Making Fire with Particles in Davinci Resolve 18.5

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hey what's going on everybody this is Dee with high off blue hour and we're going to be making some fire in DaVinci Resolve Fusion using particles so let me make sure we're in tutorial mode okay we are all right so what we're going to be doing I've already made a few kind of animated fireplace type uh backgrounds within the last week or two and I got I'm gonna have one of them kind of playing right now and this one that I'm showing right now I made the flame in Fusion using particles but I used a slightly different method than what we're going to use in this video but this gives you an idea of some of the results I've been getting uh so this was just an animated animated fireplace background with just you know flickering lights a couple candles in there with animated flames and flickering lights but the centerpiece the main point is the fireplace and then the flame within that there's also a flicker effects and glow and things like that masking and whatnot around the flame and in the front uh floor area of the fireplace so we're not going to be doing any of that type of stuff we're not going to be adding flicker we're not going to be doing any effects around the atmosphere around the flame we're simply going to be working on the flame and it's going to be overlaid on top of some firewood so let's go ahead and get into it it's going to be very simple in terms of the image we create but it's going to be quite a bit of tinkering so let's drag a fusion composition into the timeline and we're going to stretch it out to about 10 seconds just uh doesn't matter necessarily this is again for demonstration purposes so let's go ahead and go into Fusion click in the fusion Tab and so now we're in fusion and what we'll do actually let's go back let's go back let's delete this Fusion composition instead let's just bring our firewood bundle PNG let's drag that into the timeline and this is it right here just some simple and then with this and the timeline let's go into Fusion so that this will our firewood will automatically be our background for our our image and I'm actually gonna rename it I always like to label everything when I get into Fusion just for organization's sake and then I'm also going to bring in a transform node and drop it there because I want to resize this pile of firewood from about there and drop it down a little bit all right so here's what we're going to do to bring to do our particle our particle stuff in terms of getting our flame we want to go up here to this area where it says uh it's just these three icons that pretty much look like a bunch of little dots in each icon these are our particles so the first one is the one that we want to bring in P emitter drop it in and then we want to right click go to add tool and then go over to particles and then go over and down to directional Force and we're going to right click again right click add tool go over the particles again and go down to turbulence then we're going to go back up here to our three particle icons and grab this third one which is p render and we're going to drag that in and drop it in so we have all of them lined up and then what we'll do is just connect all four particle pieces so P emitter connects into directional Force which goes into P turbulence which goes into P render all right and then what we'll do is we're going to go up here and we're going to grab a merge node out of our menu bar here drag it in and just drop it right here on our line between firewood transform and media out we're going to drop merge a merge node right in between there then let's highlight all our nodes here so that they can be moved at once and we're going to connect our P render into this merge here to this green arrow like that so now our particles whatever we do with our particles will be visible over uh this fireplace or this firewood image okay so let's highlight P emitter and then we're gonna go over here to region and right now our region is set as a sphere and I'm gonna go ahead and stick with this just because we're going to do a very simple uh construction of this flame it's not going to be you know photorealistic and all that type of stuff but you will get the idea so uh but outside of sphere bezier is actually a really good option for creating this type of flame as well in terms of region style but I'm going to stick with sphere in that sphere in this case because I've actually used sphere more often than bezier when I've put together flames in the past so we're gonna leave it at sphere but we're gonna come down here to size and we're going to raise the size some so that it kind of matches a little bit more so with our firewood then we're going to come down here to Y offset and use that to drop our particles down a little bit more onto the firewood we'll just stop right about here and then maybe we'll alter it some more once we get better visuals so then we're going to go into Style and we're going to chain style from point to in this case we're going to go blob I've had success in the past using this style down here where it says line the actual flame fireplace animation that I showed you in the beginning of the video I actually use line to put that together but uh I've been using blob a little bit lately so I'm gonna stick with blob in this case but line is also an option we're gonna go with blob then we're gonna go down to size controls push the size up and you can kind of see I'll zoom in you know actually let me clean up the workspace here we'll move let's move the media pool out the way all right so we got the workspace a little bit more cleaned up and I'm gonna zoom in to about 50 just so we can get a better visual on everything so back into our inspector tab pushing the size up push size to Velocity up some size variants you can just push it up a little bit a lot of these effects you know you're not going to really truly see the effect of them until I tweak a few other things but I'm just kind of moving getting some things started so size over life we want to raise our left in up higher so that there's a bit of a downward slope so that the particles get relatively smaller over the course of their lifespan but you don't got to do anything too crazy this should be oh wait okay for now so we'll leave out of this area for now let's go into controls we're going to push number up to about let's just go we can go in the 50s 60s range let's just go about 56 for now number variants bump that up some a lot of the variance options you're going to want to at least bump a little bit to give a more natural look lifespan we're going to take that down to I guess let's go maybe 30 well let's go 40 for now let's press play to see what things look like right now okay so you see that's the progression of things now so you see how everything is going down what I'm going to do here is I'm going to go into directional Force and I'm in this direction right here it says negative 90. so we're gonna push this to 90 degrees so that it'll be going up instead of going down so push back and you can see it's starting to turn and we're almost there all right I guess I also could have just typed in 90 but so now we are facing right side up with our flame let's go back into P emitter let's click on that we're in controls now once again and so let's go down here to Velocity click our Arrow to open up velocity and let's bump velocity up some but then actually before because once I start to move velocity uh the the fire or what will soon be the fire starts to tilt some so then let's go down here to angle push angle up to 90. so that we can stay right side up with the uh the direction that our fire is going all right so 90.2 good enough let me zoom out let's just kind of see what things look like all right now let's press play so this is what we got right now so you can kind of see the root the foundation of what will soon be uh a campfire so let's stop it let's go into region because I want to drop the the fire down a little bit further on the Y offset so let's go down more maybe to about right here that's fine let's go back into uh let's actually go into style we can finally bring in some color I guess so go into style we're going to go to Color controls and remember you gotta have P emitter highlighted and then you go into your style portion of the inspector so we got our color controls here for our base color we're gonna click this first box and let's just go with this yellow there's kind of two yellows here one of them is more bright almost neon highlighter yellow and the other is a more like kind of rich for lack of a better term yellow so we're gonna go with that one hit okay and then we're gonna go down to color variance I'm just going to tweak red variants a little bit I guess just to do it but I don't really you know I'm kind of doing it just because I know you kind of should do it but let's go down to color over life controls that's the main thing that I want to dabble with for the color here we got this first White arrow on the on the left end of this color bar we're gonna click that arrow and then click into this color tab to change the color at that end and we're gonna go again with that same yellow color hit okay and then we're gonna go to the far right end of this same bar click on it and then another white Arrow will appear click that white arrow and then click into this color tab again we're going to change the color of that far right end and we're going to go we're actually going to go with black so that we have kind of a smoky burnt portion of the animation towards the end of the the Flames lifespan and then we're going to click basically in the middle of this color bar and another white Arrow will appear we're going to click that white arrow and then click into our color tab again and we're going to click this red color and maybe you want it a little brighter maybe you want it darker it doesn't really matter I guess we'll just leave it like that for now click OK and now this is what we have and then what we're going to do is I'm actually going to bring in I'm going to drop the alpha a little bit for color over life and for color color controls up here for this base color I'm going to drop the alpha a little bit as well just a little bit with the idea that the flame will be even though in this case it doesn't necessarily matter because we're not doing a full-on composition we don't have anything in the background or anything like that so it doesn't this it won't really show up too much in this but ideally you'd want the Flames to have a level of the campfire to have a level of I guess transparency to things so and you know as we know messing with Alpha you know it adjusts the the transparency factor of things so have these uh slightly reduced with the idea of there there will be a certain realistic level of transparency to your flame besides variance we're gonna bump our size variants up a little bit uh size we're gonna push size all the way up size to Velocity we'll push that up a little bit as well then we're going to come down here to fade controls and we're gonna actually go to merge open that up and burn in 2D we're gonna bump that up that's gonna bring in some glow like a brightness two things we're gonna bring that in fade controls will add just a little bit like go in a little bit on the fade in and I'm actually going to leave it like that until further notice so let's look at things now and already the flame is obviously too high we will have to shorten that but let's just look at the actual animation oh hold on let me uh I didn't even pay any attention okay proxies all right so this is what we got so far and it's very I don't know if I talked about it in the beginning of the video but all of the fire effects that I get when I'm using Fusion the the times that I've tried to put together fire effects it looks very like retro let me drop the region down on the Y offset some more it looks very like retro like a retro video game you know like Streets of Rage or Castlevania or something like that like Fire and Flames for like a old school side scrolling video game or something like that and I'm actually not let's go into the timeline and look at it I'm actually not mad at that at all um but I have noticed and it just looks very video game like so we're still gonna we still got some more tweaking to do with this but you see the general idea of what's going on here so let's go back into Fusion it's going to controls we gotta bring I guess the lifespan down because because we're way too high on this uh this flame it's like it looks more like a hadouken Fireball or something so let's take the lifespan down let's go back into 30 the 30s okay there we go actually go there so 26 lifespan is at 26 right now and I think that might be about right that might be about where I want it so that the flame is at the height that I want it to be at let's press play yeah I mean that's a lot better than where it was at just in terms of the height you get to see the actual kind of the ends of the flame so to speak where it starts to get black kind of burnt black a little smoky we're getting close to the end here because again not going to do a full-on composition type thing just kind of wanted to display some of the steps one could take to achieve a fire effect and just to show the functionality of fusion because as somebody I can definitely speak from firsthand firsthand experience Fusion can be when you're not used to it it can look very like confusing in a way or intimidating but the more you mess around with it it just becomes a lot more easier to understand certain things and then you get more confident and then you know you can experiment because one of the things about experimenting in Fusion is you you want to be able to find your way back like you want to uh because it's easy to get lost in the very beginning it's easy to start doing stuff tweaking stuff and then you get to a point where you're guessing as opposed to actually uh working with intent so but eventually you get to a point where you understand a little bit more of the layout so all right but what we're going to do let's go into P render because we want to get some more glow and we're probably going to bring the blur in as well so we got glow to the let's tweak blur first and we're going to take that to about 0.5 the blur 2D thing is like very you gotta have a very light touch with it because it's like you can go there's a big difference between 0.5 and like 1.1 in terms of the the effect you get and it doesn't maybe that's obvious you know what I mean but it also if you're not used to fusion and things like that it might seem like well that shouldn't be that big of a jump but visually it can be so we got our blur at 0.5 our glow 2D we're gonna push that up and that's going to really brighten things up and it might yeah it might brighten things up a little too much you see the red portions have gotten just almost over blown out like over saturated in a way so glow I'm gonna leave it like this this doesn't look the best because that middle area of the flame is very very red and I actually haven't gotten that red of uh that that deep that bright of an orangish red in my fire uh animations in the past so I might have to look back at how I how I got there but so I actually had to be a little bit more restrained on the glow usually I would actually bump glow up a little higher when you get into the middle portions the red is overdone and then that top the top area should be blacker but it's a lot more red and maybe you could say I could go go back into style and maybe tweak the color over life stuff so maybe let's bring black in so that it's starts a little earlier than normal push red back so it's not as deep and doesn't last as long and then uh we'll just leave it like that I mean you get the idea you play with the colors to get the look you want so uh and then let's press play and so one last thing before we get out of here is uh directional force and turbulence I didn't talk a lot about these I know I I tweaked directional force in the beginning to 90 degrees to get things going um the way I wanted them strength as well could bring this down and you can see when you drop the strength in directional Force how the flame kind of starts to collapse and then if I push it all the way all the way down the flame would actually reverse Direction like it's going into the ground or towards the viewer to a degree but let's um go back to zero about 0.1 just drop it to about right there because even this is kind of exaggerated for what it is the type of flame it is it's a very kind of it still looks almost like a fireball but this is directional Force so you can tweak things with this and then turbulence actually going to tweak strength over life strength over life is similar to size over life and that it affects this parameter over the lifespan of your animation so what we're going to do strength over life we're gonna do in the opposite fashion of size over life we're gonna drop the left side all the way down or let's just say lower I want to say all the way down but let's drop it lower and then the right side will be a little bit higher and then density you can play around with density I haven't gotten to a point where I'm very like confident about density in terms of you know hey you should use it or you should you should lower it or you should hire it because the times that I've used it I haven't noticed like just a big big difference you know what I mean but it's an option and it is here to be used and you're seeing what we got so far with our animation go to P render see if there's anything else I got to say regarding that nothing there let's go into our timeline and see what things look like now again as I said I'm not the most happy with this particular flame in terms of the coloration of it I think it gets a little too kinda yeah just some some of that red is a little too saturated in certain spots Maybe let me go back and press play again it's a very short it's only a 10 second clip so the flame doesn't really get a chance to burn quite as much actually it you see the general idea of what we're doing here so this is going to be the video this is the flame that that we are the fire uh the campfire basically that we created here uh obviously it's not perfect obviously there's a lot of things that that could uh be tweaked or even drastically changed the main thing I wanted to drive home was just the functionality of let me stop it the main thing I wanted to drive home was just the functionality of fusion in the in this particular layout and you know what a lot of the different nodes do and the impact they have and some of the options you have like I said blob might not even be the best style to use to create a flame or to create fire I've uh the the example video of what I did earlier this week that I played for you at the beginning of this video like I said I used line style in that one I actually think that flame turned out pretty good I'm not mad at this fire either it's it's just a different style I could easily see this in like something like Zombies Ate My neighbors or some sort again some sort of retro video game so I enjoy that aspect of it so this is the video you guys uh obviously play around with fusion um you know once you get into all of this stuff you'll see Pathways to creating a more customized look into creating something that's more in lines with exactly what you want you can get all the different colors and different things like that you know just all types of things can be done with particles this video which is really focused on experimenting with creating a fire effect or a flame effect but you can do all sorts of things with particles and I'll probably have a couple more videos talking about uh things that can be done with particles different types of effects weather effects and all of that type of stuff it's actually really fun to mess around with once you feel pretty good about understanding the basic layout of things and how they function so all right you guys so that is the video creating fire infusion with particles uh wasn't the best most professional example but it's an honest example of somebody who just recently in the last couple of weeks learned a lot of this stuff and kind of passing on the experience of learning and kind of getting better as things go on so that is the video thank you for watching catch you on the next one
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Channel: High Off Blue Hour
Views: 1,240
Rating: undefined out of 5
Keywords: davinci resolve, making fire with particles in davinci resolve, davinci resolve fusion, davinci resolve studio, davinci resolve fusion for beginners, particles in fusion davinci resolve studio, fire with particles in davinci resolve, davinci resolve studio 18, davinci resolve studio fusion particles, making fire in davinci resolve, making fire with particles in fusion, davinci resolve particles for beginners, making flames with particles in fusion davinci resolve, fire effect
Id: OxyO72WLe2Q
Channel Id: undefined
Length: 24min 49sec (1489 seconds)
Published: Mon Sep 11 2023
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