Having trouble slowing down heavy fires effect in visionlab
Posted: Wed, 17th Jun 2009, 6:42pm
Post 1 of 8
Hi ive been playing around in visionlab for a few weeks now but have been unable to change the speed of the fire effects...although i have had it working at one point....
other effects seem to work ok but the fire is way too fast...Ive already tried changing the speed gradient setting on heavy fires effect to:-
0% - 1.8690
95% - 2.8030
100 - 7.4750
But this did not work for me, maybe i have other settings not set right, i don't think it is a framerate issue, any help would be great...i think my main prob is that i have trouble previewing the fire to see if it is slow enough as it jumps frames when playing this may well be the graphics card i dont have or maybe im doing it wrong....thanks
Posted: Wed, 17th Jun 2009, 7:33pm
Post 2 of 8
Two controls will affect the particle speed. The first is the speed gradient, which you already messed with. You could try slowing down further, though you are near the lower threshold already. The second is the gravity, which will pull the flames in whatever direction it is set to. So you might check the gravity and try turning it down or off to see if that helps get the speed you are after.
Posted: Wed, 17th Jun 2009, 8:06pm
Post 3 of 8
Thanks i'll give it a try...
Posted: Wed, 17th Jun 2009, 8:43pm
Post 4 of 8
Ok I tried changing the gravity which did help me find a better looking fire effect but it is still not affecting the speed.
The fire is flickering really fast, im thinking maybe i should save the fire on its own then edit the speed in a video editing program, then import it back in...but im sure there is an easier option.
I Will list the settings im using below maybe u can see a rookie error
animated random start
tween strength 1.00
stuck to origin
max = 607
rate = 10
lifetime = 40
angle range = 17
scale = 2.25
draw new particles behind
colour randomizer = 0.00
opacity randomizer = 1.00
speed randomizer = 1.00
(with above settings)
size randomizer = 1.00
(set about just below middle rising at the end)
absol = -360.62
relative = -0.62
turns = -1.00
gravity strength = 0.26
Posted: Wed, 17th Jun 2009, 8:47pm
Post 5 of 8
Just discovered the preview render button.....ive been rendering the whole file to test the fire before now....lol doh
Posted: Wed, 17th Jun 2009, 9:57pm
Post 6 of 8
Animated random start-that's your problem. I'm pretty sure that actually makes the particle texture change every flame, obviously giving a flicker effect. Set it to "single" and see if that fixes your problem.
Posted: Thu, 18th Jun 2009, 12:36am
Post 7 of 8
In the texture settings, Single assigns one texture to each particle at random, but that texture stays on that particle throughout its life.
Animated forces the particle to cycle through all the textures included in the effect, one per frame, throughout its life, so the texture changes every frame. This is good if you have an animated texture (called a sprite), but if the textures aren't intended to form a continuous sequence, then its not good.
Animated: Random Start only works of the textures you are using all combine to form a continuous animated loop. If they are animated but don't loop, then the random start should probably be avoided. But as Richard III says, you may have better luck with the Single texture setting.
Posted: Thu, 18th Jun 2009, 2:17pm
Post 8 of 8
Nice one, looks like that should be it.....thanks all
im sure i will be back though with something else.....