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Partical effect colors

Posted: Fri, 3rd Jul 2009, 6:10pm

Post 1 of 7

Chaofanatic

Force: 501 | Joined: 13th Jan 2008 | Posts: 14

EffectsLab Pro User FXpreset Maker

Gold Member

Whenever I try to import an image to use in a partical effect, the color will turn solid black, unless the image was greyscale to start with...
This is not an effect that I can easly restore with the color selector thing.

How do I get the image to retain its color?
Posted: Fri, 3rd Jul 2009, 10:28pm

Post 2 of 7

Axeman

Force: 17995 | Joined: 20th Jan 2002 | Posts: 6124

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SuperUser

Texture files for use with particle effects have very specific requirements. Particle color is controlled completely separately from the texture files. You cannot store color information in a texture and have it retained into the effect. The texture files provide value information that is used when the particle color settings are applied, and they provide shape info based on the alpha channel of the texture file.

If you can provide more specifics of what you are trying to achieve, I may be able to explain things better, or suggest an alternate process to achieve the results you are after.
Posted: Tue, 7th Jul 2009, 2:29pm

Post 3 of 7

Chaofanatic

Force: 501 | Joined: 13th Jan 2008 | Posts: 14

EffectsLab Pro User FXpreset Maker

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Well... Basicly if it isnt greyscaled then it dosnt show up...
I guess I'll sugest it as a new feature or something...
Posted: Tue, 7th Jul 2009, 2:32pm

Post 4 of 7

Axeman

Force: 17995 | Joined: 20th Jan 2002 | Posts: 6124

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SuperUser

Right, the purpose of the texture files is to provide greyscale info to the particle generator, which it then uses to apply the user selected colors to the particles. They need to be greyscale.

That doesn't really tell me anything about what you are trying to achieve with the effect, though. If you don't want to discuss it, that's fine, but I or someone else may be able to offer suggestions of ways to achieve what you are trying to, if we know what your goal is.
Posted: Tue, 7th Jul 2009, 3:36pm

Post 5 of 7

Chaofanatic

Force: 501 | Joined: 13th Jan 2008 | Posts: 14

EffectsLab Pro User FXpreset Maker

Gold Member

Well I make sprite animations in flash a lot and Effects lab is my main special effects software...
Most of the effects I use are either flame or explosions or whatever.

This is the flame effect from Mario & Luigi RPG 3!!! and I can't seem to emulate the ingame effect very well using effects lab's partical engine.


This is the origional effect.


This is what I end up with. (Rotations and fading will come later)
I cant do this because the color selector for the particle effects has a tendancy to turn red into pink and orange becomes really light and so on...

Their are also things like this.

That use more than one general color for it. (half orange half grey) These kind of effects are broken by effects lab and just dont end up looking very good... This one dosn't work because... Well... It has two main colors so it can't be colored corectly.

I think thats everything... Please note that this isnt only for these two effects! This happens for all similar effects as well.
Posted: Tue, 7th Jul 2009, 5:48pm

Post 6 of 7

Axeman

Force: 17995 | Joined: 20th Jan 2002 | Posts: 6124

VisionLab User VideoWrap User PhotoKey 5 Pro User MuzzlePlug User PowerPlug User PhotoKey 3 Plug-in User FXhome Movie Maker FXpreset Maker MacOS User

SuperUser

Yeah, I think I understand you.

For the most part, it just comes down to understanding how the color data is applied to the particles.

Check the Notes at the end of this tutorial for a brief explanation of how it works. Basically, if your grey is darker than 50%, then your selected color is mixed with black to darken it. If it is lighter than 50%, then your color is blended with white to lighten it. The amount that the grey is higher or lower than 50% is directly equivalent to the amount of black or white that is blended with it. In other words, the value of each pixel stays the same after the color is applied to it.

Also, on your version of the effect shown above, softening the opacity along the edge of each smoke puff might help a lot. They all have pretty hard edges right now, which prevents them from blending very well. Adjusting the blend mode of the particles might be helpful as well.

Particles with multiple colors in them like the one you show toward the end are beyond the abilities of EffectsLab's particle engine at this time. You would have to do the orange/yellow parts and the grey/green parts as two separate particle emitters.
Posted: Tue, 7th Jul 2009, 7:03pm

Post 7 of 7

spydurhank

Force: 1956 | Joined: 24th Jun 2008 | Posts: 1357

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You can key frame the colors to change throughout the particles life time by selecting the... "color picker"?
In the particle attributes...
The left side of the picker represents the begining of the particles life, the right side represents the end of the particles life. Anywhere in between the begining and the end of the picker... You can click on it and it will ask you for a color. You can pick some of the primary colors and if they're to bright for you... you can darken them, vice versa if they're to dark.