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Creating Realistic Fires in
EffectsLab & VisionLab Studio, Pg. 2

Texture variants

At the bottom of the Texture Browser area there is a control for how the textures are applied. The options in the menu are Single, Animated, and Animated (random start).

Single means that each particle will use a single texture file throughout its lifetime.

Animated allows you to use animated textures, or sprites, on your particles. This means that for every particle that is generated, its first frame will receive the first texture file, frame 2 will receive the second, and so on, until the end of the list of textures. At this point it will start over at the first texture. In order for this to work well, generally your texture files have to be set up to create a looping animation.

Animated (random start) is similar to the animated setting, except that it does not always start at the first texture on the list. Each particle starts at a random texture in the list, then loops through all of the textures, as mentioned above.

Set the Texture controller to Single.

Texture tips:

• Using multiple textures can give greater depth and realism to your effect.

• Textures will greatly slow down the rendering time of the canvas. When working on the placement and movement of the particles, you can turn the textures off temporarily by using the Preview Emitters option in the Canvas menu. Once the particles are moving the way you like them, you can turn Preview Emitters off to see how the particles work with the textures again.

Turn Preview Emitters on now. Your Texture Browser should look like this:

Position

This section of controls allows you to adjust the location of the emitter, the source of the particles, and how the particles will react once they have been emitted.

Emitter type

There are two types of emitters available.

Point emitters are, not surprisingly, a single point on the canvas from which the particles spew forth.

Rectangle emitters, as I'm sure you've worked out by now, are rectangular shapes from which the particles are generated. The size and aspect ratio of the rectangle are completely adjustable.

Both types of emitter can be moved about the screen simply by clicking and dragging them to where you want.

IMPORTANT: You cannot change from a point emitter to a rectangular emitter without losing all of the keyframe information which you have set. Be sure to select the appropriate emitter type before you start creating your effect.

We will use a Rectangle Emitter for our fire. Place the emitter slightly low and to the left of the window. Later we will add masks to make it appear to be coming from inside.

Fire needs oxygen to burn, that is why flames would shoot out of our window. As the oxygen in the building is used up, the flames reach up and out to find more.

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