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Learn how to position particles and map them to the perspective of your scene using the Planar Region node and its properties. Add depth to the scene by duplicating your particle system, and moving it further away from the camera in the Perspective view.
Hi, Jean-Loic Fontaine again, showing you how to use the particle system in Toon Boom Harmony 12. In the last video, I showed how to use the sprite render into the sprite emitter node. And now, I am going to show how to place the particle generation into perspective within your illustration.
If we go back here with the basic particle set up, we remember that it was a rectangle facing the camera, which is obviously not what we want. And the reason why my particle generation isn't rectangle in the camera is because I already set up the Planar Region, which is the region where the particles are emitted. I already set it up in perspective.
In order to see the Planar Region, you go in View > Show > Control or Shift+F11 and you can see the Planar Region here where all the particles are emitted. You can control the size of the Planar Region. Let's say I want to add more height. I could change the height of the Planar Region. I will stick to 5 here. For the width, same thing. I could change the shape into a triangle, just align the point, or an image with an alpha set up in it which can do really cool results by the way. And to move the Planar Region in the space, I need to create a peg. Shortcut to creating a peg is Ctrl+P. Let me get to the Planar Region, that way I can use my move tool in order to move the Planar Region or even rotate tool like I did in order to place it in perspective.
So this is how I manage...just close that, Ctrl+Shift+F11. This is how I manage to place the simulation into the perspective of the image. And in order to create a bit more depth in that picture, I made a copy of that whole system into another particle system, which is exactly the same as the first one, but to a different that in perspective, this one is a bit farther away and is behind that ship. So that way, I have my rain drop in front of the ship, and I have my rain drop in the distance only by making a copy of the first particle system. I can show you in the Render View, the result that we see here. So this is how I created a rain drop on the sea. In the next video, I will approach a bit more about the gravity-based particle system in order to create the rain drop in the sky.