- #Autodesk flame particles how to
- #Autodesk flame particles full
- #Autodesk flame particles software
- #Autodesk flame particles code
Edwards is a long-time flame user and owner, having recently composted over 250 shots for the new Cosmos television series.
#Autodesk flame particles how to
From how to push the limits of morphing and warping techniques in Action to production-proven tips for cleaning up motion-estimated time warps.
![autodesk flame particles autodesk flame particles](https://area.autodesk.com/dynamic_resources/area_gallery_post_content/22721/upload.jpg)
Returning from his FLM208 course, Sam Edwards leads several lessons covering techniques artists can use every day on the job. Our Flame Masters course speaks to resurgence of the community, bringing three artist perspectives to lead the course.
#Autodesk flame particles software
The releases after the Anniversary edition have seen substantial improvements in stability and creative features, and free training editions have made the software more accessible to artists who want to learn Flame. From a strong user-created Facebook community to user-led groups in New York, Los Angeles, Berlin, and other cities around the world, artists are once again excited about the software.
#Autodesk flame particles full
I want to see a full on re-write, re-think and re-integration of how particles can be used in flame.The Flame community has seen a resurgence of interest in the venerable software. Flame, and specifically Action already feels super cobbled together (hello action transfer modes!). The one thing I don't want to see is a few new features, patches onto the existing system. Multi point and multi-streak would be a start. This needs to happen if only because it was in baby-flame SIX YEARS AGO.Ħ. Old Particle Illusion (and Combustion, and Motion.) get almost all their "wow" factor from the fact that the 2d sprites animate per-particle. I'm not sure if the current system can't do per-particle or birth expressions, but they'd come in handy from time to time.ĥ. As a counter point to #3, I'd also like more complex controls. While that doesn't directly parallel, the fact that most software have only a few turbulence patterns is weak. There's a texture set for Cinema 4d that has all kinds of different noise patterns and it's fantastic. Specifically turbulence, and preferably with a few different noise patterns in it for different turbulences. Ramps to dictate size, transparency, how much forces effect them, speed, color, etc.ģ. I'm using a flame it's renowned for it's speed, so make the particles impossibly fast.Ģ. Autodesk employs a large portion of the particle software brain trust (maya, max, soft), so talk to them. I want millions of particles and superfast interactivity. Video games (video games!) have better, faster particle systems (and hardware shading, if we're being pedantic). After effects kids and their $400 Particular plugin are snickering at me.ġ. I want a new particle system so I can answer "yes" to that question and send the client away amazed at what me and the flame added to their commercial. We had about half an hour before delivery, and I knew I would have to spend at least that time messing around with different functions and manipulators to get anything even remotely worth looking at. A few months ago a client asked me if I could put particles on their endtag. They're such a great way to spice up a boring pack shot or end tag. Particles are like lens flares: they make everything look more expensive. I'm upset about this because I think Flame's future is in the commercial space, and the commercial space requires two things: flash and speed.
#Autodesk flame particles code
John Montgomery has some great tips at FXguide, but shivers man, that's a lot of code to memorize to get particles to do pretty much the first thing everyone wants particles to do. Either way, it's a bear to do.Īdding turbulence is even more complex. I wish I did, and likely I should learn, cos a little bit of fade up is a nice thing for most particle effects. What if I want them to fade up for the first, say tenth of their life? Now i've got some math to do, and quite honestly I don't know how to write that expression. Particles will be born at full opacity and fade in a linear fashion over their lifetime. The expression is "transparency = lifetimeI", which is pretty straight forward. I think the best example is getting particles to fade off. Now you're wading through convoluted expressions and manipulators that don't scale well and are slow to update. The problem shows up when you need to tweak said effect at all.
![autodesk flame particles autodesk flame particles](http://s3.amazonaws.com/pbblogassets/uploads/2014/04/IncreaseCreativeFinishingProductivity_FlameAssist.png)
When you load one up you generally get a reasonably nice effect not to dissimilar from the old Particle Illusion ones (albeit without animated sprites, which is a big deal). These presets are nice, but they also underscore how difficult and limited the particle system is. Flame's particle system reminds me of Maya's Dynamics because both were really great when they came out and haven't been touched since.įlame tried to alleviate this to a minor extent by adding particle presets.