QuickTip - 3D Particles Along a Path in Fusion | DaVinci Resolve

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  • Опубликовано: 17 окт 2024

Комментарии • 25

  • @aman34587
    @aman34587 3 месяца назад +2

    broooo india me fusion ke liye itne in depth tuts bohot muskil se milte hai mja aagya respect😎😎

  • @shauryavij_in
    @shauryavij_in 4 месяца назад +1

    DOPE cant wait to use it

  • @Luca-Zotti
    @Luca-Zotti 5 месяцев назад

    This was extremely interesting man, thanks so much for sharing your knowledge!

  • @aaronmellon2359
    @aaronmellon2359 4 месяца назад +1

    Great tut, thanks for posting!
    For anyone else that had problems like me:
    I can't replicate consistently but sometimes the BG node does not populate with the position data. I don't know why but often the red channel would not get the keyframe automatically but the alpha would. I tried again and it worked, other times it wouldn't. Also make sure to let the composition run through so the BG node gets populated with the data.
    To the OP, how would I extend the comp length? I tried making it 300 frames long, updating the expressions accordingly but the particles still compete the path in 100 frames. I made the BG node 300 pixels long, made sure the rectangle travels the length of the BG node in 300 frames. What else I am missing?
    Also am I able to add other p nodes to the flow, because its seems they don't work, I am guess because the pCustom overrides them with its position expressions. If I wanted to have some particles drop out of the path would I have to make expressions in the pCustom?
    Thanks again!

    • @darkwhite_productions
      @darkwhite_productions  4 месяца назад +1

      Thanks @aaronmellon2359 I'm glad you liked it.
      Particles are quite volatile and difficult to control, these are some of the things you can do to manage them.
      When you are trying to apply the coordinate transform modifier to the BG node. Right-click closer to the red channel to choose the modifier. Now it should correctly select R, G, B instead of G, B, A.
      If you want the particles to travel for more than a 100 frames. Then, in your case, first change the lifespan to 300, next change the width in the BG node to 300, and/or change the fast noise resolution to 300 x 300 as well. lastly, in the rectangle mask connected to the BG node, change the expression from time/100 to time/300.
      As I said earlier particles are notoriously difficult to work with, but yes you can use the expressions in the pcustom node to control the particles. But whatever other force field you use like, pdirection or pvortex, they must be inserted after the pcustom node and before the prender.
      I hope this helped, thanks for your response,
      Have a good day.

    • @aaronmellon2359
      @aaronmellon2359 4 месяца назад +1

      Thanks for the reply!@@darkwhite_productions I opened the comp again today and extending it to 300 frames worked as you described. Perhaps I need to clear the cache.
      Particles ARE hard to work with and manipulate. This is one of the most innovative ways I've seen to have them follow a path so thanks for sharing.
      As you noted to the other forces do effect the particles if placed after the pCustom. I had changed to probability slider hoping that that would adjust the probability of the effect being applied on a per particle basis, but that does not seem to be the case. Will keep playing 🙏thanks

  • @ADinh16
    @ADinh16 2 месяца назад

    Sick video! Is there a reason to pass the particles through rgb channels vs just getting those values straight from the shape3D note? Im sure u can skip a step, right?

    • @darkwhite_productions
      @darkwhite_productions  2 месяца назад

      Unfortunately no, the only way to control particles is through force fields. RGB uses depth information I suppose and that is the only way irrespective of which software you use the nature of particles are such that you have to use cnodes.

  • @talltalebd
    @talltalebd 3 месяца назад +1

    is there any other easy way?
    I found it extremely hard.

    • @darkwhite_productions
      @darkwhite_productions  3 месяца назад

      Unfortunately no... 3D Particles are usually controlled via force fields. You can though simply copy it once and then use it from there by changing the path and the particles will follow. So you only have to do it once. I hope that helps.

  • @pierrickodent3005
    @pierrickodent3005 5 месяцев назад +1

    You can do the same thing much simpler on the pEmitter Node "Region" Tab set to mesh

    • @darkwhite_productions
      @darkwhite_productions  5 месяцев назад

      Hi @pierrickodent3005, thanks for the suggestion, but they are not exactly the same.

    • @pierrickodent3005
      @pierrickodent3005 5 месяцев назад +1

      @@darkwhite_productions Hi ! Okay my fault, can you tell what's the differences ?
      I will try your process

    • @darkwhite_productions
      @darkwhite_productions  5 месяцев назад +2

      Hi@@pierrickodent3005, in short, the difference is that in one instance the emitter is moving on a path leaving behind a particle trail.
      In the other instance, the emitter is stationary, it's not moving, instead it is the particles themselves that are now moving along the created path.
      You can imagine several scenarios where you would want the particles to move along a path rather than the emitter.

    • @pierrickodent3005
      @pierrickodent3005 5 месяцев назад

      @@darkwhite_productions Okay I get it ! Thanks a lot for your feedback 🙏

  • @lotictech
    @lotictech 5 месяцев назад +1

    It was very impressive but very complicated in compare to AE, I think so

    • @darkwhite_productions
      @darkwhite_productions  5 месяцев назад

      Hi thanks … Nodes have their advantages and disadvantages, the advantage is that you only have to do it once and save it as a macro. Last I used AE few years back, the inbuilt ps did not support emitter to stay put at the start while forcing emitted particles to confirm and move along a path… it only supported emitter along a path which is also the basic behaviour in fusion that that is why one has to take recourse to custom particle expression which allows you to practically do any particle effect you can think of. Regards

  • @Lekhrajtyonga
    @Lekhrajtyonga 5 месяцев назад +1

    819 subscribe🙏

  • @kanwaljeetsingh3195
    @kanwaljeetsingh3195 5 месяцев назад +1

    Gg

  • @kanwaljeetsingh3195
    @kanwaljeetsingh3195 5 месяцев назад

    Sub done