5 Replies Latest reply on Apr 22, 2008 12:15 PM by Doyle Lonnigan

    Particle Playground Question

    Doyle Lonnigan Level 1
      Is there a control to set how how long each particle stays visible? I'd like to set it up so that the individual particles fade shortly after they're ejected from the cannon. At the moment they bounce around infinitely until they bounce off the screen. Any help appreciated.
        • 1. Re: Particle Playground Question
          Mylenium Most Valuable Participant
          You need to create a persistent property map for the lifespan. Simply create a radial gradient or something that is linked to the emitter position. The particles will immediately inherit the lifespan from the other layer based on the values you assign.

          Mylenium
          • 2. Re: Particle Playground Question
            Doyle Lonnigan Level 1
            Create a radial gradient on a separate layer and link it to the emitter? Does the gradient simply act as a mask, or are there specific values for that layer that control the fade point?

            Sorry to be so obtuse, but I appreciate your help.
            • 3. Re: Particle Playground Question
              A. Cobb Level 3
              Unless you need your particles to do something that only Particle Playground can do, I'd strongly recommend using another particle system. A couple ship with AE in the bundled Cycore plugins, and if you have $300 to spare, Trapcode Particular is pretty awesome. Particle playground, on the other hand, is really frustrating to work with, it is slow as mud, and there is a pretty low ceiling on the quality of results you will get compared to other, much easier-to-use particle systems.
              • 4. Re: Particle Playground Question
                Mylenium Most Valuable Participant
                The gradient (or any otehr layer map for that matter) will "imprint" properties onto the particles. Unlike in other systems, by default PPG's particles only have a limited set of attributes and others need to be added this way. The layer maps function then as a multiplier for these attributes where 1 is full on, 0 full off and grey levels inbetween represent percentages of the values in question. Once the values have been added, they either will be evaluated for as long as a particle moves over non-black areas of the map (ephemeral properties) or for the rest of the particles lifespan and trajectory (persistent properties). By controlling the palcement of various value "zones" in the map, you control when and how the values are being added, therefore in your scenario a small radial gradient or circle seems most suitable - they lifespan will be defined upon the particle's birth and then continues for the duration you define until the particle dies.

                Mylenium
                • 5. Re: Particle Playground Question
                  Doyle Lonnigan Level 1
                  All advice most appreciated. Thanks!