Particle Questions

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William Dupere

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Aug 4, 2024, 6:10:22 PM8/4/24
to granthylsayre
Whatmale speakers would express as a clear statement (nominalized sentence with contracted nominalizer and declarative だ) is softened in female speech by omitting the "strong"-sounding parts, viz. の is left uncontracted and だ is omitted.

Nonpolite questions ending in の are frequently termed "feminine" or "childish" sounding, since women and children use this construction. There are, as far as I know, no statistics on this, so I must simply point out that males may also use this construction with impunity. [emphasis added]


there is a very interesting semantics paper on -no and its meaning (no, gender is not a factor). a bit too technical if you are not familiar with formal semantics but the gist is probably accessible to all.


@rickkas7

As for item 1 (SOS):

Here is the info that it shows. This was brand new Photon2 out of the box. First configured using the setup.particle.io and then I wanted to play with WiFi setting capability further so I used the tool. I never flashed my user firmware to it yet so it only has tinker.




For 2: Sounds great and looking forward to it. I was hoping that was the case! This is very much why I love the Particle Ecosystem is a lot of this complexity is done for you and all we have to worry about is our specific product/application.


- I found out with Longetivity I can produce a trail. But the trail seems to move way off the path that I created. Can I use a string of code or maybe some variables that need to be changed in order to not have the trail float away?


- In the video the "airflow" gets filtered clean, so I want to show that in the form of colors. Is it possible that in a certain moment on the path the color changes to show the effect of the machine?


If you want to put up with Particle Playground then feel free to do so, but creating the various property maps is extremely tricky, especially if it needs to be organic and natural. The tutorial doesn't even cover many of the basics, despite its one-hour length. Again, it may be simpler to explore other techniques or just invest a few bucks. AE really never had a decent built-in particle system. The ones that are there are just simplistic, rudimentary ones for showy effects in motion graphics, n


You cannot ifluence anything with scripts or code. The old rule applies: Expressions have no magic. They are only a different way of controlling properties that exist, anyway. The effects would have to have extra "per particle rules" inputs, which they don't. They are just the most basic particle systems. If you need more control, you have to invest in advanced plug-ins like Trapcode Particular or Stardust. They do offer "sticky" flow along path options. Similarly, the coloring options using the "over life" option and changing the start and end colors are limited, so chances are for that you have to move on to other tools as well. For a simple side view it could be as trivial as using two layers and masking the filter membrane or clipping it with a linear wipe and then coloring the particles differently e.gt. with a Colorama or Tritone effect. Either way, you have to approach this quite differently. Trying to do such stuff in a single sweep rarely ever works, even in advanced particle systems or 3D programs.


Hm.. Ok. Now I'm kind of back to the start. Is there a way internally within After Effects that give me an effect good enough to show off the airflow? It doesn't need to be perfect, just so people have a generic idea.


In the meanwhile I was looking for a video explaining more about the particles and found this video. Around 2:00 the person explains more about particle emitter. Could that be a solution by any chance?


If you want to put up with Particle Playground then feel free to do so, but creating the various property maps is extremely tricky, especially if it needs to be organic and natural. The tutorial doesn't even cover many of the basics, despite its one-hour length. Again, it may be simpler to explore other techniques or just invest a few bucks. AE really never had a decent built-in particle system. The ones that are there are just simplistic, rudimentary ones for showy effects in motion graphics, not reasonably exact physics simulations.


Thank you for your information and for making me not waste endless hours trying to make it work. I will look into this. Any sources you might find useful for someone like me trying it out for the first time?


Unfortunately there are barely any tutorials even mentioning Playground. Ever since Particular came out in 2002 people didn't bother any longer and just switched right away and even before that it was not that popular. If you have specific questions it might be best to post screenshots of your artwork and maps and I may be able to nudge you in the right direction, even if I haven't used the effect in ages myself.


I downloaded and explored Trapcode Particular a bit. There are tons of tutorials online about it, but they're all outdated unfortunately due to the interface + menus changed recently. This makes it quite hard to follow and I'm unable to get the same results. Due to that I have a few questions on if the Trapcode plugin is right for this project.


- Bonus question: Is it posibble to change the colors of the particles at a certain moment? I tried it with "Set color: At Start" and then keyframe the color at a certain point to another color. But it still shows the start color.


Particles are assigned their over life attreibutes at their birth. This isn't a thing you can keyframe on and off based on absolute time. That's what the various graphs and gradients do once you enable them. Similarly, there's a "orient to motion direction" or whatever it is called in the particle properties, but it's only available for cloudlets and textured particles, not the basic point particles. Otherwise there's a million ways to skin this and in fact most of the time one would rely on the secondray particles emiited from the main particle group rather than the primary particle group. That could also solve your coloring issue: You define a collision plane set to Event representing your membrane and from that you emit your other particles/ switch the particle group. Your emission could be anything from a simple line mask to a grid emitter with just a single row/ column. Even a basic directional emitter would work when you tweak the size suitably and reign in the particle forces.


In case you're still looking for answers using Particle Systems II.



To prevent particles from floating away, set the particle velocity to 0.

To change color over time, it's much easier to simply duplicate your particle layer, and tint each layer with the appropriate colors. Now create a mask that intersects the exact point where the color should change.



Particle Systems II is a very simple particle generator, but will do exactly what you want.


I tried to use particle ID but because of the life expectancy variance, the id keeps changing and I couldn't delete the point. So, for the same reason delete SOP doesn't work too. (It only gets deleted in the specific frame which I selected the point)


Are there any resolutions of deleting particles that I want to delete? I've also seen an example hip file in odforce that uses 'for loop node' in VOP but I couldn't try that way because it doesn't work in houdini 16.


if you get the particles from a popnet (and on the source "create id" is on, which is default) the IDs do not change when particles die or get created. But the pointnumber (@ptnum) does! so deleting by ID should work just fine.




Flipbook animation seems to jump sometimes within the particle effect

When I spawn multiple particle textures at once, one of them always seems to skip some of the later flipbook animation frames. Why is that and how do I avoid that?


Still one question remains, is there a way to tell the particle what axis to rotate around? On the flipbook texture, it seems to always center it at the middle, but I need the axis offset to be on the left / right side of the flipbook images.


I have a thresholded image (16bit) in which I want to use the particle analyzer. But this require to convert it to 8bit, which sounds easy. But nevertheless I just cannot get it working, because I just cannot wrap my had around where I need to to the conversion to 8bit. When doing the same using the macro language, it works fine, but I really want to stick to python.


As a kind of debugging you could execute the called functions in def run() one by one to see where the error occurs or where the conversion is needed or which function after the run call the error causes.


Particle pollution from fine particulates (PM2.5) is a concern when levels in air are unhealthy. Breathing in unhealthy levels of PM2.5 can increase the risk of health problems like heart disease, asthma, and low birth weight. Unhealthy levels can also reduce visibility and cause the air to appear hazy.


New York State alerts the public when particle pollution is expected to be unhealthy. An Air Quality Alert is issued the day before or on the same day for the region of the state that is affected. These alerts are often broadcast on the news or weather station.


The term fine particles, or particulate matter 2.5 (PM2.5), refers to tiny particles or droplets in the air that are 2 microns or less in width. The largest PM2.5 particles are about 30-times smaller than a human hair. The smaller particles are so small that several thousand of them could fit on the period at the end of this sentence.


Fine particles in the air (measured as PM2.5) are so small that they can travel deeply into the respiratory tract, reaching the lungs, causing short-term health effects such as eye, nose, throat and lung irritation, coughing, sneezing, runny nose, and shortness of breath. Exposure can also affect heart and lung function, worsening medical conditions like heart disease and asthma, and increase the risk for heart attacks. Scientific studies have linked increases in daily PM2.5 exposure with higher cardiovascular and respiratory hospital admissions, emergency department visits, and deaths. Studies also suggest that long-term exposure to fine particles causes increased mortality from heart disease and may be associated with increased rates of chronic bronchitis, reduced lung function, and lung cancer. People with heart and breathing problems, pregnant women, children, and older adults may be particularly sensitive to particle pollution.

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