Flame exemple

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Oddity
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Flame exemple

Post by Oddity »

Hi everyone,
i played a little with AS to find a 2d effect flame.
Here the result:

Last edited by Oddity on Fri May 24, 2013 8:16 am, edited 1 time in total.
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Víctor Paredes
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Re: Flame exemple

Post by Víctor Paredes »

It's a very nice effect!
Are you using particles for masking or something like that?
I love this kind of experiments.
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Oddity
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Re: Flame exemple

Post by Oddity »

That's right Selgin.
I use to work on After effect and i decided to try this technique in AS.
There's a pricinpal particules layer and other who masking the first one.
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Re: Flame exemple

Post by slowtiger »

Am I right that you used black particles to mask the left border of the flame? Clever idea!
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Oddity
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Re: Flame exemple

Post by Oddity »

Thx :)

Only the background is black.
there's layers particules masking a principal layer particules.
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chucky
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Re: Flame exemple

Post by chucky »

Great idea , looks good or sure. I'm trying that one.
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heyvern
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Re: Flame exemple

Post by heyvern »

My old crusty brain never thought to use particles as masks. What a cool idea. Now my brain is spinning with ideas.
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Re: Flame exemple

Post by Oddity »

He's the making of to complete the post but i'm sur you understood how it's works :

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heyvern
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Re: Flame exemple

Post by heyvern »

AMAZING! When you know how it works you can see it and it makes sense. Like a magician showing how a trick is done. :)

The cool thing is, there is no other easy way to get that same look with particles without doing a ton of key frame animation of the particles points.

I remember a post a long time ago someone looking for a technique to do a dragon blowing flames. I played around with it and ended up creating complex particle layers with lots of points and offset key framed point motion to achieve the same sort of effect. It took twice as much effort and didn't look nearly as good. I wonder though if possibly particles couldn't be used as masks back then? Doesn't matter really, I never thought to try anyway so it doesn't matter. :)

This is so freaking elegant and wonderful and so EASY to do. Thanks so much for sharing this trick. I can not believe I never thought to try this. You can create amazing variations on all kinds of particle effects. I could play around with this all day long. It's like finding a "new feature". :)
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Re: Flame exemple

Post by Oddity »

Great!
can't wait to see that ;)
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Víctor Paredes
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Re: Flame exemple

Post by Víctor Paredes »

I agree with Vern. It's a very clever technique and it's incredibly easy to create very cool particle effects. When I first saw the fire I wished I would ever thought on that!
Thanks. It's just fantastic.
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heyvern
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Re: Flame exemple

Post by heyvern »

Wait till you see: Flying FIreBalls of Death® using physics! It's so cool. I'm working on the launch mechanism. imagine putting a whole bunch of those same flame particle layers inside ANOTHER particle layer and then shoot them across the screen.

The flames look so freaking real it is mind blowing. :)
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Re: Flame exemple

Post by InfoCentral »

heyvern wrote:Wait till you see: Flying FIreBalls of Death® using physics!
The flames look so freaking real it is mind blowing. :)
Or use Particle Illusion... :D
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DK
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Re: Flame exemple

Post by DK »

Particle Illusion is raster based only unfortunately. I'd love to see the AS file Oddity?

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tatrik
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Re: Flame exemple

Post by tatrik »

I guess this is based on after effects trapcode particular flames used in kung fu panda 2
The tricky part is how to make it interactive in 3d. This is the discussion under the redgiant blogs page http://www.redgiant.com/blog/2011/08/25 ... u-panda-2/
phil Says:
August 25th, 2011 at 8:37 am
I guess it’s something like 4 emitters. One on the center, and two who are masking sides the first one, and so, shaping it.
Fourth one for little shiny sparks.
So, if it’s this way, you won’t see a preset. Maybe a script…
scott Says:
August 26th, 2011 at 11:44 pm
Where did you read about the multiple emitters? Or did you just figure it out by looking at it?
Daniel Hashimoto Says:
August 31st, 2011 at 8:20 am
Phil is correct on how these flames work. It’s reasonably simple to do in 2D. For interactive 3D it required a handful of nulls and expressions to set the visibility distance of the “masking” particle streams to allow the camera to actually rotate almost entirely around these flames if you wanted to. I’m nearly positive Aharon or Harry has done a tutorial about linking the Particular visibility distances to camera>null distances (helpful for multiple obscuration scenarios).
The problem is when you move the emitters to give the illusion of wind or swinging of a torch, all the masking is messed up. Can we do the interactive version in Anime Studio?
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