, 0, 0, 0, click OK and OK.
01:52And let's apply the Lens Flare effect, and what I want to do, I am going to
01:59zoom in here a 100%, I am going to click this Effect Control Point and put the
02:04center of the flare in the middle, and so everything is kind of lined up all
02:08nice and tidy, like so.
02:11And it doesn't seem like because I want to get in the exact right spot, but that
02:15will be good enough for now.
02:16And this is fine if you want to use this as your flash as well.
02:18I chose to do a few other things, so if you want to follow along you can do that.
02:22From the Lens Type dropdown I change this to 35 millimeter Prime and I made this
02:26a little bit brighter about there it works.
02:30And I didn't want it to be black and white, I thought that will be distracting.
02:34So I applied the Tint effect which maps white and black to different values, but
02:39at the default settings it turns just to gray which is exactly where I want it,
02:43so I left it like that.
02:45And what I want to do actually is create a circular mass to get rid of this
02:48because one of the problems of the Lens Flare effect is that in order to get
02:51rid of the black or the original content layer you have to use blend modes and
02:56because we are using this as a particle for Particular that's not available to us.
03:01So it would show up as this box if you left it as it is.
03:03So I am going to go to the Elliptical Tool or the Ellipse Tool, and with this
03:07layer selected I am going to click-and- drag, actually I can click-and-drag from
03:11the center and I could just hold Command+Shift on the Mac or Ctrl+Shift on the
03:16PC as I scale out and that looks about right there.
03:22And I am going to go also apply the Minimaxs effect because I want the Mini
03:29Mac's effect to eat-way some of this extra content around the particle here.
03:36By default the Operation is set to Maximum, so if we increase the Radius there
03:39it would expand the layer.
03:41It just doesn't really work in this case.
03:44So I am going to take this to Minimum and I don't want the channel to be color,
03:48I want to adjust the Alpha, so I want the Channel drop down to just Alpha.
03:52And as we increase the Radius value it kind of eats away at that alpha channel
03:58which is exactly what we want here.
04:01Now what I want to do is select the layer and press the letter F to get to Mass
04:05Feather and increase this just a little bit, and there we go.
04:09We are starting to have something now that resembles our flash particle, and
04:12what we could do is click on the Transparency Grid to see what the particle
04:15actually looks like with its transparency, and that looks fantastic.
04:20So actually one last step I want to do is I want to apply the Levels effect, and
04:25I want to change the channel from RGB to Alpha, so we are just working on the
04:31Alpha, and we want to take the Gamma of the Alpha and it sounds really nerdy I
04:37realize but, I am going to take this and drag this to the right so we just get
04:42rid of a little bit more of that black and so we have just that particle going
04:47for us, and we don't want to raise too much of it, because then it gets weak.
04:51So somewhere around there and we could turn off the Transparency Grid just to
04:54make sure that we are not eating away too much of this, but that looks like a
04:59pretty decent flash particle if I do say so myself.
05:02If we want to make that core a little bit brighter we could go back to the RGB
05:07value and drag this right-hand slider over to the left a little bit, and I think
05:13that's good, I am going to leave mine there.
05:16Now in the next movie we are going to actually apply this in Particular as a particle.
05:21So what we are going to do is go to File and I am going to choose Increment and
05:25Save so that this creates Camera_ flashes_02.aep and we'll resume the tutorial
05:30with that project file in the next movie.
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Simulating camera flashes
00:00In the last tutorial we made this cool camera flash particle and now we're going
00:04to hook this up into Particular and make some magic happen.
00:08So let's go over to the Camera flashes READY composition, basically we just
00:12have our jazz singer footage here, and she is actually waving and saying thank
00:21you to a black screen.
00:24So there is no transparency here if we click the Transparency Grid, so we'll
00:28have to deal with that issue in just a minute.
00:30Now you have a blank solid layer for you to apply a Particular too, and we also
00:35need to drag and drop the flash particle into this composition, go ahead and
00:41turn that layer off, but make sure it's in this composition.
00:45Select a Particular layer and let's go ahead and apply Particular to the layer.
00:50Oh no where did it go?
00:53Well remember that there is no transparency in the jazz singer layer, so we're
00:56going to have to go ahead and just solo the Particular layer for right now and
01:00then we'll deal with again that issue in just a minute.
01:03So we have here these particles, let's go ahead and open up the Particles
01:07section first off, change the Particle Type from Sphere to Sprite.
01:14So now that it is Sprite, we need to open up the Texture section and change the
01:19Layer from None to flash particle.
01:23And now we have all these flash particles here, let's go ahead and take up the
01:26Size a lot, maybe to like 150, and then let's take the Size Random to about a
01:35100, and let's actually now go up to the Emitter section and fiddle with that a little bit.
01:41Let's go up to the Emitter Type and change this from Point to Box, because we
01:45want an area, a surface area covered here, and we'll make the Emitter Size X and
01:51Y the same dimensions as our composition, this is 2K, so we're going to make
01:55this 2048 in the X by 1024 in the Y.
02:00And we want some depth here, and we get a little bit of depth because of the
02:05size variation, at least some perceived depth, so let's go ahead and increase
02:10that though to 5,000.
02:12So now we have a good amount of depth, we've got people in the cheap seats and
02:17we've got people down here taking pictures as well.
02:20Now of course there are way too many of these flashes on screen, so let's take
02:24the Particles/sec down to about 40 and that's still too many, but that's
02:28actually a good amount of -- as far as the generation goes, so let's go up to
02:35-- down to Particle and let's go ahead and take the Life down a lot, maybe to
02:410.2 or so, so we've got just a few of these on screen and they are drifting, I don't like that.
02:48Let's go back up to the Emitter section and take the Velocity to 0, so that way
02:54when they are born they stay right where they are, which again helps our -- the
02:58effect that we're in a big concert hall and there is people taking pictures,
03:04because they wouldn't be running while they are taking pictures.
03:07Now let's also while we're here, open up Emission Extras and take the Pre Run up
03:11to a 100, so we could start at frame 0 and there is flashes of frame 0, and
03:16we'll close up the Emitter section for now and this is actually looking pretty
03:21good, except that I don't want the particles just to kind of blink on and that
03:26just doesn't look that good.
03:28So the magic here is in the Size over Life property, what I'm going to do is
03:34open up Size over Life and I want just a little bit of ramp up at the burst, we
03:39want it maybe not start super big, but kind of just get big, maybe like a frame
03:45or two, yeah, there we go, see how that's smaller and then like the next frame,
03:47it kind of gets a little bit bigger, that's kind of what we want, so it's kind
03:51of flashing very quickly, and then let's have it, at this point let's just
03:55click-and-drag down, let's see what that looks like, maybe open this up a little
04:01bit and smooth it, hit the Smooth button a couple of times.
04:05But this is kind of what I want.
04:06I want a big flash and then I want to kind of fade out really quickly and the
04:10Life span isn't that long, so this flash should be pretty quick here.
04:15So if we preview that, there we go.
04:18That looks a lot more flashy, like camera flash bulbs going off.
04:23All right, pretty good.
04:25Now how are we going to get our particles to actually show up?
04:30Well we can take our top footage here and we can set it in Add mode and of
04:37course if this were a real professional project we might want to rotoscope her
04:40out, but that's a little ridiculous, it's a lot of work, especially with her
04:45hair and all this kind of stuff, I don't think we really need to get that crazy with this.
04:50So we put it into Add mode and now we're seeing our particles which is great,
04:54but some of them are appearing and so she was not going to have this gigantic
04:58flash going through her back like that.
05:01So what we're going to do is we are going to click the Particular layer and
05:07Shift+Click the flash particle layer so that they are together, and then go to
05:12Layer>Pre-compose to compose these together and we'll call this PRECOMP
05:19Particular and flash and click OK.
05:24So now we have Particular and the flash in this one layer, and now we can
05:30mask them out, because Particular does not respect our mask, so in order for
05:34it to respect a mask which is what we're going to do, we need to pre-compose
05:38it like we just did.
05:39So I'm going to select the Rotobezier option here, I'm just going to make a
05:44quick and dirty mask around the core of her body.
05:48I'm not going to be too worried about her arms, because they are flailing
05:52around quite a bit, and if there were particles that were seen around her
05:56hands, it's feasible that the flash would react with the lens in a way that the
06:02light would go over her hand, even though the flash is behind it, so I'm not
06:06super-worried about that, I just basically want to make sure that again the
06:09core of her body is covered in this mask, it doesn't have to be very tight,
06:14that looks pretty good.
06:16And we can press the letter M to reveal the mask properties and take the mask to subtract.
06:22Now let's go ahead and press F on your keyboard for Feather, let's go ahead and
06:26increase the Feather quite a bit here, and so now you see this particle that
06:31was right on top of her, even now it's like right behind her and some of that
06:36light is spilling on top of her, but you are not going to notice it because it happens so fast.
06:41So it's kind of a quick and dirty way to make things happen, but it works.
06:45Now another thing that we can do here is that some of these particles that are
06:49way up here at the top of the stadium we'd imagine, because typically stadiums
06:52have stadium seating, so they are close at the bottom and they kind of get
06:57farther away as they go up, so this flash would be farther away than this flash would be.
07:02So we might want to kind of darken this a little bit, and again this is why
07:07I put this in 32 bits per channel, so I can darken this a little bit and
07:11still have it be white.
07:12So what I'm going to do to darken this is choose a rectangular mask, choose
07:16the Rectangle Tool and with the PRECOMP layer selected, I'm going to
07:19click-and-drag a mask around the cheap seats we'll call them, and we'll go
07:24ahead and where it says Mask 2 we'll change the mode to Subtract and then
07:29we'll press F for Feather, maybe you have to push that again to reveal it, and
07:34we'll feather this a lot; maybe 300 or so.
07:39And you could see that this is still fairly bright, even though it's masked off
07:45because this is 32 bits per channel.
07:47We might want to go back to our main Selection Tool, our black arrow,
07:53double-click on our mask and shrink that just a little bit.
07:58So it's just faded out a little bit, but it's still kind of bright, go ahead and
08:01hit Enter to accept that change and then now we could press 0 on the numeric
08:06keypad to preview that and we have a pretty good looking shot here.
08:11Oh yeah I like that.
08:16Another thing you might want to do is look at the actual content of the footage.
08:22Now here our mask is off a little bit.
08:24If you really wanted to you could animate the position, but right now there
08:28is no flashes that are going off right here, it's not hurting anybody, so I'm
08:33not worried about it.
08:34But right here when she holds up her hands it's kind of like an iconic pose,
08:38it's really beautiful and I really want to feature that.
08:40So I want to make sure that the flashes, while her hands are up are
08:44absolutely perfect.
08:45So what we might want to do is go back into the Particular comp here, and it
08:51probably would have been a better idea to do this before I pre-compose, but what
08:55we could do is change the random seed until maybe we get something that we would
09:02like, that might look a little better with that Particular pose.
09:05So when her hands go up and there is a bunch of cameras in the shot, there is
09:10five cameras at once, a big flash going on over here, that's perfect for what we
09:14want though, so right now I can see it could really help with that.
09:18And lastly if you want to, you could add a glow layer, this is a little harsh,
09:22but I could press T for the Opacity property and reduce this as desired, but I
09:29put a little glow layer on here, but again this is just to taste, you don't have
09:33to turn it on if you don't want to, but this is our final result creating these
09:37flash particles and this whole scene from scratch, let's just wait for it to
09:43render and then we'll preview that back.
09:45And there it is our final scene with the jazz singer, quickly masked, set up
09:51super-fast, looks great, we created this whole new world, thanks to Particular.
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10. Project Two: Campfire Smoke
Making the smoke
00:00In this chapter we're going to take a little look at this cute little campfire
00:04scene with my wife and our children.
00:08And there is this little campfire here, and what we're going to do is we're
00:12going to make the smoke and then these little embers.
00:15Now what's kind cool about this is little scene, is that in the original, if I
00:20just show you the source footage, which you actually don't have, this is
00:24actually shot in a studio and you can see that there's curtains and light stands
00:29and all kinds of things going on here.
00:31And if I just play this regularly here, you could see that there is no smoke, no
00:36fire, no embers, no nothing to speak of there.
00:40So that was all added in After Effects and that's what we are going to look at.
00:44So again in this movie we're going to look at making the smoke here, next movie
00:49we will look at making these embers that are flying out of the fire and
00:52shooting out, and then in the third movie in this chapter, I am just going to
00:54give you a quick walkthrough of some of the other things that I did in this
00:57movie to bring this scene to life.
01:00A lot of times when we're working with Particular, it's the other things that we
01:04do in After Effects that make the Particular stuff look so good.
01:08So anyways, we'll come back to that a little later on, now let's make some
01:11smoke, so I'm going to go to the Campfire START composition, select the
01:15Particular smoke layer, turn it on and apply Particular to it and we have our
01:23default Particular settings here.
01:25This comp is 2K, it's very large, so let's go ahead and solo it, solo this
01:31layer, the Particular smoke layer, so we don't have to worry about rendering
01:35all those other layers.
01:36And let's go ahead and make some beautiful smoke here.
01:39Let's go ahead and open up the Emitter section, of course we want to turn this
01:44to a Box Emitter and we also want to go down to the Direction section or the
01:51Direction dropdown and change this to Directional.
01:54And we want this to point upwards, so I'm going to change X Rotation to 90 degrees.
02:00We can also click in here and drag the Emitter downwards so it's below the
02:06screen here and our smoke is coming upwards.
02:10So as we start working with all these other settings, we kind of have a frame of
02:15reference of what this is actually looking like.
02:17Now the first thing I want to do is make this wider, so I'm going to take
02:21Emitter Size X to 800, that's about how wide I want my smoke to be, even though
02:25the fire is probably a little bit more narrow, my smoke to kind of come out in
02:30the outskirts of that fire.
02:31And I want this to be a little bit deeper in Z space so I want to increase
02:36Emitter Size Y a little bit, because again because we rotated at the X rotation
02:41here, Y is the new Z.
02:43So if we actually rotate Z it's going to -- or increase the size of Z, it's
02:48actually going to go up and down, which actually I don't really want, so I am
02:52going to right-click and choose Reset on that one.
02:54And again take the Emitter Size Y up to something like 600 or so.
02:59Now what are the key elements here is that I want these smoke particles to go
03:04upwards, but there are smoke particles, they are going to be easily blown around
03:08by wind and whatever else is there, so they are going to kind of want to spread
03:12out, so I choose a Directional Emitter, but I want some randomness after these
03:17particles grow and we can create that with Direction Spread Percentage, so I'm
03:21going to take this actually to 40%, and so now as this kind of grows these
03:26particles kind of spread out a little bit more.
03:28Let's take the Velocity to 80 so these aren't moving as intensely, as quickly as
03:36they were, and that will be good for right now, and actually let's open up
03:40Emission Extras, because right now if we start the composition at the beginning,
03:45the particles kind of grow on screen and we want them to be there on screen the
03:50whole time, because if we look at the original comp here, it starts and they are
03:55already in action, they've got roasted marshmallows, looks a little bit like
03:58sushi, but it's actually supposed to be roasted marshmallows.
04:00And so we want to make sure that our smoke starts on frame one, so I'm going to
04:05turn back on my smoke layer, solo it again and then increase the Pre Run value
04:09to a 100 and then close up the Emitter section, open up the Particle section.
04:14Now typically the way I make smoke, just kind of like my standard go to formula
04:19is that I go to my Particle Type and I change this to Cloudlet.
04:23I increase the Cloudlet feather to 100 and the secret with smoke for Particular,
04:28at least the way that I like to make it, is with the Cloudlet with a 100%
04:32feather and then really big particles, and then really transparent particles.
04:38So I'm going to increase my Size really big, like 150 big, and then increase the
04:45Size Random to I don't know may be 100 or so, maybe not, maybe 50.
04:53And then we want to take our Opacity down really low, really, really low, and
04:59actually let's take the Opacity Random to 50, and it's still looking a little
05:06dense, we need to go to less than one, so I'm going to type-in 0.3, and now
05:13we have what looks like campfire smoke, just really faint little puffs of smoke here.
05:19Now I want my smoke to go higher, so what I need to do here is actually increase
05:25the Life span of the particle, so I could increase the Velocity and make the
05:29particles go higher, but then that also makes it go faster, and so I don't want
05:33it to go faster, I want to keep the same speed, but I want it to go higher.
05:38And so again increasing Life is the way to do that, so I want to take this up
05:42to about 8 seconds.
05:43And give that a second to render, things are slowing down because we have such
05:47huge particles here, but now it's going up to the character's faces which is
05:51good and that's what I wanted, and let's take up Life Random to about 50%, so
05:56sometimes smoke particles are dying out.
05:59Randomness is good when you have a fire, because it is pretty chaotic in there.
06:03Now my smoke is looking a little strong, it's kind of hard to tell until we
06:07actually see the composite on top of our original material, but I have a feeling
06:11this is still going to be a bit too strong, so I'm going to click on the Color
06:16Swatch and I'm just going to keep this on the left-hand side of Color Picker, I
06:20am going to bring this down just a little bit till it's a light gray instead of
06:24white, and click OK.
06:25Now at this point you might still be thinking that the smoke is too opaque,
06:29let's go ahead and take off the solo layer, so we can see this looks like
06:33it gets our footage.
06:34Yeah, it is a little intense and one of the things with particle systems in
06:37Particular too, you want to make sure that you aren't trying to make your work be seen.
06:43So we want this smoke to be felt more than seen.
06:48For this campfire when I rendered it, I actually rendered it out how I felt it
06:54looked believable, but then you couldn't really see it that much for tutorial
06:58purposes, so I went back and I re-rendered it with more opaque smoke, so you can
07:03actually see it, but in reality I think this is a little bit too opaque, this
07:07calls too much attention to itself.
07:09So in real life if I were doing this, I would make this kind of sink into the
07:14background, as visual effects, we're always trying to make our work be seen, we
07:16want people to say, hey, look at what I did, look at my cool embers, look at my
07:19cool smoke, but in reality, you kind of want to be more behind the scenes than
07:23that and if you look at -- go to YouTube and look at reference footage of
07:27campfires or whatever, the smoke, the heat distortion, the embers, a lot of that
07:33stuff is just really subtle and so a lot of times you get the best results by
07:38just being really subtle.
07:40So I'm going to take the opacity of the entire layer down to about 80% and let's
07:46give that a second to recalculate here, so there is that and so you can barely
07:53see that smoke, but that looks a lot more realistic about what -- for what the
07:57smoke should be like.
07:58We also might want to open up Opacity over Life, and trim off a little bit of
08:04that smoke so that as it fades up here, it kind of gets a little bit more
08:10transparent, so we are not seeing it over the characters' faces as much.
08:16Now at this point and probably watching this tutorial wherever you're watching
08:20it, it's probably difficult to see, I'll zoom into 100% here, it'll take just a
08:25second to render, and if we zoom in 100 % we can see the smoke here, and you can
08:31barely see it here and probably watching it again, wherever you are watching
08:35this on the Web or whatever, it's probably challenging to see that.
08:38But if I take this layer off, and then bring it back on, you really can see the difference.
08:44So again we're not trying to stick out here, we're trying just to add the haze of the smoke.
08:50So again try not to make your work stick out just so you can see it.
08:56We want to make a realistic scene here.
08:58So again for tutorial purposes, I made this a little bit more obvious, but in
09:02real life, try to make your work blend in the background and look at the
09:06realism, and again the before and after is really key here, because smoke really
09:11just add a haze, it would kind of brighten everything a little bit, and just add
09:15a haze more than be like super-obvious.
09:17So I think we've done that here, it's pretty good.
09:20Okay, so in the next movie we're going to look at creating embers, let's go
09:24ahead and go to File, and I'm going to choose Increment and Save, if you don't
09:28want to do that you don't have to, but I'm going to choose Increment and Save,
09:31so that we could start at Campfire 02 in the next movie when we look at
09:35building embers.
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Adding embers
00:00Now that we've made our smoke its time to make some embers, glowing embers.
00:04So let's go to the Layer menu create a New>Solid, we'll call this Particular
00:12Embers, make sure it's the Comp Size, it doesn't matter the color and click OK,
00:17apply Particular to it.
00:19Now let's go ahead and solo that layer so we could work on just these embers
00:23for the time-being.
00:24And let's go ahead and open up the Emitter, let's get the animation of these
00:29particles right, the movement, and that's going to be the key here.
00:32Now there is probably a lot of different ways that you could have done this.
00:36So the way I chose to set it up might not be the best way, you might choose to
00:41do something different, but I made a Box Emitter, I also choose to change the
00:44Direction to Directional.
00:45Now just so we could see what we are doing here again let's take X Rotation to
00:5090 degrees, let's lower this so the Emitter is below the screen here.
00:56And I want these to kind of shoot out all over the place, so let's increase the
01:02Emitter Size X, maybe 500 looks good, we could also increase Y which again is
01:12the new Z, that gives us a little bit of depth and that's looking fine for right
01:17now if we need just later we can.
01:19I really want to adjust a direction spread here, let's take this all the way
01:22up to let's say 50, and then we have just these particles kind of just
01:26spreading all over the place.
01:27Now with the way embers behave they often shoot out very quickly but there is
01:33some randomness in terms of how much they shoot out.
01:37So what I'm going to do is, I'm going take Velocity to 200, but I am also going
01:42to increase velocity randomness to about a 100 as well.
01:44So you see we have particles going all over the place, way too many
01:47particles actually.
01:48Let's take this down to 8 particles per second.
01:52And it's starting to look pretty good there, it's kind of embery, and let's go
01:57ahead and take Emission Extras, a Pre Run to a 100 so we have embers at frame 0.
02:04Close up Emitter open up Particle, the Particle Type, these kind of do look like
02:10embers already but we are going to take this from Sphere to Glow Sphere, so I
02:14have a little something extra that kind of on fire a little bit.
02:17Another alternative to that to what I was thinking about doing is taking this to
02:2130 bits per channel on the project and then making these particles be
02:24super-white but there are so many layers here, this project is already bogging
02:29down quite a bit because of all the stuff going on.
02:31So I decided, man, I'll just use the Glow Sphere and have that extra glow.
02:35Let's change the color to a nice embery, orange color.
02:39They are looking okay, yeah, got to work for right now.
02:46Let's go ahead and take Life to 1.5 seconds, they don't quite get that far,
02:52let's go ahead and take randomness up to a 100, so that occasionally we might
02:56have an ember like shoot up in front of somebody's face or something like that.
03:01Now even though they are kind of small already, let's take the Size down to
03:042, embers are these kind of just these little tiny dots, but we can take up
03:09the size randomness to 50, so every once in a while there is kind of like a bigger one.
03:14So let's take up opacity randomness to 100%.
03:16Another thing that I think I want to do is open up Opacity over Life because as
03:22embers shoot off from the fire they are usually completely opaque and they kind
03:27of die out pretty quickly.
03:28So I think I want to grab this and drag down here.
03:32So that's kind of smooth, and we get smooth out a few times, you have a nice
03:38smooth fade out there or not so smooth but that's good enough and so as I play
03:42this back those look like embers.
03:49We might want to add a few more or maybe take down opacity randomness so that
03:55they are a little bit more opaque, I mean we could count on that opacity.
04:01But let's go ahead and unsolo this and see what we have.
04:06That's good, we could see these embers right here, they look believable, they
04:10are not drawing attention to themselves, again like we talked about in the last
04:14movie we don't want visual effects that are intentionally obvious, we want to
04:18make sure that they are realistic.
04:20And so I am going to change the Blend mode here from Normal to Add, and that
04:25does make them a little bit brighter, it makes them feel a little bit more like
04:30embers, I believe in that, I think that looks pretty good.
04:33Now with the cloud and the embers let's go back and hit the Home key and preview
04:37what we have so far.
04:39So this is only about half of our composition, but we could still see what's
04:45going on here, we have our clouds, we have our embers kind of shooting up and
04:49maybe that's too many embers, but we can always go down in the particles per
04:53second and reduce that if we wanted to.
04:57I like the way they look though, they might want to be a little bit more orange,
05:01and actually let's go ahead make that change.
05:03I will go ahead and click here, make these a little bit more orange maybe, like
05:07they are a little bit hotter, I guess, yeah I like that a lot better and then
05:12maybe we could go to the Emitter and maybe take this down to 6 particles per
05:16second or something like that.
05:17Those are looking really good the smoke looks great, so that's basically what
05:21Particular did for this Particular project and if you are interested in knowing
05:27what else I did to this footage to get this result and that's what we'll look
05:32at in the next movie.
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Enhancing the effect
00:00In this movie I am going to give you a big picture overview of the other steps
00:04that I took to create this final composite, and we've already done all the
00:09Particular stuff, so this has nothing to do with Particular, but in case you
00:12are interested in knowing what else happened behind the scenes that's what this movie is about.
00:17So I am going to go into this same project here open up Final results, open
00:21up the Campfire FINAL composition and I am going to go ahead and resize this a little bit.
00:29What I am going to do I am going to solo layers from the back to the front here
00:33and show you what I did.
00:35So we have the background layer of course, I added some Particular stars that
00:38flicker, and then I added a moon, and I added a shape layer that had some moon glow.
00:44We can't see that yet because I added adjustment layer with some glow there, and
00:48that really made the stars pop and also made the moon and the glow behind it pop
00:53as well, it just looks a little bit more realistic that way.
00:56I also added some realistic clouds here, there is just some fractal noise and I
01:02added a mask here and feathered it, so that there is a little bit of clouds
01:06over here and then a big mask over here, so these clouds are kind of
01:10illuminated by the moon.
01:12And we also added this night sky layer which is just basically a blue layer.
01:17I am just going to create this really feathered mask, which is kind of like a
01:22stripe of blue in the sky, just kind of mix things up and make it look a
01:26little bit more random.
01:27And then I also added a background darkener so that it wouldn't distract from
01:30our family and then we have the family layer of course.
01:34Now the family layer what I did here is I made it really bluish.
01:39I wanted the whole thing to be washed in blue like a night sky.
01:44I also needed to create a mask here, a soft feathered mask so that the
01:49background sky would show through.
01:52Now another thing that we need to do is create this blanket darkener layer.
01:58So I have just made a black solid with a soft feathered mask here to darken the
02:03spots that would be in shadow here, so on the sides of their chairs and
02:08underneath their legs.
02:09And I made sure that you could light it up when the fire came, but I want
02:13the default settings here when there is no light hitting them directly just to be much darker.
02:17When you have it just like this, it just screams that we shot it in a studio
02:21because there is way too much light down towards the bottom here.
02:24So maybe it seem a lot more nighty and then I turned on this fire fill layer here.
02:29This is just an orange solid with a mask around it and this just kind of gives
02:34everything a nice warm glow in the center of the image.
02:39So the fire will just kind of generically light everything in the center also
02:43creates a nice cold warm contrast of that light, then we of course had our
02:48Particular smoke and our embers that added a lot.
02:50Let me skip over this pre-comp flames layer for a second and these two layers
02:55I think added a lot.
02:56I added just a yellow solid in the Add Blend mode, in this fire glow, I just
03:02made it just added a little like reflection from the fire, a little glow from
03:07the fire I should say, and I added another orange solid in the Add Blend mode
03:11with this mask here just to kind of create the glow of the fire.
03:15Now this is interesting, I also added a layer or an adjustment layer I should
03:19say of turbulent displace.
03:21And what turbulent displace does it just kind of warps everything underneath it.
03:26So with a really low size and a fairly low amount just kind of creates this
03:31warbled look like when you are looking through flames and it kind of creates
03:35this heat distortion.
03:36And so if we come over here and I shall go over to the campfire rendered comp
03:41that renders faster.
03:42But if we go over here you could see that there is like in this section there is
03:46some warping that happens and that's kind of typical when you look through a
03:51fire and there is a lot of warping going here as well.
03:55So that's what I use that for.
03:57It's very subtle because again I want to call attention to it, but it's there.
04:01I also created just this final color correction adjustment layer just to kind of
04:06make the oranges pop and increase the contrast a little bit more.
04:10Now I am going to hit the Caps Lock key and turn the solo off of all of these
04:16layers and then solo the PRECOMP flames layer, fractal flames.
04:21We double-click that to open it.
04:23You can see we have this layer of fractal noise.
04:25It's not too much to look at, but what I was going for is I wanted to create
04:32these little flames down towards the bottom of the frame and I wanted them to
04:37move really quickly.
04:39Then I pre-composed them and brought them back over into the final comp here and
04:44I created a mask with a few little spikes and some feathering and I created some
04:49roughen edges with some animation, and that kind of created, if I go ahead and
04:55turn back on that Transparency Grid here, I'll turn it off, I kind of create
04:59these nice little flames down towards the bottom of the screen, that kind of
05:04look like flickers of the tops of flames.
05:07So I think it is important for this Particular composite.
05:10And when you put that in the Add Blend mode, it does create this kind of
05:15realistic flame flicker, I mean if everything else is in order that you got the
05:20heat distortion, you got some smoke, and you got embers and you got lights and
05:24the flickering, then these tops of the flames really do look I believe we kind
05:30of don't think twice about it.
05:32So that's how I made the other steps in this project.
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11. Project Three: Welding Sparks
About particle motion blur
00:00Our sweet project for this chapter is this little sparky thing.
00:09(video playing)
00:10Very cool! Now as part of this, there are these little welding sparks that come out.
00:17And before we make those in the next movie we need to understand a little bit
00:21about motion blur for particles, let's go over to the Particle Motion Blur Intro
00:26composition where we have a regular old solid with a regular old application of
00:31Particular with the default settings here.
00:34Let's open up in the Particular effect here, open up Rendering and then open up Motion Blur.
00:40Now in order to see this I'm going to actually open up Emitter as well and
00:44increase the Velocity, so we have particles that move a little bit faster, so
00:48they are more likely to create a motion blur.
00:51Now when we have a motion blur, by default it's set up to the comp setting, so
00:57if we enable Motion Blur for the composition, and then enable it for the layer
01:01that Particular is on, we'll see motion blur.
01:04Now what I think is more interesting than that, and this is what we're going to
01:08be using in the next movie here.
01:09I'll just go ahead and turn off Motion Blur for the comp and for the layer.
01:13We can change the Motion Blur value in Particular to be off completely or on,
01:18regardless of what the composition settings are.
01:21And when we do that we have something very similar to what we saw earlier with
01:25the motion blur, except it's constantly on regardless of what's going on in
01:28the rest of the comp.
01:30Now as part of this we can also go over to the Shutter Angle value and increase
01:34this which increases the motion blur.
01:36So now we are creating something that resembles more like -- something more like
01:41welding sparks, so these little -- just little shoots here, little lasers and
01:46sparks shooting out here.
01:47Now one of the things that happens is that the particle actually is a sphere
01:51and because it's stretching over this distance now, because of the blur, it
01:55appears to be faded.
01:57So gosh these Particular people really thought of everything, props of them.
02:01So this is opacity boost value, so we can increase the opacity boost and
02:06now those sparks are much more vibrant and this is something that's very interesting.
02:12It's very cool, it definitely looks like they are lit up and like they are
02:17welding sparks, maybe we have a change, the particle values, which is really cool.
02:22Now something else that can happen here, if we go into Physics and let's say we
02:26change the Physics Time Factor to 0. 5, to slow things down quite a bit.
02:31Well, because these particles are also slowed down, then their motion blur is
02:37not as powerful as well, so they don't stretch as much.
02:42So we can actually go down here and there is a Disregard dropdown and we
02:45could choose to disregard the Physics Time Factor, so it completely ignores
02:50the fact that we have made this go faster or slower, and those particles
02:55still look stretched out.
02:56So we're going to use this technique in the next movie to create some welding
03:02sparks, but just be aware as you work in Particular, if you want motion blur for
03:06your particles, you can have it use that comp setting so everything blends in,
03:10but you don't have to, you can give its own special blend of motion blur.
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Creating welding sparks
00:00In this movie we're going to continue on what we learned in the last movie and
00:04we are going to make these cool welding sparks.
00:06So go over to the Welding Sparks composition where we have a basic layer of
00:11Particular and I'll just get the setup stuff out of the way, what we need to
00:15do is have these particles emit when the text comes out so it look likes it's
00:21kind of like hitting.
00:23So what we are going to do I've created these markers here, these comp markers,
00:27you could use the numbers one, two and three on your keyboard to just kind of
00:31jump back and forth between these.
00:33So we are going to the one marker here and I want to hit the Page Up key to
00:38backup one frame and I want to go to the Emitter, and we're just going to first
00:45worry about the Particles/sec and then we'll about worry about the location.
00:48So I want to set a keyframe for 0 Particles/sec and then go to the first comp
00:56marker and set a keyframe for 2000 Particles/sec.
01:00Now let's go out about three frames or so, adding more than that, and three
01:09frames is actually good and it will take this down to 0.
01:13So this is what we are going to do for these next two comp markers, so I am
01:17going to go hit the number two to get the second comp marker, Page Up to go back
01:22one frame and what we'll do is we'll press U on our keyboard to reveal this
01:26property in the Timeline Panel and we could go here to the Keyframe Navigator
01:29and click this empty spot to force a keyframe at 0 frames per second here, or 0
01:35Particles/sec, I mean and then we'll go to our second comp marker and on that
01:40exact frame we'll go back up to 2000, and then we'll go out three frames, one,
01:45two, three, and take this back to 0.
01:49Now one more, we'll go to the third comp marker, page up, and we will force the
01:55keyframe here at 0, go to the third comp marker, take this up to 4000 this time
02:01and then go out three frames, one, two, three, and drop this down to 0.
02:08So what we have done here is that we have a burst of particles coming out and
02:13then another burst of particles coming out, and then a third burst of
02:17particles coming out.
02:19Now of course we want to line up the Emitter so that it looks like the text
02:24hitting is actually creating these sparks.
02:26So let's go to the first comp marker and I've created these guides for you
02:30here, if they are not showing, you go to View menu and choose Show Guides, and
02:35what I want to do is click on Position XY and actually click on this little
02:40Effect Control Point here and at the first point I want to go to this spot
02:44about right there, with the end of MADE and I want to click the stopwatch for Position XY there.
02:53Hit 2 to go to the next spot and we'll move the Emitter over to the OF here,
03:02over the right tip there, and then we'll hit number 3 and we'll go to right
03:09about here, that spot right there on the L, and now we have our point.
03:15So what we need to do though is come back to our layer, press the U key again
03:20and maybe a third time actually to reveal all of our animated properties.
03:24We need to click-and-drag a marquee over these three bottom keyframes for
03:28Position XY or we could just click the Position XY property to highlight
03:32all those keyframes.
03:33And right-click on one of these keyframes and choose toggle hold keyframe.
03:39And what that will do is it will make it so that the keyframe will be right here
03:43and then it will not interpolate, it will spit the particles out right there,
03:47and it will stay there until it moves to the next spot, and then it will blow up
03:52there, and then it will blow up the third time that STEEL in the right spot.
03:57So now that we got all set up out of the way let's make some sparks.
04:02Now let's change the direction here from Uniform to Outwards and that creates
04:06kind of a slightly better animation I think.
04:10Let's take the Direction Spread from 20 down to 10 so that things don't spread
04:14out quite as much when they are exploding.
04:17Let's take the Velocity up to 500, so this goes much quicker, and also we will
04:24enable motion blur for the comp and for the layer.
04:29So now we can create these sparks as we talked about in the last movie.
04:34Now let's just go ahead and clean things up a little bit visually.
04:37So let's go ahead and solo this layer and let's go ahead and go to the View menu
04:42and uncheck Show Rulers and uncheck Show Guides.
04:47Now this should soften the opacity or take down the opacity a little bit of
04:51our sparks, so let's go into Rendering and Motion Blur and let's bring up
04:55Opacity boost to about 20.
04:57There we go, close that back up.
05:00That's cool with the Emitter section go into Particle section and get
05:03these looking good.
05:04What I want to do here is take the Particle Type to Glow Sphere, so we have a
05:09little bit of glow on these, but it's a little bit fixed so let's take the Size down to 2.
05:15Now we've got these nice little strings here.
05:17Let's actually take this a little bit further by going to Size Random and taking
05:22it all the way up to a 100.
05:24See now this is starting to look like some sparks here.
05:27Let's also increase the Opacity Random to a 100% so we have some particles that
05:32are kind of faded out already and some that are really strong.
05:36We also go into Opacity over Life and just kind of make this a little bit, so it
05:41kind of die out a little bit.
05:46You could do that to taste if you'd like, we'll smooth that.
05:50Now for the color I am a little Particular about this.
05:54I fiddled around with this a long time before I got the color that I want.
05:56So I am going to click on the Color Swatch and I am going to type-in these
05:59numbers 245, I am going to press the Tab key and then go to 120 and then
06:05tab again and press 18.
06:08This orange color was the exact right color for me, and again it was really hard
06:11to get that exact right color, nothing else seemed to work right.
06:15So I am going to take Color Random to 20.
06:18So now we have a little bit more randomness.
06:20We have a little bit more yellow, little bit more red, and I think that's why
06:24that exact color works.
06:25So I wanted things on both sides, a little yellow, a little red, a little
06:29orange and I also want to take the Transfer Mode to add so in case any of these
06:33little welding sparks overlap they get really bright like that right there,
06:37that looks really good.
06:38Now the last thing I want to do is to play with the Physics, because if this as
06:43we watched just the particles we can see that they blow up and it's great, but
06:47they first of all they last a lot longer than they probably should here, so
06:52maybe we'll go back to Opacity over Life and just kind of make those die out a
06:59little bit more there.
07:01And click Smooth a few times after doing that, and we might want to also take
07:06down the Life down to like 2 or something.
07:08And another thing that we need to do again is open up the Physics section
07:14and let's increase the Gravity, let's take the Gravity all the way to up to like 500.
07:19So that way these things explode out and they fall down quickly, and that's
07:25going to create the result that we are looking for.
07:27So let's preview this now, adjust the sparks, boom, they shoot out, there we go.
07:32I think we need the little bit shorter Life span even because I don't want these
07:36particles to still be on screen.
07:39We talked about that earlier when we looked at Life span, so maybe we can go
07:43into particle and take this back down either one or so.
07:46So that way the other particles are died out and we can also kind of fade out
07:50the opacity sooner as well.
07:52So this kind of blow up and then die out really quick.
07:56Yeah I like that, I like that.
08:00I feel it, my gut says, yeah, those are some good welding sparks, Chad, nailed it.
08:06Boom, boom, boom!
08:11Okay, so now we could do is unsolo this so we could see all of our layered in
08:16majesty and then we can preview this and see what it looks like.
08:19(video playing)
08:26All right, looking fantastic.
08:29So we created some great sparks, very easily with this Particle Motion Blur
08:34stuff, so really easy to create these welding sparks, great little project.
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12. Project Four: Light Streaks
Creating and animating the emitter
00:00In this chapter we're going to look at one of the most common Particular
00:04projects, how to create these cool little light streaks, popularized in an iPod
00:09commercial a long time ago.
00:11Now the reason why we are spending a chapter looking at this effect when it's
00:16such a ubiquitous effect, you find tutorials on how to do this all over the
00:20Internet, is that it's a great education in how to use Particular differently.
00:24We're also going to look at a few extra bells and whistles that aren't
00:27super-common and again learn some new tricks about Particular along the way.
00:32One cool trick is that you can take what we learn in this chapter and apply
00:36it in different ways.
00:37So this is kind of the common way to do things, like these little snakes of
00:41light moving around here.
00:43But one of the things I also did here if you look in the Lights Streaks FINAL
00:47Corkscrew project is that we have this cool little corkscrew, and what I did
00:53here is I created a null, I'll just go ahead and press U to open up all its
00:58keyframes and expressions here.
01:00But I applied a time expression to the Y rotation, so it spins around the whole
01:06time, and then I animated its position to go from the bottom of the screen to
01:10the top of the screen and then I also animated its anchor points so it gets
01:14wired and then I attached the Emitter which is actually a light which we're
01:19going to make in this movie to that, and so it kind of spins around and gets
01:23wider out as such there and it creates this kind of corkscrew effect.
01:29So it has a lot more cool implications than just these light streaks.
01:35So there is a lot going on here.
01:37So let's go over to the Light Streaks START composition, which is a fresh empty
01:40composition, and again we're going to just going to start from scratch here.
01:44So right-click here in the Timeline Panel, choose New>Light and I will make a new light.
01:49It's important that we call this Emitter and make sure it's a point light, and
01:54for color I'm going to choose a dark color eventually.
02:00But for right now just so I could see this, so I'm going to brighten this up and then click OK.
02:06The Intensity can stay 40 because we're going to use this as a light emitter and
02:10basically as we increase the Intensity we're actually going to be increasing the
02:13particles per second.
02:14So 40 is an intensity, it works pretty good for right now, you could leave
02:18Falloff to None and Cast Shadows off and click OK, and we can go ahead and click
02:25OK on that if that pops up for you as well.
02:27Now what we need to do is animate this Emitter to move around like this, all
02:32wild and crazy like, and the way that we do that is by creating an expression on
02:36its position property, so I could press the letter P to reveal its position
02:40property, and then on a PC you want to Alt+Click the stopwatch, on a Mac you
02:45Option+Click the stopwatch.
02:46And we'll just make a little wiggle expression here.
02:49Wiggle and then open parenthesis, one comma and let's go crazy here 600 and go
02:56ahead and click outside of this to accept it after you close the parenthesis.
03:01Now what that's going to do is it's going to wiggle all three values, X, Y, and
03:05Z so that this thing goes all over the place.
03:09It's going to go towards you and away from you up, down, left to right, and it
03:12creates the animation that we need to create this cool particle system.
03:18So in the next movie we will actually create the particles and we'll show you
03:23how to make these solid streaks, which again is a great education in how to use Particular.
03:29So what I'm going to do is I'm going to select this composition, go to File, and
03:34then choose Increment and Save, you don't have to do this, but what that's going
03:39to do, it's going to create Light Streaks 02 which is where we'll start in the
03:43next movie with this animated light.
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Creating the light streak
00:00So we are going to continue where we left off in the last movie with Light
00:04Streaks 02.aep in the Light Streaks START composition with this Point Emitter
00:09that we have animated with a wiggle expression so it wiggles around in 3D space.
00:13Let's go ahead and right-click in a blank area in the Timeline Panel here,
00:16create a New>Solid, the size of the composition and we'll go ahead and call it
00:23Particular and click OK and apply a Trackcode Particular to this layer.
00:30Now before we really set this up, I want to show you something and this will
00:34make more sense later but before we set up Particular, I need to show you what I am doing here.
00:38So I am going to go to the Particle section in Particular and under Particle
00:41Type I'm going to change my Particle Type to Streaklet.
00:46And I am going to increase the Size, super, mega, huge, big style and I am
00:54going to open up Emitter and just kind of get the velocity so I could see
00:58what's going on here.
00:59I am going to zero in on this little streak there, right here.
01:02I am going to select the region of interest, click-and-drag and this ladies and
01:08gentlemen is a Streaklet, and this is a particle that we haven't really used too
01:14much, we used it in intro project a little bit, but I couldn't really tell
01:18what's going on here.
01:19But the Streaklet was created specifically for this trick that we are going to
01:23be looking at in this movie.
01:25And we are going to take this Streaklet and basically extrude it.
01:29We are going to use some, so I am going to be technically extruding, we are
01:31going to use some tricks to get there, but I think that's where we are going to
01:33be doing it, extruding this shape and that's what's going to allow us to create
01:37those cool light streaks.
01:40So just remember that this is what a Streaklet looks like, kind of a
01:43collection of small circles.
01:46This is not several streaklets, this is what one streaklet looks like, and again
01:51that's very important.
01:52Now I am going to turn-off the region of interest and I am going to go ahead and
01:56reset Particular and I'll zoom back out here.
01:59And let's go ahead and change the Emitter Type to Lights and so we get that
02:03hooked up, and now instantly our light becomes a 3D emitter.
02:08Look at that, that's awesome.
02:09Now just so we could see this a little bit more clear, let's go ahead and
02:13take-away the randomness from this emitter, because everything is kind of
02:17shooting out in all direction.
02:18So I'll take the Velocity down to 0, the velocity randomness down to zero and
02:23the Velocity from Motion down to 0.
02:26And that's a little bit more clear what's going on there, it still looks a little wonky.
02:30So let's go ahead and take the Emitter Size X, Y, and Z, each one of those down to 0.
02:38And now it's really interesting, this light is kind of drawing a line here.
02:43Let's make this line a little bit thicker by increasing the Particles/sec.
02:49Now as we do this we'll see that from this point to this point, which is from
02:56one frame to the next frame, Particular doesn't interpolate very well and it
03:00creates a flat line by default.
03:02So we'll look at how to fix that in the next movie.
03:05So just kind of put that in the back of your mind for right now and let's move on here.
03:10Now I have a feeling we're going to come back and add some more particles per second to
03:14make this more dense.
03:15But for right now let's just go ahead close up the Emitter section and in the
03:18Particle section, let's now change the Particle Type from Sphere to Streaklet.
03:24Because you see when we have the sphere it's kind of making a tube, because it's
03:28basically a bunch of spheres all connected in a row when you turn up the
03:33particles per second and take down the velocity and all that stuff.
03:37So as we take this to a streaklet and increase the size quite a bit and we need
03:45to go back and go back to the Emitter and crank this up some more, so this is a
03:49little bit more dense and we have less holes here.
03:52It's going to slow us down a little bit and so I am going to leave it that there
03:55for now, but just be aware that that's how you get rid of these little dots and
03:58spacing issues by increasing the particles per second.
04:01Now let's take down the Life to about 1.5, so this is a shorter little
04:07trail here, but already we are starting to see the beginnings of these
04:10really cool light streaks here.
04:12Let's go ahead and play with the coloring a little.
04:16I want to just set the color from the Light Emitter.
04:22There we go, there is that green color from the Light Emitter, let's also
04:26change the Transfer Mode from Normal to Add, now we get this cool overlap here
04:32like these color burns, and because there are so many particles close together
04:36here, they are all kind of blending together in the Add Mode, which creates a
04:41really bright look here.
04:44So what we can do now is go back to our Light Emitter, double-click it and
04:48let's change the color.
04:49We can actually make this really, really dark, and if you want to go to the
04:53proverbial flash exposure color that's really warm look, you can just take this
04:59down to a red orange color and we could take this down and you could see that
05:04even though it looks almost black, a really, really dark brown that because
05:08these particles are in Add Mode and there are so many of them, we get these
05:12really bright vibrant streaks.
05:13I am going to go ahead and click OK there and go back to Particular.
05:18Now another thing you could do here, I am just going to zoom in so we could
05:19see what's going on. We can play with the Streaklet feather.
05:23If we take this up to a 100 we'll notice we get a much softer look, we take
05:27this all the way down to 0 and to get really hard edges these really beautiful streaks.
05:33So we can play with this a little bit more and again we are seeing in kind of
05:36like ribbing here along this edge so we could go back to the particles per
05:41second, take this up to maybe 2000 or somewhere thereabouts.
05:45And I'm actually going to take this back up to the default 50 but just be aware
05:50that the feather here, again because these particles are so close together,
05:53really makes a difference.
05:55Also you could adjust the size to taste, I actually used a pretty big size in
05:59the example files, but we could take this to anywhere we want 60, 20, somewhere
06:06in between looks pretty good.
06:07Now this looks really beautiful if we play this, it's a little bit slow
06:11because it's 2000 particles per second, but I think I want to play with the beginning and end.
06:17I really don't like seeing these jagged edges here.
06:21So if we go into Opacity over Life and Size over Life, we can play around with these.
06:27However, because there are so many particles so close together, any little
06:32change that we make here is really going to be obvious, and typically when
06:37we make maybe unsmooth lines in the curve drawing interfaces when we draw that there.
06:44Usually it doesn't make that big of a deal, or that big of a difference but
06:48here because everything is so close together we really can see it when we have unsmooth edges.
06:54You could see just kind of junk right there, it's really not that smooth again
06:59because of the way I drew this interface.
07:00So what I am going to do is actually use a preset, I am going to use the little
07:05hill that goes up and down that does create a little bit of a spike that you can
07:10see as it moves around which I don't like.
07:12So I am going to click this flat preset and then click the Smooth button a bunch of times.
07:17And what that's going to do is going to just smooth out those sharp spikes and
07:21then we could copy this and paste it to the Opacity over Life, and now we have
07:27these really beautiful smooth trails that have small beginnings and small
07:34endings, and just a really beautiful elegant solution. Oh I love that.
07:42Love it.
07:42So if you like you can go up to File> Increment and Save, and in the next movie
07:47we'll talk about how to get rid of these little kinked edges.
Collapse this transcript
Smoothing with subframes
00:00So we're continuing on where we left off in the last movie with this Light
00:04Streaks 03.aep project, and we have our light streaks, they move around, it's a
00:09beautiful, beautiful thing, except that there are these weird little flat lines
00:14here that looks like they are almost like low resolution light strings or
00:18something, it's really ugly.
00:19Well this is happening because there are some many particles crammed into this
00:24that we can see on a frame-by-frame basis that this is creating some kind of
00:31weird transitions as we go from one frame to the next frame.
00:35So what we need to do is have Particular smooth the results that happen between
00:42these frames, and this is really easy to do, open up the Emitter section and in
00:46the Position Subframe we want to change this from Linear, we are just going to
00:51calculate frame-by-frame which is great for most particle effects.
00:55But for cases like this where we have lines we might need to take this up to ten
00:59times linear, and that smooths things out quite a bit.
01:03In extreme cases we can take this to ten times smooth and we could also
01:09even take this to Exact.
01:11But this does slow things down a lot.
01:14But from 90% of the cases when you need something like ten times linear, will
01:20get you there and now we have super -smooth, beautiful light streaks.
01:25In the next movie we are going to look at how to enhance the look here with the
01:30auxiliary system as we add aux particles to this.
01:34So let's just go ahead and save that up one more time, File>Increment and Save,
01:40and again we'll start here in the next movie.
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Enhancing with aux particles
00:00So we are continuing on where we left off with Light Streaks 04.aep with a
00:05little light streaks project here.
00:08In this movie we are going to add some finishing touches, we'll start by adding
00:11some Aux Particles and I'll show you some extra tricks with Light Emitters here.
00:16So let's get a frame on screen, now that's actually pretty beautiful right
00:20there, actually where we can see our light streak.
00:23I'm going to open up the Aux System, and turn it on by changing the Emit value
00:28to Continuously and we have these particles that are kind of following along the
00:34other light streak particles in the same way.
00:37We are going to mix things up, so that they don't look the same way.
00:41I am going to change Emit Probability to 20%, so it's kind of like look at
00:45the draw, whether or not the particles will emit, and let's change Particles
00:50Per Second up to 20.
00:52And I definitely don't want these particles looking like Streaklets.
00:58So I am going to change the type to Glow Sphere.
01:01That might be kind of hardcore, but I want to dial that back just to a regular
01:05old sphere later on, but it will work for just the time being. For Velocity;
01:09I am going to take this up to 50, so these particles kind of fly up a little
01:13bit, and let's also take the Size down to like 2.
01:16We want them to be kind of just like tiny sparkles here.
01:19Now for Color Over Life, we want to play with this here, I really don't want
01:24these particles looking like a rainbow, so I am going to maybe click the
01:29white to black gradient, and we can get rid of the black gradient, just drag
01:33that color stop off a little bit and then we can click here, add a new color
01:37stop that's white and let's change both of these to kind of more of like a orangy color.
01:45Maybe this one too a little bit more like yellow, really pale color though, and
01:52that's looks pretty good.
01:53And I don't want these particles to emit the whole time, so I am going to
01:57go into the Control for Main Particles and change the Stop Emit percent of Life Value to 40.
02:03So basically if the Start Emit value is at 0, it means that the particles or the
02:09lottery, the Hunger Games for the Aux Particle System, for all the 20% of the
02:15particles that get Aux particles.
02:17And we'll start at the beginning of their life and then we will end at the 40%
02:22mark, 40% through their lives.
02:23So that way we have kind of the tail of them not getting particles, which is pretty cool!
02:30Let's change the Transfer Mode from Normal to Add and that looks good, and now
02:34let's add some Randomness here.
02:37I really don't like the way that these all look the same, that's not what
02:40we wanted all here.
02:41So I am going to open up Randomness Change Life randomness to 100 and I am going
02:46to change Size Randomness to 50 and Opacity Randomness to 100.
02:50And that looks a little extreme, but let's see what it looks like in motion.
02:56Oh yeah, I like that.
02:58So as it's going here we got these particles move in and we might not want them
03:04to be born right at the beginning of the Particle section, we might want this to be clear here.
03:09So we'll go back to Start a Bit of Life and change this to I don't know, 5 or
03:14something, there we go.
03:16And let's go ahead also, and if we wanted to we could maybe give it like a
03:22little 10% color for Main, so it picks up a little bit of color from the
03:26original layer and we could also take down the gravity, so that these particles
03:30are looking like they are kind of like froth or something like that, just kind
03:34of sparkling, just disappearing up like that, like they are bubbling up.
03:39And also I might want to take down the Particles Per Second after all, maybe 15
03:43Particles Per Second, maybe the Emit Probability down to 15.
03:48Lot of time I just go back and forth on these, I just kind of play with it until
03:52I get something I like, I'll go back and further make the particles bigger and
03:56smaller, and right now I am filling smaller particles.
03:58So and that's looking really good, it just adds an extra little pizzaz and flare
04:03to this light streak.
04:06So we preview that, there we go, that looks awesome.
04:10Now here's another cool trick and we haven't really talked about this yet, but
04:15if I open up the Emitter section, you'll see that the Emitter Type is actually
04:19lights with the NS in parenthesis and what that means is that it's going to
04:24apply this Particular to every light called Emitter in our comp.
04:30So if I want more light streaks, like in the example that we looked at before,
04:36you'll notice here that we only have one instance of Particular and just a bunch of light.
04:41So I am going to go back to our comp -- we have been working here on
04:45Light Streak Start.
04:46I am going to select the Emitter Layer and I am going to press Command+D on the
04:51Mac or Crtl+D on the PC to duplicate this layer.
04:55And I'll just change its name to Emitter just to make sure that's working right.
04:59And if we want to, we can open this layer up, and actually I'll just the press
05:03the letter U on the keyboard and we can alter its expression, maybe you take
05:07this from 600 to maybe 550, and it's just like a little bit different.
05:14And then what we can do is double click on the Emitter layer and click in here
05:19on the Color Swatch and then change this to like a blue or a something and click OK.
05:25And now as we move around here, we have these two light streaks, almost like
05:32they are fighting or chasing each others tail or something like that.
05:36Now we might want to go back and make the Aux Particles a little bit more
05:40neutral, if we are going to use something like this, so that way maybe they are
05:44white or something like that, so they look at home and every color of light
05:48streak that we have, but in this case we could just keep duplicating these
05:52lights and because their movement is being created with a wiggle expression,
05:55their randomness is going to change as we duplicate the layer and then we have
05:58these cool random light streaks.
06:01So let's go ahead and do a ramp preview and see what we have.
06:07And there we have it folks, super awesome light streaks with some extra
06:13cool, extras as well.
06:16We got some Aux Particles, we got two different light streaks going on with
06:21different colors, all generated from the same layer or Particular and
06:26that's just awesome!
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13. Project Five: Flock of Birds
Examining the bird particle movie
00:00In this chapter we are going to look another common Particular staple and that
00:04is how to create a flying flock of birds.
00:08So we have here this shaky camera shot and we've tracked it, I have tracked
00:14it already for you and got some nodes and controllers with the position data and what not.
00:19Now we are going to put this bird particle in Particular and create this flock of birds.
00:26But the cool thing about this is really that we are using a movie particle, and
00:32we are going to use the same technique to not only create a flock of birds, but
00:36to create a group of army men or whatever we want to do for a group of people,
00:41we can use this same technique.
00:42So what we can do here, if we double click this precomp bird flying layer, we
00:47could see the very simple composition.
00:50This is just something I made with shape layers and masks, again, very rudimentary.
00:55So it's good that they are kind of far in the distance.
00:58But I kind of wanted to create some randomness so there is flapping wings and
01:04the body goes up and down a little bit and then there is some kind of --
01:09sometimes where they kind of hold the wings and they start flapping again.
01:13And I want to make sure that the last frame and the first frame were pretty
01:17much the same, there's a little bit of a jump in the body, but it's not very
01:21detectable, especially when we have it up in the sky kind of further away from the camera.
01:25So now that we know what that particle looks like, when we go back to our birds,
01:30we can kind of see this in action.
01:32And even though my bird particle looks frankly kind of terrible, if I do say so
01:38myself, it doesn't have to look great, because it's so far away, which is I why
01:42didn't put more effort into it than I did, it still looks great for how far
01:47it's in the distance.
01:48So with that being said, knowing what this particle looks like, in the next
01:52movie we are going to make our own Particular group of flying birds.
Collapse this transcript
Creating the bird particles
00:00All right, folks. Let's make some birds! Go ahead and apply Particular to the
00:05layer called Particular here. There we go.
00:11Now initially you'll notice when we bring in Particular, instantly, it looks like
00:15its far away and lower, and that's because we have a 3D camera in the scene to go
00:22along with the camera shake of our background, which we can't see because our
00:26Particular layer here is soloed right now.
00:28So we already have a 3D camera, so once we bring in Particular to the scene,
00:32it's already tracked and bouncy, because it's being seen by a 3D camera, since
00:39Particular is a 3D effect.
00:42So we'll fix this in just a minute here.
00:43Let's go up to the Emitter section in Particular, change the Emitter Type to Box.
00:48Point won't work, because we want to have a flock of birds. And for Position
00:51XY, I have some numbers for you to type in here, so we can kind of get them in the right spots.
00:56We want -663, and then for Y we want 1446, and then Position Z we want 7594.
01:06Now, it's a little hard to see all the way back there, so let's go up, jump over
01:13the Particle section real quick and take the Size up really high, so you can see
01:18what we are doing. Well, not that high, maybe about 80 or so.
01:22And let's go ahead and take the Velocity and Velocity Random and Velocity for
01:29Motion all down to 0, because we don't want our birds looking like they have
01:34shot out of anywhere.
01:35And let's go ahead and increase the Emitter Size X really big. Let's take
01:40this to 1400. And let's take the Emitter Size Y to about 1000 and Emitter Size Z to about 2500.
01:54So we have a nice little box for our birds.
01:59Now, the trick here with these birds-- and actually any time you want static
02:02particles--is that Particular is meant to birth particles and then have them die out.
02:09Now this might be a great place to use Trapcode form, which is meant to have
02:12particles just exist, and then not be born or die.
02:16But with Particular, we have to do some fiddling to get this to work right.
02:19So what I am going to do I am going to hit the Home key or drag my current time
02:25indicator with the first frame.
02:27I am going to click the Stopwatch for particles per second.
02:29I want these to be 0 for right now. I am going to hit page down or advance one frame.
02:33Take this up to 1200 particles a second and then go page down again and take
02:39this to 0 frames per second.
02:41The reason why I did that is I want Particular just to shoot out that many
02:46birds. It's not really 1200 particles; it's really 1200 particles divided by 24,
02:54since there is 24 frames in a second.
02:56So we kind of want our particles again just to exist. We want these birds just to be there.
03:01So what I need to do in Particular is press U to reveal all these keyframes.
03:06Click and drag a marquee to select all those keyframes, or alternatively you can
03:10click the name of the Property, Particles Per Second, and then drag those over so
03:15that the 0 keyframe is at the first frame.
03:18So these particles are just kind of-- they just kind of exist, and they are doing
03:23some of kind of weirdness here.
03:25So what I am going to do is go over to the Emission Extras and increase the
03:29Pre-Run until we have those on screen here. And now we have those birds and
03:34it's exactly what we want. Pretend these little spears are birds. We don't
03:37want them to be born or dying or moving around as if they are being born; they
03:43need to just exist.
03:44And speaking of life, I want to make sure that their lifespan is about 10
03:48seconds--oops, not 100, 10 seconds--so that's at least as long as the duration of
03:54the composition, so that none of these birds are dying.
03:58So I want close up the Emitter section, and let's play in the Particle section a little bit.
04:02Now let's get these looking like birds, by changing the Particle Type to not
04:06just Sprite, because we want these to stay flat with the camera, so we are
04:10going to choose a Sprite.
04:11We actually want to choose Sprite film; I'll show you why in just a moment.
04:14Open up the Texture section, change the Layer to PRECOMP bird flying. And we are
04:21going to change the Time Sampling from Current Time, which would actually make
04:25all the birds flap at the exact same time--it doesn't look very realistic.
04:29Change the Time Sampling to Random Loop.
04:33So that way they are going to pick a random frame. Each bird is going to pick a
04:36random frame from the comp and then they are all going to be flapping at
04:41different times which is what we want. Perfect!
04:43Now the reason why I chose Sprite fill is because I want to be able to fill in
04:50the color of these birds.
04:52I don't want necessarily use the color in the original comp, and here is why.
04:56If I unsolo this layer, we can see our birds. They are either bright white, if
05:03we use this color, or they are black, if we use the original color, and that
05:07just doesn't blend well. Even things that are very dark here in the background
05:11are not quite black, because of the thickness and the density of the air; it gets brighter.
05:16So what I want to do is change the Set Color to Over Life, and I want to open
05:22up color Over Life.
05:23I definitely don't want them to be rainbow Over Life. And I am going to click
05:29the white-to-black gradient here, so that they will be born white and then die black.
05:35But I actually don't want them to be totally white or totally black; I am going to bring these in a little a bit.
05:40I will double click the white swatch and let's go over to maybe like a bluish
05:46green, and we'll just get kind of a like a faded grayish sea foam. That might be
05:53a little bit too saturated.
05:54Start there and then we'll double click this, and we'll go back to that same
05:59kind of sea foam green, but we'll get really dark--not quite black, but really
06:04dark there, and click OK.
06:06So now over the life of the birds, we are going to start this light color and
06:10then go to this black color, because the reason why is that we are going to have
06:12these birds start over here--I'll look at the position in the next movie.
06:18But these birds are going to start over here and they are going to fly over
06:21here, by the time that the car is closer to this tree, so they are going to be
06:25closer to the screen and therefore they are going to be darker.
06:27So they are actually going to start in the sky, kind of a brighter color and
06:31they are going to get darker as they go.
06:33And again, once we hook this up to the actual position of the birds in the next
06:37movie, we might need to go and then fiddle with the colors a little bit, but
06:46that's the ballpark of where we want these colors to go.
06:46Even though it sounds or it looks kind of ridiculous right now, I think it's
06:47going to look good once we get these birds into place.
06:50Now they are all the exact same size. We do have some Z depth to our Box
06:55Emitter, but let's go ahead and take up the Size Random to about 10, and let's
07:00also close up the Particle section, open up the Physics section, and then Air and
07:06then Turbulence field.
07:07We want these birds to look like they are kind of getting blown around a bit by
07:11the wind as they are flying.
07:13So we are going to take Effect Position to about 30.
07:16That gives them just a little bit of wobble and randomness.
07:20Now a couple more things needed to go down here.
07:22I am going to close up Physics, open up Rendering, and then open up Motion Blur,
07:26and then I am going to change Motion Blur to on, because as this camera jerks
07:31around, these birds should look blurry as well.
07:36And turning on Motion Blur will ensure that that happens.
07:39There we go. There is a frame with a little bit of camera shake, and the
07:41birds are getting blurred accordingly.
07:43Now even when there is no camera shake, such as right here, the bird should never
07:50be this clear, because they are going to be far away.
07:53And if you look at objects that are on that same depth plane, they are a little soft.
07:57So what we want to do is add some fast blur to this particular layer. Maybe
08:02let's just add just half a pixel of blurriness, just so that they are just a
08:07little blurry and that's really all that we need.
08:08If you want to go a little crazy, you can go all the way up to 1, but I think
08:14that 0.5 does the trick just nicely here.
08:17Now again, the elephant in the room here is that these birds are in the wrong spot.
08:19We want them to be over here in the beginning and then kind of fly over to the
08:23left of the screen over time.
08:26So then the question, is why don't we just animate the Emitter?
08:29Well, the thing is we already animated the particles to just kind of spread out
08:34before the comp even started, so the Emitter is basically dormant.
08:38We could move the Emitter, but that's just going to move all the birds over.
08:42If we want to animate the birds moving, we are going to have to look for a
08:45different solution, and we will look at how to do that in the next movie.
08:49So just to make sure that we are ready for that. Let's go up final step, go to
08:55File Increment and Save, and then we'll start with Flock of birds 03 next.
Collapse this transcript
Using World Transform
00:00In the last movie we made these cool flying bird particles that you can see
00:05here, but they are not in the right spot.
00:07So in this movie we're going to show you another awesome feature of
00:10Particular that will help us to get these birds in the right spot seeing as
00:14how we cannot use the Emitter.
00:17Now before we do that, I just want to point out that we colored the birds in the
00:22last movie and maybe some of you thought I was a little crazy, because I started
00:26these birds, almost they look like they are white here in the beginning and then
00:31we have them kind of fade to black, but the whole time, they appear to be too
00:37bright, but it's amazing what happens when you look at color relatively and how
00:43color relationships can completely change the whole look of things.
00:48So remember how bright these birds looked almost white, and we'll see what they
00:52look like at the end of this tutorial.
00:54Now I have Particular here and what I want to do is open up World Transform.
01:00World Transform sometimes could be a life saver, because it's just basically
01:04additional transforms for the entire Particular worlds.
01:08If we want to rotate everything along the Y axis or if we want to move
01:14everything on the Z axis, then we can do that and these are all
01:18animatable properties.
01:20So even if our Emitter is out of commission, as it is in this case, and moving
01:24it will not do any good, we still can adjust things using our World Transform.
01:31Now I have this Particular controller here, if I press the letter U with it
01:35selected, we can see its position and this is animated for where our
01:41particles should go.
01:42So what I could do is select a Particular layer and I want to Alt+Click on the
01:47PC or Option+Click on the Mac, this Stopwatch for X offset.
01:52And that way we could see it down here in our Timeline panel.
01:55With this selected, grab the pick-whip and drag it to the first value, that's
02:00the X value of the position property of the Particular controller layer, so not
02:05the layer itself and not position itself, but to the X value of position, and
02:11then click in a blank area, somewhere like right here, to accept that.
02:15And do the same thing with the Stopwatch for the Y offset.
02:18So I Alt+Click or Option+Click, the Y offset value and then use the pick-whip to
02:22drag down to now the second value, that's the Y value for the position property
02:28of the Particular controller layer.
02:30And now, the Particular controller values are putting this World Transform where
02:39it needs to be, which puts our particles in the right spot.
02:43And now our particles that did seem white seem like the perfect color,
02:49isn't that amazing?
02:50And so now they fly at the right spot and actually it seems as if they are too
02:59dark, as we start getting into the second half of the composition.
03:02So if we wanted to go back to our colors in Particular, a color Over Life
03:06gradient and change those, we could.
03:09But there are our flock of birds we took, not perfect bird particle movie, and
03:18used Particular to make a fairly convincing flock of birds.
Collapse this transcript
14. Project Six: Logo Dissolve
Using a layer emitter
00:00In our final project we are going to look at how to use a Layer Emitter.
00:05Now we are going to use a Layer Emitter to make this logo disappear.
00:10So I have this logo, and it appears on and then boom, it disappears.
00:14So it's just kind of like a logo for a fictional superhero movie, superhero
00:22called The Vanisher, which the more I think about it, the more I realize this,
00:27not a very good power for a superhero. Just disappears, it's not there.
00:33So anyways, we are going to use Particular to turn this layer into particles
00:38and then dissolve it.
00:40Now this is kind of a complex thing, so in this movie we are just going to look
00:45at the basics of a Layer Emitter, and then in the next movie we are going to
00:47look at how to do this particular dissolve.
00:52So let's go over to the Layer Emitter Start composition, where I have a
00:55Particular layer set up for you, and then just The Vanisher logo there.
01:00So again, just Particular on top of this Vanisher logo. And we want this Vanisher
01:06logo to be the Layer Emitter, so we want it to emit particles.
01:11So what we're going to do is go up to Particular and if we go to the Emitter
01:15Type, in this dropdown you'll notice that we can choose Layer, but before we do
01:20that, what we want to do is make sure that this Vanisher layer is a 3D layer,
01:27because Particular will actually let you choose it if it's not. So if we choose
01:31Layer, and in the Layer Emitter section, if you choose The Vanisher and it's not
01:36a 3D layer yet, it will let you select it, but then it will give you a warning
01:41and say, oh, don't do that.
01:42But then what you'll have to do is you will have to come back and make this a 3D
01:47layer and then change the layer back to None and then back to The Vanisher.
01:51So it's kind of an annoyance, so just set that up right by making this a 3D
01:54layer and everything will be right with the world.
01:58So as we do this, you'll notice that particles are kind of spread out
02:02everywhere. It's not really obvious that it's emanating from this text here,
02:07but you can see that the colors of the particles are now coming from this text,
02:14which is really cool.
02:15To see this more clearly, what we need to do is take the Velocity down to 0.
02:20Actually, let's just take Velocity Random down to 0 too, while we are at it.
02:22We still can't see things that good, because we actually need to increase
02:27particles per second. Now with Layer Emitters, this is one of the challenges is
02:30that we actually need to increase the particle count ridiculously high.
02:34So I might take this up to like, I don't know, 10,000 right now. As we'll see,
02:38this really isn't even enough there.
02:40And I am also going to turn up the visibility of The Vanisher layer, so we could
02:44see what we have. And you can see as now these particles start being born and we
02:50have more particles, you can actually see the layer, so the particles are
02:55forming the layer, which is kind of cool.
02:57So again, we have to really increase the particles per second.
03:01But this layer is birthing the particles, and it's being birthed by default with
03:09the colors of this original layer.
03:11So with this, we can do a lot of cool tricks.
03:14Now, what we did here in my other example is that the particles kind of like
03:19dissipate and go upwards, and we could open up Physics and then take the Gravity
03:24to maybe like -30 or something like that.
03:26And these particles do dissolve; it looks really cool. But again, Gravity is
03:30not animatable, so what we want to do maybe is go into the Air section and
03:34animate the Wind value.
03:36So we could take that to a negative and or a positive, if we want to have these
03:40particles fall. And this is animatable, so we can do things that way, or blow it
03:45off to the side or whatever else we want it to do.
03:48So this is a great way to have a logo dissolve. We could have a layer be on
03:53the screen for a little bit and then maybe use a Option+Right Bracket or Alt+Right Bracket on the PC to
04:01stop that layer there.
04:02Or we could drag the end point so that way the layer is here and then it's all
04:09particles and it can disappear.
04:10There are a lot of different tricks that we could here.
04:13But the point is is that this is what we do with a Layer Emitter: it emits a
04:17particle everywhere where there is somewhere with the layer, and it also emits
04:21in the color of the layer.
04:23Now you'll notice too, if I turn on the Transparency Grid, that we have
04:26transparency here. This is really important because if we didn't have
04:29transparency here, if this was all solid black background, then Particular need to
04:32generate black particles for this whole background as well, and now it has slow things down
04:38and also create lot of black particles, which you may or may not want, so
04:42just be aware of that.
04:44And again, you want to watch your particle count, so in the next movie we are
04:47going to look at a couple of ways to work around the situation, still get a
04:51believable result and have a little bit faster render times.
Collapse this transcript
Dissolving the logo
00:00In this movie we are now going to look at using the Layer Emitter in our actual project.
00:06But as we saw in the last movie, one of the problems with the Layer Emitter is
00:11that you have to generate so many particles and it just kind of gets messy.
00:16So here is a really cool trick.
00:18What I have done, if you go to the precomp vanisher mask animation pre-comp,
00:23double click that to open it.
00:25I've basically just taken our logo, and taken a mask in the Add mode, so that's
00:31all we can see what's in the mask.
00:32We'll separate Particular mask and animate it going upwards and what we are
00:37going to do is we are going to use this layer, the pre-composed layer as the Layer Emitter.
00:43And so it moves up already, and so basically like on this frame, these are the
00:48only particles that are going to be born, and so it's a really great way to
00:54make a layer disappear.
00:56So we are only going to be generating particles here, so we don't have to have
01:00as many generating, in order to create the same effect.
01:02So let's see what this looks like, and again, we need to make sure that this is 3D.
01:07I've already made that 3D for you, just in case, and we could select the
01:10Particular dissolve layer, which has basically standard settings for Particular,
01:14just the default settings.
01:16So let's go over to the Emitter section and change the Emitter Type to Layer.
01:21Now let's go down to Layer Emitter and the Layer setting, choose PRECOMP
01:26vanisher mask animation and let's now increase the particles per second a lot
01:33and actually let's take this up to 70, 000, yes, that's the most particles I
01:40believe that we have used in this training series thus far, but now you see
01:45what's going on here.
01:46So the particles are now going along exactly with the text there, very cool.
01:54Now let's take the Velocity down to about 50 and just to make sure that
01:59particles are being born right in the first frame, let's open up the Emission
02:03Extras and take the Pre Run to let's say about 20 or so.
02:06So we have a few particles right there when we start.
02:10Let's close the Emitter section.
02:12So go up to the Particle section, take the Particle Lifespan a little bit
02:15longer, maybe to 4 seconds, so they last, again, a little bit longer here.
02:19And let's also change the Particle Type from Sphere to Glow Sphere.
02:24Let's actually move it a little bit further in time, so you can see these
02:29particles a little bit better.
02:30And we don't what that dark particles generating too much here, so I am going to
02:35change the Transfer Mode to Add.
02:37Let's also bump the size a little bit from 5 to 4, let's increase Size Random to
02:42100 and Opacity Random to 100 and we could even feather the Glow Spheres just a
02:49little bit more, take that Sphere Feather all the way up to 100.
02:53Now as we preview this, this looks really good, I like the particles, but they
02:57do kind of -- just kind of gather, they just kind of stay there, so I want to
03:02play with the Physics a little bit to get the behavior of the particles a little bit better.
03:06So I am going to close up the Particle section.
03:09Open up the Physics section and let's take Gravity to -300s, they kind of
03:13dissolve upwards and they are pretty fast spaced here.
03:17I already have Motion Blur turned on for the layer and for the comp, so we are
03:21seeing some of that Motion Blur which I really dig.
03:24Now let's also open up the Air section and then Turbulence field and play around
03:29with that Fractal Displacement that goes through here.
03:32Let's actually effect the size, turn that up to 15, so that fractal field will
03:37make some particles bigger and some smaller and let's actually affect the
03:41position as well to 35, so they actually move based on that pattern as well.
03:47Let's make this all happen a little bit faster, let's take Evolution Speed to 100.
03:52Now if we start here and preview this, we can see that it seems like the
03:58particles here are just kind of being eaten away.
04:02Now we are still seeing the layer beneath, because the visibility of this
04:06layer is turned on.
04:08Actually I just paused that to stop it and play that back, ooh, it's
04:13vanishing, looks great!
04:14So what I want to do is turn off the visibility, unsolo and turn off the
04:19visibility of the PRECOMP vanisher mask animation, and now we just have this layer.
04:24Now there are enough particles, even though we are going in 70,000 particles per
04:28second here, it is still not enough to really look like the layer, because just
04:34not enough particles, it's not dense enough.
04:36So what we are going to do is we are going to fake this to make this render faster.
04:40We are going to solo the vanisher text layer, and the way that we are going to
04:45make this disappear is by using a Transition Effect, and the Transition Effect
04:49that we're going to use is called Linear Wipe.
04:52So apply Linear Wipe to the vanisher. psd layer, we'll close up the other
04:59effects, Color Correction Effects that are on it, and let's move to the first
05:04marker here, you could push 1 on your keyboard to jump there, and let's
05:09change the Wipe Angle to 0, and let's click the Transition Completion
05:14Stopwatch there for 0.
05:16So what this is going to do, as we increase Transition Completion, it's going to
05:20eat away at the bottom of the layer.
05:22So with the particles moving up from this comp here, and with the particles and
05:29with the main layer having this Linear Wipe, you put those together, it's going
05:34to look like the layers being dissolved and it's going to have a lot less
05:37particles, which is really cool as well.
05:39And actually let's go ahead and Feather this like 150 pixels and then let's come
05:44over to number 2, push 2 on your keyboard to jump to the second comp marker
05:48here, and we'll take that Transition Completion all the way to 100 and actually
05:52let's goes back because I was fiddling around a lot and let's make sure that is
05:57-- no, no, I messed this up.
05:59Let's go back to number 1, and take Transition Completion to 0. There we go.
06:05Now as we scrub this, this layer disappears and it appears to be eaten by the particles.
06:15Now one of the things we could do is play around with easing and the curve
06:19editor and really make this perfect, but just for right now let's go ahead and
06:23unsolo these, and we could see what's going on with our layer, let's go ahead
06:28and I'll go back to the first comp marker, press B, to start the work area, and
06:33let's go ahead and preview our final results. So there we go.
06:40I also added a little bit of a Flash, I used a Glow Adjustment Layer and I added
06:46a little bit of Glow and I also added a Generic Lens Flare from After Effects,
06:50which are not the best lens flares, but I know that you would be able to have
06:54them in your files, typically, I'd used a third party lens flare effect for
06:58this, but that worked for right now.
07:00Another thing that I might want to do just because there are so many particles
07:04here, I want to go back to the Particular dissolve and set a keyframe for
07:09particles per second, advance one frame, and we take this down to 0.
07:14That might have been a little bit premature to do that;
07:17it might have been too early.
07:18I still want particles to generate, yeah, it looks like it still worked, but
07:25that's another thing that we can do.
07:27So there we go, there is our final project, we make a layer dissolve using
07:32the Layer Emitter.
Collapse this transcript
Conclusion
Goodbye
00:00Folks, that is the end of Particular Essential Training on behalf of lynda.com.
00:04I want to thank you so much for watching.
00:06This has been an especially fun training series to produce and create for you.
00:11So I hope you got a lot out of it.
00:13And another thing you might want to check out is on the Red Giant software
00:17website, that's redgiantsoftware.com, they have this thing called RGTV, it's Red
00:22Giant TV and there are tons of great free tips and tricks and tutorials on
00:27advanced features and also just great little tricks here and there for Trapcode
00:34Particular as well as all of the Red Giant products.
00:39So it's a great resource.
00:41And also if you click here, Red Giant people, that's another website where you
00:45can connect to other Red Giant users, and you can also get a bunch of other
00:51presets for Trapcode Particular from gurus and other people that really know
00:56what they are doing, and they have a lot of those presets for free.
01:00They also have some gurus that sell their presets and you could buy those here.
01:04So another great resource for Particular.
01:07Again, my name is Chad Perkins, thank you so much for watching!
Collapse this transcript


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After Effects CS6 New Features (2h 13m)
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