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FS Particle Studio VFX Examples

Smoke

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

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

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

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

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

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.