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Creating Realistic Fires in
EffectsLab & VisionLab Studio, Pg. 4

Animation tips:

• For creating trail effects, such as a missile or comet tail, use the Relative to Animation option. It will cause the emission to always follow your emitter, wherever it moves.

Direction of Emission

In the middle of the Particle Creation controls, you will see a circle with a small diamond in it. This Direction Wheel is used to set the direction in which the particles will be sent forth.

Simply click on the diamond and drag it in the direction of your preference. For example, if you want the particles to move toward the right side of the screen, drag the diamond to the right hand side of the Direction Wheel. The three readout windows will tell you the angle of your trajectory.

Absolute is the angle in relation to the canvas, in degrees.

Relative is the angle relative to the animation, in degrees.

Turns will tell you how many times you have made a complete rotation, in a percentage.

We want our flames to appear to be coming up and out of the window, so set the Emission Angle to an angle up and slightly to the right. The Absolute angle is 23.24 in my settings.

Angle Range

Once you have the direction set, you can use the Angle Range control to adjust the width of the particle stream. The readout is in degrees to either side of your direction. So if you set the Angle range to 10, you will get a stream of particles 20 degrees wide, centered on the direction you have selected using the circular direction control.

We mostly want our flames to go up, without spreading very much in width, so we will use a fairly low Angle Range of 13.

Direction tips:

• For emissions that are intended to come toward the camera, use an angle range of 180, to get the particles to emerge in every direction.

Scale

The Scale adjusts the overall size of the entire effect. This means that it alters not only the size of the particles, but the relative distance between them, and the size of the overall path that they will follow throughout their lifetime. Later we will work with a control that adjusts only the size of the particles themselves.

Let’s reduce the scale slightly to tighten up our effect, and match the overall size of the effect better to our background. A Scale of 0.80 should do nicely.

Draw In Front/Behind

At the bottom of the Particle Creation section is a menu with two options.

Draw New Particles Behind means that new particles will appear behind the existing particles. This can often be useful for hiding the actual appearance of the particles, if your emitter is visible.

Draw New Particles In Front means that new particles will appear in front of the existing particles, therefore the actual creation of each particle will be visible.

Setting this to Draw New Particles Behind will make the flames appear to be coming toward us, out of the window. The Particle Creation section of your controls should now look like this:

Particle creation tips:

• Drawing new particles in front can be used to make the emitter point away from you.

• Draw new particles behind can make the effect seem to be coming toward the screen.

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