25:03 - I think blur blend has got to be similar to the blend setting on other nodes. So, just how visible the effect is. This whole playlist/series is a treasure trove for fusion particles btw. I go back to this when it's been a while and I need to refresh my knowledge on these.
🎯 Key Takeaways for quick navigation: 00:00 🤖 The tutorial focuses on the emitter engine within Fusion, specifically the "pEmitter" node, which generates particles. 01:25 🎨 The emitter node allows you to control particle emission from different regions (e.g., sphere, rectangle, line, Bezier curve, bitmap) and apply various styles to individual particles. 02:16 💡 Understanding the emitter node is crucial for working with Fusion's particle systems, enabling the creation of custom particle effects. 08:07 🖼️ Using bitmaps as emitter regions allows you to define the shape of particle emission, with alpha values determining particle generation. 16:14 🔢 Adjusting parameters like number of particles, lifespan, and variance can influence particle behavior and produce different particle effects. 19:29 🧭 The "apply mode" options (add and merge) in the pEmitter node control how particles interact with each other in the Fusion particle system. "Add" mode adds up the values of overlapping particles, while "merge" mode treats them as a single particle for the current frame. 22:12 🎨 Enabling the "sub-pixel rendered" checkbox in pEmitter causes particles to smear between pixel grids, potentially providing smoother effects over time but increasing computational load. 23:08 🔢 The "point cluster" option in the pEmitter allows users to control the number of particles in a cluster, providing more control over particle behavior. 24:02 🎆 The "blob" style in pEmitter creates blurred circles with size and noise control, offering unique visual effects. 24:56 ✨ Adjusting the "size over life" parameter in pEmitter allows particles to grow or shrink over their lifespan, offering dynamic visual effects. 26:46 🔺 The "end gone" option in pEmitter generates polygons with a customizable number of sides, providing various shapes and shadings for particle emissions. Made with HARPA AI
Thanks, very helpful to go through all the nuances. The Rotation Mode has a subtle "Always Face Camera" and I see yours was off and my default is on. I guess only important if you are using a camera. Looking forward to the other tutorials.
Hi RT, Yes I will be jumping back and forth as it fit. Part 1 was mostly 2d. Let me know if there is anything in particular you want me to cover and I will try to dig something up.
@@darrenfrenette2597 Is it possible to define what is a particle? For example, if I want the particles to be in the shape of little houses - and I create a house my merging a square node, a triangle node for the roof, a rectangular node for a door and windows etc. Can I use the combined nodes to define that the particles are in the shape of little houses? How is this done?
@@god-lightbulb Yes, there are a few ways to do this. Perhaps the easiest though is to have the house as a bitmap and have each particle represented as a bitmap. I cover how to use bitmaps as a particle style in part 1 of this tutorial. But maybe I am missing something and there is a reason you would want to bring in multiple 2D shapes to build the house in Fusion. Is there? In any case, here is a good tutorial (albeit 3d based) that talks about using 3D shapes and the replicate3D node to have each particle take on the appearance of the 3D object. I imagine you may be able to also use the 3D merge node to combine multiple 3D objects in one. www.bryanray.name/wordpress/linking-3d-geometry-to-particles-in-blackmagic-fusion/ Let me know if either of these works for you. Best of luck!
@@darrenfrenette2597 Thanks. I'll look at the Brian Ray page. For my video project, I can't use bitmaps since the 'house' has to later on do other animations in Fusion.
@@darrenfrenette2597 In this After Effects video, @0:40 where the particles pour out, is that done by particles? I'd be interested to know how to control 2D particles in that manner. ruclips.net/video/urRXvBZfqxs/видео.html
I have never commented on a tutorial before but yours are the best I have ever watched. Thanks for making a difficult subject more understandable.
Thanks Frank! Very much appreciated.
Very good tutorials. Thx and keep going. It is much appreciated/Soren
Hello Darren,
very useful tutorial and exactly what I was looking for. Many thanks!
You are honest about how much you know, and that leaves a good impression. Keep the tutorials coming!
Thanks!
This tutorial is exactly what I am look for. Thanks so much for making it.
25:03 - I think blur blend has got to be similar to the blend setting on other nodes. So, just how visible the effect is.
This whole playlist/series is a treasure trove for fusion particles btw. I go back to this when it's been a while and I need to refresh my knowledge on these.
Great job! Thanks a lot!
great explanation
Very useful video.Thank you.
Excellent job. It's too bad you are no longer creating content.
Very helpful, thanks!
Thanks for the great tutorials, Darren. The explanation of each function in details is very helpful.
This is awesome, thanks a lot!
Excellent tutorial. Thanks!
Really great clear and understandable tutorials. Much appreciated.
🎯 Key Takeaways for quick navigation:
00:00 🤖 The tutorial focuses on the emitter engine within Fusion, specifically the "pEmitter" node, which generates particles.
01:25 🎨 The emitter node allows you to control particle emission from different regions (e.g., sphere, rectangle, line, Bezier curve, bitmap) and apply various styles to individual particles.
02:16 💡 Understanding the emitter node is crucial for working with Fusion's particle systems, enabling the creation of custom particle effects.
08:07 🖼️ Using bitmaps as emitter regions allows you to define the shape of particle emission, with alpha values determining particle generation.
16:14 🔢 Adjusting parameters like number of particles, lifespan, and variance can influence particle behavior and produce different particle effects.
19:29 🧭 The "apply mode" options (add and merge) in the pEmitter node control how particles interact with each other in the Fusion particle system. "Add" mode adds up the values of overlapping particles, while "merge" mode treats them as a single particle for the current frame.
22:12 🎨 Enabling the "sub-pixel rendered" checkbox in pEmitter causes particles to smear between pixel grids, potentially providing smoother effects over time but increasing computational load.
23:08 🔢 The "point cluster" option in the pEmitter allows users to control the number of particles in a cluster, providing more control over particle behavior.
24:02 🎆 The "blob" style in pEmitter creates blurred circles with size and noise control, offering unique visual effects.
24:56 ✨ Adjusting the "size over life" parameter in pEmitter allows particles to grow or shrink over their lifespan, offering dynamic visual effects.
26:46 🔺 The "end gone" option in pEmitter generates polygons with a customizable number of sides, providing various shapes and shadings for particle emissions.
Made with HARPA AI
what the fuck
Thanks, Darren. I'm just starting with particles. This was Much appreciated.
Thanks, very helpful to go through all the nuances. The Rotation Mode has a subtle "Always Face Camera" and I see yours was off and my default is on. I guess only important if you are using a camera. Looking forward to the other tutorials.
21:30 how do you do Z Axis blurring of particles when in 3D mode?
Great video!
A good tutorial with some meat to it. Thanks.
every time I switch the particle style from point to line it completely disappears from my media out screen.
In this particle series, are you able to cover particles in 2D, not just 3D? Thanks.
Hi RT, Yes I will be jumping back and forth as it fit. Part 1 was mostly 2d. Let me know if there is anything in particular you want me to cover and I will try to dig something up.
@@darrenfrenette2597 Is it possible to define what is a particle? For example, if I want the particles to be in the shape of little houses - and I create a house my merging a square node, a triangle node for the roof, a rectangular node for a door and windows etc. Can I use the combined nodes to define that the particles are in the shape of little houses? How is this done?
@@god-lightbulb Yes, there are a few ways to do this. Perhaps the easiest though is to have the house as a bitmap and have each particle represented as a bitmap. I cover how to use bitmaps as a particle style in part 1 of this tutorial. But maybe I am missing something and there is a reason you would want to bring in multiple 2D shapes to build the house in Fusion. Is there?
In any case, here is a good tutorial (albeit 3d based) that talks about using 3D shapes and the replicate3D node to have each particle take on the appearance of the 3D object. I imagine you may be able to also use the 3D merge node to combine multiple 3D objects in one.
www.bryanray.name/wordpress/linking-3d-geometry-to-particles-in-blackmagic-fusion/
Let me know if either of these works for you. Best of luck!
@@darrenfrenette2597 Thanks. I'll look at the Brian Ray page. For my video project, I can't use bitmaps since the 'house' has to later on do other animations in Fusion.
@@darrenfrenette2597 In this After Effects video, @0:40 where the particles pour out, is that done by particles? I'd be interested to know how to control 2D particles in that manner. ruclips.net/video/urRXvBZfqxs/видео.html