Skip to main content
STC_ATB
New Participant
June 29, 2021
Question

Help with Particle World please

  • June 29, 2021
  • 1 reply
  • 1270 views

Hi there, I wonder if someone could tell me how to make my foreground particles larger than the background ones for a natural look.

I have 'raining cubes' (uniform size) and added in a producer Z radius to give depth, but I still have smaller cubes in front of larger ones? Any help much appreciated.

cheers.

This topic has been closed for replies.

1 reply

Braniac
June 29, 2021

Change the size variation to 0%. Add a camera with a wide-angle lens. 

 

If you need more info we need a screenshot showing the modified properties of the particle layer and the camera. Press 'uu', embed the screenshot using the toolbar, and describe your workflow in detail. 

 

* The "Drag & Drop here..." area is buggy and should not be used to share images. Please use the toolbar or just drag your images to the reply field.

STC_ATB
STC_ATBAuthor
New Participant
June 29, 2021

 

Hi Rick,

thankyou for your swift response. 

My desire is to have a result where I have particles (eventually custom, but cubes at this stage) 'raining gently down' from off screen top to off screen bottom, but with a 'realistic' depth effect  - so ones in the foreground being larger than those in the far distance (and preferably a little faster too - ideally an element of randomness of speed etc... would also be nice).

I had hoped this would be a simple case of having uniform sized cubes (so i have size variation at 0%) and then a producer Z radius to give depth, but I'm clearly missing something as even with a wide camera I am still getting smaller cubes 'in front of' larger ones - see attached screengrabs,

thanks, Simon

  

ShiveringCactus
Braniac
June 30, 2021

With CC Particle World, older particles always appear in front of newer ones.  It's something that can cause a few issues.

To get this effect to work, you might be able to use the Depth Cue options in the Extra settings.  You can set the particles to be faded out the further they are from the camera.

Alternatively, you could have the particles fixed in space, generated from froint to back and move the camera instead of their movement.