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Creating Realistic Fires in
EffectsLab & VisionLab Studio, Pg. 3

Locators

Immediately below the Emitter Type selector are two read-out windows which will show the location of a point emitter on the canvas. If you are using a rectangle emitter, they will be blank. The first read-out shows the location on the X-axis, measured in pixels, from left to right of the frame. The second window is the location on the Y-axis, measured in pixels, from top to bottom.

Tween Strength

The Tween Strength slider controls the smoothness of the transitions between each keyframe. With Tween Strength at 0, the emitter will follow a straight line from one keyframe to the next. With Tween Strength at 1.00, the program will create a gradual curve which intersects each of the keyframe points you have set. This provides much smoother motion, and avoids sudden and obvious changes in direction.

Relationship to Origin Point

The final attribute for the position of the particles controls how they relate to the emitter after they are emitted.

Free From Origin means that once the particle is emitted, it will follow its set trajectory until the end of its lifetime, regardless of how the location of the emitter changes afterward.

Stuck To Origin means that their relationship to the origin point remains constant, so that if the emitter moves, the particles will follow it. If the emitter spins, the particles will spin around the center point of the emitter.

To make our fire move smoothly, we will increase the Tween Strength to 1.00. Set the particles to Free from Origin, so our fire will move freely once it is emitted. Make sure Position controls now match this picture:

Particle Creation

Here we can set how many particles we are dealing with and what direction they will travel, among other things. First off, we set whether there are any particles being created at all.

On/Off Switch

A very basic control, this one! When the emitter is On, particles will be generated. When it is Off, no particles will be emitted. Turning off the emitter has no effect on the particles which are already in existence.

We want our fire to burn continuously, so leave the switch ON through the entire effect.

Particle: Max

Controls the maximum number of particles that can be in existence at any given time. If the Particle: Max is 500, then once 500 particles are created, no more particles can be emitted until some of the existing particles reach the end of their lifetime and disappear.

We won’t be using huge amounts of particles, so you can leave the Max set to 500.

Particle: Rate

Controls how many new particles are created each frame.

For this effect, we will only need a Particle Rate of 4.

Particle: Lifetime

Controls how long (in frames) the particle will last before it disappears. This also has a big impact on many of the other settings, which I will go into below.

In my NTSC project, I used a Particle Lifetime of 33 frames. If you are on PAL, you may need to take the difference in frame rate into account and reduce the lifetime a bit. Try 27 frames.

Reference Point

Next in the Particle Creation controls we have a menu where we can select the reference point for the angle of our particle emission.

Relative to Canvas means that 'up' is the top edge of the canvas.

Relative to Animation means that as the emitter moves around the screen, the direction that the particles register as 'up' will relate to the direction in which the emitter is moving.

So if you animate your emitter moving from the top left to the bottom right of the screen, with Relative to Animation selected, and the emitter rotation is set to zero, then the particles will emit at an angle toward the top left corner.

Our fire emitter won’t really move around the screen, so Relative to Canvas will suit our needs just fine.

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