
Yes there were many options ghosted but you could play with it a bit. Though Smoke gave official access only to the text and lens flare presets, I found that you could load the available particle presets, until that directory was deleted from the builds, probably as a result of me or someone pointing this out. Yes in eagerness to have a look at the particles I noticed a few years ago a directory ("particle presets") through which one could get access to the said presets by dragging the preset into the Action schematic and then navigating to it. I've never shot with one of those, but only one of these. So yes I have overstepped my mark and wandered somewhat carelessly into a forum and an issue to which I do not properly belong, and so am not properly equipped and from which I should quickly retreat. I'm not however hurt, worried or presently springing into a defensive posture as I quite like a bit of polemics sometimes, so do feel freeer.

only Smoke."Īnd yet I do sense a certain scent of polemical overtone. "Not to start an argument here but I dont recall that you have ever used Flame. If I was to do any of these videos it would only be in the new year.Īpologies that I can be any more helpful. There are no tutorials that I am aware of but there are the particle presets which are worth a look at because they might give you a few ideas and you can break down their structure. I would have to do more research to get a working method.
#Autodesk flame particles generator#
In answer to your question about text breaking up into particles and blowing away, I believe this can be acheived by using the text geometry as a particle generator and using a particle manipulator to create the wind effect. I have not looked at my notes but I believe the expressino to fade particle over time is transparency = lifetimeI

I agree that some things are more complicated than they should be however all the options you are after are definitely achievable with the current available particle system in Action.įor randomisation and particle fading (lifetime) is typically driven through a particle behaviour using an expression. I cannot comment on the future of features but it has been well noted by the team. There needs to be much more movement with some of these existing features and there is SO much room in Flame and Smoke to improve on these nodes and tools instead of leaving them for so many years once they're coded.


I say do a radical redesign of them and have them operate properly in the overall 3d space, allow more subtelety and then trickle these currrent ones down to Smoke for around 3 years and then have them in Smoke also. There is a lot of 'room' to give 'room' to particles and much as I would love to see them in Smoke, the way that they are implmented does not in any way blow my mind into whining that they are absent in Smoke. I was also hoping that you could use them for subtle atmospherics to give some 'body' to the space also, but they didn't seem to offer any of this. On a simple level you can never have anything move through them. They are in their own space and thus they really are 2.5 and thus you can't truly have them interact with elements in your comp. I'm not a Flame user but a Smoke user and a while back, when presets were available by finding the directory in Smoke's, I loaded it up and was also a little disapointed by how they really aren't 3d and don't operate in 3d space.
