Ultimate Guide to Particles in Davinci Resolve 17

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hey guys and welcome back to a another video if you haven't seen some of the more recent tutorials on my channel i just did like a thanos particle dissolved tutorial i'll leave that linked above if you want to check it out and in that tutorial i pretty much just covered how to create the effect because that's what we were doing and a lot of you guys asked about a little bit more in-depth information on particle systems in davinci resolve and that's what this is this video is going to be a pretty in-depth sort of overview of how the particle systems work in fusion inside of davinci resolve so we're going to cover like all the different emitters or what they sort of do all the different sort of like settings that you can tweak and so hopefully you can kind of watch this video and then go away and start creating your own effects so if this sounds like a video that you're interested in watching make sure you subscribe to the channel and like the video and then um yeah i'll leave there'll be timestamps down below and i'll leave sort of like a list here if you want to sort of skip to certain sections and you know watch different parts and yeah basically we're just going to jump in and start going through how particles work in davinci resolve all right here we are in davinci resolve we've got our fusion composition open what we're going to do is open our effects library up and i want you to here go to tools particles and just have this open now we won't be covering every single one of them but the important ones that you're going to want to use so to create any sort of particle system we need two nodes we need the p render node and we need the p emitter node okay and then the p emitter connects to the p render so these are the two main nodes that we will use to create a particle system something important to keep note is that the only nodes that can go in between these two are the nodes that start with a p so anything in this particle tools palette here no sort of 2d nodes anything like that effects can go in here they can come after the render up so anything in between here has to start with a p the first one we want to talk about is the p render node so this is the one obviously that renders out the particles gives us our final image and the first thing you want to do when creating any sort of particular system is jumping into the inspector for the p render and deciding if you want to output it at 3d or 2d you will know that based off of the project that you're working on whether or not it is 2d or 3d but that's the first thing you're going to want to do now if you connect the p render straight to a media out node it will default to 2d because the media out is a 2d scene if you do have a as a 3d you will need a 3d renderer node so we can have this here you can see we have it as a 3d particle scene we press play with particles start to come and it is a 3d scene and now because we've selected 3d i can't connect it to the media out because it will need a 3d renderer which under the 3d tool renderer 3d add that in and then we can connect that to a media out and then we have our particle system as such for the sake of this we're going to switch it to a 2d and we can just connect that straight to the media out and we'll just leave it at one viewer for now so we now know that we can have a 2d or 3d particle scene let's just have a look at some of the settings in the p renderer node so we have a few different options here so we have the scene which is going to be the overall scene in terms of how big it is we can like move it left and right in terms of where we want the particles that kind of thing we can rotate it not that that's going to do too much at the moment but we can rotate it around we also have controls basic sort of rendering controls so we can blur the nodes you can see as if we zoom in there maybe reduce the blur a little bit you can see the particles kind of blur in and out we can also give them a glow if we wanted to give them a glow so that's something we could do as well then we have the blur blend so we can have a stronger blur and then we can just slowly blend it in as you can see like if we had this right down here it would be quite strong if that was at 100 so we can just sort of control it this way as well honestly it's i don't really touch a lot here in the renderer maybe a bit of glow here and there a lot of the effects that you're going to use are going to come from the emitter and all the things you put in between it but good to know that you have these controls here as well another really important one here is the pre-generate frames but we'll touch on that in a little bit so that's the p render node arguably one of the least important ones when creating a particle system but the p emitter node this is the important one this is the one that's going to cover everything you want to do with your particle system so we're going to split the p emitter node into three sections we have the control section the style and the region now for this one we're going to start with the region pretty simple the region of a p emitter is where the particles come from okay the region that they come from currently it's set to a sphere so it's this little circle here and you can obviously move this particle system around all right you can change it you can change it to a cube and you can have a cube and then you can obviously control the size of the cube depending on how you know where you want your particles to come from okay you will know based off of the scene what you want the particles to be so if you're going to create a little sort of i guess a fire you'd probably want a sphere okay because because the particles are coming from a smaller area if you wanted to create sort of like a bokeh effect and you have sort of like pokeballs flying around then yeah maybe you want a rectangle and then you would just increase the height and the width and then you have all these particles floating around i know it could be quite hard to see on the screen here but you'd have all these particles flying around so you will know when you create it but this is the region okay and you can have it be anything you can even plug an image in so another cool thing is if you go region and you go bitmap and all of a sudden nothing exists now because we've told it that we're going to use an image to control the particles but if you do notice we get this little little triangle here for the emitter for the region bitmap and we can pretty much we can literally chuck a bit of text down there we can write particles and we can plug this in to there and now you can see that we have our particles emitting from the text and you can literally use any sort of image so any image that you want to download you can use that for the region so that's the region that's literally really all you need to know it's pretty simple stuff with the region so now we're going to move and have a look at the controls for the peer emitter and as you might expect this is the tab where you control how the particles behave how they react all that sort of thing the first options you get pretty simple you have the number of particles so these are the amount of particles that will get generated and as a particle dies then a new one will emit so so currently we're generating 10 particles for every frame the more we increase this the more particles are generated per frame okay so we can slide up to 100 but you don't can't cap it at 100 you can just double click on there and you can type a thousand and etc etc and keep going keep in mind that the more particles you add the slower your system will slowly get and you'll notice that whenever you change something you'll notice with the p render node it will get like a loading bar so if we drop that right down and yeah you can increase this by as much as you want you can have as many particles you want the more you use obviously the slower the computer number variance now the key with making a particle system look realistic is using variance because life is random and it's not perfect and that's why you need to add variance to pretty much everything so the number variance is just going to basically change a percentage of how many particles are made every frame ever so slightly so rather than you know a thousand particles appear every single second it's going to change it so that you know it'll be i think it works out at one if you have this set to one it works out too you'd have like 10 more or 10 percent less every frame uh it's weird the way it works but just play around with it the more you increase it the more variance there will be obviously you can play around it's kind of hard to see at the moment now life span and you'll notice that every sort of parameter with the emitter is going to have a variance adjuster you really want to play around with that sometimes you can go a bit too far with it but the more you mess with the variants the more realistic it will look now the last fan option here is how many frames a particle will stay on the screen so currently it's set to 100 so for 100 frames that's how long a particle will last before it disappears all right but because we're generating a thousand particles every frame it's pretty much you know once we started generating them you know it gets pretty full pretty quick however if i drop this lifespan down to 10 10 frames and then the particles disappear you notice quite a drastic change all of a sudden now we don't have that many particles because every 10 frames we're having the first 1000 particles die off but we're having new ones coming so we're capped and we can literally we can drop that right down to two frames and then again now it gets busier and busier so you can see we can create quite an interesting effect by doing that and again on top of that we have our lifespan variance so increasing that is going to give some particles a longer life and some a shorter life so play around with that as well now the color we're gonna touch on this one here when we look at the style okay um position variance is going to be basically where the particles are and you know by increasing the variance you can see we sort of scatter them a little bit but they're all sort of generating from the center uh currently we haven't added any sort of movement or anything like that and as we move it in and out you can see it kind of as such and then we have our distribution method so currently we have them all at the same time we can change this to be randomly distributed you can see it sort of changes it it makes i honestly don't really play with this one too much but you can see it does add when you go randomly it does make it look a little bit more jittery all right now we move down to velocity so velocity is where we actually give it's you know exactly what you think it is we're going to give it some movement so by increasing the velocity all of a sudden the particles are going to shoot in a direction and i think by default it's to the right yes so you can see as we increase that the particles shift to the right and if i press play now all the particles are moving to the right that's because they're basically getting generated from the sphere and then the velocity is pushing them this way again we have a variance slider that's pretty self-explanatory you can see as i increase or decrease that some particles stay back some go further forward depends how we want to do it next we have the angle so this is going to control the angle of the velocity so currently it's set to right but if we change that to you know it's a degree so again 90 degrees it's going to go up okay and now we can have it shooting up and then if we were to go 180 degrees obviously it's going to go to the other side and you can have any kind of method in between you can just sort of play around with it and shoot it in its direction again we have angle variation so you know the larger the variation the crazier it kind of gets then we have angle z so this is going to be a weird one especially in a 2d scene but basically it's going to rotate in front of the camera and see if what i'll do is i'll increase the um the lifespan so we can see more particles as i move the angle z you're going to notice it kind of move in front of the camera all right it's kind of weird the way it works let's actually reset this one and it kind of now it's like shooting towards the camera it's sort of like imitating 3d space in a 2d scene which is kind of cool so yeah you can have crazy effects by fiddling around with that and again we have the angle z variants now it's starting to look very trippy now we have the rotation and the spin these ones refer to the actual particles themselves so we haven't really played around with particles currently we're just using the default one the rotation and spin are controlling the individual particles themselves it's not going to really show you anything currently they're just dots so if i spin the dot it's just going to look like a dot so that will i guess bring us on to the next one which is going to be our style tab this is where we control how the particle itself looks and the particle currently is the point so these little white dots and we can change the color so if we want to change it we can change it and make it red all right and now we have red particles being emitted and this is where back on the controls where we were looking at the color we've got use style color so we can actually have it use the style color here or color from region okay and basically the color from region would be if you're using like an image or you've got text or you know when we're talking about the region how you could plug text in if you plugged yellow text in says the region and then you go use color from region then your particles will yellow hopefully that makes sense for now we're going to use style color and you can play around with all this sort of stuff so you can you know you can even change the variance of the particles which is crazy so then you can have different color particles coming out it's pretty pretty cool the way it looks you can also change the way the particles interact with each other if you were to have say another image on top so we're going to leave it at that for now let's change the style so currently set to point uh one thing to keep in mind as well when you're using particle systems very rarely do you use sort of like the set styles they give you like points or blobs or anything like that quite often you will bring in images or something like that to use so we can go blob and give it a sec to load and now you can see you don't really get a huge change right but a blob is it's kind of like a little sphere i guess we can change that and we've got ngon this one's going to take a while to load and you can see here that it just creates a bit of a larger particle again i don't really use n-gons the important one here though is a bitmap as we're talking about with the region you can use an image as your particle so if and you'll notice here now that we selected that we get another little arrow so we have our region one selected and we also have our style so if i was to import a image let's get this fire image drag it down into the scene all right and connect that to our bitmap particle style give it a sector render now we have our fire coming out and it you know it looks kind of weird and that's currently because we're using the so we're using the style we've colored it red but if we were to change this color to white then it's not going to tint it and it's going to be our more traditional color and then if we reduce the variance on all of these then we have our fire coming out like so so you can see hopefully by looking at that you can actually create some really powerful effects so what we're going to do is actually bring this brain this in a little bit all right and we've played around now you know how you can change the region of where the particles come from you can change the color of the particles you know you can bring images in this is the general gist of how particles work and again we can go back and add our blur but now we can start bringing in things called forces and that's under the effects library and that's let's go to particles and that's going to be a lot of what else is in this area and we're not going to touch on all of them because there is just a lot in here and i personally haven't used them all but a good couple to keep in mind are the turbulence one and the directional force these are really cool ones to play around with so directional force is going to basically imagine it like a gust of wind okay it's going to control that so if i connect the directional force and we just drop it in the middle here all of a sudden now the particles are actually shooting down but that's just because it's set to -90 that's the direction the force is going so if i was to set that to positive 45 now the velocity is shooting up and then the directional force is shooting at 45 degrees all right and we can increase or decrease the strength of it and you can see as we do that the particles start to go back in their normal direction so if we had strength at zero the particles will go straight up but then if we go point zero three and then you know they're going to start going off in the other direction we can obviously do our z depth as well we're not really going to get much of that effect there but that's going to be a directional force now a cool thing to keep in mind is with the directional force you can almost get rid of the velocity by making velocity zero the directional force is still going to push it in the right direction we're just using a force to generate that however if we were to turn the velocity up and say we wanted the velocity to be in a different direction let's go 180 degrees to the opposite direction now it's going to create a weird effect because the directional force is pushing it this way the velocity is shooting it that way and it's sort of you can sort of see here that the particles are kind of coming this way but then the directional force is pushing it that way so that's the directional force gust to wind is the easiest way to think about it you just control what way it's going to push the particles and then turbulence if you want to think of this pretty much like if you're on a plane turbulence when you're on a plane it's bumpy that's pretty much what this is going to do so if we drop that in now you can sort of see a little bit here what we're going to do is increase the strength now we have the strength on the x y and z x being horizontal y being vertical and z being sort of in and out um so if we increase the x you can sort of see it start to split a little bit there increase the y as well and then if we were to play this back now you can see there's a little bit more variance with this you know it's kind of coming out and it's going in and going out and if we increase the strength a lot you can see now it really sort of starts to shift out a bit all right it starts to look a little bit i mean it's a weird sort of particle to use but it looks a little bit more natural i guess another good thing to note here as well as if we go to the peer meter as i was talking about before with the rotation we can now control the rotation of our particles so i can spin them in whatever direction i want so if i want to spin them in that direction now we kind of have like a little fireball going and then we have some cool ones like we got the bounce so we can put the bounce in and if we were to move the bounce over here so basically with the bounce we get this line and this line is going to kind of act like our wall so if i put that here you can see the particles kind of it's kind of weird but they get shot towards it and then they bounce off it all right and we can so you can see like you can create a cool a lot of different types of effects and the bounce one is good if you've got like a floor plane so you could like drag this and just create like a floor now it's not going to affect these particles at all but if you wanted to i guess let's say with the emitter let's go to a negative velocity number now they're going to go in the other direction but then they're going to bounce off the floor so you see now they're sort of getting shot in this direction and then bouncing off the floor as well and we can control that and we can increase the elasticity and it's going to bounce them further off that line so yeah that's um i guess a lot of the particle tools that you can use and sort of how they work together without going through like a tutorial so hopefully you sort of found this interesting i guess before we go let's just play around a little bit and i'll show you let's get rid of this we're going to change the peer emitter we're going to go style we're going to go back to point region i'm actually going to change the region to a line and we can make this line go let's do this all right let's just have a look at how the particles are operating so the kind of like shooting over like so so it's not too bad what we're going to do is add a directional force p directional force and we're going to actually yep that's exactly what we want we want the particles to shoot down now let's increase the amount of particles let's just go to like a thousand so now we have the particles kind of coming out almost like a waterfall one would say cool and that's actually really like that's long life span so they're always on the screen let's go 3 000 particles all right we're going to go a little bit of a lifespan variance a little bit of a number variance to sort of mix it up a bit all right very good let's do the velocity kind of shooting down a little bit we'll increase the variance a bit there so i don't even quite know what we're making at the moment so let's do that and we'll change the color let's change it to like a nice sort of green all right and what we're going to do with the turbulence is increase the x strength a bit cool all right and then we'll increase the density of it a bit there you go there we go starting to look a bit better now cool and so just playing around with a lot of these different tools here um sort of created this sort of like wand effect from like harry potter where the particles kind of come in and they're sort of dripping down like so and the way we did that is literally just with the ones we talked about so we're using a peer meter we're using the line emitter so it's just emitting from the line and we played around with some of the tools increasing the lifespan on so i'm just sort of trying to figure out the sweet spot and i think it's starting to look pretty cool and then we have a bounce so we actually have a bounce at the top here and that's just to stop particles from i guess coming over the top of the line so we're just going to do that helps that off and yeah that's pretty much it and then with the p renderer we just created a blur so obviously the more you blur it the less sort of noticeable it is so kind of trying to figure out where the sweet spot is for the blur which i think is around about there and then we can just like literally increase the glow as much or as little as we want depending on what sort of effect we're after but looks pretty cool and now we have our two particle systems kind of like a harry potter effect so yeah hopefully that sort of covered up a few things on how to use the particle nodes inside of davinci resolve so there you go guys that's just sort of like a breakdown on how particles work inside davinci resolve if you enjoyed the video make sure you hit that thumbs up button and subscribe to the channel for more content like this one i'm definitely going to reach out to you guys a lot more and sort of see what you guys want to i guess get on the channel in terms of content but yeah until the next video guys see ya
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Channel: That Modern Dude
Views: 9,955
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Keywords: how to use particles in davinci resolve, ultimate guide to particles, particle effects in davinci resolve, davinci resolve 17 particle effect tutorial for beginners, how to create particles in fusion, fusion particle effects, davinci resolve fusion tutorial, particle dissolve effect in davinci resolve, particles explained, particles for beginners in davinci resolve, davinci resolve 17 tutorial, davinci resolve 17, particles in fusion
Id: jxxhwDni8I0
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Length: 22min 46sec (1366 seconds)
Published: Tue Apr 13 2021
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