Intro To Particles In Fusion - DaVinci Resolve Basics Tutorial

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[Music] hey guys Casey Farris here I make videos on DaVinci Resolve make sure to subscribe for more of that today we're talking about particles infusion this is just a nice little intro I hope you like it let's jump in back with one of those block rockin beats Here I am in the fusion page of DaVinci Resolve and I made a new fusion composition you don't know how the heck to do that you go into media pool right click and say new fusion composition just like this look at it go then you can double click on it and here we are the only thing I have down here is media out so I'm gonna grab a background node by grabbing this far left icon and just dragging it down into the nodes and I'll take the output of this and put it into my media out that just gives us a black screen and our composition sized so it makes some sense now let's talk about how to add particles particles are kind of like 3d nodes in that you need a series of them to actually make things work the most basic thing that you need to actually make some particles is here in the second-to-last divider there's three little icons the first one is P emitter so you need P emitter and then the last one here P render okay connect P emitter to P render and I'll hit one on the keyboard to bring that up in my left hand viewer now what we're doing is just making an emitter that will shoot out particles and a way to actually see it I'm gonna take this and just merge it over my background so that we can see what's happening here on screen something to note with this P render there are different modes if you go up here to the inspector under output mode it says 3d so this is great if you were you know compositing with other 3d stuff you're moving 3d cameras all that which we'll get into in another tutorial this time I'm going to switch it to 2d because all I'm really doing is just really basic particles on screen now I can take this and merge it over my background and everything is good so let's talk about P emitter this is the node that actually makes all of the particle stuff P render it controls what it looks like and how it interacts with other things so P emitter is where you're gonna be doing most of your work if you're not familiar with particles here's basically how it works you have an emitter which is a shape of some kind this can be a 2d shape or a 3d shape that spits out particles so right now I have a sphere which just looks like a circle from the side because that's how science works we can see it's making little dots here and so every frame it's making a certain amount of dots inside of this circle you can change how many by going over to the inspector under this first tab under emitter there's a control called number this is how many particles are generated every frame so what I like to do usually is start with this really low like one or two something like that and now if I go back to the beginning of my comp I can play this back and I can see all of the particles showing up so this is cool but let's take a second and adjust the kind of particles we're making these are just little dots basically and we can change the type of particles that makes by going over to the inspector again under this third tab here under style right here we have point this is great for just getting your animation right because it doesn't take much work for resolve to render right but under style I like to go to blob because a blob gives you a lot more control over the size and kind of what it looks like without having to do many fancy things down here I have a lot more controls over color size all of that stuff so I like to make my size a little bit bigger and now we can see that kind of boosts up see if you were on point there is no size control it's just because it's just a point so that's why we switched to blob it's like points that you can control and scale and stuff a little better so now we're making these blobs and we have all kinds of controls now if you can get your mind around just basically how this works you can kind of just do whatever you want there's a style that each particle will have that's controlled under this tab right here so if you want to adjust the color of these little particles you go under color controls under the third tab and you can change the color right basically everything with particles has something called variance variance is just what the differences are between each particles so if I change my red variance and make that just everything this is just kind of a randomness range you'll see it goes from everywhere between cyan and red and so you can kind of just adjust the randomness which most of the time when you're doing particles you're going to want something varied or else that'll look very computer-generated if you're wanting it to look natural at all that's gonna be a thing we also have controls for over life basically anything over life it just means it changes as time goes on each particle has something called its life it's how long it's around just like you and me the difference is we can actually control when these are born and die man getting existential boy anyway so we can actually change the color over life like we can have it start white and then we can add another bit here and have it kind of fade to red right so now if I back up we'll see as the particles get older they turn more and more red so there's variance which is kind of randomness and over life which just changes things depending on how old a particle is now speaking of life if we go back to our first tab here under number and number of variants you get it so this is the variance the difference between how many particles are generated per frame so right now it's 1.6 particles per frame if we up this variance it can be anywhere between 0 and whatever four point seven plus one point six is this just kind of randomizes it this much so it might put in more particles on one frame and less particles in the next frame right under that there's life span life span is how long a particle lasts so if you're gonna do something over life and the life span is 100 frames it's going to animate over 100 frames right and after 100 frames the animations gonna be done and the particle is going to disappear again we can vary this and make some particles live 20 frames longer 20 frames short or something like that basically the more that you vary things the more natural that's going to look okay so let's take a look now now we have some of them showing up and then they'll start to die but then others will come and replace them and stuff man looking cool then there's also a position variance there's all kinds of things to change how particles show up and what they do and how they look over time if we twirl up emitter we can look at velocity this is more about what they do right so if I start to push up velocity now we have these particles moving in a certain direction and again we have variants so some of them can be fast or slow that's nice looks a little bit more natural we can adjust the angle of the velocity so which direction they shoot in again we have variance then we also have angle Z which kind of turns this towards or away from the camera because remember this is all in 3d it's just kind of being rendered in 2d which is a little bit hard to get your head around but that's a thing we also have inherit now inherit basically means just like you would inherit something from a family member particles can inherit things from the emitter so if I move the emitter up and down really fast and animate it we can have this effect the motion of the particles we also have rotation and this is rotation of the particle which isn't going to make a whole lot of sense with blobs it's not really gonna make a difference but if we switch over to a different style like a line and we'll just make these lines a little bit bigger now we have it shooting lines like this when I go down to rotation if I adjust this Z rotation I can change the rotation of the lines and this goes for any kind of particle that you have and then of course variance changes them per particle now it's kind of confusing because one of them is called rotation and the other one's called spin spin is like the animation of how much it rotates over time rotation is just how it kind of starts right so I can have a variance in rotation but they don't change over time each particle has a specific rotation when it's born for spin if I were to adjust the Z for spin then we have them spinning right and maybe I'll make Z really little and bring up my variance and now some of them spin more than others right so this is great if you're animating something like leaves I mean really anything that you want to look natural that's a great way that's kind of the velocity the rotation the spin of the emitter that's everything in the emitter tab here let's take a second and talk about the region so this is just what the shape is that is being used for the emitter right now we're using a spear but we could do something like omit them from a line and we can adjust the offsets and everything from the line this would be great if you want something to rise from a specific surface maybe there's all kinds of cool different things that you can do with that you can even generate things from a bitmap which is really cool it doesn't have to be an actual bitmap file it just means a picture basically so I could do something like grab my fast noise and connect that to my emitter and I can adjust things with my fast noise and I can make like a little cloud texture like that to put into and use as my emitter and I could use the different channels like for instance the luminance channel to drive where my particles show up and if I bump up my number of particles you can see it's only really generated where there's parts where there's clouds this is really really cool when you connect like text I'll just change this back to blobs and turn the size way down then we see it just generates it from this text which is really a cool thing and there are so many things that we could get into with particles one last thing I want to show you is on this third tab in our emitter there is the style color controls size controls but you can also size things over life as they get older they can get bigger let's check that out so things kind of grow and get bigger as they get older and we also have fade controls which will fade each particle out based on its life so if the life is a hundred frames we could bring this fade down to like 0.5 and it will start fading out at about 50 frames so now we'll see them actually start to fade out around 50 frames so these are just gonna start fading really really nicely really really cool so you can do some amazing effects with particles infusion it's as powerful of a particle system as I've used in motion graphics and stuff so definitely check it out have a play pea emitter pea render mess with stuff in the inspector for the emitter and you'll have a good time I hope you had a good time I had a good time if you want to learn more about particles infusion let me know and we'll do some more of that if you're super confused by how fusion works I have a basic training right there mmm it's good it's good you should definitely check it out it's pretty good
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Channel: Casey Faris
Views: 57,540
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Keywords: particles in fusion, particles in fusion 16, fusion, tutorial, particles, blackmagic, vfx, particle, eyeon, blackmagic design, resolve, davinci resolve, blackmagicdesign, visual effects, particle system, davinci resolve 15, davinci, blackmagic fusion, fusion tutorial, davinci resolve fusion, fusion 15 tutorial, 3d particles, motion graphics, pcustom, resolve 15, davinci resolve 15 tutorial, fusion basics, davinci resolve 16, davinci resolve tutorial, filmvfx, nuke, nukex, foundry, chetal
Id: 9-XuSFKmrUM
Channel Id: undefined
Length: 10min 47sec (647 seconds)
Published: Tue Jul 14 2020
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