Good How-To on Particle Effects?
by Charlie Patterson · in General Discussion · 05/30/2012 (11:33 am) · 5 replies
I'm wondering if anyone has a good article or "how-to" on particle effects?
I'm using T2D and I read the tutorial and I have the TutorialBase project with some very sexy effects in it already. The tutorial mentions a "Particle Engine document" I haven't found. But I'm also interested in any good resource (2D or 3D) on creating good smoke, fire, explosions, alien plasma rays, etc. In short, just wrapping my head around how to get started with known successful techniques.
Any thoughts?
Thanks!
I'm using T2D and I read the tutorial and I have the TutorialBase project with some very sexy effects in it already. The tutorial mentions a "Particle Engine document" I haven't found. But I'm also interested in any good resource (2D or 3D) on creating good smoke, fire, explosions, alien plasma rays, etc. In short, just wrapping my head around how to get started with known successful techniques.
Any thoughts?
Thanks!
#2
I was remembering that, way back, there was a seminal paper on particle effects, right? As in, the paper where it all began. I figured there may be some stuff to read for people like me that like to analyze it first and then play with it. :)
05/30/2012 (9:28 pm)
Thanks @Lukas,I was remembering that, way back, there was a seminal paper on particle effects, right? As in, the paper where it all began. I figured there may be some stuff to read for people like me that like to analyze it first and then play with it. :)
#3
If you have the AFX product, try looking at the spell effect construction, which is very much based on large assemblies of varying, timed particle emitters.
06/03/2012 (7:02 am)
I'm learning quite a bit about particle effects picking apart AFX spells.If you have the AFX product, try looking at the spell effect construction, which is very much based on large assemblies of varying, timed particle emitters.
#4
Speaking of the devil, I was just watching this video lustfully this week.
Unfortunately, I only use GGs 2D products so I can only watch.
06/04/2012 (10:49 am)
Hi @Netwyrm.Speaking of the devil, I was just watching this video lustfully this week.
Unfortunately, I only use GGs 2D products so I can only watch.
#5
(They can't be that different right?)
Unfortunately I don't work in 2D :P
Edit:
Doing something like this:
In 2D might be just as simple as it is in 3D :P
Edit edit: Btw Charlie, making heavy use of the Twillex Engine in the first and second one :)
06/04/2012 (11:04 am)
If only I had the source code Charlie, then I would be able to write a resource for improved emitters for T2D aswell(They can't be that different right?)
Unfortunately I don't work in 2D :P
Edit:
Doing something like this:
In 2D might be just as simple as it is in 3D :P
Edit edit: Btw Charlie, making heavy use of the Twillex Engine in the first and second one :)
Torque Owner Lukas Joergensen
WinterLeaf Entertainment
First: Learn the basics of particle effects, what can they do what forces can affect them etc, etc. Then take a look at other peoples particle effects, some commercial ones are good, notice the amount of effects they use and how they composite it.
Then try and reproduce their results.
In the process of reproducing other peoples effects you will end up with an understanding of what elements a good particle emitter needs and what particles should be used when etc etc..
Then either try creating something fancy, or try reproducing real life effects, like flames explosions, find video clips of it on youtube and decompose it to at state where you can create it as a particle.
This is an example:
http://www.youtube.com/watch?v=BMYnWTd8v8M&feature=related ( skip to 0:55 for slowmo)
Here you can see how it first needs a quick high velocity white smoke and fire, and then shifting to a slow moving cloud.
So first create 2 effects with a high initial velocity, then create a smoke which has a slow velocity and slowly decends into the air.
Ofc alot of the work lies in the textures aswell, if you aren't the artistic type, you might want to have a look at cgtexture