wait a second before we start the tutorial from the second to the seventh
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welcome back to our Superman flight effect miniseries yes we are actually
covering this effect in a four-part miniseries the first two are out right
now the first of which covered DIY lighting methods and using household
equipment in order to make our Superman ring in the 2nd Javert covered keying our
actor and creating the 3d environment of which we're flying through and today
we're going faster than a speeding bullet and breaking the sound barrier by
creating a sonic boom we're going to be using HitFilm Express in this tutorial
but you can follow along in Pro or if you have the 3d particles add-on this is
one of my favorite tools to use so let's start to keep things simple and
organized later in the tutorial create a point to be the controller and source of
our flight path and as the particle simulator works in 3d space our
controller should match that so let's make it 3d go into the particles and
simulation drop down and bring particle simulator into the timeline before we
forget parent this layer to the controller point to get a good base
going let's first begin with the flight trail open up the emitters tab and let's
rename this flight trail we're going to be making three emitters for this effect
and this is going to be the easy round first go ahead a few frames in the
timeline to see our particles and animation at the moment is a little
sporadic and for the trail we're going to need all our particles to be in the
line we can keep the shape as a point but we'll change trajectory to target it
might seem like it's disappeared but if we go down and out of force
we'll now have a straight line of particles I'm going to increase my fall
strength to around 50 as well right let's change these particles up and add
some chaos in there go into the movement drop-down and decrease the life to about
0.5 and the scale down to 15 as these don't need to be too big depending on
how fast you want your flight to be increase or decrease the speed value
I've gone for 500 to make it less uniform we should add some variation to
our life scale and speed values there we go this is cool but do you know what
else is called aerodynamics let's add some brakes in the wind our trail makes
a great base so we can copy the emitter settings by duplicating it be sure to
rename the new one to avoid any confusion this time around we're wanting
more of a curve spread so change the shape to circle and
trajectory to disk unlike the trail we're wanting this one
to be a little and often sew up the particles per second to 6000 as for our
variations let's up the speed to 500 and as they're still quite large I'll
completely remove the scale variation the last particle system is for our
sonic boom and will require being separated from the other emitters so
bring one in from the effects drop-down don't forget to also parent this one to
the point layer let's get into these settings we can keep the shape as a
point but let's change trajectory to disk this will nicely fit with our sonic
boom now as we need the boom to be a lot thicker I'm going to need a bunch of
particles so I'm gonna amp up the particles per second to 80,000 we don't
need them to stick around for too long so dial the life to about 0.2 and the
scale to 8 as we're after a large impact area increase the speed until the
particles appear to be wider than the other emitter now we can throw in some
variation again while we're at it add a force I'll increase the strength
for this to about hundred to be twice as powerful as the ever misses for the boom
we're going to be animating the strength of our force the speed of our emitter
and the actual particle activation let's set keyframes for them all if you're
unsure where activation is located it's under general in the top of the effect
press you to reveal all our keyframes on the timeline what we're after is a
widespread followed by a coning with our key frames set as they are this is the
height of our animation so let's add some keyframes for the start going back
a few frames and changing the value to a lower number
I'll also move the keyframe for the activation to this point let's say
disable one frame before it and another at the end of the sequence for the first
couple of frames I kept my force strength to around 40 just to let it
build up it will take some time experimenting but what we're after is
something like this as wind and sonic boom don't look go
particles let's add some effects starting off with the trail to soften
our edges will be using series of blurs starting off with the blur effect which
I brought down to around 8 and as we have a need for speed let's also use a
zoom blur I'll make it quite strong but parent this to our controller then it'll
be a case of offsetting or animating the direction last blur is a diffuse set to
the heavy preset let's copy these effects and applying them to a sonic
boom the only thing we're going to be doing differently here is decrease the
strength of the zoom blur add a small heat distortion effect above all the
blurs just to make it a little less clean and finally a color gradient to
help match the tones with my background which was created by using the methods
in Javert's previous tutorial check that out if you haven't already as it has
some amazing tips but to briefly summarize it's a free d set made of
images some real camera data then the key of my hero was brought in attached
to my controller point and as everything works in 3d I can animate this point for
out my scene you know I never actually wore a cape during the filming of the
sequence that is completely CG and designed just to help sell the speed of
which we're flying at I don't know how we made it be sure to subscribe hit the
bell icon like this video and check out our next tutorial
you've reached the end of this video and no this isn't Nick Fury recruiting
Superman for the Avengers this is us thanking the real heroes you since
January of this year our amazing community has raised over $100,000 from
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again from all of us and everyone out there thank you