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The Glittering Orb
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Sunday, 3, March, 2002 at 10:46:22 PM
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As important as it is to learn how to
create realistic effects that can be composited over live-action
footage, sometimes it's fun to just kick back and make a really wild,
fantasy emitter. In this case, we'll be making a glowing and
glittering orb effect which may not be handy for the next big-budget
blockbuster your working on, but should provide a good overview of
emitter creation.
We'll begin, simply enough, by
clicking on the blank emitter in the library area, and clicking once
again in the center of the stage. The second step in any emitter
creation should be to name your creation, by clicking on the
emitter's name in the Hierarchy Window, and clicking a second
time to get activate the renaming function. We'll call the emitter
Glittering Orb. The
next step, is to set up the emitter's properties by right-clicking on
the emitter name and choosing Properties.
One important thing to understand about Illusion is the difference
between an emitter's main controls, and the Particle Types
that make up an emitter. The main controls now displayed are the
overall settings for any particle type contained in that emitter.
Think of them as a main power switch on a house's fusebox. While
all the light switches in a house might be on (the Particle type's
settings), the lights won't shine unless the fuses (the main
controls) are all set to 'on'. But rather than these fuses having on
and off switches, the main control's are sliders with a range of
0-2000, with 100 as the default. Under each emitter, we can add as
many particle types as needed. We'll begin by renaming the default
type from "New Particle Type" to "The Orb".

Though
many of the functions in the emitter properties are similar to those
in Illusion's main program interface, the center of the Properties
window adds some additional options that are very powerful, under the
Properties and Particles tabs. For this tutorial,
we'll skip over the settings in the Properties, and head straight
into the Particles>Colors tab. We are now presented with a
color picker that will determine the color of this particular
particle type. Make sure to uncheck the Link Transparency
to Color setting before
selecting a series of blues and purples, starting with lighter blues
on the left, and ending with darker colors. The left most color is
the color each particle emitted will begin at, and as it lives out
it's life, it will go through each color in the gradient, before
reaching the color at the right, and dying.
Under
the Transparency over the life of the particle gradient, we'll
choose black to start, quickly moving into white, with
a second white selected about 3/4's of the way through the gradient,
and then a series of black/white/black/white/black. This pattern
will allow our particles to fade up into life from being transparent,
shine brightly for 3/4's of their life, before glittering away as
they die. The preview window should now show the particles glitter
before vanishing.
 Fig
6
Next, click the plus beside The Orb
particle type to display it's parameters. In the Life graph,
raise the initial point to the third grey line. Set the Number
of particles to the mid point, Size to maximum, and Velocity
to the second grey line below mid. Now, in the
upper part of the particle tab, above
the graphs, check the Intense option. In the preview
window, the blue and purple
particles should now become a white circle with a purple and pink
shimmering glow. Clicking and dragging the mouse slowly around the
preview window will give the effect of a white blob with a glittering
purple tail.

Fig 7

Fig 8

The the main part of the effect is now
completed, all that's left to do is add the glittering sparks
floating around the orb. To do this, we need to duplicate the
particle type by clicking on it's name in the Hierarchy window to
highlight it, and clicking on the New Particle Type button.
This will give us an exact duplicate of the The Orb particle
type. Now, change the name from Copy of The Orb to
Glittering Sparkles,
and click the plus beside it.
 Fig
10
We'll begin
converting this to a sparkly emitter by increasing the Velocity,
Number, and Motion Randomness to maximum. We'll
also drop the Size attribute down from the maximum to mid.
This will give us alot of
small sparklers flying out from the orb, and cause them to run off in
different directions at high speed.
The effect is
coming along nicely, but it lacks chaos and randomness, due to each
particle remaining on screen for the exact same amount of time and
being the same size. At the moment, all the glitters die at the
exact same distance from their starting point, creating a boring
circular barrier around our globe. We'll break up the monotony by
adjusting some of the Variation graphs. As it's name
suggests, the higher the level on a Variation graph,
the more each particle acts differently from the rest of the
particles within that particle type. Most importantly for this
example, we'll change the Life Variation, up from no
variance to the third grey line. That should be just enough variety
for some particles to break through the barrier. We'll also change
the Size Variation to the
fourth grey line.
 Fig
14

Next,
we'll make the effect more visually interesting by changing the Over
Life settings. The Over Life allow
you to affect changes in each particle during it's existance. For
example, we'll have each sparkle particle grow larger mid way through
their life, before flickering and getting smaller and smaller before
vanishing entirely. We'll do this by adding several
key points to the Size Over Life graph by clicking in the
graph and dragging them into the right spot:

Fig 13
As the particle reaches the mid-point
of it's life (0.5 on the graph), it begins to grow, until it becomes
160% of it's original size at 0.7, and fades down to 0% at the end of
it's life.
And that's our first lesson! To
further experiment with this emitter, you can try using different
particle shapes and colour schemes. Try using the "GlitterStar"
shape in place of the "basic blur"
as the shape for the
Glittering Sparkles particle
type, and raise the Spin Variation setting to mid.

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