[Cc Particle World Cs4

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Keena Wiegert

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Jun 5, 2024, 11:30:41 AM6/5/24
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Hi everyone! I've never used CC Particle World before and I'm trying to create the look of snow flying out as this taxi drives. The "Fuzz" on the snow of the ground is very sharp (diffused) ... is there a way to adjust the "Faded Sphere" particle to make it sharper? Not so soft?

You can use your own particles instead of usign the ones included in CC. What you need to do is to create a "custom snowflake" in the same composition using a shape layer but try not to do it too big (try a circle about 15-30 pixels). In the Particle category, change the Particle Type to Textured Square and in the Texture category you must choose the circle layer as the Texture Layer. The emitter will emit your custom particles.

Cc particle world cs4


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Jose nailed it. Use a custom particle and a textured square (or Disk). You will still get varying opacity by default but you could make a cartoon snowflake look very much like the rest of the illustration.

Hi all,
I've been trying to (unsuccessfully) use the Particle World Plugin for a few days now. Whenever I hit the play (preview button), nothing happens e.g: particles do not appear or move. I've tried a few things, firstly clearing my media disk and cache. Secondly uninstalling and re-installing Adobe After Effects, but none of these strategies seem to be work.
Basically, I'm attempting to create glitter-like particles on a normal jpg image. Supringsly, when I first tried using the following tutorial: How to create Fairy Glitter in Adobe After Effects - YouTube

Well, it might be a good idea to actually use a decent comp resolution. Yours looks tiny like 200 x 200 or something and inevitably this may not work with that plug-ins internal algorithms and the particles get clipped away or interpolated into a barely recognizable transprency moosh.

Thank you for your help, my comp resolution is 1080 x 1080 pixels, so it shouldn't affect the plugin working. I'm using After Effects CC 2017. I'm baffled, to be honest, I'll keep trying to trouble-shoot.

Maybe I wasn't clear enough. Pay close attention to the particle settings and notice the opacity map. The money pre-comp I made was 400 X 400 and the path animated to give the bill different shapes over time. I also rotated the money layer. The particle is set to use the Texture time from Start so each new particle will have the same motion as the master money layer. If the layer used for the particle is not animated then the particle will stay the same shape. Notice the edit to the opacity map also. This prevents the money from having different opacities over time.

If you change from a Textured Square to a Textured Disk you can add in rotation to the particles. Changing the texture time also changes the orientation of the particles based on the time the particle is created.

There are lots of parameters. You just need to start fiddling with them. You should also take a look at the CC particle World documentation. It's a little hard to find but the online user guide for AE has a link to the documentation for all of the Cycore (CC) effects bundled with After Effects. You'll find the info here: _ccfx.php

I'm have a video where the subject is waving a "wand" type object at the camera and I created a type of "pixie dust" with CC particle world to emit from the end of it. because I wanted to turn the pixie dust on and off on the wand, the only way I knew how to do it was make multiple layers for the particle world and just place them where I wanted the particles to start in the footage. I attached a screen shot so maybe it's easier to understand. I'm sure there is a way to do this with just one layer, but I did not know how to turn on and off the PW when I needed to. Anyway, the problem I have now is when I "shut off" the PW from the wand (by ending the layer at a certain moment), the pixie dust on the screen disappears immediately instead of continuing to the floor. I would like the wand to stop emitting, but whatever is in the air to continue to fall off the screen. I hope this makes senses. Thanks for any help! (In the image, the wand is being moved from top to bottom of the screen with the dust following...I need the dust to keep falling after the wand stops emitting)

I think I figured it out.....I just extended each layer another second or two and key framed the birth rate to zero (but left enough of the layer for the particles to fall out of frame)....I know I'm probably doing this all wrong, kind of a beginner...lol.....but I got the outcome I wanted!

My problem is, when I add this solid layer with CC Particle World to it, the render time increases from 30-35 minutes to well over 23 hours and then crashes. I havent taken a screenshot of the error that is produced.

Creating a one hour video and hoping that there's soem particle effect out there that will just chug along and pump out particles for so long is just never going to work. All of them have limits in how many particles they can manage, how moch memory they consume while doing so and so on. So instead simply smarten up your workflow - create a shorter pre-composition with the particles and run it in a loop eitehr directly with time-remapping or by pre-rendering and reimporting an image sequence/ clip with footage interpretation set accordingly. The only real challenge in this will be to find clean cuts/ transition points, but that's nothing that can't be figured out with a little patiences and experimentation.

I did an experiment with a 15 second particle loop rendered it and imported it as a video file on loop and the results were very similar. although the render time dropped to 16 hours. At least Im making some sort of headway.I will try the other things you suggested.

CC Particle World is quite processor-heavy when rendering. I did a comparison a while back where I rendered a galaxy in Trapcode Particular and again in CC Particle World and the time differences for a 60 second video where 90 minutes vs 6 hours.

If you do have to do long renders, consider rendering out image sequences. Instead of a final video file, you have one image per frame, which can be easily reassembled into a video. The benefit of this approach is that at the 23 hour mark when AE crashes, you haven't the whole thing and once you've reset, you only have to render the remainder of the sequence.

I tried what you suggested regading the Image sequence. I rendered out a 10 second composition of the particles as an image sequence in .tiff form. Imported the sequence, then time remapped the sequence and added a loopOut expression.

I am working on a Particle World shot with a bunch of fish in it. What can I do to ensure that all of the particles have 100% Opacity (no fading), and to make the ones in the foreground larger than the ones in the background?

You just need a couple of tweaks. In the Particle Section spin down the Opacity map. When you hover over the graph you can draw a new one. Just scrub back and forth at the top until the opacity is always at 100%. Then, to keep the particles from fading in at birth set the Hole Particle release to 1%. Your particle section should look something like this:

To give an example: We are having a promotion for a Christmas Caroling contest and I need to produce and ad for it. For one of the beginning effect I am using CCPW to shoot music notes into the sky. I have it set to a twirly animation. But I want each particle to have a 3d Y Rotation(random if possible).

An excellent way to think of particle effects is to think of snow! To create snow on a set, you need a snow machine (the emitter) and an environment (the particle system). You can change the settings on the snow machine to produce more or less snow (the birth rate) and create larger or more delicate flakes (the birth size), and you can also change the environment, such as adding wind (the physics).

What is your response set to, Stop, Bounce or Kill? Also when you converted your brush did you check to make sure the generated mesh has collision. If not add a Box-Simplified Collision and test again.

Your newest image seems to have this problem whereas your old image seems to just be the lack of a collision object. Try to look at your particles from a downward angle and see if they do not bounce. Also try increasing the Const Acceleration I am using something around -750 on Z. Just trying to pull those particles downward to make sure that they are still alive to produce that bounce.

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