Autodesk 62205-051408-9001 User Guide - Page 384

Choosing a Shape Size, Using the Shape Library, Using Library Shapes, Using Operators for Shapes

Page 384 highlights

14 Creating Particle Effects Choosing a Shape Size The size of a shape image is not limited, but here is a tip to optimize the use of texture memory on your OpenGL card. Texture memory is used in chunks whose size must be a power of 2 (16, 32, 64, 128, 256, 512, 1024, and so on). If the height or width of an image is between two of these numbers, the higher number is used for the texture memory. So if an image is 128 x 128, the memory required is 128 x 128 pixels. If the image is 129 x 128, the memory required increases to 256 x 128 pixels. As a guideline, you should use 128 x 128 particle shapes (or smaller) unless you know you need to use larger ones. When you drastically scale up small particle shapes (using the Size properties), they can appear blurred with some "jaggies." Likewise, when you drastically scale down large particle shapes, they can appear too sharp, and they may speckle. The 128 x 128 shape size is a good compromise-the particles look decent when scaled up (but not too large), and they also look decent when scaled down. Using the Shape Library Usually, shapes are in the shape library because they are used by emitters in the emitter library. Both libraries are saved in the same ELC file. When a shape is used in the emitter library, it means at least one particle type for one emitter uses it. But you can add other shapes to the shape library; a shape can be added without being immediately used. Using Library Shapes The easiest way to assign a shape to a particle type is to use an existing one. You swap the current shape with one from the current library or another library. For example, when the Templates library is loaded, the shape library shows only one shape. If you want to use a shape in another emitter library, first add the emitter from the Templates library to the viewport, then load another library that includes the shape you want. To use a shape from the library: 1. Select the particle type in the Workspace panel. 2. Click Shape to show the Shape controls. See Shape Controls. 3. Select a shape in the shape library. The shape appears in the shape viewer. 4. Click Swap. If the Particles preview is enabled, you can immediately see the shape in use. Using Operators for Shapes If there is an image or image sequence in the workspace that you want to use as a shape, you can use it (or a small portion of it) as the shape. You can crop the shape, resize it, and select the source channels and color depth. An advantage of this method is that you can use images that are already processed (for example, keyed and color corrected). ▲ Since multi-frame shapes use a lot of memory, do not use an entire clip unless you need to. Likewise, do not use a full-resolution source operator for a shape. The Particles operator always needs random access to all frames, so it stores the entire range of frames in memory at full resolution. This, in turn, can affect the performance of the Particles operator. Often one or a few frames is enough for the effect. If you only want one frame and the operator has many frames, save (render) the image, and then import the shape instead. 368

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Creating Particle Effects
14
368
Choosing a Shape Size
The size of a shape image is not limited, but here is a
tip to optimize the use of texture memory on your
OpenGL card. Texture memory is used in chunks
whose size must be a power of 2 (16, 32, 64, 128, 256,
512, 1024, and so on). If the height or width of an
image is between two of these numbers, the higher
number is used for the texture memory. So if an
image is 128 x 128, the memory required is 128 x 128
pixels. If the image is 129 x 128, the memory
required increases to 256 x 128 pixels.
As a guideline, you should use 128 x 128 particle
shapes (or smaller) unless you know you need to use
larger ones.
When you drastically scale up small particle shapes
(using the Size properties), they can appear blurred
with some “jaggies.” Likewise, when you drastically
scale down large particle shapes, they can appear too
sharp, and they may speckle.
The 128 x 128 shape size is a good compromise—the
particles look decent when scaled up (but not too
large), and they also look decent when scaled down.
Using the Shape Library
Usually, shapes are in the shape library because they
are used by emitters in the emitter library. Both
libraries are saved in the same ELC file.
When a shape is used in the emitter library, it means
at least one particle type for one emitter uses it. But
you can add other shapes to the shape library; a
shape can be added without being immediately
used.
Using Library Shapes
The easiest way to assign a shape to a particle type is
to use an existing one. You swap the current shape
with one from the current library or another library.
For example, when the Templates library is loaded,
the shape library shows only one shape. If you want
to use a shape in another emitter library, first add the
emitter from the Templates library to the viewport,
then load another library that includes the shape you
want.
To use a shape from the library:
1.
Select the particle type in the Workspace panel.
2.
Click Shape to show the Shape controls. See
Shape Controls
.
3.
Select a shape in the shape library.
The shape appears in the shape viewer.
4.
Click Swap.
If the Particles preview is enabled, you can
immediately see the shape in use.
Using Operators for Shapes
If there is an image or image sequence in the
workspace that you want to use as a shape, you can
use it (or a small portion of it) as the shape. You can
crop the shape, resize it, and select the source
channels and color depth.
An advantage of this method is that you can use
images that are already processed (for example,
keyed and color corrected).
Since multi-frame shapes use a lot of memory,
do not use an entire clip unless you need to.
Likewise, do not use a full-resolution source operator
for a shape. The Particles operator always needs
random access to all frames, so it stores the entire
range of frames in memory at full resolution. This, in
turn, can affect the performance of the Particles
operator.
Often one or a few frames is enough for the effect. If
you only want one frame and the operator has many
frames, save (render) the image, and then import the
shape instead.