Trapcode Particular 3 Training | 08: Physics: Bounce

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  • เผยแพร่เมื่อ 8 ก.ย. 2024

ความคิดเห็น • 22

  • @vivemosoimpossivel263
    @vivemosoimpossivel263 11 หลายเดือนก่อน +1

    Gentlemen, what an incredible class, thank you very much Harry Frank for teaching us RED GIANT CONGRATULATIONS AND OF CERTAINTY THE CREATORS OF THIS AMAZING PLUGIN

  • @gustavosaliola
    @gustavosaliola 3 ปีที่แล้ว +1

    Great Clip! Thanks!. Seeing the Aux System with the rebounding rain drops makes me think on the possibility to add a Secondary System with a custom particle echo/ripple effect to be triggered at the same time. Would be great to enhance the rain effect.

  • @oris_stihi
    @oris_stihi ปีที่แล้ว

    Very helpful tutorial. Thank you!

  • @RandomlySet
    @RandomlySet 4 ปีที่แล้ว +3

    Instead of a "solid" for a wall, I want to use Text. I've pre-comped some text, but the particles don't slide from the top of the text and down the front.
    To get this far I had to reotate the text 90degrees to face down in the text comp, then in the main comp, rotate the layer -90 degrees so the text is back to a normal position. However, the particles kinda follow the size of the comp before falling down rather than sliding down the face of the text.

    • @takshiljain86
      @takshiljain86 3 ปีที่แล้ว +1

      just create a solid at the same position where the text is, and than turn off the visibility of the solid

  • @vivemosoimpossivel263
    @vivemosoimpossivel263 11 หลายเดือนก่อน

    Greetings from Brazil

  • @saschadinter5549
    @saschadinter5549 6 ปีที่แล้ว +1

    That mask thing is great! Would be even greater if it would work with animated masks as well. So You could 'catch' particles and release them later - for example. Right now particle jumps back to it´s 'original' position.

  • @Sarem89
    @Sarem89 4 ปีที่แล้ว +2

    No dislikes!
    Hola designers!

  • @JayBaggio
    @JayBaggio 4 ปีที่แล้ว +3

    what if after the particles hit a horizontal floor and they start accumulating, you want them to be dissipated or blown away by wind? how would you do that?

  • @motiondesignberlin10243
    @motiondesignberlin10243 9 หลายเดือนก่อน

    Thank you! Where did the Aux System go inside the 2023 Version?

    • @MaxonRedgiant
      @MaxonRedgiant  9 หลายเดือนก่อน

      It's gone! The limitations are no more. Now, you can create a new system and set it to emit from another system. That's right; you can now emit a complete setup with all the power and control you want (and then you can emit another system from that one and another from that one!)
      It unlocks a ton of power.
      Learn more about it here: th-cam.com/video/d3Ox7OZdXgs/w-d-xo.html

  • @HowToAnimateTutorial
    @HowToAnimateTutorial 4 ปีที่แล้ว +1

    first! Just want to say this is awesome, you're killing it!

  • @tenden2566
    @tenden2566 2 ปีที่แล้ว

    Thanks for the lesson! But why did you remove the Floor parameter? Now it's as if the particles don't take into account the size of the layer

  • @ryosayo
    @ryosayo 4 ปีที่แล้ว +1

    Physics Bounce seems to interact with "Solid" layer only.

  • @keepersamsara
    @keepersamsara 4 ปีที่แล้ว +1

    What if I want to set the third or more faces?

  • @MxnV6jd
    @MxnV6jd 6 ปีที่แล้ว

    [bounce kill aux section] why if we look from bottom to top camera direction the plane still showed transparancy, that we still see that plane showed water splash..? (sory my bad english anyway)

  • @basementapefilms
    @basementapefilms ปีที่แล้ว

    Thanks. I can't get the particles to drop through the hole? I"m using 2023 and the settings are bit different. Any advice?

    • @MaxonRedgiant
      @MaxonRedgiant  ปีที่แล้ว

      It should work basically the same. Please make sure you take note of the bit at 7:00 where he sets it to use the layer's masks and not just the layer source.

  • @cardermedia
    @cardermedia 2 ปีที่แล้ว

    Great, but what if your collision objects aren't planes?

    • @MaxonRedgiant
      @MaxonRedgiant  2 ปีที่แล้ว

      In newer versions of Particular, you can have multiple collision objects.
      Which...still need to be planes, but it gives you more options!