Comps/Fusion5/Particle Systems
From VFXPedia
Snazzy particle effects - use them as-is, tweak till you like, or just learn by example.
rain on pigsranch comp
- quick rain-like setup with fusion particles, that colided on the 3D geometry and produce splashes-like things... result: http://vimeo.com/32563845
- This comp demonstrates a particle system that gives the impression of 3D objects that react to light. By theotheo and chip on PigsFly.
- Fly through clouds by using a particle system. By User:Bijunila.
- A waterfall created by combining several particle systems. By User:Bijunila.
- Hungry? Get a huge bag of popcorn.
- Just follow the instructions on the flow.
- Click here to watch a small or large QuickShot tutorial for this comp.
- Ever wanted to create a surreal forest-like structure using particles?
- Here you go. Enjoy.
- Paint like particles splattering on and leaving dripmarks.
- Shows some tricks with particles again.
- A nice fly through Rorschach-like particles.
- My therapist said, this is good for me....;-)
- A Text+ generates the particles which make up this psychedelic effect.
- Don't watch too long!....;-)
- Using animated Gridwarp and ParticleSpawn to give you that Splashes of rain on the boardwalk.
- (Or wherever you're 'dancing in the rain').
A graphical approach to flying leafs. The required images for the particle emitter are included in the .rar. Enjoy.
- Text and Particles galore. Use Masks, Regions and the Particle Image Emitter
- to generate some smashing text.
- A fast way to create an LED-display using the Particle Image Emitter.
- Also shows an example of the Particle Point Force.
This will create a flow to generate text like a certain "un-named" movie.
An interesting particle system in combination with displacements and drip effects for a wet paint effect.
A particle system to simulate a factory oil fire.
A particle system to generate a welding effect
A particle system to generate a steam effect.
A particle system to generate a sparkle effect.
A particle system to generate a snow effect.
A particle system to generate a rain effect.
A particle system to generate a fire effect.
A particle system to generate a cigarette smoke effect.
A particle system for bubble effects.
Second Man's Particle Playground :-)
What follows are a few single emitters highlighting different features in Fusion's particles. The aim was to show what is possible using a single emitter node and nothing else. This way it might be easier for others to study a bit of the basics without being distracted by other tools and possibilities. Some might actually be useful! :-)
Note that all of these are built in Fusion 5.2 and might not work in previous versions...
- Part of a collection of simple, single emitters to demonstrate the abilities of Fusion's particle system...
- Part of a collection of simple, single emitters to demonstrate the abilities of Fusion's particle system...
- Part of a collection of simple, single emitters to demonstrate the abilities of Fusion's particle system...
- Part of a collection of simple, single emitters to demonstrate the abilities of Fusion's particle system...
- Part of a collection of simple, single emitters to demonstrate the abilities of Fusion's particle system...
- Part of a collection of simple, single emitters to demonstrate the abilities of Fusion's particle system...
- Part of a collection of simple, single emitters to demonstrate the abilities of Fusion's particle system...
- Part of a collection of simple, single emitters to demonstrate the abilities of Fusion's particle system...
- Part of a collection of simple, single emitters to demonstrate the abilities of Fusion's particle system...
- Part of a collection of simple, single emitters to demonstrate the abilities of Fusion's particle system...
TREE SPAWNER
An interesting quality of Fusion's particles is that you can create recursive systems. An example is here: growing a tree with just 3 pSpawn nodes. Check it out, but beware: as with anything to do with powers of 2, this gets pretty heavy FAST!
SeM_Spawner_01_001- The first two pSpawn nodes affect each other back and forth, because they are part of the same set. The third pSpawn creates the shape of the tree, spawning a separate set which stays unaffected.
NANO STREAKS
I can't take credit for this one but I helped optimizing it when it was upped on the Pigsfly list by someone. Unfortunately I can't remember who it was, but it sure is worth posting here. It's a replica of the light-streaks effect as seen in the iPod Nano commercial...
Nano_Streaks_01_001- Note how the Sub-frame Calculation Accuracy (pRender) and the Number (pEmitter) have the same value. This is necessary to get enough particle positions calculated inbetween the frames to get the smooth streaks.
GRADIENT FORCE FIRE
Create a roaring oil fire with just a simple emitter and a Fastnoise piped into a pGradientForce node!
SeM_GradientForce_Fire_01_001- Play with the Fastnoise's Scale and Seethe rate values to quickly get different kinds of fire...
RABBIT SPAWNER
A variation on the Tree Spawner principle... :D
SeM_Spawner_02_001- Breed! BREED! BREEEEEED!
GAS EXPLOSION
I have created this one because of a question posted on the Pigsfly forum. It shows a more elaborate example of Fusion's particles, but hopefully it's still simple enough to figure out exactly how it works (hurray for node based compositors!). Expect the first 20 frames to take a while to render - that's the burst - but the rest still calculates surprisingly fast. Hopefully this will invite some to take it even further and maybe make some clever adjustments. If you do, make sure the fruits of your endeavours end up here! :D
SeM_GasExplosion_01_004- A combination of 3 particle emitters, combined in a 3DMerge. The pTangentforces in this example are used to simulate the billowing of the smoke and fire.