Exit
  • Global community
    • Language:
      • Deutsch
      • English
      • Español
      • Français
      • Português
  • 日本語コミュニティ
  • 한국 커뮤니티
0

I need particles on "explode" mode to emit according to sound

Participant ,
Oct 31, 2017 Oct 31, 2017

I'm using sound keys to control the particles per second on particular so that the audio range causes the particles to emit in an exploding motion.  However, when I put the setting to "explode" rather than "continuous,"  the particles disappear after the first second because explode seems trigger a single instance of particles and then nothing.  Would there be a way to get this type of motion so that the particles explode once it reaches the audio range and then stops altogether until triggered again?  If you will please skip to 1:19 of the video below, you will see exactly what I'm trying to achieve.  But I'm having an issue getting particular to work for this purpose. To emphasize, I do not want a continuous stream of particles.  I just want bursts of them, and have already set my audio range on sound keys.  Also, I figure that reducing the life of the particles would help, but if I go below a certain threshold (say 2), the burst of particles becomes too small.  Here is a screenshot of my setup,  I have soundkeys custom range from 0 to 500 for the particles per second and the lifespan is 3.3.  The particles are continuous and don't die fast enough to appear like they're being triggered by audio.  I'd really appreciate any advice on this issue!

Projection mapping Motion graphic-Jamais vu project-(canon) - YouTube

Screen Shot 2017-10-31 at 8.00.51 PM.png

1.5K
Translate
Report
Community guidelines
Be kind and respectful, give credit to the original source of content, and search for duplicates before posting. Learn more
community guidelines

correct answers 1 Correct answer

Community Expert , Oct 31, 2017 Oct 31, 2017

For explosion-type stuff, I'll often use Particular set to Continuous with a REALLY high particles per second (very briefly) and a high velocity.

Example:
Velocity set to 600
Frame 1: pps = 10000 (hold keyframe)
Frame 3: pps 0


This'll give you the flexibility to pump out more particles as needed, simply by keyframing the pps value.

If you don't feel like they're dying fast enough, just adjust their life to be shorter.

Translate
Community Expert ,
Oct 31, 2017 Oct 31, 2017

For explosion-type stuff, I'll often use Particular set to Continuous with a REALLY high particles per second (very briefly) and a high velocity.

Example:
Velocity set to 600
Frame 1: pps = 10000 (hold keyframe)
Frame 3: pps 0


This'll give you the flexibility to pump out more particles as needed, simply by keyframing the pps value.

If you don't feel like they're dying fast enough, just adjust their life to be shorter.

Translate
Report
Community guidelines
Be kind and respectful, give credit to the original source of content, and search for duplicates before posting. Learn more
community guidelines
Participant ,
Nov 01, 2017 Nov 01, 2017
LATEST

thank you Kyle!

Translate
Report
Community guidelines
Be kind and respectful, give credit to the original source of content, and search for duplicates before posting. Learn more
community guidelines