Trapcode Particular Questions

Hey all, I just now started using trapcode particular and upon doing so and looking at a few tutorials i wanted to maybe get some help with my project im working on. I have a scen where i want my actor to warp into the scene almost like nightcrawler in the xmen movies but i wanted to make it more flowy instead of the smoke that people use. I was working with particular emitters and following a light but i kinda wants a very thick particle layer that flows out in all different directions and some particles may float up and some maybe down but dissipate. Kinda like liquid smoke i suppose. Anyone have any knowledge on this that may be able to help me get what i want? that way i get a finnished project and can better understand how it all works. Also, when i try to make the particles black, they dissapear.. i know black is usually a transparent color on AE but i have seen black particles done. Any help would be just awesome! Im kinda stumped =/

Have you looked at Red Giant TV. Filter the results by selecting Trapcode Particular and you'll have a bunch of tutorials, some of them involving lines.
The procedure is too complex to go into in a short post. Particle lifetime, emitter size,  birth rate, and setting velocity and gravity to zero are key to generating lines with Particular. Streaklet particles also make this easier but may not work for your "worm" application.
Also, if you put a colored background behind your particles and you set the blend mode to normal you'll be able to see the black particles.

Similar Messages

  • Light Streaks - Not Using Trapcode particular

    Hi there i am here to as a question .... is it possible to create Light Streaks whiout using the Trapcode Particular from Red Giant ??
    Regards ASilva

    Well on Programs like blender i don't know how to works with them
    And besides i was just asking if it was possible to create something similar to the effect i show on the link or the same without the need to use the Plugin Trapcode.
    Or if i can use the particular Pluging that is already on After effects like the "CC particle world" ... (guess that is the correct name).
    And if it is possible i would like to know because buying the plguin would be too expensive for my pocket
    Regards ASilva

  • Is there a way to create an object using Trapcode Form and then use that object as a particle in Trapcode Particular?

    I made some objects in Cinema 4D and I tried to import them into After Effects CC 2014.  I get an error saying 'Cannot find Adobe Premiere Pro Dynamic Link'.  So I tried it in AE CC and that worked.  However, I want to create a form object and then use that as a particle for Trapcode Particular.  Is this even possible?
    Thank you for any help!

    There are also size limitations or rather suggestions for particle size. If I were creating an animated 3D shape using Form or C4D and wanted to use it as a particle I would keep the size of the particle about 1/6 to 1/8 of the comp size. You would create a new comp for your particle, animate it, then nest the particle comp in your main comp, turn off visibility, and then use it as a particle in Particular.

  • Using Light as Motion Path for Trapcode Particular

    Hi,
    I am trying to make an animation for a project, but I cannot figure out some things.  I am trying to create the effect that a person is throwing money out the back of a car.  I have the live shot of the person in the car, but I cannot get the money to behave how I want it to. I am trying to use the Trapcode Particular, but I can't get the particles to follow any motion path.  When I set the settings to motion path, it prompts me to create a light.  I create a light, but can't figure out how to make that light have an actual path rather than simply being a spot light.  Please help! I'm sorry if I don't make any sense, please ask me to clarify if you need it.
    Nicole

    KWNWY wrote:
    I am trying to use the Trapcode Particular, but I can't get the particles to follow any motion path. ...
    Because you are doing it all wrong! If you wanted to use the Motion Path option in the Air physics model, your light would have to be exactly named like that - Motion Path 01. It's not what you want, though. I'm 100% certain of that. You are looking to create a conventional light emitter, which is a whole different thing. For that, your light should be named Emitter (or whatever other prefix you define in the plug-ins Options/ Settings panel). Then you must set the emitter type to Light. If you use spot lights and want your money to emit directionally, you need to set the emitter to Directional as well. Apart from that, Particular will use the light's color, cone angle and intensity to colorize and eject the particles. After that, you can animate the light in 3D space to whatever you need it to do.
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  • Trapcode Particular 2 - Orient to Motion Problem

    Dear friends,
    I have a problem setting up my Trapcode Particular 2 setting.
    I have set my Null Object to complete a cirle (by rotating Y Axis). However, my particles don't want to orient to it's motion and do not draw a perfect circle. .
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    Any suggestions? What did I do wrong?
    Kind regards,
    DissidentPJ

    I've decreased the particle/second value.
    Top view:
    Active camera:
    Particle:
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  • Creating hair/string with trapcode particular

    hi
    currently trying to put together a graphic which includes string gently blowing in the wind from text
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    the reasoning for using particular as i like the use of gravity and turbulence which could create an effect of string blowing in the wind..a difficulty i am having is creating a line of particles to create the string, i have tried increasing the particles per second...put the dots aren't joining up!
    man i hope this makes sense to someone!
    AE 7, trapcode particular, 1.5 MAC
    oh...have a merry christmas!
    cheers
    Nate

    I've posted a preset at the page below:
    http://homepage.mac.com/aaron.s.cobb/FileSharing1.html
    It's called "Particular Streamer". I've put an expression on the Particles Per Second to make it easy to set it to multiples of the frame rate (this keeps the particles from jittering). Just put a whole number in there, and the expression will make particular spit out that many particles per frame.

  • Round particulars question.

    This is a general question concerning classes that contain unresolved references in methods or fields in any particular round and how Element or Type instances should be treated on subsequent rounds.
    If you have a set of source files, where some subset references classes generated by some other subset as a super class. Round 1's version of a type-element resolves the super class to <any>, but round 2's version resolves to the generated class. If you want your processor to examine the ancestry of a referring class, you basically have to defer examination of the element types to round 2's version of the type element.
    My question is does the same condition hold for a class's type element where it's contents may have unresolved references? Basically if a method of a class on round 1, returns or has a unresolved type on round1, then the elements representing the method remain invalid unless you find round2's version of the type element. I suspect it is, but this leads to a question or feature request: It would be rather handy if there was a method call available to the processor that would indicate if a particular element's version has changed from round to round. The motivation for this is that classes of interest to my processor are typically discovered in round1, but proccessing them need to be deferred. This means I need to test if a class has any incomplete references, then perform book keeping to track them.
    It seems like the individual programmer would have to grovel quite deeply into the network of references in order to determine if a type-element is 'complete'. It would be handy to have a call that would answer the above question or if 'round-version stamp' where available from elements and the processor environment. Kick me if it's there already or if I'm pursuing a red-herring.

    Hm. Well, what I am finding then is that certain questions about the completeness of any particular type references could be supplied by the processor or type/element classes, because for my particular case, my problem is that I really need to only handle classes that have all their references resolved to known types and defer processing of incomplete classes to subsequent rounds where references have had a chance to be resolved. There's no handy query (that I know of) that answers that particular question. It also would be helpful if there where some mechanism in the processor to tell it to hand back a "refreshed" set of classes or methods one is interested in.
    Now I am rather curious if it is required or just very useful to (seemingly) chuck out everything parsed in the previous round.

  • How can I remove the 1 million emitter limit for trapcode particular?

    Hello everyone, I've recently started playing with trapcode particular v2.2 and can't seem to rise above a problem. My PC setup is: i7 965x,  gigabyte ga-ex58-ud3r, ati firegl v8600, 16 GB DDR3 2133Mhz Kingston Beast, 2x1TB WD. I want to use more than 1 million particles and the emitter does allow me to change that number. I've seen tutorials that use more than this and I can't seem to be able to use the correct settings. What must I change??? I would really appreciate your help.
    Thanks!

    Why use two instances of particular when I should be able to use just one?
    How so? If it's not possible it must mean that the plug-in was not designed to work this way...
    And I want to do that as less complicated as possible.
    But then again, the opposite could be true?! Working with a gigazillion particles could be so unwieldy, it becomes effectively unworkable. Sorry, but I really don't get people's obsession of trying to do everything in one comp on one layer, when a little structured approach with pre-comping and all that stuff may provide a much simpler, more efficient workflow. E.g. in your case why would you even bother with using an emitter that has all particles, when modulating their motion to form your logo would be tricky even in a 3D program, when just the same could be achieved by multiple layers with a lot less particles?
    Mylenium

  • Trapcode Particular ( CS5 ) Not working

    Hey, first time poster
    Anyway I just installed TP for AE and when I search the Effects and Presets folder it will say MISSING Particular, I have followed many videos and can't seem to get it installed.
    I have it in my plug-ins folder, here is a pic of what it looks like

    Bravo97779 wrote:
    I can see nobody even asnwered this question for you. I have a free trial and have been working on getting it working for 2 weeks now, but nothing. Did you ever figure it out? I have been all over the internet for so long any nobody knows how to fix it..
    We answered. The fellow has the wrong version of the Particular plug which reads  "2006." Ancient history. Done.
    If you are having trouble with Particular, you should be talking directly to Red Giant and hanging out on their forum.
    Message was edited by: bogiesan stoopid typos

  • Trapcode Particular Wipeglow-How to Disperse?

    I have created lovely colorful sparkles using Trapcode's Wipeglow-Colorful.
    I can move them all around the screen but I cannot figure out how to disperse them so they suddenly cover a much wider area. Then I want to fade them out, but I cannot disperse the sparkles. Anybody?

    If I recall correctly, these presets are based on the Aux particles, which cannot be dispersed, as they are merely trails inherited by the main particles... If I'm correct, you will have to find a different solution, e.g. by applying CC Scatterize or Ball Action after the particular effect...
    Mylenium

  • Trapcode Particular no duplicate layer/sprite particles?

    I am making this video 'montage'.  I have a bunch of videos as the particle 'sprites'.  The problem is that I am getting duplicates.  I've been searching online but can't find a solution for this.  Is there a way to not have duplicates?  Thanks!

    Unfortunately the emitter is based on a random number so none of the options will produce exactly what you want. If you have 6 videos all 1 minute long cut together in a nested comp and you select split clip and set the number of clips to 6 you would expect particular to cut up your nested comp into 6 equal pieces and send them to the emitter and that is exactly what happens. The problem is that the emitter selects which particle it will spit out randomly and there is no option to do anything else. It's the same thing for Form. I have submitted a feature request to Trapcode several times.

  • How do I use a particular question master slide?(Captivate 6)

      Hello,
      I have created my own theme, and with it, several masters of the MCQ,T/F,FIB... question slide.  When I add a multiple choice question slide to my project, it doesn't ask me which of these question masters I want to use, and selects the same master each time.  How do I use different question slide master that I have created?  In other words, how do I change the default MCQ,T/F,FIB.. question master?
    Thank you!
    Ryan

    Can I have different question masters then for one question type?  For example -- five different masters for the hot spot question...
    Ryan

  • Mac Pro trapcode particular with Cs4 install problems

    hi
    im on mac with leo installed.I'm trying to install particular 1.5 with cs4 but no luck so far.
    it just doesnt show up in AE effects panel any ideas?
    thx

    There is only one installer.
    No, there isn't. If downloading the original ZIP file from Red Giant Software, it contains a set of sub-folders with different versions. CS4 is intel only. Unlike CS3 it does no longer support PPC code. Therefore any such plug-ins will not show up in CS4 unless you install the correct version, which is what you do when installing from the sub-folder I mentioned. So by all means, run that installer.
    Mylenium

  • Trapcode, particular, multiple string(streamer) effects

    heya,
    i had posted a message late last year asking for help about creating a string type effect
    see: http://www.adobeforums.com/webx/.59b7519f/5?14@@
    (which graciously Aaron Cobb helped me out with!).....I wanted to create a multiple string image,
    is there a way of doing, so multiple strands flow like hair in the wind, without having to make up lots of light emitters?
    cheers
    nathan

    Well, in Particular you can get the strings to point outwards, but you won't be able to get them to behave as if wind was rushing out from the center. To get the strings to point outwards, use the "Outwards" option for the direction (this doesn't work for light emitters, FYI). Trouble is, when you do this, you will have to rely on particle velocity and not wind to extend the strings, meaning the turbulence field won't follow the motion. You can increase the turbulence field's evolution speed, but it will just make the strings jiggle, not flap as if in a breeze.
    Form very likely has similar options, but I don't have any experience with it, so you'll have to do some exploration.

  • Trapcode Particular: Keeping the same amount of particles from start to finish?

    I'd like to move some particles along a motion path, but I need them to start and finish with the same amount.  What I'm doing is moving a "comet" along a motion path. The particles making up the comet are custom particles of a logo element that I want to move throughout a specific scene.
    That part is no problem. I'm just having problems creating - say - 50 particles - and keeping that number from start to finish. Right now the comet keeps emitting new particles. Any setting I've tried either removes or adds too many particles or changes the shape of the emitter. Nothing I've tried seems to work.
    Any advice would be much appreciated.
    Thanks,  Ray

    Should be no problem by keyframing the parameters, so it's not clear to me where you are having problems. The simplest way to get an exact number would be to use a Layer Grid emitter - set it to the desired x and y density in the Options, then set the number of particles to match that value (which apparently only can be x multiplied with y), then animate the Particles/sec. property to only give one burst, e.g. by setting the number to a few 100 first and after only 5 frames animating it to zero. During those five frames all particles should have had a chnace to be born. For the actual path simply use the Motion Path option in the Air physics model based on a light. Either that or you will have to balance out the Inherit Velocity from Motion option with Air Resistance so the particles seem to swarm around the emitter. Likewise, you could use a Radial Field to capture and constrain them...
    Mylenium

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