Autodesk 62205-051408-9001 User Guide - Page 370

Deflector Transform Controls, Adding Particles to Clips, Creating Emitter Objects Using the Library

Page 370 highlights

14 Creating Particle Effects Deflector Transform Controls The Transform controls for a deflector include Position, Rotation, and Pivot. To change a deflector in the viewport use the Arrow tool with its options: • Edit Object option-Move and rotate the object, as well as reposition the object's pivot point. • Edit Control Points option-Add, move, and edit control points. Adding Particles to Clips The basic steps for adding an emitter to a clip are: • Select an emitter from the library. • Choose an Emitter tool. • Place the emitter on the clip. When you play the clip, the emitter creates particles. Although the Particles operator is simple to use, there is also a lot of power behind the simplicity. This power allows you to create an almost endless variety of particle effects. First, experiment with the library emitters, then start modifying them. For example, change the particle shapes and colors. Eventually, you learn about all the properties you can adjust for the emitters and particle types. Note: The Particles operator takes advantage of OpenGL hardware if the system has it. Otherwise, it uses the software-based OpenGL renderer which is somewhat slower. The viewport automatically switches to OpenGL mode and the Particles preview also uses OpenGL. For more information, see "Using OpenGL" in Chapter 5, "Compositing''. The Particles operator can only input an 8-bit image stream. If you add it to an operator that uses a higher bit depth, the warning icon appears in the status bar. Double-click it to show a list of the error messages. The bit depth message is similar to Bit depth '10 bit' is not supported in OpenGL. '8 bit' is used instead. Red icon also indicates warning Whenever you use an operator (for example, a thirdparty plug-in) that only works using 8-bit, the operator icon becomes red as shown previously with the Particles operator. Creating Emitter Objects Using the Library The most common way of creating particles is to add an emitter from a library of emitters. When you do this, a separate copy of the library emitter is added to the clip, and it appears in the Workspace panel as an emitter object. The link between the library emitter and the emitter object is broken at this point. Changes in one do not reflect in the other. Note: You cannot update the library emitter with changes made to an emitter object (workspace emitter). Instead, save the emitter object to the library and delete the old library emitter. 354

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Creating Particle Effects
14
354
Deflector Transform Controls
The Transform controls for a deflector include
Position, Rotation, and Pivot.
To change a deflector in the viewport use the Arrow
tool with its options:
Edit Object option—Move and rotate the object, as
well as reposition the object’s pivot point.
Edit Control Points option—Add, move, and edit
control points.
Adding Particles to Clips
The basic steps for adding an emitter to a clip are:
Select an emitter from the library.
Choose an Emitter tool.
Place the emitter on the clip.
When you play the clip, the emitter creates particles.
Although the Particles operator is simple to use,
there is also a lot of power behind the simplicity. This
power allows you to create an almost endless variety
of particle effects.
First, experiment with the library emitters, then start
modifying them. For example, change the particle
shapes and colors. Eventually, you learn about all the
properties you can adjust for the emitters and
particle types.
Note:
The Particles operator takes advantage of
OpenGL hardware if the system has it. Otherwise, it
uses the software-based OpenGL renderer which is
somewhat slower. The viewport automatically
switches to OpenGL mode and the Particles preview
also uses OpenGL. For more information, see
“Using
OpenGL” in Chapter 5, “Compositing’’
.
The Particles operator can only input an 8-bit image
stream. If you add it to an operator that uses a higher
bit depth, the warning icon
appears in the status
bar. Double-click it to show a list of the error
messages. The bit depth message is similar to
Bit
depth ‘10 bit’ is not supported in OpenGL. ‘8 bit’ is
used instead
.
Whenever you use an operator (for example, a third-
party plug-in) that only works using 8-bit, the
operator icon becomes red as shown previously with
the Particles operator.
Creating Emitter Objects Using the
Library
The most common way of creating particles is to add
an emitter from a library of emitters. When you do
this, a separate copy of the library emitter is added to
the clip, and it appears in the Workspace panel as an
emitter object.
The link between the library emitter and the emitter
object is broken at this point. Changes in one do not
reflect in the other.
Note:
You cannot update the library emitter with
changes made to an emitter object (workspace
emitter). Instead, save the emitter object to the
library and delete the old library emitter.
Red icon also
indicates warning