Hendo wrote:(2)It may be tricky to keep the lightning emitter point static, rather than affected by gravity, though.
Doing this is
fairly different then what you would have to do for your traditional smoke
effect, but I will tell you how anton04
, just incase you want to try that method (assuming you did not attempt this when you were tinkering).
With the below method, you may not achieve exactly what stock media would look like, but EffectsLab Dv could still pull this effect (and many others) off fairly well, and I believe more people should consider using EffectsLab Dv for this kind of effect more often. You also have control over a few properties of the effect that you do not have with stock media, but keep in mind that there can also be inherent short comings, such as a lack of control over some properties.
Below are three examples of what the effect could look like, each with slightly different properties, followed by the instructions to achieve this look. These videos are only a starting point of the effect in it's most basic form; you will be able to change settings that I do not even use in the example videos, which could
change the look of your effect for the better.Note
: Quality is low due to the compression needed to upload to Zippy Videos
(The videos do not seem to play as I would have expected, and are slightly different then when first rendered. Use these videos as a rough
idea of what to expect. This effect will have a better turn out when you do your own render)The settings and steps to achieve this effect are as follows
For the example clips above I imported textures "electric_arc_horo1
", and "electric_arc_horo3
". (Please ask if you need help locating your textures)2)
Make sure the "Texture Button" is set to "Single
" and not
"; this is because you are not dealing with an animated texture, so you will not achieve the desired effect if you are selected on animated. Although the default setting is "Single", be sure to check by locating this button
In the examples above, "Emitter
" is set to its default
setting ("Emitter point
" & "Free from origin
"). You may want control over the corners of the emitter for different types of animating, if so you can set "Emitter point" to "Emitter rectangle
". However, this will greatly change how the effect looks, and depending on the positioning of your corners, it will create the appearance that the single effect is being duplicated (you can test it out for a better understanding of what I mean).4)
- Again, for the above examples "Max particles" is left at its default setting of 1000
. This does not really have any consequences on the effect, unless decreased too much. If max particles is brought below twelve
you will begin to see that the effect begins to "flash", and if brought below eight
, you will see the effect becomes less vibrant, and will appear to be transparent. Increasing the max particles above twelve has no impact on the effect its self (I believe), but will effect the speed in which you can edit if brought too high.Particle Rate
- "Particle rate" should be set rather low. This is to make the electricity stand out more, and allow for less color around the edges, which I find makes it more realistic. This is really personal preference, and a high particle rate could be used to create a more "Star Wars
" look (this will cause complications if using "Add blend mode" which I will cover shortly). All of the above examples are set to a particle rate of six
- This is the key component for successfully stopping the effect from "emitting" from the center ("crawling", as some have said). Life time decides how far/long a particle can travel/live. Setting this to two
will make the electrical effect remain in the same area. If you select a number that is any
higher (even only one higher) the effect will "crawl" ever so slightly. Any lower of a setting, and the effect will not "live" long enough to be visible.Emitter Anlge
- Since the electrical texture can not be rotated in the particle system, changing this attribute has little to no affect. It may
"slide" the effect to one side or another, but that is about the extent of what will happen (this may work out differently for you).Anlge range
- Increasing this will make the effect expand in width and length at the same time, which is un-desired when achieving the look of the above examples. This may be useful for taking up more space, and creating more depth of the effect in some cases, but it will also make the effect slightly blurry. (Test it out to see what you prefer) For those examples, I used an angle range of six
- Color is up to your preferences, but incase you want to know, I used the third
blue across (right) in the pre-ordered color palette. For the last clip, I used the darkest blue (if you select this and it does not look the same as mine, don't worry, this is because of a setting I will mention in a moment).
Since I did not make use of "Speed
" & "Size
" randomizing, I can not tell you if these are necessarily helpful features for this effect; although they could
still be helpful in creating a unique, or even realistic effect.Composite Mode
- This is where the first example differs from the other two. For the first video, composite mode was set to "Normal blend
". I find this to be a little bit more realistic, but it doesn't quite give the appearance that the electricity is bright. The final two clips composite modes were set to "Add blend
". This is meant for light based
effects (I believe), and I find that it resembles "force lightning" more accurately.
That about sums up the basic settings for achieving force lightning in EffectsLab Dv. It is still practical to go with stock media as well, but Effectslab will most likely prove useful for this effect when you are looking for just a bit more control in your scene. Either way you get a nice effect, so enjoy.Edit
: If there is a problem with any of the links supplied, please notify me by means of private message so that I may correct the error.
Last edited Mon, 5th Sep 2005, 5:52am; edited 5 times in total.