After Effects Fire Effect Download

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Ozie Harker

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Jul 22, 2024, 10:29:32 AM7/22/24
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I am new to after effects recently. But recently I have done a few backdrops with simple particle effects such as snow on to of existing jpeg images (10mb). I rendered these out and the time was 40mins approx. More recently I have created another backdrop with twinkling light on tree and garland and also a fireplace with moving fire. All were done using particles. But when I go to render this, my estimated time is 14hrs. Please can someone advise me on this as I have about 10 of these to do and can't have render time of 140hrs altogether, I used both aftereffects and adobe media encoder both with similar results.

after effects fire effect download


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Sorry haven't been in touch for while, been flat out with other print based rush jobs. I took your advice on the pre render, fire was just going to be too long to render, was going to take over 300hrs, so got another fire 30 seconds long and duplicated layer many times to stretch out over 15 minutes. It pre-renders great and in good time, but small problem when playing rendered file, every 30 seconds a black glitch appears, obviously where time line goes over where new layer below comes into play. It is as if a black frame has appeared at start of second layer underneath, but I have tried cutting frames off start and end of layer to no avail. I have found it in a few places in the actual after effects file when I move timeline over the layer transition. I have tried solid transitions and also fade out top layer and fade in layer underneath for a good transition but it still appears, any help with this would be great. Also I pre-rendered lights in the clip and they work perfectly.

The easiest way to make a perfect loop is to make sure that the first and last frames are identical. This is challenging if you create fire with a particle effect like Trapcode Particular, but it is doable. I would try and make the loop about 10 or 15 seconds long. Nobody is going to notice the loop in a fire effect that is that long.

I know a seemless loop would be better, its a stage backdrop I'm doing so its a continuous scene. Problem was with the loop no matter what I did there was always a hiccup when the scene looped around. It was a 30 second clip. So I thought stretch out the backdrop and there wouldn't be that hiccup every 30 seconds. I split the layer and moved right hand section to left and left hand section to right so end frame matched start frame. But no matter what I did there was always that hiccup in the scene. I read that problem could be quicktime or vlc or what ever media player being used. If I could do a seamless loop that would be great. Sorry, I am very new to after effects only started using it about a month ago.

If your camera only goes up to 48 fps then thats the only choice you have. I would shoot it at 48 and then see how it looks after telicine. You can always use a computer program to slow it down more. Combustion, aftereffects and alot of other post programs can do it. I've heard of another one called twixtor that seems to give the people on this site good results:

The problem with most minatures looking fake for a fire effect is that the models are too small. Fire doesn't "scale" down well, so models have to be big. The rule in most general terms is 1/8th scale minimum, but with a house, 1/12th may be fine. I think the other critical choice will be the lenses you use. Although I haven't tried this, I would bet using a longer lens and setting to camera back a ways will help flatten the image out and give you a more realistic look to the model. Also if you're not aware of this, you paint contact cement onto the areas you want to burn and will have much greater control over how the flames spread over the minature. I would also add smoke to help sell the illusion. A smaller fire won't produce the amount of smoke an actual structure fire would plus the smoke will help to obscure the flames and hide any discrepencies in scale. Again, I've never tried this but you could do some tests with some quickly fabricated "stand in" walls and see how the scale works at least that's what I would do before attempting it on a detailed scale model. Just a thought B)

The effect I'm looking for isn't the whole house engulfed in flames, instead I'm looking for the start of a fire ie: contained to just one room, with mostly black smoke and small 'licks' of flame out of the window frame. I think this will be more easily achievable in that scale???

We recommend use of BCC Particle Emitter 3D instead of the older BCC Fire effect. BCC Particle Emitter 3D is a general purpose particle filter, but it contains presets as starting points for fire and smoke which offer more sophisticated particle simulations and thus more realistic looking fire and smoke effects. The newer BCC Particle Emitter 3D is also fully GPU accelerated using OpenGL.

Fire is an auto-animated procedural fire effect which offers control over flame width and height, color, and movement, and allows you to generate smoke. This filter can use the alpha channel in any other layer as a Map Layer, allowing you to create fire effects which conform to a pre-composed image or logo.

The FireAppearancemenudetermines which portions of the fire effect are visible in the filtered image. Fire*&Smoke*displays both the fire and the smoke in the effect. *FireOnly* displays only the fire. Smoke**Onlydisplays only the smoke.

The FireType****menucontrols the general appearance of the fire effect. The different Fire Types, Regular, String**y, and Bubbl**y, include some inherent shape and size differences. You may want to compensate for these differences by adjusting the Scale, Texture Scale, Speed, and Fire Detail settings when switching between the various Fire Types.

Selecting the CompositeonSource****checkboxcomposites the fire on the filtered layer. When this option is deselected, the effect is composited over an alpha channel.

Fire W****idthadjusts the width of the fire effect in relation to the screen, without affecting the Scale or the Texture Scale. Increasing Fire Width extends the range of the effect to cover more of the screen.

Although particle pollution is a principal public health threat from short-and longer-term exposure to wildfire smoke, it is important to keep in mind that wildfire smoke is a complex mixture that consists of other pollutants that have also been shown to lead to a variety of health effects. The health effects of particle pollution exposure can range from relatively minor (e.g., eye and respiratory tract irritation) to more serious health effects (e.g., exacerbation of asthma and heart failure, and premature death).

Adam Atchley, a researcher at Los Alamos National Laboratory, and his team set off with a goal: to evaluate how the soil's water balance changes before and after a fire, depending on the burn severity.

They designed an experimental model to simulate the effects of wildfire on the water balance of a burned site. The model used actual site condition measurements in the Las Conchas fire region. These measurements were taken several years before the fire by the Bandelier Fire Ecology Field Team. The model also incorporated burn severity data from the wildfire.

The experimental model identified an important tipping point. In high-severity burn sites, increased runoff outweighs the effect of reduced evapotranspiration. Water runoff is greater than the water retained, leaving comparatively drier soils after the fire.

The soil and vegetation conditions that affect moisture after a wildfire will also change over time. For initial site recovery and water management planning after a wildfire, these findings have important implications.

In most cases, populations will not be affected because native animals from surrounding areas will recolonise a burnt area after a fire. When the distribution of a species is limited, or the species is listed as vulnerable or endangered, a significant fire event can impact these populations.

Inhaling smoke for a short time can cause immediate effects. Smoke irritates the eyes, nose, and throat, and its odor can be nauseating. Studies show that some people exposed to heavy smoke have temporary changes in lung function that makes breathing more difficult. People can also have changes in heart function. Carbon monoxide and small particles are two common substances in smoke responsible for these health effects.

Inhaling carbon monoxide decreases the body's oxygen supply and causes headaches, reduces alertness, and aggravates a heart condition known as angina. Fine particles from smoke (fine particulate matter, or PM 2.5) can travel deeply into the respiratory tract, reaching the lungs. Inhaling fine particles can cause a variety of health effects, like respiratory irritation and shortness of breath. It can also worsen medical conditions such as asthma and heart disease. Physical exertion can make these health effects worse. Once exposure stops, symptoms may last for a couple of days, but will likely improve.

Exposure to smoke can also increase your risk for long-term (chronic) health effects. People who live in areas with higher fine particulate air pollution and those who breathe air containing fine particles over long periods have a higher risk of cardiovascular disease and mortality. Frequent exposure to smoke even for brief periods can also increase your risk for long-term health effects. Scientists have studied the risk of long-term health effects in firefighters who frequently breathe smoke. Some of these show a higher rate of cancer, lung disease, and cardiovascular disease, while others do not.

Plug-ins required:
None. All effects are part of the standard licensed After Effects installation (but may not be present in the demo version).
License:
Free for commercial and personal use without attribution. Sale or redistribution not permitted.

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