Particles For After Effects

Trapcode Particular

The Caustics effect ignores masks and alpha channels on the layer to which it is applied. Controls the distance between the water surface and the deepest possible point of the ground. By default, the effect starts with a still surface without waves or ripples. Use Property Mapper controls to influence particle properties.

Adjusting it brightens or darkens the overall grayscale output. Sets the size of the barrel radius for the Cannon. The Material controls specify reflection values. The dark spots of the waves get much darker, and the light spots get much lighter. For example, if you want to apply the Glow effect only to shattered pieces and not to the portions of the layer that remain intact, create the explosion and duplicate the layer.

Copy the scale value of a particle along the x or y axis. Swap the Min and Max values, which has the same result as inverting the layer map. When a bubble is released from the producer point, it generally starts out rather small. Controls the difference between white and black as they are used to determine steepness. Use this view when rendering the animation.

Affects controls specify which particles the encompassing control affects. Apply in a vertical direction to create falling particles, such as rain or snow, or rising particles, road dogz full movie such as champagne bubbles. Specifies the layer map that influences which particles are affected.

The wavelength is the distance from one peak to the next. Precisely positions a preset shatter map on the layer. Adjusts the relative height of the waves. White represents the highest possible wave, and black represents the lowest. Controls the perspective of the effect during the animation.

If you choose this option, the number of columns is always the same as the number of rows. Intense increases the rendering time but produces more predictable bubble behavior. Copies the particle mass, which interacts with all properties that adjust force, such as Gravity, Static Friction, Kinetic Friction, Torque, and Angular Velocity. Determines the rate at which bubbles are generated.

Particles for after effectsUsing simulation effects in After Effects

Simulation effects

First Comp Light uses the first light layer in the composition, which can use a variety of settings. Use the Cannon to create a stream of particles from a specific point on the layer, or use the Grid to generate a plane of particles. Inverts the pixel values in the gradient.

After layers or particles explode, Gravity, Repel, Wall, and Property Mapper controls influence the movement of particles. After particle creation, direction can be influenced by the Direction control in the Gravity control group or by specifying a Boundary mask in the Wall control group. Also, note that After Effects takes the alpha channel of an image map into account.

Sets the speed of the bubble as it is emitted by the producer point. At a higher value, particles fall at slightly different rates. Specifies the range of possible bubble sizes. Causes bubbles to clump together and makes them less vulnerable to other Physics controls like Wind Direction.

Card Dance effect

Finally, adjust Ambient Light to fill in the shadows. Sets the initial direction in which the bubble moves as it emerges from the producer point.

Particles for after effects

Prevents pure white tiles in a custom shatter map from being exploded. Specifies the layer at the bottom of the body of water. For best results, use a soft-edged layer map image. Controls how big the resulting waves are when the ground height or steepness is animated.

Particles for after effects

Compares the brightness value of the layer map to the value of the particle property and uses the lower value. Increasing this value adds an even illumination to all objects and prevents shadows from being completely black.

To keep transformations, effects, masks, rasterization options, expressions, or keyframe changes for a layer when you use it as a particle source, precompose the layer. However, if you select None, the layer to which you have applied Shatter, along with any effects that occur before Shatter, is used as the texture map, with no precomposing required.

Lower values even out the grays, and higher values create a wider range from black to white until clipping occurs. Specifies the radius measured in pixels within which particles are repelled. Specifies how fast a bubble reaches full size.

Common Lighting controls and Material controls

The other Physics parameters affect this speed. For example, if you want particles to stick to grid intersections, you might use the Static Friction option in the Persistent Property Mapper to hold particles in place. To specify field rendering with a Particle Playground effect, select Enable Field Rendering in the Particle Playground options dialog box. You can also use text characters as particles.

Transparent blends the bubbles smoothly together, allowing you to see the bubbles through each other. Replaces the value of a particle property by the value of the corresponding layer map pixel. The complete tonal distribution between Min and Max is then scaled proportionally. Deselect to generate only one instance of the text. If you superimpose the shatter map over the gradient layer, the gradient layer pixels that are precisely under each balance point control the explosion.

Choose Absolute when you want a particle to show the same frame of a multiframe source layer for its entire lifespan, instead of cycling through different frames as the effect layer advances in time. This is the same place where you can specify the text used by the Grid or Cannon emitters.

Particles for after effects

If you want the layer to appear only as a bubble, turn off the video switch for the layer in the Timeline panel. Use this view to adjust effect points and other parameters that are hard to see from an angle.