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Sprite Emitter Rendering
Dive deeper into the Sprite Emitter properties as we focus on the Rendering tab options. Jean-Loïc defines various rendering strategies: Render as Dot, Use Frame Number, Use Particle Type, and Use Age. He also covers Cycling, Size over Age, Colouring Strategy, and Blur options.
Hi, Jean-Loic Fontaine, explaining how to use the particle system Toon Boom Harmony 12. I just showed, in the last video, how to use the kill node and the move node. I'll be back into the sprite emitter, but now into the rendering tab. If you want to see about the duration tab, you can just go two videos back. So here in the rendering tab, we see here now in the rendering strategy, render as dot is selected. That is why we only see small dot on the screen as the particle. It's not very big. In order to play a more complex animation, such as a water droplet falling from the sky, I can change my rendering strategy to a number of settings. In this case, I'll use age.
If you're curious, use frame number is to use experimental particle drawing. Use particle type is to use a drawing by itself and use age is to use the animation contained within a drawing which is exactly what I want. I can show you exactly what a drawing is right now. I have the drawing that is connected to my sprite emitter. If I go to drawing tool here, you can see that I have a small animation of a small droplet of water. Back into camera view. So by saying use age in rendering, I say to the particle emitter to render that animation each time it's generating a particle. By default, if I add in the kill system open at 13 frames, which is the end of my animation, the last frame will stick until the end of the simulation. Since I have the kill node open, it's not the case.
Let's say I will want to add animation to cycle, I could use cycle animation, here, and say the number I'm trying to cycle. I could also use a size over age. In fact, I use it by default when size over age is set to 1, but this was doing a result way too big for me, so I set it to 0.05 in order to have a size that is way more plausible for the picture. You could use directional scale if it was moving in line with direction too, but since the particle is not moving, this is not useful. In the coloring strategy, I always use drawing color, and I just draw on the drawing level exactly the color I want. But if you wanted to add color animation in your particle system, you could by changing the setting here and animated RGBN alta setting of your particle.
In the compositing here, I set up a blur. I calculate the radial blur based on camera distance in order to set up a small blur. If I go into render view, we can see here just small blur just for the closer the picture, really, really small intensity. Right now, my blend node is on normal, but I could choose tons of the blend node for the one more knowledgeable in Photoshop. Those are pretty much the same blend node as you have in the layer style. Render with Photoshop, which is super useful. So this is pretty much it for the rendering strategy of that particle system in order to generate all those small water droplets. In the next video, I'll cover more about how to position those water droplets in 3D space using a planar region.