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Particulate

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Particulate is a Generate effect.

The frame before Particulate is appliedThe same frame with Particulate applied
Drag the handle. Particulate applied on the right, the original frame on the left.

A particle system.

ParameterControlRangeDefaultUnit
ShapeDropdownPoint · Line · Ellipse · Rectangle · Mask path · Ellipse outline · Rectangle outlinePoint-
Position xSlider0 to 3840; any value by typing960Pixels at composition size
Position ySlider0 to 2160; any value by typing540Pixels at composition size
Position zSlider-2000 to 2000; any value by typing0Pixels at composition size
WidthSlider0 to 2000; higher400Pixels at composition size
HeightSlider0 to 2000; higher400Pixels at composition size
DepthSlider0 to 2000; higher0Pixels at composition size
Emitter angleDialAny angle; snaps every 15° while a modifier is heldDegrees
Mask pathMasksThis layer’s masksFirst mask-
Emit rateSlider0 to 1000; higher150-
DirectionDialAny angle; snaps every 15° while a modifier is held-90°Degrees
Direction zDialAny angle; snaps every 15° while a modifier is heldDegrees
SpreadSlider0 to 360360Degrees
Spread zSlider0 to 180; up to 3600Degrees
Initial speedSlider0 to 2000; higher90Pixels at composition size
Speed jitterSlider0 to 10050Per cent
LifeSlider0.1 to 10; down to 0 and higher2Seconds
Life jitterSlider0 to 10030Per cent
SizeSlider0 to 200; higher4Pixels at composition size
Size jitterSlider0 to 10040Per cent
Size over lifeCurve2 to 16 points in the unit squareThe identity diagonal-
Opacity over lifeCurve2 to 16 points in the unit squareThe identity diagonal-
ColourColourEach channel 0 to 4, scene-linear1, 1, 1, 1-
End colourColourEach channel 0 to 4, scene-linear1, 1, 1, 1-
RotationDialAny angle; snaps every 15° while a modifier is heldDegrees
Rotation jitterSlider0 to 360360Degrees
SpinSlider-720 to 720; any value by typing0Degrees
Align to motionCheckboxOn or offOff-
GravitySlider-2000 to 2000; any value by typing0Pixels at composition size
Wind xSlider-2000 to 2000; any value by typing0Pixels at composition size
Wind ySlider-2000 to 2000; any value by typing0Pixels at composition size
Wind zSlider-2000 to 2000; any value by typing0Pixels at composition size
DragSlider0 to 10; higher0.5-
Turbulence amountSlider0 to 500; higher40Pixels at composition size
Turbulence scaleSlider10 to 1000; higher200Pixels at composition size
Turbulence speedSlider0 to 5; higher0.3-
ModeDropdownDisc · Sprite · StreakDisc-
FeatherSlider0 to 100100Per cent
Sprite layerLayerAny layer in the compositionNone-
Streak lengthSlider0 to 0.1; higher0.02Seconds
Max particlesSlider, whole numbers1 to 200000; up to 100000020000-
SeedSeedAny whole numberA fresh random seed per instance-
MixSlider0 to 100100Per cent
BlendDropdownNormal · Darken · Multiply · Colour burn · Linear burn · Darker colour · Add · Lighten · Screen · Colour dodge · Lighter colour · Overlay · Soft light · Hard light · Linear light · Vivid light · Pin light · Hard mix · Difference · Exclusion · Subtract · Divide · Hue · Saturation · Colour · LuminosityNormal-
MatteLayerAny layer in the compositionNone-
InvertCheckboxOn or offOff-
ChannelDropdownLuminance · Alpha · Red · Green · BlueLuminance-

In the Effect Controls panel:

  • Emitter groups Shape, Position x, Position y, Position z, Width, Height, Depth, Emitter angle, Mask path, Emit rate, Direction, Direction z, Spread, Spread z, Initial speed, Speed jitter.
  • Particle groups Life, Life jitter, Size, Size jitter, Size over life, Opacity over life, Colour, End colour, Rotation, Rotation jitter, Spin, Align to motion.
  • Forces groups Gravity, Wind x, Wind y, Wind z, Drag, Turbulence amount, Turbulence scale, Turbulence speed.
  • Render groups Mode, Feather, Sprite layer, Streak length, Max particles, Seed.
  • Feather is editable while Mode is set to Disc.
  • Sprite layer is editable while Mode is set to Sprite.
  • Streak length is editable while Mode is set to Streak.
  • Matte is an input to an effect, scaling the strength. Invert inverts the mattes for calculating strength.

The Emitter group — where particles come from and travel:

  • Shape: which emitter.
  • Position x, Position y and Position z: where the emitter sits.
  • Width and Height: how big the emitter is.
  • Depth: how far the emitter reaches through the plane.
  • Emitter angle: turns Line, Ellipse and Rectangle about Position.
  • Mask path: which of the layer’s masks particles are emitted from.
  • Emit rate: new particles per second.
  • Direction: which way particles travel.
  • Direction z: how far they lean out of that plane.
  • Spread: the cone about Direction.
  • Spread z: the lean’s own cone.
  • Initial speed: how fast a particle leaves.
  • Speed jitter: how much particles differ from each other in that speed.

The Particle group — how a particle looks:

  • Life and Life jitter: how long a particle lasts, and how much that varies.
  • Size and Size jitter: how big it is at birth, and how much that varies.
  • Size over life: multiplies Size against the particle’s age, from birth on the left to death on the right. Flat by default, so a particle stays the size it was born.
  • Opacity over life: the same curve for opacity. It starts solid and ends invisible.
  • Colour and End colour: the colour at birth and at death, blended across the particle’s life.
  • Rotation: the rotation of particles.
  • Rotation jitter: how much particles differ from one another in that rotation.
  • Spin: how fast that rotation turns.
  • Align to motion: turns each particle to face the way it is travelling, with Spin added on top.

The Forces group — what moves them:

  • Gravity: a constant pull.
  • Wind x, Wind y and Wind z: the air’s speed.
  • Drag: how quickly a particle’s speed comes round to the wind’s.
  • Turbulence amount: how far a rolling noise pushes a particle off its path.
  • Turbulence scale: how far apart two particles have to be before the noise pushes them different ways.
  • Turbulence speed: how fast that noise evolves as a particle ages.

The Render group — how they are drawn:

  • Mode: Disc, Sprite or Streak.
  • Feather: how soft a disc’s edge is. Disc mode only.
  • Sprite layer: the layer stamped at each particle. Sprite mode only, and discs are drawn until you set it.
  • Streak length: how long the tail is, in seconds.
  • Max particles: the most particles that may be alive at once.
  • Seed: Changes randomness.

The remaining properties:

  • Mix: how much of the result replaces the picture underneath.
  • Blend: how the particles composite with the layer they are drawn over.
  • Matte and Invert drive the strength of the effect from another layer’s brightness; see Effects.