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Download "CC Particle Systems II + CC Particle World | Effects of After Effects"

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Table of contents
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Table of contents

0:00
Intro
1:10
CC Particle Systems II
3:23
Birth Rate & Longevity
4:39
Producer Controls
6:23
Physics
7:20
Linking the Producer to a Null Object
8:49
Velocity & Inherit Velocity
11:56
Resistance
13:24
Particle Controls
22:30
Sphere Particles
25:47
Polygonal Particles
29:30
Lens Particles
31:10
Fractal Explosive
32:35
Twirl
34:09
Twirly
34:46
Vortex
36:36
Fire
38:01
Direction
39:04
Direction Normalized
39:39
Jet Sideways
41:43
CC Particle World Grids & Guides
47:17
Linking the Producer to a 3D Null Object
53:05
Radius Controls
53:27
Physics
56:46
Direction Axis Controls
57:29
Gravity Vector
58:46
Floor Controls
1:01:42
Particle Controls
1:04:04
Custom Color Map
1:04:35
Colume Shade (approx.)
1:06:29
Textured Particles
1:09:54
Effect Camera
1:10:57
Depth Cue
1:12:01
Light Direction
1:12:29
Hold Particle Release
1:13:32
Thanks for watching!
Video tags
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Video tags

After Effects
Animation
Motion Graphics
Mograph
Motion Design
Tutorial
Adobe
Adobe After Effects
Subtitles
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Subtitles

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  • ruRussian
Download
00:00:05
[Music]
00:00:07
before we get started in this video i
00:00:09
want to point out that the length of the
00:00:10
video is not a mistake i set out to
00:00:13
explain cc particle systems 2 in cc
00:00:15
particle world thinking that it would
00:00:16
take me around 30 minutes at the most
00:00:18
and here we are with over an hour long
00:00:21
video if you don't have that much time
00:00:23
to watch all this in one setting that's
00:00:25
okay i've actually created a bunch of
00:00:27
youtube shorts that explain all the
00:00:28
features of ccparticle world in much
00:00:30
more bite-sized lengths so you can check
00:00:33
that playlist out in the description of
00:00:34
this video if you want or you could use
00:00:36
the chapters of this video to watch
00:00:38
little parts of it at a time i would
00:00:40
suggest that you watch it in order
00:00:41
though at least for the first time and
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one last thing this is exactly how i
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teach my skillshare classes i start
00:00:47
recording and it takes as long as it
00:00:49
takes to explain what i want to explain
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i don't like leaving anything out and
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all these little details i think are
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important to understand how everything
00:00:57
works in after effects so you're
00:00:59
basically getting a skillshare class for
00:01:01
free in this youtube video and if this
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video makes you more interested in
00:01:05
checking out my skillshare profile you
00:01:07
can find it in the description of this
00:01:08
video alright let's get into this
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cc particle systems 2 and cc particle
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world are both found under the
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simulation category and these effects
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are both particle emitters which is an
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extremely powerful thing for motion
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graphics both of these effects are made
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by sitecore effects so a lot of the
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controls overlap and if you've watched
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the cc mr mercury video many of the same
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properties and controls also carry over
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from it these two effects are just much
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more advanced and given much more
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options than cc mr mercury now the main
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difference between cc particle systems 2
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and cc particle world is that particle
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systems 2 is a 2d particle emitter and
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particle world is a 3d particle emitter
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and not in the sense that the particles
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are actually 3d but that they work in 3d
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space not just the x and y axis but also
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z space and they react to 3d cameras in
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after effects but we're going to start
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with cc particle systems 2 and then see
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how cc particle world is a little bit
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different i need to start by making a
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solid so i'm going to go up to layer new
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solid and i'll name this
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particles
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i also want to make sure that's my comp
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size so it fills the whole thing and
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click ok then i'll drag out cc particle
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systems2 onto that layer
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immediately if i play back we're going
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to see this explosion of lines each one
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of these lines is referred to as a
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particle it almost looks like a sparkler
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which is pretty cool considering we
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haven't done anything yet now i'm going
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to make this a little bit easier to look
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at by changing the color of my
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background to black i'm just going to
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add a fill effect to it
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and turn it all the way down to black so
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we can focus on that particle emitter
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very clearly now let's take a look at
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the structure and layout of the controls
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up at the top we have a birth rate which
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is basically how many particles are
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being emitted we have longevity measured
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in seconds so how long each particle
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lasts on screen before disappearing then
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we have a producer section which is
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where the particles are being produced
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from or emitted from we have physics
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which is full of controls for how these
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particles are actually reacting to
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gravity and other physics we have a
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particle section which is where we'd
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style the actual particles that are
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coming out of the emitter and then we
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have a random seed which just randomizes
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the entire simulation now let's walk
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through each one of these options
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forgetting about what the actual
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particles look like in any of the
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physics anything like that we'll just
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start with the birth rate if i turn this
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value way down so like 0.2 or 0.3 then
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the particles are going to come out at a
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much slower rate and if i increase that
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obviously we're going to go in the
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opposite direction and get a lot more
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particles but as you'll notice this is
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rendering very quickly most particle
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generators are fantastic at producing
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and rendering thousands if not tens of
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thousands of particles on screen every
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single frame i'm gonna change that back
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down to four just so we're back at our
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defaults and we'll look at the next
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option which is longevity if i turn this
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value down then the particles are just
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going to last less so if i move it down
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to 0.1 then it really does look more
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like a sparkler where it's bright right
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at the start but it decays very quickly
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maybe i turn up the birth rate a little
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bit and that gets to be much more dense
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or i turn it down and it gets to be
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nowhere near as dense
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or i could turn the longevity up way
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past two seconds and then they're going
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to last much longer than they're on
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screen for so they fall off the screen
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before they ever disappear but if i dial
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this back again to have a shorter
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longevity and i pause it right around
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here you can see that the colors are
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actually changing it's more of a bright
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yellow in the center and darker around
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the outside edges and that has to do
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with how the particle is styled but
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we'll get to that in a little bit
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next up is the producer and this is
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where the particles are being emitted
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from so let's open up that section and
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take a look at the controls it's pretty
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simple we just have a position point
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control if i click and drag this value
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around it moves that producer point
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around in my comp and i can even click
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and drag to move that around
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so now my particles are going to be
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emitted from the top right corner or the
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left side wherever i put that producer
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and i could even keyframe this property
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so if i set a keyframe here at the start
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of the animation and i go forward maybe
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a second and move it down here and then
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i go forward another second and i move
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it up here you can see that the
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particles are actually trailing off
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because they're being emitted from
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wherever that producer is at that point
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in time it's not sticking with that
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producer it's just being emitted from
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that producer at that particular point
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so if i press u to bring up my keyframes
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and i easy ease this with the f9 key go
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into my graph editor and then just
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increase these speed handles a lot so
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that there's a lot of fast movement
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right in between the keyframes and
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gradually gets there then we're going to
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see a much more dynamic looking particle
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simulation
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the other two options we have under the
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producer are the size for the radius x
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and radius y so currently it's just 3 by
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3 so it's pretty much a small little dot
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but i could increase this radius on the
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x and y axis and now it's a much bigger
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producer
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and maybe i want to turn up the birth
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rate so i see more particles or i could
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turn the birth rate down in the
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longevity up to see them longer and we
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have this massive spot moving around
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that's emitting all these particles i
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could also go all the way down to zero
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by zero and then it's just going to be
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an infinitely small dot a specific point
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emitting all these particles
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all right next up is the physics and
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this is where we can control things like
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how the particles are actually being
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emitted that's what this animation
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property is for it's all these different
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animation types for how the particles
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are being emitted and it's defaulted to
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explosive
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before we explore any of these other
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options let's just go through the other
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physics controls first of all we have
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velocity and this is how quickly the
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particles are actually being emitted
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from the producer so if i turn it all
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the way down to let's say zero then
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they're not going to be emitted with any
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velocity they're just going to drop
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basically and react to physics which as
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you can see actually creates a pretty
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cool look especially with a high birth
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rate if i were to turn this down quite a
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bit then it's going to get much less
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solid but keeping that birth rate up
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makes this very cool solid shape that's
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very dynamic almost like a tapered
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stroke and creates a very unique flowing
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looking simulation almost like sand or a
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ribbon is being dropped out from that
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point and using some very basic
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expressions you could tie this point to
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a null object so if i go up to layer new
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null object and i'll call this emitter
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then i'll copy and paste these keyframes
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onto that null object
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and then add a simple expression by
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alter option clicking on the position
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property and just using the expression
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pick whip to select the emitter layer
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then type dot 2 comp
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press enter for that auto fill in
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between these parentheses do an open
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square bracket 0 0 0. what this will do
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will map the position of the producer to
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the emitter null wherever it is
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regardless if it's parented to something
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else it will always find where that null
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object is
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now when i copied and pasted that
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position property it actually duplicated
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ccparticle systems2 and i didn't catch
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that what i want to do is copy this
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position property and then open up the
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position property for that null object
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select it and paste there now that same
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movement is transferred to this null
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object i'll get rid of that cc particle
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systems effect and then i can actually
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take the keyframes off of the original
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particle emitter because they're now
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following the null object the benefit of
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doing it this way is this can be
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parented to any layer but i also now
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have a motion path that i can modify so
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if i just switch to my pen tool i can
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make this much more dynamic rather than
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just a linear movement the way that
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point controls are forcing you to
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animate so if i play this back now it's
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going to be much more smooth and i can
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animate that particle emitter just like
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any other layer all right let's go back
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to the physics of this emitter and turn
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the velocity back up in fact let me
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reset it to the default which is one
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and with this explosive animation type
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we already know what that looks like but
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if i increase this velocity to say five
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then this is going to be a much more
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violent explosion and it's going to fill
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the entire comp so maybe i want to turn
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the longevity down to dial that back
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and what's basically happening is my
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particles are now streaking out longer
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but disappearing much quicker i could
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also turn that birth rate down so it's
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not quite so crazy
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but this is how you can play with the
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interaction between the physics and the
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birth rate
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let me reset these back down to defaults
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including the velocity
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and the next option is inherent velocity
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and to see this a little bit more
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clearly i'm going to turn the velocity
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down a bit now the way that this
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particle system is moving around is
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going to be affected by this inherent
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velocity it's currently set to zero but
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if i increase this value what's going to
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happen is the movement of this point
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control is going to influence the
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velocity of all the particles so i move
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this into a positive direction so let's
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play this back and see what happens
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you see how those particles now look
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like they're being thrown around by the
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producer
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they're moving in the direction that the
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producer is moving and i can increase
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this up to 100
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and it will be much more influenced by
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that movement i could even increase that
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past 100
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and just have these particles really
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flailing around and going really crazy
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every time this point control moves
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around but what's interesting is i could
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even put this in a negative direction so
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if i put this down to say negative 60 or
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somewhere around there then the
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particles are going to fly off in the
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opposite direction almost like they're
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propelling the point around rather than
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being thrown around by that producer so
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if i really crank that back and i turn
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the longevity down then it almost looks
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like fire or sparks being flown out of a
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rocket propelling it around it's a very
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cool effect and i'm sure by now you can
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see just why a particle emitter is so
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powerful with all these controls you can
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create very cool looking simulations and
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this is all built right into after
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effects let's turn that inherent
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velocity back up to say 40
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and then turn the gravity down to zero
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i'll also turn the velocity all the way
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down to zero so now the only movement
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from the particles is coming from the
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motion of that producer and now we're
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getting this kind of ribbon flowing
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around sparking out and reacting to the
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movement it's very organic and very
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fluid i'll undo to get back to our
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velocity and gravity settings so we have
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these sparks flying around basically and
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the next option is gravity now i've
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already turned this all the way down but
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i could increase this to make it look
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like these particles are much heavier
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and they fall faster
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or i could turn the gravity way down
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maybe not all the way to zero but maybe
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point two
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and they're not going to fall quite as
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fast
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but because this is a simulation i could
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even do negative gravity and then
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they're going to fly upwards and it'll
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be floating up more like smoke or flames
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rather than falling down like sparks
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i'll set that back to its default at one
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and then the next option is resistance
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and if i increase this value it's
00:12:00
basically going to pull back the
00:12:01
velocity of those particles so initially
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they'll be emitted at whatever velocity
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we set this to so let's change it up to
00:12:08
say two so it's pretty explosive but if
00:12:10
i really crank this resistance up you
00:12:12
see how it's pulling all those particles
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back so they're exploding out but then
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very quickly slowing down they're being
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influenced by that resistance so that
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they don't travel nearly as far maybe
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i'll turn up the longevity a little bit
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so that we can continue to see those
00:12:26
particles fall to the ground but you see
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that that velocity is really dampened
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when we increase that resistance i'll
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set that back down to zero and the next
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option is direction so i'm going to turn
00:12:37
my velocity back down to say 1 and the
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longevity back down to 0.7 and the
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direction for this explosive animation
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at least is basically how it is rotated
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how that producer point is rotated so if
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i increased my radius to say
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3 by 3 or maybe 10 by 10 so we can
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really see that shape and then i change
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that direction you can see how it's just
00:12:59
rotating it around so you could keyframe
00:13:02
this animate it however you want but
00:13:04
that is what the direction property is
00:13:06
doing next up is extra and if i change
00:13:08
this value it is not affecting anything
00:13:11
and that's because this value is
00:13:12
specific to certain types of animation
00:13:15
styles but because there are so many of
00:13:17
these we're going to get to that in a
00:13:18
little bit first i want to finish off
00:13:20
these controls and move on to the
00:13:22
particle section like i said before this
00:13:25
is where we style the particles and
00:13:26
control how they actually look our
00:13:28
particles look the way they do right now
00:13:30
because of the particle type it's
00:13:32
currently set to line but we have lots
00:13:34
of options in this menu for how these
00:13:37
particles look the next option is star
00:13:39
and if i change it to that our particle
00:13:41
system looks completely different
00:13:43
everything about it that we've set up
00:13:45
prior to this still applies but because
00:13:48
we changed the particle shape the
00:13:50
emitter looks completely different
00:13:52
actually i'm going to change my producer
00:13:53
back down to say one by one just so we
00:13:56
have a point emitting all these
00:13:57
particles and you might have noticed
00:13:58
that as soon as i switched the particle
00:14:00
type we had a couple more controls show
00:14:02
up so not all of these controls are
00:14:04
available for every type of particle but
00:14:06
for star we have birth size and depth
00:14:09
size so these are basically the in and
00:14:11
out points of every particle and it
00:14:14
controls how large the particles are at
00:14:16
those points so at the birth at the very
00:14:18
start we can see these particles
00:14:20
birthing basically being created and
00:14:22
emitted from this producer if i turn the
00:14:25
birth size down they're going to get
00:14:26
much smaller at the start currently i
00:14:28
have the longevity set to 0.7 seconds so
00:14:31
if i go to around this point here we can
00:14:34
see those particles that were initially
00:14:36
emitted are fading out and disappearing
00:14:39
at that point this is basically the
00:14:40
death state of these particles and if i
00:14:42
increase the depth size they're going to
00:14:44
get much larger before dying or fading
00:14:47
out or i could turn that down and keep
00:14:49
them much smaller so let's say that i
00:14:51
want these to be really tiny little
00:14:53
specks more like fairy dust and there we
00:14:56
go we've got the particles shooting out
00:14:59
maybe i want to mess with the physics
00:15:00
increase the resistance a little bit
00:15:02
crank up the inherent velocity maybe
00:15:04
even turn the velocity all the way down
00:15:06
or not quite all the way down and it
00:15:08
looks like we have some fairy dust maybe
00:15:10
the gravity should be going in the
00:15:11
opposite direction so that it's kind of
00:15:12
floating upwards but that inherent
00:15:14
velocity is still shooting them in
00:15:16
whatever direction the emitter is moving
00:15:18
all right let's jump back to the
00:15:19
particle settings and the next option is
00:15:21
size variation so this is basically size
00:15:23
randomness it's set to 50 but if i
00:15:26
increase this then we're gonna have much
00:15:27
more variation in size between each
00:15:29
particle or i could turn it all the way
00:15:31
down to zero and every single particle
00:15:32
will be exactly the same size throughout
00:15:35
the whole simulation i'll leave that at
00:15:36
its default for now the next property is
00:15:39
opacity map and this is what controls
00:15:41
how transparent or opaque every particle
00:15:44
is it's set to fade out which means it's
00:15:46
going to start at whatever we have the
00:15:48
next property set to which is max
00:15:50
opacity and then gradually fade out to
00:15:53
full transparency now i could increase
00:15:55
that max opacity so that we have a
00:15:56
hundred percent or i could turn that
00:15:58
down so it's not quite as visible but
00:16:00
nothing will ever be more opaque than
00:16:02
this max opacity setting i'll undo back
00:16:04
to its default and we'll take a look at
00:16:06
the other opacity map options we have
00:16:08
fade in which is just going to reverse
00:16:10
the opacity so they start transparent
00:16:12
and then fade in
00:16:13
that's just a different look
00:16:15
we have fade in and out so the particles
00:16:18
will start transparent and they will end
00:16:20
transparent we have constant where there
00:16:23
is no fading whatsoever the particles
00:16:25
just appear and then they disappear
00:16:27
we have fade out sharp which if i get to
00:16:30
a frame where we can see that trail just
00:16:32
fading off and we change it from fade
00:16:34
out to fade out sharp you can see that
00:16:36
that's basically just decreasing the
00:16:38
decay of that opacity so it fades out
00:16:41
much more quickly near the end rather
00:16:43
than more gradually on the fade out and
00:16:46
the last option is oscillate and this is
00:16:48
good for making basically twinkling
00:16:50
stars it's oscillating that opacity from
00:16:53
fully transparent to fully opaque and
00:16:55
it's making all these stars look much
00:16:57
more twinkly
00:16:58
the next option is source alpha
00:17:00
inheritance and this is affected by the
00:17:02
layer that we've applied cc particle
00:17:03
systems to since i used a solid it is
00:17:06
100 opaque there are no transparent
00:17:08
pixels whatsoever in it so checking this
00:17:11
box on will not do anything but if i
00:17:14
turn this effect off for a second and
00:17:16
add another effect like venetian blinds
00:17:19
and apply that before cc particle
00:17:21
systems two i'll set the transition
00:17:23
completion up to fifty percent and
00:17:25
change the widths to be much wider so
00:17:27
now i have these black and white bars
00:17:28
basically but if i turn off my
00:17:30
background so you can see through to the
00:17:33
transparency grid those black bars are
00:17:35
actually transparent so let's turn that
00:17:38
background back on turn cc particle
00:17:40
systems back on and now wherever there
00:17:42
are transparent pixels prior to this
00:17:44
effect being applied the particles will
00:17:47
inherit that transparency it's based on
00:17:50
the opacity of the layer so as it
00:17:53
crosses right here if i turn the effect
00:17:55
off remember white is where there are
00:17:57
solid pixels the black is where there
00:17:58
are transparent pixels the particles are
00:18:01
only going to be visible when that
00:18:02
producer is over visible pixels now if i
00:18:05
were to do something less drastic and
00:18:07
instead of making certain areas
00:18:08
completely transparent instead i use
00:18:11
maybe a turbulent noise to generate this
00:18:14
texture and then maybe an extract effect
00:18:18
right after that and make those black
00:18:20
areas transparent and soften it out a
00:18:22
little bit so now we have
00:18:24
semi-transparent pixels as well as
00:18:27
opaque pixels i'll just increase the
00:18:29
scale of that turbulent noise so it's a
00:18:30
little bit more drastic and then turn cc
00:18:32
particle systems 2 back on and now those
00:18:35
particles transparencies are going to be
00:18:37
more or less depending on how
00:18:39
transparent the pixels were from the
00:18:40
turbulent noise in the extract that we
00:18:42
applied before it now be honest i've
00:18:44
never really used that property but it
00:18:46
is worth knowing that it's there and it
00:18:48
does give you a lot of control on how
00:18:50
these particles are actually being
00:18:51
emitted let's reset some of these
00:18:53
settings i'm going to change this back
00:18:54
down to fade out reset the birth size
00:18:57
and the death size uncheck source alpha
00:18:59
inheritance and next we'll look at the
00:19:01
color map
00:19:02
so this is how these particles are being
00:19:04
colored and it's currently set to birth
00:19:06
to death meaning we have a birth color
00:19:08
and that interpolates into the death
00:19:10
color over time so i could change the
00:19:12
birth color from yellow to say white and
00:19:15
the death color to something more like
00:19:17
this tealish cyan color and now we've
00:19:20
kind of got a gradient going on from the
00:19:22
birth to the death
00:19:23
but that's not the only way that we can
00:19:25
color these particles we can change this
00:19:26
color map to one of three other options
00:19:29
so instead of birth to death we could
00:19:31
say origin to death and what that means
00:19:33
is the origin color of the layer and if
00:19:36
you remember before i applied this
00:19:37
effect it was a white solid so it
00:19:39
actually didn't change anything but if i
00:19:41
were to add a fill effect
00:19:43
prior to this
00:19:45
and it changed it to any other color
00:19:48
then it's going to pull that color as
00:19:50
the origin color and then interpolate to
00:19:52
the death color now if i were to apply
00:19:55
this to a more colorful source like this
00:19:57
photo right here i'll just copy and
00:20:00
paste cc particle systems 2 from that
00:20:02
solid to the actual photo
00:20:04
then my origin is going to be very
00:20:06
different because remember that origin
00:20:08
point is wherever the producer is over
00:20:11
top of the source layer so it's going to
00:20:13
sample the color underneath that point
00:20:15
control and apply it to the color of the
00:20:18
particles so with origin to death
00:20:20
selected if i go to the start of my
00:20:21
animation and look at what pixel it's
00:20:24
over top of we're in this orangey red
00:20:27
section of these smoke plumes so it's
00:20:30
going to sample red right there and as
00:20:31
it moves across the screen it changes
00:20:33
colors yellow green blue and so on now
00:20:37
we can change this from origin to depth
00:20:39
to say birth to origin and it's
00:20:41
basically going to reverse that so the
00:20:43
particles will eventually get to
00:20:45
whatever color was sampled at their
00:20:47
initial emission or we could change that
00:20:49
color map to be origin constant where we
00:20:52
don't use the birth or death colors at
00:20:54
all and it's just going to color those
00:20:56
particles based on the sample underneath
00:20:59
and this doesn't have to be a static
00:21:00
image it could be a video or an animated
00:21:02
gradient or anything like that to give
00:21:04
very custom color maps to all of your
00:21:06
particles alright i'm going to go ahead
00:21:08
and delete that layer and bring my solid
00:21:10
particles back and turn off that fill
00:21:12
and change this back to birth to death
00:21:15
the next option we have is the transfer
00:21:17
mode and it's set to composite meaning
00:21:18
if i solo this layer those particles are
00:21:20
just stacked on top of each other
00:21:22
there's no blending involved but if i
00:21:24
change this transfer mode to say screen
00:21:26
then those particles are going to blend
00:21:28
into each other and if i change this
00:21:29
burst color to be something much more
00:21:31
vibrant you can really see how these are
00:21:33
now blending into each other just like
00:21:35
the blend modes for layers so screen is
00:21:37
going to make it look much brighter i
00:21:39
could also change this to add to make it
00:21:41
even brighter than that and now it looks
00:21:43
much more hot it looks like an actual
00:21:46
fiery source which could be very useful
00:21:48
for making fire so if i make the center
00:21:51
of my core this kind of bright yellow
00:21:53
color and make the death color a darker
00:21:56
red color then we're going to get
00:21:58
something that looks a lot more like
00:21:59
flames
00:22:00
all right now that we looked at all of
00:22:02
the particle settings we need to go
00:22:03
through the rest of the particle types
00:22:05
so far we've only looked at line and
00:22:07
star and you can see that those are
00:22:09
divided by a little line and we see that
00:22:12
in a couple of places this is basically
00:22:13
organizing the different types of
00:22:15
particles
00:22:16
line and star have very similar controls
00:22:19
and we can't do much to them the line
00:22:21
can't get any longer or thicker and we
00:22:24
can't really do anything to the star
00:22:25
other than change the size like we can't
00:22:27
change the rotation or the shape of that
00:22:29
star at all but the next category is
00:22:32
full of spheres so the first option is
00:22:35
shaded sphere and i'm going to change my
00:22:36
transfer mode back to composite just so
00:22:39
there's no blending involved and i'll
00:22:40
zoom in nice and close here you can see
00:22:42
that this looks very bubbly we basically
00:22:45
have an opaque sphere that is shaded
00:22:47
around the outside so it gets darker
00:22:49
around the edges if i play this back you
00:22:51
can see how that kind of looks like
00:22:52
underwater bubbles
00:22:55
but when the emitter's not moving it
00:22:57
almost looks a little bit like smoke so
00:23:00
if i change that composite mode to say
00:23:02
screen then we're going to get rid of
00:23:04
that shading basically because it's
00:23:06
eliminating the darker pixels and it
00:23:08
does look a lot puffier or cloudier
00:23:10
and increasing the saturation of that
00:23:12
red may be making it a little bit more
00:23:14
orange and increasing the saturation of
00:23:16
the yellow as well could really make
00:23:18
this feel a lot more like flames
00:23:22
all right i'm going to change that back
00:23:23
to composite and we'll take a look at
00:23:24
the next option which is faded sphere
00:23:27
this is very similar if i zoom in nice
00:23:29
and close again so we can see those
00:23:31
particles i'll compare this from faded
00:23:33
sphere to shaded sphere they're
00:23:35
basically the same but instead of
00:23:37
darkening out the outside edges it's
00:23:39
fading those edges out and making it
00:23:41
much softer and feels a lot more like
00:23:44
smoke again changing that to screen or
00:23:47
add is going to help those particles
00:23:49
blend together a lot more and we could
00:23:51
make something that looks a lot more
00:23:52
convincingly like smoke if we just
00:23:55
change these colors a little bit maybe
00:23:56
add just a slight amount of blue in
00:23:58
there or maybe yellow
00:24:01
just so it's not purely grayscale and if
00:24:04
we increased that birth rate and maybe
00:24:06
turn up the resistance turn that
00:24:08
inherent velocity
00:24:10
and dial back the gravity a little bit
00:24:12
then it really will start to look a lot
00:24:14
more like smoke
00:24:17
it might actually be a good idea to turn
00:24:18
that resistance all the way down or at
00:24:20
least a much lower value we could also
00:24:22
increase the birth size to fill in some
00:24:24
of those gaps and increase the death
00:24:26
size as well and that's starting to look
00:24:28
a lot more like an actual plume of smoke
00:24:35
all right let me undo back to where we
00:24:37
could see the details of that particle
00:24:39
and we'll take a look at the next shape
00:24:40
which is shaded and faded sphere so this
00:24:43
is basically combining the two i'll
00:24:45
change this blend mode back to composite
00:24:47
you can see the difference between
00:24:49
shaded sphere
00:24:50
faded sphere and shaded and faded sphere
00:24:53
it's basically bringing in some of those
00:24:55
dark pixels and will change how the
00:24:57
particles blend together especially when
00:24:59
you're changing the blend mode
00:25:01
next up is bubble and this is kind of
00:25:03
the opposite of a shaded sphere where
00:25:06
instead of having the center of the
00:25:07
particle being opaque and the outside
00:25:10
edge is transparent the center is
00:25:12
transparent and the outside is opaque so
00:25:14
let me turn that birth rate down so we
00:25:15
can see those a little bit more clearly
00:25:17
and then change this from bubble to
00:25:19
shaded sphere so you can see that it's
00:25:21
basically the opposite now if we play
00:25:23
this back it kind of does look like
00:25:25
bubbles are being emitted kind of under
00:25:27
water if i turn that inherit velocity
00:25:29
down to maybe
00:25:31
10
00:25:32
and change these colors to look more
00:25:34
like they're under water then we can
00:25:35
really generate something that looks
00:25:37
like it's emitting air bubbles and if i
00:25:39
turn back that gravity it'll look like
00:25:41
they're floating away even more quickly
00:25:43
all right those are all of the sphere
00:25:45
types of particles next up are the
00:25:48
polygon types so the first one is called
00:25:51
motion polygon and if i zoom in here
00:25:53
nice and close and play this back you
00:25:56
can see that these are basically made up
00:25:58
of triangles and i'm going to increase
00:26:00
the inherent velocity up to around 60
00:26:03
and turn the gravity down to zero as
00:26:05
well as the resistance down to zero
00:26:08
what's special about these particles is
00:26:10
that they change shape and scale based
00:26:13
on the motion of the producer so at the
00:26:15
beginning where the null isn't moving
00:26:17
those particles are very small they're
00:26:19
just small triangles but as it moves
00:26:21
along and picks up speed not only are
00:26:24
they scaling up but they're also
00:26:26
pointing in the direction of the
00:26:28
velocity so if i turn that inherent
00:26:30
velocity to a negative number since
00:26:32
those particles are now being emitted in
00:26:34
the opposite direction the points are
00:26:36
going in the opposite direction so
00:26:38
that's why it's called a motion polygon
00:26:40
because it follows the motion of the
00:26:42
producer and i could also increase the
00:26:45
birth and death size and as you'll
00:26:46
notice that is a little bit unique to
00:26:48
this effect because it's just scaling up
00:26:51
the width basically it's not increasing
00:26:53
the length at all all right i'll set
00:26:55
that back to its default and we'll take
00:26:56
a look at the next option which is try
00:26:58
polygon or a simpler way to say that is
00:27:01
just a triangle i'm going to increase
00:27:03
the longevity a little bit so we can see
00:27:04
that longer and play this back see that
00:27:06
this is just emitting triangles and
00:27:08
they're kind of rotating and floating
00:27:10
out in kind of a random way now these
00:27:13
particles are a little bit unique
00:27:14
because we go back up to the physics
00:27:16
category and look at the direction this
00:27:18
property is actually the speed of
00:27:20
rotation for this particular type of
00:27:22
particle so if i change this down to
00:27:24
zero then the particles aren't going to
00:27:26
rotate at all they just scale up and
00:27:29
move around based on the velocity and
00:27:31
inherent velocity properties
00:27:33
but if i change that direction up to one
00:27:35
or two or the higher i go they're going
00:27:38
to rotate faster and faster i'll set
00:27:41
that back down to one and we'll take a
00:27:42
look at the next option which is quad
00:27:44
polygon another way to say that is
00:27:46
square they're squares or diamond shapes
00:27:48
instead of triangles and that direction
00:27:51
control does the exact same thing it
00:27:53
controls how quickly those particles are
00:27:55
rotating set it down to zero if you
00:27:57
don't want any rotation or increase it
00:27:59
if you want them to rotate
00:28:01
the next type is cube and this is
00:28:03
actually a 3d shaded cube if i zoom in
00:28:06
here you can see each individual one of
00:28:08
those cubes again rotation is based on
00:28:10
that direction property i think you'd
00:28:12
have to have a very specific use case to
00:28:15
want 3d cubes as your particles but it
00:28:17
is cool that we have that option
00:28:19
next up is tetrahedron which is
00:28:22
basically pyramids 3d triangles i zoom
00:28:25
in nice and close we can see those
00:28:27
again direction will control the
00:28:29
rotation speed and then next up we have
00:28:31
textured tri polygon so we're going back
00:28:34
to just triangles but we can actually
00:28:36
texture these triangles but once again
00:28:38
it's based on the source layer that
00:28:39
we've applied the effect to just like
00:28:42
the origin color
00:28:43
so i'm going to bring that photo back
00:28:45
out and i will copy and paste that effect
00:28:48
one more time to it turn off my solid
00:28:50
version and immediately we can see those
00:28:52
colors being transferred to our
00:28:54
particles now this photo was pretty
00:28:56
abstract but if i zoom in here nice and
00:28:59
close you actually can see texture on
00:29:02
those polygons
00:29:04
see how there's a darker spot here and a
00:29:05
brighter spot right there this would be
00:29:08
even more apparent if i go into my
00:29:09
particle and i change the opacity map to
00:29:12
say constant and the max opacity to 100
00:29:16
the actual texture of the photo is
00:29:18
coming through on those particles
00:29:20
the next particle type is textured quad
00:29:22
polygon which is exactly the same except
00:29:25
they're squares instead of triangles all
00:29:27
right i'll shut that off and turn our
00:29:28
solid version back on and we'll look at
00:29:30
the next set of particle types which are
00:29:33
lenses so if i change this to lens
00:29:35
convex then we're going to basically get
00:29:37
flat circles but this is again because
00:29:40
of the source that we've applied the
00:29:41
effect to since it was just a white
00:29:43
solid it appears like they're just flat
00:29:45
2d circles but if i turn my photo back
00:29:48
on and i change that particle type to
00:29:50
lens convex then it is actually
00:29:52
manipulating the pixels of whatever is
00:29:54
beneath it with the lens convex warping
00:29:58
so it's a very interesting look and
00:29:59
maybe i want to change the opacity map
00:30:01
back to fade out just so it's not so
00:30:03
abrupt when they do disappear the next
00:30:05
option is lens concave which is going to
00:30:08
just change the warping if i back up to
00:30:11
a more clear state where we can see
00:30:12
those particles and how they're
00:30:14
affecting the pixels i'll just change
00:30:16
that to lens convex and undo
00:30:19
redo so it's just a different distortion
00:30:22
next we have lens fade which fades out
00:30:24
the edges and uses the lens distortion
00:30:27
we have lens darken fade which just
00:30:30
makes them a little bit darker as well
00:30:32
as lens bubble which is similar to the
00:30:34
bubble sphere type but it's applying
00:30:36
that lens distortion in addition and
00:30:39
sampling the source layer as it does it
00:30:42
all right those are all of the particle
00:30:43
types the last thing we need to look at
00:30:45
is the animation type because this whole
00:30:48
time we've only been using the explosive
00:30:49
animation but we have lots more options
00:30:52
so i'm going to shut off this photo
00:30:54
we'll go back to our solid version and
00:30:56
i'm going to change that particle type
00:30:58
back to line just for simplicity so
00:31:01
let's play this animation and see how it
00:31:02
looks one more time so when it's static
00:31:05
right here at the end remember the
00:31:07
explosive type kind of looks like a
00:31:08
sparkler but if we change it to the next
00:31:11
option which is fractal explosive
00:31:13
there's a slight change but the
00:31:14
animation overall looks pretty similar
00:31:17
the difference is that it's less uniform
00:31:20
than explosive and the direction
00:31:22
property actually changes this a bit
00:31:24
more so if i increase this it's going to
00:31:27
change how the fractal influences the
00:31:29
explosion whereas with the explosives it
00:31:32
basically just rotates the producer so
00:31:34
this gives a more uneven look and
00:31:36
something that may work a little bit
00:31:38
better for fire so if i turn that
00:31:40
gravity in a negative direction and we
00:31:41
change this to be a fiery color scheme
00:31:44
again i'll go to something yellowy and
00:31:46
then really nice saturated red and then
00:31:49
change our particle type to say shaded
00:31:52
sphere and change the transfer mode to
00:31:54
add then i'll just increase the birth
00:31:56
rate so we have a lot more particles
00:31:58
turn down the longevity so they don't
00:32:00
last quite as long and maybe mess with
00:32:02
those colors a little bit because they
00:32:03
are pretty cartoony at this point if i
00:32:06
back off the saturation and dial that
00:32:08
back just a little bit then we're going
00:32:09
to get something that looks a lot more
00:32:11
hot
00:32:12
maybe don't need quite as many particles
00:32:14
turn the inherent velocity all the way
00:32:16
down maybe increase the standard uniform
00:32:18
velocity and have it last just a little
00:32:21
bit longer now we've got something that
00:32:22
looks a little bit more like a ball of
00:32:24
fire
00:32:26
and it has more variation than the
00:32:28
explosive animation if i turn that
00:32:30
between explosive and fractal and mess
00:32:32
with that direction you can see how it's
00:32:34
making it more uneven all right the next
00:32:36
animation type is twirl and just to make
00:32:38
this easier to see i'm going to change
00:32:40
the particle type back to line now i
00:32:42
have a lot of particles coming out but
00:32:44
you can see very clearly that these
00:32:46
particles are literally twirling around
00:32:49
and the lines are actually bending to
00:32:51
that shape to that twirling shape so if
00:32:54
i turn down the birth rate so we can see
00:32:55
that a little bit more clearly and play
00:32:57
this back
00:33:00
it's very clear to see that animation
00:33:01
type now if i were to turn my gravity
00:33:03
all the way down then it's all just
00:33:05
going to be twirling around that
00:33:06
producer point which almost gives it a
00:33:08
kind of swirling galaxy or black hole
00:33:11
type of look now with this animation
00:33:13
type the direction is controlling the
00:33:15
speed of that twirling so if i turn it
00:33:17
down to zero we're not going to get any
00:33:19
twirl at all and if i back it up to a
00:33:21
negative number then it's going to twirl
00:33:23
in the opposite direction
00:33:24
so that's how you can control the amount
00:33:26
of spiraling basically and if i increase
00:33:28
this velocity to make it a much larger
00:33:30
shape and increase the resistance this
00:33:33
is not only going to bring those
00:33:35
particles back in but it's going to slow
00:33:37
down the rotation the further out from
00:33:39
the producer that the particles travel
00:33:41
so it's spinning very quickly at the
00:33:43
start and slower around the outside the
00:33:46
extra property for this particular
00:33:48
animation type controls how tight or
00:33:50
loose that spiral is so if i go in a
00:33:52
negative direction it's really going to
00:33:55
crank up how much those particles are
00:33:57
twirling around or if i go out into a
00:33:59
larger number you see that that
00:34:01
straightens out the lines quite a bit
00:34:03
all right i'm going to set these back
00:34:04
down to their defaults and we'll take a
00:34:06
look at the next animation type which is
00:34:09
twirly and it is kind of funny that
00:34:10
there's only one letter difference
00:34:12
between twirl and twirly but they do
00:34:13
have different looks instead of being
00:34:15
pretty uniform and kind of like a
00:34:17
whirlpool the rotation for these
00:34:19
particles is much more random it
00:34:21
actually looks pretty similar to the
00:34:22
explosive type but if i increase this
00:34:24
direction number you can see that it
00:34:26
actually is twirling around
00:34:29
and again that resistance is going to
00:34:31
control how much those lines slow down
00:34:33
as they move away from the producer
00:34:36
and just like twirl the extra value will
00:34:38
control how extreme that twirling is a
00:34:41
larger number will straighten them out
00:34:43
and a lower or even negative number will
00:34:45
really pull them around the next option
00:34:47
is vortex and this one actually needs
00:34:50
some gravity and it's currently set to
00:34:51
zero but if i increase this it doesn't
00:34:53
actually make the particles fall it
00:34:55
spreads them out it increases the size
00:34:58
of that vortex so this could be useful
00:35:00
for creating something like a tornado
00:35:02
again if we change the particle type to
00:35:04
be something like the shaded sphere and
00:35:06
we change these to be more grayish
00:35:08
colors then we're going to get something
00:35:10
that looks a lot more like dust or smoke
00:35:13
i could increase the birth rate maybe
00:35:15
just change that transfer mode to screen
00:35:17
so it doesn't look as hot and then i'm
00:35:19
gonna add one more keyframe right down
00:35:20
here at the bottom of the frame so that
00:35:22
we can see this a little more clearly
00:35:24
and as our emitter is at rest i'll just
00:35:26
set some
00:35:28
in and out points for preview range we
00:35:30
can see that vortex spinning around so
00:35:32
if we go back to the physics velocity is
00:35:34
what controls the height of the vortex
00:35:36
and the gravity is what controls the
00:35:38
width so maybe i want to put that around
00:35:40
here and just like the ones before it
00:35:41
direction controls the rotation speed so
00:35:44
if i turn this to zero we're not going
00:35:45
to get any twirling around just these
00:35:47
particles being emitted from the base up
00:35:51
maybe that's a little bit too bright i'm
00:35:52
going to darken that add in a little bit
00:35:54
of blue and click ok the extra property
00:35:57
does nothing for the vortex but the
00:35:59
resistance does bring those particles
00:36:01
down so if i increase that velocity and
00:36:03
keep that resistance up high then it's
00:36:05
going to be a tighter vortex now i do
00:36:08
want this to spin around so i'll set my
00:36:09
direction to maybe three and let's see
00:36:11
what happens if we just change the
00:36:12
particle type to say motion polygon and
00:36:15
maybe increase the depth size so that
00:36:17
they're a little bit wider same thing
00:36:19
for the birth size turn that resistance
00:36:21
down the velocity down and maybe the
00:36:24
gravity up and maybe increase the birth
00:36:26
rate to say 30. then let's play this
00:36:28
back with the keyframes of the animated
00:36:30
null and we've created a pretty reactive
00:36:33
looking tornado
00:36:35
so that's the vortex animation type next
00:36:37
up is fire so why don't we change our
00:36:39
colors to something that is a little bit
00:36:41
more like fire one more time nice and
00:36:43
bright at the core and then fiery red at
00:36:46
the death point and using those motion
00:36:48
polygons we've already got something
00:36:49
that looks like flames this is very cool
00:36:51
if you combine this with a couple of
00:36:53
blurs maybe a vector blur we can make
00:36:55
these particles meld into each other a
00:36:57
little bit more and it would feel a
00:36:58
little bit more like flames
00:37:00
now i have the direction set to three so
00:37:02
this is moving very quickly but i can
00:37:03
move this down to one and then it won't
00:37:05
be so dramatic just like vortex the
00:37:08
gravity affects the actual height of
00:37:10
these particles how far they travel and
00:37:13
the extra value controls the width now
00:37:15
this effect would probably benefit from
00:37:17
changing the transfer mode to say add
00:37:19
and then i'll change the colors a little
00:37:21
bit maybe that's a little too yellow in
00:37:22
the center so i'll actually just make
00:37:24
that really red because with that add
00:37:26
blend mode it's going to make the center
00:37:28
pure white basically and then let's go
00:37:31
ahead and add that vector blur on top
00:37:33
turn up the amount increase the angle
00:37:36
offset just a slight amount and then
00:37:37
maybe add a glow effect on top of all of
00:37:40
that increase that glow radius so it's
00:37:42
nice and wide turn up the glow threshold
00:37:45
a bit and turn the intensity down and
00:37:47
very quickly we've created a much more
00:37:49
realistic looking flame obviously
00:37:51
there's a lot more we could do to this
00:37:53
but this is a great starting point okay
00:37:55
i'll get rid of that glow and vector
00:37:56
blur and we'll take a look at the next
00:37:58
section which is direction and direction
00:38:00
normalized so let's start with direction
00:38:03
and play that back
00:38:05
all right so what's happening here is
00:38:06
that these particles are being emitted
00:38:08
out in a specific direction and then the
00:38:11
physics are taking over so let's change
00:38:13
the gravity just to one down to its
00:38:15
default turn the resistance all the way
00:38:17
to default as well as the velocity so
00:38:19
this isn't so extreme and we'll just
00:38:21
preview again this static point where
00:38:23
the emitter isn't moving around
00:38:26
and we can change that direction using
00:38:28
the direction control so this is just
00:38:30
like rotating it around a clock i can
00:38:32
customize where those particles are
00:38:34
being sent out and the spread of these
00:38:36
particles is controlled by the extra
00:38:38
value so if i turn this down towards
00:38:41
zero then it's going to be a much
00:38:42
narrower spout basically let's play this
00:38:45
back with the actual animation
00:38:49
so because my inherent velocity is
00:38:50
turned all the way down it's always
00:38:52
going to be emitting out at that angle
00:38:54
and i could keyframe this and i can
00:38:55
change it to whatever i want if i want
00:38:57
it to go straight up then it will always
00:38:59
be going straight up if i wanted to be
00:39:01
wider i'll just increase that extra
00:39:03
direction
00:39:04
the difference between this type and
00:39:06
direction normalized is that direction
00:39:08
normalized is much more uniform in fact
00:39:11
every particle is spread out evenly from
00:39:13
the emitter whereas direction is much
00:39:15
more random you can see how those
00:39:17
particles are coming out at different
00:39:18
velocities and angles
00:39:20
direction normalized is going to shoot
00:39:22
everything out consistently based on
00:39:24
that extra fan control basically so if i
00:39:27
want these to shoot out further i'll
00:39:28
just increase the velocity and compare
00:39:30
that to direction you see how some of
00:39:32
those particles are not getting shot out
00:39:34
as much whereas direction normalized is
00:39:36
going to shoot every particle out
00:39:38
consistently
00:39:39
the last option for animation is jet
00:39:42
sideways so i'm going to set my
00:39:43
direction back down to its default the
00:39:45
velocity down to its default and turn
00:39:47
the gravity off as well as the extra to
00:39:50
its default of one and we'll take a look
00:39:52
at this point where no motion is
00:39:54
happening on that producer and again
00:39:56
just looks like explosive but it's very
00:39:58
different if we play it back during the
00:40:00
animation what's happening here is that
00:40:03
particles are being emitted outwards at
00:40:05
a 90 degree angle in either direction in
00:40:07
relationship to the motion of the
00:40:09
producer so as it moves down those
00:40:12
particles are moving left and right and
00:40:14
as it's moving to the right the
00:40:15
particles get shot up and down but
00:40:18
because we've combined this with the
00:40:19
motion polygon the particles are not
00:40:21
only shooting out further at the faster
00:40:23
motion they're also increasing in scale
00:40:26
which creates a very cool looking effect
00:40:28
if i were to change this to say try
00:40:31
polygon we're not going to get the same
00:40:32
effect because those polygons are not
00:40:34
affected by the motion but motion
00:40:36
polygon increases in size and because we
00:40:39
have so many of them and they're being
00:40:41
blended on top of each other using the
00:40:43
add transfer mode we have these fiery
00:40:45
colors it creates something very unique
00:40:48
and very dynamic and we can shape this a
00:40:50
little bit with the extra control this
00:40:52
basically introduces more or less
00:40:54
randomness so if i turn this all the way
00:40:56
down to zero we will have no randomness
00:40:59
in the direction and it looks much more
00:41:00
uniform if i increase that value then
00:41:03
we're going to get a lot more randomness
00:41:04
and it won't be quite as directional now
00:41:06
my particles are really big here but if
00:41:08
i turn these down
00:41:10
and maybe increase the birth rate then
00:41:12
we'll get something that looks a little
00:41:13
bit different
00:41:16
but with that we have covered every
00:41:18
single animation type and every particle
00:41:20
type in cc particle systems 2. and
00:41:23
hopefully in that overview you can see
00:41:24
just how crazy powerful this is but
00:41:27
remember at the beginning of this video
00:41:29
i said that cc particle systems 2 hardly
00:41:31
ever makes it into my workflow and
00:41:33
that's because it is a 2d particle
00:41:35
emitter it only works with this 2d point
00:41:38
control on the x and y axis and that's
00:41:41
where cc particle world comes in so i'm
00:41:44
going to jump over to a separate comp
00:41:45
here and we're going to again make a new
00:41:48
solid layer new solid type in particles
00:41:52
click ok
00:41:54
and then search for particle world cc
00:41:57
particle world drag that out onto the
00:41:59
solid and this is laid out almost
00:42:01
identically if i bring out cc particle
00:42:02
systems two just for comparison the
00:42:05
first option is different for cc
00:42:06
particle world we have grids and guides
00:42:08
but if we ignore that for a second we
00:42:10
have birth rate longevity producer
00:42:13
physics particle and then finally extras
00:42:16
so grids and guides and extras are the
00:42:18
only two additions to ccparticle world
00:42:21
but if i open up say the particle and
00:42:23
take a look at the controls almost
00:42:25
everything is identical we do have more
00:42:28
controls and we will get to those but
00:42:30
basically everything about cc particle
00:42:32
systems 2 that we just learned will
00:42:34
carry over into ccparticle world so let
00:42:37
me turn that off and again we'll get to
00:42:39
a black background by adding a fill
00:42:43
changing that to black
00:42:44
and then let's take a look at ccparticle
00:42:46
world
00:42:48
again by default this is just a big
00:42:49
explosion of particles if i select the
00:42:52
effect click and drag at that point
00:42:54
control it's going to move it around the
00:42:56
screen just like before but we have
00:42:58
these guides showing up and it's giving
00:43:01
us this kind of floor plane grid so
00:43:03
let's start there with the grids and
00:43:05
guides option in my own workflow the
00:43:08
first thing i always do with cc particle
00:43:10
world is disable every single one of
00:43:13
these check boxes because i personally
00:43:15
do not need any grids or guides to tell
00:43:17
me what's going on it's purely a visual
00:43:20
aid but i feel like i owe it to you to
00:43:22
actually explain what they do so let's
00:43:24
start by just turning on the position
00:43:25
guide i zoom in nice and close it's this
00:43:28
point right in the middle just this tiny
00:43:30
little x just a guide telling me where
00:43:32
my producer is on screen next is the
00:43:35
radius so this is the radius of the
00:43:37
emitter if i go into that producer and
00:43:39
turn up the radius x and y it makes that
00:43:42
guide larger i'll undo that next is the
00:43:45
motion path and this only shows up if
00:43:47
the producer is actually animated so i'm
00:43:49
going to add some keyframes on the x and
00:43:51
y properties and you'll notice that
00:43:53
these are separated out so we can't link
00:43:55
them up the exact same way as we did
00:43:57
with cc particle systems 2 to that null
00:43:59
object but we'll get to that in a little
00:44:01
bit i'll move forward maybe a second in
00:44:03
time and then adjust this producer and
00:44:06
immediately we can see that motion path
00:44:08
which is represented by that green line
00:44:11
and if i press u to bring up these
00:44:12
keyframes easy ease them and then give
00:44:14
them different
00:44:16
switch to my value graph and then give
00:44:17
them both different easings then we're
00:44:19
going to see a curve take shape
00:44:22
with that motion path this is purely a
00:44:24
guide though i cannot click and drag on
00:44:26
it to manipulate it whatsoever we can
00:44:29
choose how many frames the motion path
00:44:31
is actually displaying so if i want to
00:44:33
see less of that motion path i could
00:44:34
turn that down to say 10 frames
00:44:36
or leave it at its default next is the
00:44:39
grid and i've completely disabled it but
00:44:40
if i check that on and back this up you
00:44:43
can see that the grid is moving around
00:44:45
with the producer
00:44:47
so the grid position is set to floor but
00:44:49
i could change that to producer and it
00:44:51
will align it to that producer rather
00:44:53
than the floor we'll get to what the
00:44:54
floor is in a little bit or i could
00:44:56
change this to world and then it will
00:44:58
not move around with the emitter now
00:45:00
this little icon right here next to the
00:45:02
cc particle world title is letting me
00:45:04
know that this is a 3d reactive effect
00:45:06
meaning i could make a new camera
00:45:09
click ok
00:45:10
and then rotate my camera around and
00:45:12
you'll notice that the effect is
00:45:14
actually reacting to it so if i go back
00:45:17
to ccparticle world that grid is now
00:45:19
displayed at a different angle so let's
00:45:21
just add some keyframes on the position
00:45:23
of my camera i'll press p to bring up
00:45:26
that property and set a keyframe and
00:45:27
move forward maybe two seconds and just
00:45:30
reposition the camera now if i select cc
00:45:32
particle world so i can see that grid
00:45:34
and move through my camera animation
00:45:37
that grid is moving with it and this is
00:45:39
why i always choose cc particle world
00:45:41
over cc particle systems 2 because
00:45:43
having that z depth and the reaction to
00:45:45
actual 3d opens up so many more
00:45:48
possibilities moving along we have grid
00:45:50
subdivisions which just controls how
00:45:51
many squares are in that grid as well as
00:45:53
the grid size so i could make that
00:45:55
larger if i needed to or scale it down
00:45:57
if i don't and finally we have the
00:45:59
horizon and axis box guides so the axis
00:46:02
box shows up in the top left corner and
00:46:04
again is just a guide to show you the
00:46:05
orientation of the camera in
00:46:07
relationship to the world
00:46:09
so if i change this angle down
00:46:12
bring up that effect again now we're
00:46:14
traveling from above the floor plane to
00:46:16
below it you can see the axis box moving
00:46:19
with it and at this point you can also
00:46:21
see that horizon line now all of these
00:46:24
things are great for visual guides they
00:46:26
can be useful for things like the radius
00:46:28
of the emitter to interactively click
00:46:30
and drag within the comp window to
00:46:32
change that but it's never been easier
00:46:34
for me to do it that way than to
00:46:36
actually type in the radius values right
00:46:38
here in most cases all these guides just
00:46:40
get in the way which is why i
00:46:42
immediately start by just unchecking all
00:46:44
of them that way i'm left with the final
00:46:46
render of just the particles all right
00:46:49
i'm gonna get rid of my camera move and
00:46:50
let's talk about how to link up the
00:46:52
producer to a null object the same way
00:46:54
that we did in cc particle systems 2
00:46:56
except this time we'll be using a 3d
00:46:58
null object so i'll start by just
00:47:00
copying and pasting that emitter null
00:47:02
from the other comp into this comp and
00:47:04
then turn on the 3d layer switch so it's
00:47:07
still only animating on the x and y axis
00:47:09
but i have the option to now add in some
00:47:11
z position values i'm going to get rid
00:47:13
of the keyframes that i have on the x
00:47:15
and y position for the particle emitter
00:47:17
now this process of linking the producer
00:47:19
to the null object is much more
00:47:20
complicated and it's simply because this
00:47:23
effect is not using the same positioning
00:47:25
system that after effects is for 3d
00:47:27
space this emitter's position exists in
00:47:30
3d space in relationship to the world
00:47:32
space of after effects so if i set this
00:47:35
to 960x540 it's right in the center of
00:47:37
the comp because the origin of my comp
00:47:39
is in the top left corner this is a
00:47:41
position value of zero comma zero comma
00:47:43
zero if i go 960 pixels right or
00:47:47
positively from that point then i get to
00:47:49
the center of the x-axis and if i go 540
00:47:52
pixels positively down then i get to the
00:47:54
center vertical point of my camera's
00:47:56
view cc particle world normalizes that
00:47:59
value so that the center of the world is
00:48:02
a value of 0 0 on the x and y axis so we
00:48:06
basically have to convert this position
00:48:08
value from after effects to the
00:48:11
positioning value of ccparticle world
00:48:14
and while it is a little bit of
00:48:15
expressions work you can just copy and
00:48:17
paste the expressions from the
00:48:19
description of this video if you want
00:48:21
but i'm going to walk you through
00:48:22
exactly what's happening let's start
00:48:23
with position x and add in an expression
00:48:25
by alter option clicking on that
00:48:27
property and the first thing i'm going
00:48:28
to do is use the expression pick whip to
00:48:30
select the x position value of my
00:48:33
emitter null so that fills in the code
00:48:35
that i need to reference that property
00:48:37
but it is a little bit long and hard to
00:48:39
read so i'm going to simplify it by
00:48:40
turning it into a variable by typing var
00:48:43
at the beginning and naming this
00:48:45
variable we'll just call it p for
00:48:47
position and then put an equal sign
00:48:50
between that p and the actual line of
00:48:52
code now remember the origin of the comp
00:48:55
is the top left corner but the origin of
00:48:57
the effect is right in the center so
00:48:59
that's half of the comp's width and
00:49:02
that's actually how this position system
00:49:04
is measuring the width of the comp is
00:49:06
normalized to a value of 1. so instead
00:49:09
of this comp being 1920 pixels wide cc
00:49:12
particle world is saying the width is
00:49:14
equal to a value of 1. 0.5 in this
00:49:16
direction negative 0.5 in this direction
00:49:19
so what i need to do is subtract half of
00:49:22
the width of the comp
00:49:23
which is the distance between the edge
00:49:25
of the comp and where the producer
00:49:27
actually is
00:49:28
from this x position
00:49:30
and to do that i'm just going to add in
00:49:32
minus
00:49:33
this comp with a capital c
00:49:36
dot
00:49:37
width
00:49:38
divided by two
00:49:41
so we're taking the comps width and
00:49:42
dividing it by 2 giving us a value equal
00:49:45
to half the width of the comp and
00:49:47
subtracting that value from the position
00:49:49
property
00:49:50
i'll finish all that off with a
00:49:52
semicolon and i've defined that all as a
00:49:55
variable so now i can drop down a couple
00:49:57
lines and actually write my expression
00:50:00
and i'll start by calling that variable
00:50:02
just by typing the letter p
00:50:04
and now after effects is going to
00:50:06
interpret that p as all of this code
00:50:08
that we just typed up here and i want to
00:50:10
take that value and divide it by this
00:50:14
comp again with a capital c dot width so
00:50:18
we're again dividing everything by the
00:50:20
comps width
00:50:21
and the reason we're doing this is
00:50:23
remember because we're basically taking
00:50:25
that 1920 comp width value
00:50:29
and converting it to a value of 1 in cc
00:50:32
particle world so if we divide this
00:50:34
value which is calculated right here
00:50:37
by the comps width of 1920 we're
00:50:40
essentially converting the units of this
00:50:42
position data to the units of the cc
00:50:44
particle world position data so if i
00:50:46
click off and now scrub through
00:50:50
the emitter's x position is going to
00:50:52
move around with that null object no
00:50:54
matter where it goes but we still have
00:50:56
the y and z to deal with so all i need
00:50:59
to do is copy this expression go into
00:51:02
the y position and add an expression
00:51:04
there
00:51:05
paste it in
00:51:06
and then modify it just slightly we need
00:51:09
to go into this variable and instead of
00:51:10
targeting the first value of the
00:51:13
position array which is the x position
00:51:15
we need to increase this value by 1 so
00:51:17
that we're targeting the next position
00:51:19
value in that array which is y the
00:51:21
y-axis
00:51:23
we also need to change this little bit
00:51:24
of the expression where we're
00:51:26
subtracting the comp's width and instead
00:51:28
subtract the comp's height and divide it
00:51:30
by 2.
00:51:31
everything else can stay the same if i
00:51:33
click off now that y position is going
00:51:36
to be linked to the y position of the
00:51:38
emitter null now even though i don't
00:51:40
have any z position animated yet if i
00:51:43
added some in right here the actual
00:51:45
emitter is not going to be linked to it
00:51:47
anymore so obviously we need to add that
00:51:49
in and i'll double click on the position
00:51:51
z property to bring that up
00:51:53
and then add another expression alter
00:51:55
option click on that z paste in what we
00:51:57
already had
00:51:58
scale this up a little bit so i can see
00:52:00
it more and change this to a value of
00:52:03
two so we're not targeting zero which is
00:52:05
the x or one which is the y but two
00:52:08
which is the z position of our null
00:52:10
object and we can actually take off the
00:52:13
rest of that expression because both
00:52:15
after effects and cc particle world use
00:52:17
the same origin point for the z-axis
00:52:20
a value of zero on each is identical so
00:52:23
i don't have to subtract anything from
00:52:25
that value but we do still have to
00:52:27
divide it by this comp's width because
00:52:29
that is what determines the scale and
00:52:31
change of units between the position of
00:52:34
after effects and the position of this
00:52:35
effect i'll click off and that emitter
00:52:38
immediately snaps to the position of my
00:52:40
null and i can play this back and the
00:52:42
emitter will be with that null no matter
00:52:44
what
00:52:45
now that was a lot of work trying to
00:52:47
explain something pretty complicated i
00:52:48
hope i didn't lose you but like i said
00:52:51
you don't really have to remember any of
00:52:52
that you can just save the expression or
00:52:54
come back to this video and copy and
00:52:56
paste it from the description but now
00:52:58
that this is all linked up we can
00:52:59
actually look at the rest of these
00:53:01
controls so let me collapse my grids and
00:53:03
guides and move on to the other settings
00:53:05
so we have the radius x radius y
00:53:09
and addition of radius z so that's the
00:53:11
only difference between this and
00:53:12
particle systems too i'm going to drop
00:53:15
all this down to 0.2 so it's a much
00:53:17
smaller producer i also want to turn off
00:53:20
all of those guides sometimes it seems
00:53:21
like those just pop on randomly so i'll
00:53:23
just be turning them off as they come up
00:53:25
that's it for the producer category
00:53:27
let's move on to physics this is nearly
00:53:29
identical to cc particle systems 2. we
00:53:32
have all the same animation types so i
00:53:34
could change this to jet sideways and
00:53:36
we're going to get particles shooting
00:53:37
out based on the motion but it's also
00:53:39
going to work on the z-axis so if i pull
00:53:41
this one out and i maybe shoot this one
00:53:43
back
00:53:44
it all works in 3d space and i could
00:53:47
even have a camera flying around this if
00:53:48
i wanted to but we have all the same
00:53:50
physics controls velocity inherent
00:53:52
velocity gravity resistance extra and in
00:53:55
addition of extra angle and this is an
00:53:58
added control because of the third axis
00:54:00
that we have access to now and that
00:54:02
third axis actually gives us some extra
00:54:04
animation controls too so we have
00:54:06
direction axis as opposed to just
00:54:09
direction in cc particle systems 2. so
00:54:12
this extra angle control allows us to
00:54:15
rotate that direction in 3d rather than
00:54:18
just around in 2d like on a clock face
00:54:21
the extra property again controls the
00:54:23
spread of those particles
00:54:26
but extra angle actually rotates that
00:54:28
around
00:54:29
now we also have cone axis which is
00:54:31
going to spit these particles out in
00:54:33
more of a cone shape again turning down
00:54:35
the extra is going to narrow that cone
00:54:38
and the extra angle controls the fan of
00:54:41
that cone and if i were to turn my
00:54:42
gravity down to zero it would make it
00:54:44
more apparent what exactly is happening
00:54:46
so let me go to a point where the
00:54:47
emitter's not moving around and adjust
00:54:49
the extra angle so you can see how it's
00:54:51
kind of fanning it straight outwards at
00:54:54
a value of around 270 degrees if i
00:54:56
increase it further it's going to fan it
00:54:58
upwards and bring it narrower and
00:54:59
narrower or towards zero it's going to
00:55:02
narrow downwards
00:55:04
let's take a look at the other animation
00:55:05
controls that are a little bit different
00:55:07
like viscous
00:55:09
and according to the actual user guide
00:55:11
this animation type is actually obsolete
00:55:13
it's only there to be supported by
00:55:15
previous versions so you really don't
00:55:17
need to use that one it's very similar
00:55:19
to explosive but has less controls there
00:55:21
are two more options down at the bottom
00:55:23
that are unique to cc particle world
00:55:25
fractal omni and fractal uni so let's
00:55:27
start with fractal omni and again this
00:55:30
looks very similar to just the standard
00:55:32
explosive but it is again less uniform
00:55:35
than explosive just like in cc particle
00:55:38
systems 2 with the fractal explosive
00:55:41
animation type
00:55:42
the extra value will adjust that fractal
00:55:45
but as you can see it's actually 3d
00:55:47
fractals it's changing the velocity of
00:55:50
all those particles using fractal noise
00:55:53
and the extra angle just changes the
00:55:56
shape of that fractal now fractal uni
00:55:59
puts out these particles more uniformly
00:56:01
instead of going in every direction
00:56:03
they're going out in one direction
00:56:05
so if you were trying to make an
00:56:06
explosion that was coming out of a
00:56:08
single point then we could use this type
00:56:10
and just keyframe the birth rate so if i
00:56:12
set this to a value of 0 and set a
00:56:14
keyframe and then go forward a frame and
00:56:17
set it to a value of maybe 10 and then
00:56:19
go forward two or three frames and set
00:56:21
it back down to zero then we're just
00:56:23
gonna get this burst of sparks
00:56:27
and you play around the physics to make
00:56:29
this look however you want
00:56:30
all right let me undo back before i
00:56:32
added those keyframes and then take a
00:56:34
look at these next three options there's
00:56:36
floor direction axis and gravity vector
00:56:39
now i'm actually going to skip over
00:56:40
floor for a second and go straight to
00:56:42
direction axis because it directly
00:56:43
applies to this animation type now once
00:56:46
again this guide has popped up and it is
00:56:48
interactive if i click and drag it i can
00:56:50
rotate it around within the comp and you
00:56:53
can see what's happening it's basically
00:56:55
showing me what direction
00:56:57
this fractal uni emitter is facing
00:57:00
so if you want to rotate it around that
00:57:02
way that's fine otherwise you can use
00:57:05
these sliders right down here but using
00:57:07
these controls you can specifically
00:57:09
point this emitter to fire out these
00:57:11
particles wherever you want them to be
00:57:13
and these direction axis controls are
00:57:15
only going to show up on certain
00:57:16
animation types if i go to explosive
00:57:18
they're grayed out or fractal omni again
00:57:21
they're grayed out it's only for
00:57:23
animation types that actually have
00:57:25
directional properties all right i'm
00:57:27
going to change this back to explosive
00:57:28
and we'll take a look at gravity vector
00:57:30
next this is literally just the
00:57:32
direction of the gravity so if i reset
00:57:34
that gravity value to its default of 0.5
00:57:37
and go to a point where the producer is
00:57:38
still in fact i'll move the producer up
00:57:41
further for its final position so we can
00:57:43
see it higher up the gravity vector
00:57:46
determines what direction the gravity
00:57:48
actually pulls in so if i change this
00:57:50
one to a negative one it will be
00:57:52
reversed but it's not actually the
00:57:54
amount of gravity it's just the
00:57:57
direction of the gravity so changing
00:57:59
this from zero to one
00:58:02
has no effect on the speed of that
00:58:04
gravity it's just the direction so if i
00:58:06
increase gravity x or z into anything
00:58:09
besides zero then it's going to
00:58:11
influence the gravity overall but it's
00:58:14
combining it with the gravity y which is
00:58:16
set to one it's a maximum so if i
00:58:19
increase the x gradually then it's going
00:58:21
to go in an angle towards the right side
00:58:23
a value of 1 it's going to go at a 45
00:58:26
because both the y and x are equally
00:58:28
pulling it if i turn that y gravity down
00:58:31
to 0 now the gravity is going straight
00:58:33
to the right so playing with these
00:58:35
values at less than a value of 1 will
00:58:38
shape the direction that the gravity is
00:58:39
pulling the particles
00:58:41
but i'm going to just leave these all at
00:58:43
their defaults so that gravity falls
00:58:45
downwards now let's go back up to the
00:58:47
floor category and to make this a little
00:58:49
bit easier to see i'm actually going to
00:58:51
enable my grid and turn it onto the
00:58:53
floor so we can see it let's turn that
00:58:55
grid size up we can see that nice and
00:58:57
clearly and these particles are just
00:58:59
falling straight through the floor but
00:59:01
if i go into my floor options i can
00:59:04
adjust the floor position to be higher
00:59:06
or lower but i can also change my floor
00:59:08
action
00:59:09
from none to ice glue or bounce so let's
00:59:13
start with bounce
00:59:14
immediately my particle simulation has
00:59:17
changed what's happening is the
00:59:18
particles are hitting that invisible
00:59:20
ground plane and then bouncing up so
00:59:23
let's bring that floor position up a
00:59:24
little bit and i'm actually going to
00:59:26
change my particle type from line to
00:59:29
motion polygon so we can see the
00:59:31
direction of these particles so they're
00:59:33
being emitted out flying down hitting
00:59:35
the ground and bouncing again
00:59:37
and we have properties to control this
00:59:39
bounciness so i could make them more
00:59:40
bouncy and now they're going to bounce
00:59:42
higher i could turn that way down and
00:59:44
they'll bounce far less
00:59:46
i could turn up the randomness of the
00:59:48
bouncing
00:59:49
and i could turn up the bounce spread
00:59:51
which just randomizes the direction that
00:59:53
they go after bouncing off of the floor
00:59:55
so if i turn it all the way down they're
00:59:57
all going to just uniformly bounce
00:59:58
around if i turn it up it'll be much
01:00:01
more chaotic
01:00:03
now up above the floor action we have
01:00:05
render animation and it's set to normal
01:00:07
but we could change this to reflected on
01:00:09
floor and it's basically giving us a
01:00:11
reflection of our particle simulation so
01:00:14
if you needed to have this particle
01:00:16
simulation reflected this is a way to
01:00:18
actually get a 3d version of it
01:00:20
mirrored and reflected off of that floor
01:00:22
surface
01:00:23
i could also change this to projected on
01:00:25
floor which would allow you to basically
01:00:28
generate shadows from this particle
01:00:30
emitter that are actually accurate
01:00:32
now i want to leave that back to normal
01:00:34
and then take a look at the properties
01:00:36
above it which is particle visibility
01:00:37
it's currently set to all but i could
01:00:39
change this to render only the particles
01:00:41
that are above the floor so as soon as
01:00:43
they cross that floor threshold they
01:00:46
disappear or i could change this to
01:00:48
after floor and we're only going to get
01:00:50
the particles that are bouncing and
01:00:52
these are all ways to be able to
01:00:54
separate parts of your particle
01:00:56
simulation so that you can treat them
01:00:57
differently or composite them
01:00:59
differently if you need to i'm going to
01:01:01
change that back to all and we'll take a
01:01:03
look at another floor action so let's
01:01:04
say ice like you might imagine this is
01:01:07
going to have the particles hit the
01:01:08
floor and then slide as if it's on ice
01:01:11
but we don't have any other controls for
01:01:13
that floor action next is glue and this
01:01:16
is going to be like darts sticking into
01:01:19
the ground the particles hit the surface
01:01:21
and then fade off and this is a little
01:01:23
hard to see because we're using the
01:01:24
motion polygon particle type so as soon
01:01:27
as they stop moving they get very small
01:01:28
but if i change this to just try polygon
01:01:31
then they're going to hit the floor and
01:01:32
stick there so those are the three
01:01:35
different floor actions i'm going to
01:01:36
change this back to none so it falls
01:01:38
through again and that finishes up the
01:01:41
physics category let's move on to the
01:01:43
particle section where we have a few
01:01:45
different controls than cc particle
01:01:47
systems 2. let's go back to the first
01:01:49
particle type which is line this grays
01:01:51
out a lot of controls but almost
01:01:54
everything else is identical to particle
01:01:56
systems too we have the max opacity the
01:01:58
color map birth and death colors and
01:02:01
transfer mode the additional controls we
01:02:03
have are the opacity map is no longer
01:02:06
just a couple of presets we actually
01:02:08
have this map that we can draw on and
01:02:10
manipulate so this graph is representing
01:02:13
that at the start of the animation it
01:02:15
should be transparent and as time goes
01:02:18
on it will get more and more opaque stay
01:02:20
opaque and then gradually fade off into
01:02:23
nothing again but i could change this
01:02:25
just by clicking and dragging with this
01:02:26
pen shape
01:02:28
and curve this out to be whatever shape
01:02:30
i want i could even go up and down a few
01:02:32
times before the end and if i turn the
01:02:34
particle longevity down a little bit
01:02:36
we'll get rid of that grid and then i'll
01:02:38
jump into the physics and turn the
01:02:39
velocity all the way down turn the
01:02:40
inherent velocity down and just let
01:02:42
gravity pull it downwards i'll reset
01:02:45
some of these other values as well
01:02:47
and then finally change it from line
01:02:49
back to say try polygon so we can see it
01:02:51
nice and clearly i'll zoom in here and
01:02:53
play it back
01:02:54
and what our opacity map is doing is
01:02:57
shaping the opacity of these particles
01:03:00
over time so if i do a bunch of up and
01:03:02
down movements we're basically going to
01:03:04
make our particles flicker let me turn
01:03:06
up the longevity just a little bit more
01:03:09
so you can really see those opacity
01:03:10
changes so at the start it gradually
01:03:13
gets up but i could modify this to have
01:03:15
it just be 100 opaque at the start i
01:03:17
could really go crazy going up and down
01:03:19
and up and down and up and down and now
01:03:21
throughout the life of the particles
01:03:23
they'll basically be increasing and
01:03:24
decreasing their opacity until they
01:03:26
disappear obviously i don't like the way
01:03:28
that looks i'm just going to change this
01:03:30
back to a nice smooth curve now
01:03:32
obviously my smoothness is nowhere near
01:03:34
as smooth as the original but if i hold
01:03:36
down the control key and click and drag
01:03:39
to the right it's going to smooth it out
01:03:41
so i can keep clicking and dragging to
01:03:43
really smooth this out and to make this
01:03:44
a little bit more dramatic i'm just
01:03:46
going to go really fast and bumpy
01:03:48
and show you that clicking and dragging
01:03:49
to the right will smooth out your curves
01:03:52
a lot more so there's not such drastic
01:03:54
bumps you can also hold down shift and
01:03:57
click and it will raise the highest
01:03:59
point in your graph to the top point of
01:04:02
the opacity map
01:04:03
i'll close that up and move down to
01:04:05
custom color map which is a more complex
01:04:08
way of applying colors instead of just
01:04:09
using birth color and death color i can
01:04:11
change that color map to be custom
01:04:14
and now we not only have birth and death
01:04:16
colors but also 25 50 and 75 percent
01:04:19
colors so i could change these colors to
01:04:22
absolutely anything i want and they will
01:04:24
just cycle through the life of the
01:04:26
particles so it's just an added level of
01:04:29
control to be able to stylize your
01:04:32
particles however you want
01:04:35
now this next option called volume shade
01:04:37
approximate only shows up for certain
01:04:40
particle types but on these triangles it
01:04:42
does work so if i increase volume shade
01:04:45
what it's going to do is basically shade
01:04:47
the particles based on how close or far
01:04:49
away from the camera they are to give
01:04:51
them more depth so if i increase the
01:04:54
amount of particles and maybe make that
01:04:56
producer just a little bit larger
01:04:58
and then modify that volume shade again
01:05:01
you can see how it's making the closer
01:05:03
particles brighter and the further away
01:05:05
particles dimmer
01:05:06
now let's back up a few controls and
01:05:08
take a look at the rotation speed and
01:05:11
initial rotation these are basically
01:05:13
just better labeled controls for what
01:05:15
the extra and direction properties did
01:05:17
in cc particle systems 2. on the
01:05:19
tri-polygon particle type extra and
01:05:22
extra angle are going to affect the
01:05:23
animation type and rotation speed and
01:05:26
initial rotation is going to affect the
01:05:29
particle type
01:05:30
so if i turn the rotation speed to zero
01:05:33
then the particles are not going to
01:05:34
rotate at all as they're emitted let me
01:05:37
turn down the birth rate so we can see
01:05:38
them a little bit more individually and
01:05:40
i'll zoom in nice and close here the
01:05:41
initial rotation value is actually a
01:05:44
randomness so if i turn it all the way
01:05:45
down to zero then my triangles are all
01:05:47
going to be pointing upwards and because
01:05:49
i have no rotation speed they won't
01:05:51
rotate at all if i increase the rotation
01:05:53
speed then they're going to start at an
01:05:55
initial rotation of nothing and then
01:05:57
eventually start rotating
01:06:00
then we have the option to control the
01:06:01
rotation axis it's currently set to any
01:06:03
axis but i could rotate it only on the
01:06:05
x-axis and let's just turn up that
01:06:07
rotation speed a bit so you can see that
01:06:09
they're kind of flipping i could change
01:06:11
that to y-axis and then they're going to
01:06:13
be rotating around
01:06:15
or the z-axis and they'll be rotating
01:06:17
more like around a clock
01:06:19
i'll set that back to any axis and
01:06:21
increase the initial rotation so it's a
01:06:23
little bit more random again we have a
01:06:24
size variation slider which does exactly
01:06:27
what you think it's a randomness control
01:06:29
now let's jump back up to this texture
01:06:31
section and this is another unique
01:06:33
property to cc particle world if i
01:06:35
change the particle type to something
01:06:36
that uses a texture like a textured quad
01:06:39
polygon instead of pulling the texture
01:06:41
from the layer we've applied this to we
01:06:43
can now choose a texture layer
01:06:46
so i've created this little smoky
01:06:48
element that's not very big at all it's
01:06:50
just 20 pixels by 20 pixels and if i
01:06:53
pull that pre-comp out into this comp i
01:06:56
don't even need to see it i'll just turn
01:06:57
it off i can select that as my texture
01:07:00
layer and my quad polygons are going to
01:07:02
be textured with that pre comp now i'm
01:07:05
going to change the transfer mode to
01:07:06
screen so this looks a little bit more
01:07:08
like smoke and then come back up here
01:07:10
and take a look at the other controls we
01:07:12
have this scatter property which allows
01:07:14
us to shift the texture around within
01:07:16
that quad polygon but once it fills the
01:07:19
edges we're really going to see that
01:07:20
show up so i'm not going to change that
01:07:23
next we have texture time which is set
01:07:25
to current meaning that it's sampling
01:07:27
the current time in the comp for the
01:07:30
texture that we're applying so if this
01:07:32
was animated and in fact i will animate
01:07:35
it just by going into the evolution
01:07:37
and setting some keyframes and
01:07:39
increasing this value so now the
01:07:41
animation plays back like this
01:07:43
my particle's texture is going to be
01:07:45
animated as well but i could change this
01:07:48
from current time to birth and then it
01:07:50
will take whatever point in time the
01:07:53
particles are generated at and sample
01:07:55
that point in times texture and freeze
01:07:57
it at that point throughout the entire
01:07:59
simulation
01:08:00
or i could change it to from start
01:08:03
meaning it's going to align the start of
01:08:05
this precomp texture source to the birth
01:08:08
time of every particle so each particle
01:08:11
will play through that comp from start
01:08:13
to finish these are very very powerful
01:08:16
controls now we also have this grayed
01:08:17
out box that says align to direction
01:08:20
this is only going to work with particle
01:08:22
types that have direction properties
01:08:24
which again is unique to cc particle
01:08:25
world if we go to the particle type we
01:08:28
have this section at the bottom called
01:08:29
textured square texture disc and
01:08:31
textured faded disk so if i change this
01:08:34
to textured square then not only are we
01:08:36
no longer going to see those hard edges
01:08:38
we're going to get the coloring controls
01:08:40
back from our custom color map that we
01:08:42
set up so this last section of particle
01:08:44
types is very powerful because now we're
01:08:46
sampling this pre-comp as our texture
01:08:49
it's blending it better because of the
01:08:51
way that it's applying the texture to
01:08:53
the particles and we're still able to
01:08:55
color it using our color map and this
01:08:57
also applies to the textured disk and
01:09:00
textured faded disk as well
01:09:02
but with textured disk and faded disk we
01:09:05
also have the ability to align to
01:09:06
direction so let me change this to
01:09:09
current for the particle texture time
01:09:11
which will rotate the particles based on
01:09:13
their motions so if i change the physics
01:09:16
velocity to be much higher then the
01:09:18
texture is going to face the direction
01:09:21
that those particles are traveling in so
01:09:22
you see how this particle right here is
01:09:25
pointed kind of this direction this one
01:09:27
right here is pointed this direction and
01:09:28
that applies to both textured disk and
01:09:31
textured faded disk and at this point so
01:09:33
many of these little properties and
01:09:35
names carry over that it's pretty
01:09:37
self-explanatory as to what they mean
01:09:39
once you start getting in here and
01:09:40
playing with these properties things
01:09:42
start to click and it starts to make a
01:09:44
lot more sense i know it's a lot to look
01:09:46
at at first but getting your hands dirty
01:09:48
and actually playing around with these
01:09:49
controls and reading the user manual is
01:09:52
how you can really get a good
01:09:53
understanding now let's take a look at
01:09:55
the extras category and jump right into
01:09:57
the first one which is effect camera the
01:10:00
effect camera is the 3d camera that this
01:10:02
effect is actually generating lots of
01:10:04
effects have this system where you can
01:10:06
choose between an effect generated
01:10:08
camera or the comps camera to drive the
01:10:10
3d scene the thing about particle world
01:10:12
in particular is that none of these
01:10:13
controls will work if there's any 3d
01:10:15
layer in your scene even if you don't
01:10:17
have a 3d camera i do have a 3d null
01:10:20
so adjusting these properties will do
01:10:22
absolutely nothing now obviously i don't
01:10:24
want to get rid of this control but just
01:10:25
to show you how it works i'm going to
01:10:27
delete it and now these controls will
01:10:30
allow me to rotate the effect camera
01:10:31
around i can move it in and out and i
01:10:34
can even change the field of view but
01:10:36
these are all controls that you have
01:10:38
access to just by making a 3d camera so
01:10:41
if i add another camera back in i can
01:10:44
rotate it around i can move up and down
01:10:47
dolly in and out and i can even zoom in
01:10:49
and out under the camera options to
01:10:51
change the field of view okay i'm gonna
01:10:54
get rid of that camera that's all for
01:10:55
the effect camera controls and next up
01:10:58
is depth cue and this controls the
01:10:59
visibility of the particles based on the
01:11:02
distance from the camera so by default
01:11:04
it's set to none meaning the particles
01:11:06
are not influenced at all by that depth
01:11:08
but if i change this to fade then the
01:11:11
further away they are the dimmer they'll
01:11:12
become so if i make my producer much
01:11:15
bigger on the z-axis and i rotate my
01:11:17
camera around to be facing those you can
01:11:20
see that the particles closer to the
01:11:21
camera are brighter than the particles
01:11:24
that are further away and i can control
01:11:26
that fall off with this distance slider
01:11:29
so if i turn it down then they're going
01:11:31
to fade out much sooner or if i can
01:11:33
crank it up then they will fade out
01:11:35
further away from the camera the next
01:11:38
option is fog and this basically tints
01:11:40
the particles to whatever you set the
01:11:42
fog color to again using this distance
01:11:45
slider as the control so if i wanted to
01:11:48
fade them all to say black i could just
01:11:50
set black and they'll fade out to black
01:11:53
or if i want them to fade to white i'll
01:11:55
make them white but that's all for depth
01:11:57
cue i'll set that back to none and then
01:11:59
we'll go into the light direction
01:12:01
now this effect does not actually react
01:12:03
to lights so if i add in a point light
01:12:06
and set it to 100 intensity and click ok
01:12:09
that's not going to affect the particles
01:12:12
at all no matter where i move it in my
01:12:14
scene it's not interacting with these
01:12:16
particles but we do have the light
01:12:17
direction controls within the effect so
01:12:20
i can rotate my light source around
01:12:22
which interacts with the particles and
01:12:24
how they're overlapping but that's the
01:12:26
extent of those controls
01:12:28
i'll collapse that and the next option
01:12:30
is hold particle release so i'm actually
01:12:33
going to get rid of my 3d camera we
01:12:34
don't need to be looking through that
01:12:35
anymore and i'm going to turn the radius
01:12:37
back down and this is basically a delay
01:12:40
for the start of the particle simulation
01:12:42
so let me just move these keyframes out
01:12:43
of the way so we're static at the
01:12:44
beginning
01:12:45
what this basically does is holds the
01:12:48
particle in place by a percentage of the
01:12:50
particle's life so the particles will
01:12:52
appear before then being emitted from
01:12:55
the producer so if i set this to 75
01:12:58
then 75 percent of its life is going to
01:13:00
be spent right where it's birthed and
01:13:02
then the animation type will be applied
01:13:04
to it and it will go out and if i change
01:13:06
this to 25
01:13:07
it'll get released quicker next up we
01:13:10
have composite with original which just
01:13:11
composites those particles on top of
01:13:13
whatever the layer was before you
01:13:15
applied the effect as a white solid it's
01:13:17
very hard to see those particles
01:13:19
i'm just going to uncheck that and then
01:13:21
finally we have the random seed which
01:13:23
just randomizes the simulation and with
01:13:26
that we have covered every single
01:13:28
property control and menu inside of cc
01:13:31
particle world hey thanks for watching
01:13:33
if you enjoyed this tutorial then check
01:13:34
out the other ones here on my youtube
01:13:36
channel and if you like my teaching
01:13:37
style then definitely check out my
01:13:39
longer form content on skillshare and
01:13:41
school of motion and if you want to
01:13:42
support more tutorials like this one
01:13:44
check out my patreon you can find links
01:13:46
for all that stuff in the description of
01:13:47
this video
01:13:52
[Music]

Description:

In this very long tutorial, I explain how to use the CC Particle Systems II and CC Particle World effects in Adobe After Effects. Both effects are fantastic particle emitters that come with After Effects and can create amazing effects. CC Particle Systems II is a 2D particle emitter, while CC Particle World is a 3D particle emitter. Both have very similar sets of controls, so make sure you watch this video in order as I don't go back and explain repeated controls in CC Particle World. CC Particle World Shorts Playlist: https://www.youtube.com/playlist?list=PLjNI3J96cKVJHcaAbRLH3Dt-v4hSMVitq 🤝 Support more YouTube tutorials through Patreon: https://www.patreon.com/jakeinmotion 🎓 Learn from me other places: Skillshare: https://www.skillshare.com/en/ Explainer Camp: https://www.schoolofmotion.com/courses/explainer-camp Photoshop + Illustrator Unleashed: https://www.schoolofmotion.com/courses/photoshop-and-illustrator-unleashed 🚶 Follow me online: Instagram: https://www.facebook.com/unsupportedbrowser Dribbble: https://dribbble.com/jakeinmotion Twitter: http://bit.ly/2tOX7ui 🏷️ Tag me on Instagram @jakeinmotion if you used something you learned from me! Chapters: 00:00:00 Intro 00:01:10 CC Particle Systems II 00:03:23 Birth Rate & Longevity 00:04:39 Producer Controls 00:06:23 Physics 00:07:20 Linking the Producer to a Null Object 00:08:49 Velocity & Inherit Velocity 00:11:56 Resistance 00:13:24 Particle Controls 00:22:30 Sphere Particles 00:25:47 Polygonal Particles 00:29:30 Lens Particles 00:31:10 Fractal Explosive 00:32:35 Twirl 00:34:09 Twirly 00:34:46 Vortex 00:36:36 Fire 00:38:01 Direction 00:39:04 Direction Normalized 00:39:39 Jet Sideways 00:41:43 CC Particle World Grids & Guides 00:47:17 Linking the Producer to a 3D Null Object 00:53:05 Radius Controls 00:53:27 Physics 00:56:46 Direction Axis Controls 00:57:29 Gravity Vector 00:58:46 Floor Controls 01:01:42 Particle Controls 01:04:04 Custom Color Map 01:04:35 Colume Shade (approx.) 01:06:29 Textured Particles 01:09:54 Effect Camera 01:10:57 Depth Cue 01:12:01 Light Direction 01:12:29 Hold Particle Release 01:13:32 Thanks for watching!

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