This was one of my favorite tutorials, quick and covers a very common use case I've been doing less optimally! I'd love to see more on the fluid sims and tracking with those kinds of particle behaviors.
As someone who had permanent licenses of all of the Trapcode products going back to the early 2000s (pre-Red Giant acquisition) I used this technique many times. I really like the plugin, but now that Maxon has rolled the Trapcode plugins into the huge Red Giant subscription suite (that costs almost as much as the entire Adobe Creative Suite) I'm trying out other particle systems. I just can't justify the cost. If I could get just the Trapcode plugins for, like, $10-$15/month I'd subscribe.
Amazing tutorial. Thank you. It would be great to see a tutorial about an effect similar to a flock of birds swirling and swooping in the sky. The so called "murmuring" or "murmurations" effect. That effect is amazing to organic stuff, sci-fi labs, etc. Could you guys please make a tutorial about that? :)
That's a great suggestion! We have a full flocking system now in Particular with all kinds of options for driving the behaviors like separation, alignment, etc. Thanks!
Michael, this is great! What method/tutorial for when the start point is a floating track. For example: the end of a horn player with notes blowing out following a path. Thanks again
It depends on the shot. Spot Clone Tracker now has a tracker-only mode that makes it easy to get tracking data quickly. For some shots that look like you describe, it'd work great!
@@MaxonRedgiant Tracking is not the question. I can get tracking data- The question is: Is it possible to have Particular emit from a tracked point, while also sending the particular generation down a Mask Path
@@edenpalmer1767The short answer is no. You can't use motion paths like in this tutorial or mask paths to drive particles from an emitter that's moving in the way you're describing. However, you could possibly get the result you're after with some flocking setups - with perhaps an invisible system spawning prey particles in the path you'd like. But without knowing exactly what you're trying to do, it can be a bit tricky. It's possible that you could use the air dynamics turbulence system to get the pathways you want too (with turning the evolution to 0). Also, don't forget that you can use other effects like native After Effect distortion effects on top of particles too.
@@edenpalmer1767 not really in the way you're describing. However, with clever use of flocking and predator/prey setups (with invisible prey particles, you could get what you want. Alternatively, you may be able to get it with a non-evolving turbulence field.
Good and solid 3d Tracking tutorial please. AE tracker ALWAYS slips. No matter how good I remove moving objects and how many points I delete to refine the track.
Have you tried removing the lens distortion? We've found that can help AE's tracks a LOT. And, if you then re-introduce the distortion, it makes your composites much more realistic too. We even have a tool to do all of that for you called Lens Distortion Matcher. Learn more about it here: www.maxon.net/red-giant/vfx/lens-distortion-matcher Additionally, Seth has a bunch of tips for a slipping 3d track in this tutorial: ruclips.net/video/AX4VRnsxH0w/видео.html
Glad you liked it! For clouds, we have a project file you can look at over on the Maxon Training Team channel: ruclips.net/video/91v3QLCNl_w/видео.html If that doesn't do it for you, please let us know more specifically what kind of look you're going for.
Nothing has changed that should affect this tutorial. The position of the emitter isn't changed by using motion paths - just the movement of the particles. For more predictable results, we like to start with the emitter's position at the motion path light's first position keyframe.
Tutorial request: How to orient particles along a path without them moving. I can't seem to figure out how to get this to work, be it a motion path, or by having the emitter move.
Are you saying you want particles to sit still, but be pointing in a certain direction? Or are you saying you want particles spawned on a path, but not to move?
@@MaxonRedgiant hi, thanks. the second one, so that they generate along the path whilst curving with the shape but when they are born they remain static on the path. Also sprites often flip 180 as they go around curves quickly. The only work around to this is to animate a 180 rotation on the sprite in it's own precomp at the point in time it hits the curve. Just delivered a project today, was a pleasure to use, but certainly hacked my way to the intended result.
Hey, we’ll I did absolutely everything explained in this video down to a T and the PARTICLES STILL DECIDE TO NOT FOLLOW MY FUCKING PATH, I don’t understand what’s going on and I hate this program
My emitter, and the starting point of my motion path (a light layer labelled Motion Path 1), is in the exact same spot and it isn't working either. I have followed this tutorial and many others, read through many reddit posts, etc and it still doen't fucking work. How the fuck do you justify taking my cash every month? Maxon - die. Bring back Peder Norbby @@MaxonRedgiant
I'm having same problem, box emitter stays in place, won't follow motion path. If I change the emitter type to light, then it will follow the path , but just the emitter does, not the particles. No idea how to make the particles to follow the path
There are so many differences, it would take a very long time to put them in a single post. Particular is much, much more powerful. One major difference is that Particular can have up to 16 different systems interacting with each other in one space AND you can emit particles from other particles (and even emit particles from those particles). Another big difference is there is a powerful set of dynamics in Trapcode Particular including fluid simulations, bouncing, flocking, and more. You also get a lot more powerful controls for the look of your particles. You can have multiple looping sprites, control over life of motion, color, opacity, and lots more. This is only scratching the surface. Particular has so many options and possibilities! Try it out - we offer a free trial - and check out all of the different presets that it ships with.
The issue is likely to be that you need to choose to use the roto layer WITH its effects and masks. You can't just pick a roto layer and call it good. By default, when referencing another layer in an effect, After Effects just looks at the layer source (which, in this case, has no alpha. The roto effect is creating the alpha, so you need to specify in the dropdown next to the layer choice dropdown that you want more than just the layer source - you want it with effects.
Yes, please more of this
Yeeeeeeessss, Michael. Thank you so much, sir! 🙌
This was one of my favorite tutorials, quick and covers a very common use case I've been doing less optimally! I'd love to see more on the fluid sims and tracking with those kinds of particle behaviors.
Thank you both the compliments and the suggestions!
Quick and effective! Thanks Michael
that's insane, thx for the tut. You r best
Thanks for the tutorial!
amaaaaaazing tutorial
Nail on this formula 💚
As someone who had permanent licenses of all of the Trapcode products going back to the early 2000s (pre-Red Giant acquisition) I used this technique many times. I really like the plugin, but now that Maxon has rolled the Trapcode plugins into the huge Red Giant subscription suite (that costs almost as much as the entire Adobe Creative Suite) I'm trying out other particle systems. I just can't justify the cost. If I could get just the Trapcode plugins for, like, $10-$15/month I'd subscribe.
Amazing tutorial. Thank you. It would be great to see a tutorial about an effect similar to a flock of birds swirling and swooping in the sky. The so called "murmuring" or "murmurations" effect. That effect is amazing to organic stuff, sci-fi labs, etc. Could you guys please make a tutorial about that? :)
That's a great suggestion! We have a full flocking system now in Particular with all kinds of options for driving the behaviors like separation, alignment, etc. Thanks!
Michael, this is great! What method/tutorial for when the start point is a floating track. For example: the end of a horn player with notes blowing out following a path. Thanks again
It depends on the shot. Spot Clone Tracker now has a tracker-only mode that makes it easy to get tracking data quickly. For some shots that look like you describe, it'd work great!
@@MaxonRedgiant Tracking is not the question. I can get tracking data- The question is: Is it possible to have Particular emit from a tracked point, while also sending the particular generation down a Mask Path
@@edenpalmer1767The short answer is no. You can't use motion paths like in this tutorial or mask paths to drive particles from an emitter that's moving in the way you're describing.
However, you could possibly get the result you're after with some flocking setups - with perhaps an invisible system spawning prey particles in the path you'd like.
But without knowing exactly what you're trying to do, it can be a bit tricky. It's possible that you could use the air dynamics turbulence system to get the pathways you want too (with turning the evolution to 0).
Also, don't forget that you can use other effects like native After Effect distortion effects on top of particles too.
@@edenpalmer1767 not really in the way you're describing. However, with clever use of flocking and predator/prey setups (with invisible prey particles, you could get what you want. Alternatively, you may be able to get it with a non-evolving turbulence field.
@@MaxonRedgiantThank you guys!
This is pretty good! Can this method also be used to create the proto plasma ray from the guns in Ghostbusters?
You can certainly give that a go, but we also like this method for proton streams: ruclips.net/video/FnssGkhqp4s/видео.html
Good and solid 3d Tracking tutorial please. AE tracker ALWAYS slips. No matter how good I remove moving objects and how many points I delete to refine the track.
Have you tried removing the lens distortion? We've found that can help AE's tracks a LOT. And, if you then re-introduce the distortion, it makes your composites much more realistic too. We even have a tool to do all of that for you called Lens Distortion Matcher. Learn more about it here: www.maxon.net/red-giant/vfx/lens-distortion-matcher
Additionally, Seth has a bunch of tips for a slipping 3d track in this tutorial: ruclips.net/video/AX4VRnsxH0w/видео.html
Great tutorial,hope a tutorial for clouds,I would like to learn how can we make cloud from particles in 3d on trapcode particular thx
Glad you liked it! For clouds, we have a project file you can look at over on the Maxon Training Team channel: ruclips.net/video/91v3QLCNl_w/видео.html
If that doesn't do it for you, please let us know more specifically what kind of look you're going for.
@@MaxonRedgiant the downloaded project file was deleted on your suggested yt tutorial
@@MaxonRedgiant thx for replying
@@naturesoundup Which tutorial did it suggest? RUclips suggests different things for different folks.
@@MaxonRedgiant ruclips.net/video/91v3QLCNl_w/видео.html this one, dropbox is empty with no files in it
This doesn't work at all, the emitter stays in the centre, Did you change the way it works since this tutorial?
Nothing has changed that should affect this tutorial. The position of the emitter isn't changed by using motion paths - just the movement of the particles. For more predictable results, we like to start with the emitter's position at the motion path light's first position keyframe.
Tutorial request: How to orient particles along a path without them moving. I can't seem to figure out how to get this to work, be it a motion path, or by having the emitter move.
Are you saying you want particles to sit still, but be pointing in a certain direction? Or are you saying you want particles spawned on a path, but not to move?
@@MaxonRedgiant hi, thanks. the second one, so that they generate along the path whilst curving with the shape but when they are born they remain static on the path. Also sprites often flip 180 as they go around curves quickly. The only work around to this is to animate a 180 rotation on the sprite in it's own precomp at the point in time it hits the curve. Just delivered a project today, was a pleasure to use, but certainly hacked my way to the intended result.
Hey, we’ll I did absolutely everything explained in this video down to a T and the PARTICLES STILL DECIDE TO NOT FOLLOW MY FUCKING PATH, I don’t understand what’s going on and I hate this program
Is your emitter near the starting point of the light's that drive the motion path?
My emitter, and the starting point of my motion path (a light layer labelled Motion Path 1), is in the exact same spot and it isn't working either. I have followed this tutorial and many others, read through many reddit posts, etc and it still doen't fucking work. How the fuck do you justify taking my cash every month? Maxon - die. Bring back Peder Norbby @@MaxonRedgiant
I'm having same problem, box emitter stays in place, won't follow motion path. If I change the emitter type to light, then it will follow the path , but just the emitter does, not the particles. No idea how to make the particles to follow the path
What is the difference between trapcode and cc praticle world
There are so many differences, it would take a very long time to put them in a single post. Particular is much, much more powerful.
One major difference is that Particular can have up to 16 different systems interacting with each other in one space AND you can emit particles from other particles (and even emit particles from those particles).
Another big difference is there is a powerful set of dynamics in Trapcode Particular including fluid simulations, bouncing, flocking, and more.
You also get a lot more powerful controls for the look of your particles. You can have multiple looping sprites, control over life of motion, color, opacity, and lots more.
This is only scratching the surface. Particular has so many options and possibilities! Try it out - we offer a free trial - and check out all of the different presets that it ships with.
@@MaxonRedgiant
I appreciate your time, thank you
not working roto layour why?? please save me
The issue is likely to be that you need to choose to use the roto layer WITH its effects and masks. You can't just pick a roto layer and call it good. By default, when referencing another layer in an effect, After Effects just looks at the layer source (which, in this case, has no alpha. The roto effect is creating the alpha, so you need to specify in the dropdown next to the layer choice dropdown that you want more than just the layer source - you want it with effects.
Lmaoooo