Particles - Blockers? [ANSWER]
Posted: Wed, 24th Jan 2007, 8:03pm
Post 1 of 9
'Nother quick pre-purchase question: is there a way to create "blockers" to use with particles in Elab / Vlab? I've gone through the video tutorials and haven't found anything yet. This feature is found in pIllusion and some 3D apps, just wondering if Elab can do the same.
A practical example would be, say, a character holding a shield up to protect himself from a fire-breathing dragon. A blocker applied in front of the shield would cause the particles to go around the shield, achieving a cool effect. There are of course oodles of others uses, that was just one example.
If blockers aren't available in Elab, is there a good workaround?
Many thanks (again!).
Posted: Wed, 24th Jan 2007, 10:33pm
Post 2 of 9
There aren't any objects that can be created that the particles will physically interact with, but you could probably achieve this effect without much hassle by using a mask around the shield with a moderate amount of feather and a relatively moderate angle range (so it appears to be going around the shield) then another mask that goes on either side of the fire stream so that it doesn't look like a triangle of fire shooting out, rather a straight line.
This should look fine when using fire as the particles as it will just fade when it reaches the edge of the shield.
By the way, congratulations on your purchase.
I'm sure you'll love the program!
Posted: Wed, 24th Jan 2007, 10:41pm
Post 3 of 9
Cool - thanks for the confirmation & tips for achieving the effect.
Ya I couldn't pass up FXhome's special (and generous) offer. I was going to just grab Elab, but I have a feeling I'll be thankful I went for the full package. I only found about FXhome a few days ago, by accident.. I feel like I discovered a treasure chest of effects! Can't wait to dig in.
Posted: Wed, 24th Jan 2007, 11:44pm
Post 4 of 9
Another workaround, though designed more to simulate a deflector than a blocker, is to duplicate your emitter at the point where it hits the deflector, and point it in a new direction. Whith many particle effects, this can do a reasonable job of making the particles appear to bounce off of the deflector.
Posted: Thu, 25th Jan 2007, 1:29am
Post 5 of 9
Yeah, Axeman's idea is more elaborate.
You could have the original emitter shoot fire at the shield, and draw a mask for that around the shield.
Then place 2 emitters on the opposite sides of the shields to shoot fire towards the sides of the shield, so it looks as though it's being deflected.
Posted: Thu, 25th Jan 2007, 2:34am
Post 6 of 9
I've just had an idea, elaborating on Lithium's last post. If you had two emitters where the first hit the shield, and pointed them up and down, to follow the shield, you might be able to play with the gravity enough to pull them in the direction the original emitter was pointed in, and thus get them to curve around the shield. Did that make sense?
Posted: Thu, 25th Jan 2007, 4:46am
Post 7 of 9
Great ideas gang, thanks again. I think using two additional emitters and also using gravity to cheat the wrap effect should yield good results.
I have some tutorials to go through.. so once I get more familiar with Vlab I will consider this my first test project.
Posted: Tue, 6th Feb 2007, 4:12pm
Post 8 of 9
Cool workarounds, but it would be great if a future update could actually have blockers that bounce particles off them (i.e. lava or sparks hitting the ground). Adding extra effectors to simulate the bounce doesn't seem to be relistic enough if there are so few particles that your eye can tell it is not the same objects.
Any ideas on this?
Posted: Tue, 6th Feb 2007, 4:58pm
Post 9 of 9
casey wrote:Cool workarounds, but it would be great if a future update could actually have blockers that bounce particles off them (i.e. lava or sparks hitting the ground). Adding extra effectors to simulate the bounce doesn't seem to be relistic enough if there are so few particles that your eye can tell it is not the same objects.
Any ideas on this?
I think blockers would definitely be a good feature, right now you kinda have to be careful that sparks and stuff don't reach the ground or else they'll go right through it and ends up looking cheesy.