- Elemental effects are very popular
in the Particle Illusion emitter library.
But what happens when you want to take that further?
We're gonna be looking at how we can take
a fire preset and then fattening it up,
making it arrowed, into one big, giant inferno
and how we can then use that in other projects.
So let's take a look at Particle Illusion.
(upbeat music)
Creating natural elements like fire and smoke
have always been a big go-to for Particle Illusion.
Whether it's something like a natural wall of fire,
or more stylized, anime, or anime dot flame type of affair,
the presets you get with Particle Illusion
give you a huge amount of choice.
And in this exercise we're gonna be looking
at how you can get even better fire,
by layering different elements together.
Now in previous tutorials we've covered filtering,
auditioning, and favoriting the type of emitters
that you want to use
and when we have a subject that is as expansive
as fire and smoke, this is even more important.
I am gonna start off though with an emitter fire 01.
Here's a little trick for finding
some of Particle Illusion's most complex emitters.
If you type in the subject matter and then type in colon PE,
we're gonna get some of Particle Illusion's
most premium emitters.
And out of these I'm gonna choose fire 01
as my starting off point.
You can see here as I preview this around,
it's gonna give me quite a lot of fire.
Okay, so let's change our layout back to the default layout.
And I will just double click to add this onto the stage.
And as we can see, by default this emitter
is going to be a line emitter,
so I'm going to set my point
down at the bottom left hand corner, hit Esc
and then change my other point
to the bottom right hand corner.
And just place that towards the bottom of the stage.
So as we play it through, we get our flames
coming in from the bottom there.
This isn't quite looking how I envisioned it,
so let's give us a little bit more space
by going to the edit layout.
Coming to the properties of our emitter.
And we can see here that our fire
is being emitted at points.
Now this is really interesting
and we can increase the number of points that we get.
Now we get this kind of uniformed amount of fire
being emitted all at points.
Now we can also see that this particular emitter
already has zoom key framed in.
And that's what's giving us this nice,
puffy, natural looking sort of flame going woof,
woof, woof, and we got a good one there.
So I'm just going to increase the size over here.
Because I don't want to muck about
with any of the key frames that are currently set in zoom.
So I can easily increase size.
And if I need my flames to go higher up,
then we can also increase velocity just a little bit.
And this is giving us quite a nice base.
But it doesn't quite have the depth that I'm looking for
as a motion background.
We're missing one big thing
and that's some nice rich heavy smoke.
If I open up this Smoke Fire, we see oh this is interesting.
We know what this means.
A lot of our parameters have F before them
and we know what this means.
This means this is a super emitter.
Now I could go in here and I could try to adjust these
and add more elements in here,
but I think one of the easiest ways of doing things,
one of the fastest ways of doing things
is actually just to add in another emitter onto the stage
to build it up in that way.
So I'm gonna come back to my default layout
and I want to find something that is a bit more smokey.
So I could look for something like smoke.
And we have some of our sort of basic
smokey type things here.
Ooh, some smokey fireworks have you.
So we've got stuff with smoke in it.
But sometimes you need to kinda think outside the box
especially with the presets.
So if we type in something like clouds.
Some of these clouds could be used,
maybe not these particular clouds.
Some of these clouds could be used
and adjusted up a little bit
to create up some more smoke going upwards.
Or one of my favorites to use,
where are you, there we go.
Is in the dust and fog, which is the seeds and clouds here,
which give us a nice rolling cloud,
we can easily take away the seeds.
First one where we're going for a very big, rich, fiery look
I'm just gonna get away from these nice fluffy clouds
and I'm gonna look for inferno.
'Cause that's really what we're after.
And I've got inferno intensive or super inferno.
In fact let's go with inferno intensive here.
Do the same sort of thing.
Just gonna position my line emitter just down here.
Let's come back into the edit view, edit layout.
Bring that in there.
I'm just gonna disable fire 01
so that we can focus on our inferno intensive
and let's see what is happening here.
Oh, it's so little, it's so little,
in comparison to the other one.
Let's open this up and I can see that my zoom
hasn't been used in this one.
And it kind of, it gets there,
but it gets there quite slowly.
So I'm gonna preload a few frames,
so that our, let's bring it over here.
So that animation starts at the beginning.
So I've preloaded 40 frames up there, there we go.
I'm just gonna zoom this up a little bit more.
And increase the number, there we go.
So that's a bit more infernoy,
so I'm gonna reposition this down here.
And let's see what that looking like in context.
So enable my other flames.
Let's bring that up.
And now we've got the nice black smoke happening
or nice black smoke coming in from the inferno
and our regular flames are coming in there as well.
Maybe that's a little bit too opaque,
I'll knock the opacity down on the inferno there,
to make it about 60%.
Cool, and now we've got two emitters
fighting over what's happening.
And we've got this intensive inferno,
which is very intensive
and a little bit overpowering happening.
And going over the top of our original fire,
which I liked so much.
Let's close some of these up a little bit here.
Now we've got a layer order when we have multiple emitters.
And if I click on the hamburger menu,
you can see I can move an emitter down now.
And if I do that, it looks like nothing's happened here,
but all we have to do is just play it back
or move it to a different frame
and that will refresh the view.
So now we have our intensive inferno
going behind the other flames.
And I can adjust that up as I need to now.
So maybe reposition that just a little bit.
So maybe come into my inferno,
reposition that a little bit.
There we go, so that's in the right place.
Yep, I like that.
Let's play that back.
There we go, now we've got that nice intensive fire
plus some of the black smoke that we have
from the other emitter.
If I didn't want the fire at all from the intensive inferno
obviously I can come down here and turn off my intense here.
Which I assume is gonna be the flames.
Disable that and that gets rid of that
and just gives me the smoke.
I kinda like that intensity that the double flames gives.
Just because I'm not one for subtlety
I'm very quickly going to add
one more thing over the top here.
Come into our default and I need a few kind of sparks.
So let's see what we have for sparks.
We've got sparkly clouds,
that's not the sort of sparks I'm after.
Bang sparks, no.
Swirl storm sparks, yeah that's sort of more,
that's sort of more my thing I think.
So double click that one there.
And this is immediately applied at the top,
which is not really where we want it.
We want it sandwiched between
the intensive inferno and the fire itself.
I'm gonna bring that all the way down to the bottom here.
Let's start that at zero.
And let's tweak this up
so it's got a little bit more velocity.
And we can come in and pick a screen color, there we go.
So that it's tinted much more in keeping
with what our flames are.
I could come in and I could tweak this up a little bit more,
but I think that's doing what we need it to do.
Cool and I am ready to render this out now.
And after the render, I've brought it in
and made a little composite with it.
So let's see what we've got here.
All I've got is the original background
we just rendered out.
And then I've got a little background with a little gradient
over the top, just so that when we put the fire in there
we get a little bit more glow happening.
And there's my fire text,
which I've got a light wrap over the top,
just so we've got some of the light from the background
blending in over the top.
And I've got another copy of my fire here
with just a linear white over,
which we can see, let's bring that off.
Just to bring the fire over the text
in a quick way.
And that's a way we can use this composite
from our Particle Illusion standalone.
If we work with the Particle Illusion plugin,
we could do that fire in a little bit of a different way.
If I come in and make a new layer.
And I'll call this one Particle Illusion fire.
I wanna apply Particle Illusion to this black solid,
and launch Particle Illusion here.
And I'll open up the project I just created,
which is 07 fire.
There we go that's the one.
And I'm gonna turn off my background,
which the inferno intensive.
So just gonna disable that
and apply that over the top.
And within the plugin we can choose
different composite modes.
Alpha + Apply Mode, I can just bring that over the top.
Maybe put an apply mode over that one as well.
So that's a lighten instead.
And I can make any sort of changes I need,
maybe bring my flames up a little bit.
And then we'll just go directly over the top of my text.
Maybe I'll screen those in, take the opacity down to 60%.
And we can do any sort of small changes we need to,
directly within the plugin effect there.
One of the other advantages
of using the Particle Illusion plugin,
is it gives us access to the FX browser.
Now when we're saving our emitter presets
in the Particle Illusion interface,
we're only able to save one emitter at a time.
With the Particle Illusion plugin,
we can be using and saving multiple emitters,
forcers and deflectors, to get the effects that we're after.
But regardless of whether we're using
the Particle Illusion plugin
or the Particle Illusion standalone version,
we can still end up with some excellent results
just by the clever use of layering up
different particle emitter presets.
So in this exercise we've gone through
the procedure of previewing and auditioning
different types of fire.
Finding the ones that work for us
and then adding them together.
To learn more about Particle Illusion
and all the different sort of things you can do with it,
then take a look at some of the other
getting started with Particle Illusion tutorials
with me, Ben Brownlee and John Dickinson.
So thanks very much for watching this one
and I'll see you again soon.
Bye for now.
Download Particle Illusion standalone
for free at borisfx.com.
Including thousands of free emitter presets.
Continue watching this getting started tutorial series
to learn more about what you can do with Particle Illusion.
And find out more about the plugin verion
of Particle Illusion with extra features
including built-in Mocha motion tracking at borisfx.com.