FS Particle Studio VFX Examples
Smoke
- Z Waveform:
- Sawtooth.
- X/Y Waveform:
- Sawtooth.
Start and end angles control the direction the smoke will move horizontally – as if the wind is blowing it. The radius controls the distance it will go sideways.
- Blend:
- GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
- RGBGen:
- Const 0 – force the image to be black, though you can change this later with find/replace if you want a touch of brown in there.
- Alphagen:
- Sawtooth 1.733 to 0 – A gradual fade to invisible, a start value above 1 forces the
smoke to stay thick during the first few moments before it fades.
- Scale:
- A start scale of 0.25 and final scale of 1 makes the smoke particles grow as they rise.
A slight rotation makes the smoke particles appear dynamic and more realistic
Fire
- Z Waveform:
- Sawtooth.
- X/Y Waveform:
- Inverse Sawtooth.
- Blend:
- GL_SRC_ALPHA GL_ONE – this allows both alpha and rgb control of the flame’s brightness.
- RGBGen:
- Sawtooth 1 to 0 – This slowly fades out the flames as they rise upwards.
- Alphagen:
- Sawtooth 0 to 6 – This rapidly ramps up the alpha to quickly fade in the flames.
- Scale:
- A start scale of 1 sawtooth ramping up to a final scale of 0.3 makes the flames shrink as
they move away from the emitter.
Again, slight rotation makes the flame particles appear dynamic and more realistic.
Vent Air
- Z Waveform:
- Triangle.
- X/Y Waveform:
- Sawtooth.
- Blend:
- GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
- RGBGen:
- Const 1 - full white
- Alphagen:
- Sine 0 to 0.3 – Gradual fade in and out.
- Scale:
- A constant 1 scale, allows for good coverage of the humid air.
Again, slight rotation with good variance for a great result.
Waterfalls
- Z Waveform:
- Sine.
- X/Y Waveform:
- Sawtooth.
- Blend:
- GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
- RGBGen:
- Square 1 to -1. - This gives the particle a quick on/off blend, vital for the behavior of the waterfall effect.
- Alphagen:
- Square 1 to -1. – Goes hand in hand with RGBgen, quick on/off blend.
- Scale:
- A constant 1 scale, allows for good coverage of the water effect.
No rotation actually looks best here, particularly because waterfalls tend to repeat the same flow patterns in real life.
Sparks
- Z Waveform:
- Inverse Sawtooth.
- X/Y Waveform:
- Sawtooth.
- Blend:
- GL_ONE GL_ONE
- RGBGen:
- Sawtooth 1 to -4 / -5. The larger negative number makes the blend happen more abruptly.
- Alphagen:
- Const 1.
- Scale:
- Sawtooth 0.3 to 1, makes the spark grown as it falls.
Again, slight rotation with good variance for a great result.
Manhole Steam
- Z Waveform:
- Sawtooth.
- X/Y Waveform:
- Square.
- Blend:
- GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
- RGBGen:
- Const 1 - full white
- Alphagen:
- Inverse Sawtooth 0.25 to -0.25. – A quick pop in with a quick smooth out.
- Scale:
- Sawtooth 0.1 to 0.9, Combined with AlphaGen's Inverse Sawtooth this makes the particle small and bright when it pops in and fades out as it grows and disipates.
No base rotation speed, but set a variance of about 20 for particles to rotate both ways.