You can find lots of papers about this on the internet. This GPU particle System uses a technology, used already many years ago. That means, that particles should have a small size to reduce overdraw. On mobile devices, the fill rate is the biggest concern. I would suggest to reuse the same particle system every frame like so: Emit -> Move to new position -> Emit -> Move to new position -> Emit -> etc. Also magic and sparks effects can be spiced up with this system. Environment effects like snow or rain are perfect cases for this system. Instantiating and Destroying will ruin your performance. In order to function properly, it should be loaded with the level, and must be properly pooled. This particle system is very good at displaying large amounts of particles. Vector fields are only supported on devices that support 3D textures, though. No particle system is complete without turbulence, that's why I implemented Vector Fields (from FGA files) and classic Perlin turbulence noise. Particle types: Point, Triangle, Billboard, Horizontal billboard, Vertical Billboard, Stretched Billboard, Tail stretched billboard & Mesh.Ī couple of froces and attractors have been implemented: Directional Force, Circular Force, Drag & Turbulence This is particularly usefull, when working with millions of particles, because billboards might just be too big. Additionally, you can choose to display particles as points. The type of the particle can also be defined simply by choosing from a drop down list, just like any other particle System. Here's what I got so far:Įmitters are very close to Unity's Shuriken Particle System and offers lots of variety: Point, Edge, Circle, Hemi sphere, Sphere, Box & Mesh. Other features are more tricky to implement and /or need fixing. So far, I have a bunch of features implemented and ready to go. I really enjoyed working with Particle effects today because it’s given me a better understanding of the built in tools in After Effects I can use and how I could use them to my advantage.I've been working on a GPU Particle System that does NOT require compute shader and can run on Android, iOS, PC, Mac and WebGL. However either way I thought that the end result was satisfying. Instead of it being similar to an ember type particle, it looked more similar to rain. The overall product is shown below… In conclusion, the effect didn’t come out quite as I had planned. Out of the many Plug-ins that After Effects had to offer me, I decided to use the CC Particle World plug-in and I used the settings shown below… I then added motion blur on the layer and all together, the overall product looked very nice. Anyway once this was done I then set the overlay style to Radial giving me the result shown below… Now it was time to get started creating the actual particles. For the overlay colours, I decided to use a blood orange type colour and yellow, because I wanted to create a sort of ember type particle. Once I had done this I then created a solid and added a gradient overlay to the solid. To start with I opened After Effects and created a new composition. A good example of how the particle effects could have been used is in the Netflix original series Stranger Things, mainly during the Upside down scenes where a dust/snow-like effect is used… Anyway let’s get started. After effects has a range of built in plug-ins such as CC Particle Systems II, CC Particle World and Particle Playground as well as other similar plug-ins such as CC Snowfall which you guessed it, simulates snowfall. In game engines such as Unity or Unreal Engine, particles can made through using plug-ins and myself and a few others have used particle effects in games, such as our Global Game Jam game Remember… With After Effects it’s the same sort of principle. The effects are used to simulate specific particles whether it be something as subtle as dust or fire embers, or something more recognisable such as rainfall. Particle effects are commonly used throughout the industries. Your probably wondering what particle effects do. In our VFX session today, we played about with particle plug-ins and effects in After Effects.
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