New to the Trello boards, VOTE HERE , our first Visual FX pack.
You get 50+ particles using Vector Fields. All of the particles can be re-purposed for a range of uses. The included demo room is a great place for learning how to apply Vector fields in new ways.
I created this particle work for my project, Abatron) but realized that authoring Vector Fields can be expensive. Using Maya 2015 fluid dynamics, I created a set of very useful vector fields that every FX library needs! Now, you can obtain this library without messing with Maya or Houdini.
As a developer, I expect a high level of craftmanship & quality which is what you will find with this pack. Please Vote us if you like them!
Some of my favorites
Did I mention Energy Walls, Force Fields, & Particle Barriers?
Thanks Veiovis, Good news the “Froth” example can also be fog. You just need to tweak the density and size for your own needs. Most of these examples can be used for other applications by tweaking a couple of settings. The content has already been sent to Epic, so its just in queue to be released
I wanted to let anyone know that has this pack in 4.6 to be aware of a new Cascade bug. With the changes in 4.6, the input fields no longer allow you to input higher than 1.0 into the RGB channels.
To answer your question, the resizing gets easier once you get the hang of it. You need to think of it as a particle system and container. First thing to do is duplicate the particle system you want to size. In my example I chose Subduction and I reduced to 25% of its original size.
Step1: Open the VectorField module inside of Cascade and turn on “B3DDrawmode” under the Cascade catergory, so you can visualize the vector field container. It also helps to click on the Cascade viewport and turn off “Post Process” which turns off the bloom highlights.
Step2: Keep track on how the “Container box” is positioned to the particle system. You will need to be in the same relationship when you scale.
Step3: Scale the “Relative Translation”, “Relative Scale 3D”, & “Intensity” uniformly. In my example I divided by 4. Ensure that you do all 3 the same scale for the same shapes
Step4: Scale the particle system itself. In my example, I used the “worldoffset” module for the emitting volume. Scale that down by the same as the vector field. The container and emission volume should be back to the same relationship as when we started (box half way through the system in my example)
I hope that helps, I know that scaling particles systems in general isn’t straight forward. If you try to scale them with the world manipulator, it scales down the sprites mostly, but it doesn’t account for all the module types.
So to sum it up:
Scale the Vector Container
Scale the Emission Volume
Scale the Sprites
Keep the positional relationship the same before and after the change in scale