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Reference / Effects / Generate

Updated

Particulate

Particulate is a Generate effect.

The frame before Particulate is appliedThe same frame with Particulate applied

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 held0°Degrees
FollowDropdownMask · ShapeMask-
Mask pathMasksThis layer’s masksFirst mask-
Density layerLayerAny layer in the compositionNone-
Map placementDropdownAs placed in comp · Stretch to fit · CentreAs placed in comp-
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 held0°Degrees
SpreadSlider0 to 360360Degrees
Spread zSlider0 to 180; up to 3600Degrees
Initial speedSlider0 to 2000; higher90Pixels at composition size
Speed jitterSlider0 to 10050Per cent
BurstDropdownOff · Once at start · Every N frames · On triggerOff-
Burst countSlider0 to 1000; up to 1000000100-
Burst intervalSlider1 to 120; higher24Frames
TriggerSlider0 to 1; any value by typing0-
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 32 points in the unit squareThe identity diagonal-
Opacity over lifeCurve2 to 32 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 held0°Degrees
Rotation jitterSlider0 to 360360Degrees
SpinSlider-720 to 720; any value by typing0Degrees
Align to motionCheckboxOn or offOff-
Size byDropdownAge · Speed · RandomAge-
Opacity byDropdownAge · Speed · RandomAge-
Colour byDropdownAge · Speed · RandomAge-
Speed minSlider0 to 2000; higher0Pixels at composition size
Speed maxSlider0 to 2000; higher200Pixels at composition size
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-
EdgeDropdownNone · Kill · WrapNone-
Edge marginSlider0 to 500; higher20Pixels at composition size
Collide withLayerAny layer in the compositionNone-
On contactDropdownBounce · Slide · Stick · KillBounce-
BouncinessSlider0 to 10060Per cent
FrictionSlider0 to 10010Per cent
SeparationSlider0 to 1000Per cent
AlignmentSlider0 to 1000Per cent
CohesionSlider0 to 1000Per cent
Flock radiusSlider0 to 500; higher150Pixels at composition size
SparksSlider0 to 500-
Spark speedSlider0 to 2000; higher200Pixels at composition size
Spark lifeSlider0.1 to 5; down to 0 and higher0.5Seconds
Spark sizeSlider0 to 100; higher50Per cent
PersistenceSlider0 to 1000Per cent
ZoomSlider-100 to 100; higher0Per cent
TurnSlider-360 to 360; any value by typing0Degrees
ModeDropdownDisc · Sprite · StreakDisc-
FeatherSlider0 to 100100Per cent
Sprite layerLayerAny layer in the compositionNone-
Streak lengthSlider0 to 0.1; higher0.02Seconds
Particle 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-
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, Follow, Mask path, Density layer, Map placement, Emit rate, Direction, Direction z, Spread, Spread z, Initial speed, Speed jitter.
  • Bursts groups Burst, Burst count, Burst interval, Trigger.
  • Particle groups Life, Life jitter, Size, Size jitter, Size over life, Opacity over life, Colour, End colour, Rotation, Rotation jitter, Spin, Align to motion.
  • Variation groups Size by, Opacity by, Colour by, Speed min, Speed max.
  • Forces groups Gravity, Wind x, Wind y, Wind z, Drag, Turbulence amount, Turbulence scale, Turbulence speed.
  • Edges groups Edge, Edge margin.
  • Collide groups Collide with, On contact, Bounciness, Friction.
  • Flock groups Separation, Alignment, Cohesion, Flock radius.
  • Sparks groups Sparks, Spark speed, Spark life, Spark size.
  • Trails groups Persistence, Zoom, Turn.
  • Render groups Mode, Feather, Sprite layer, Streak length, Particle blend, Max particles.
  • 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.
  • Burst count is editable while Burst is anything but Off.
  • Burst interval is editable while Burst is set to Every N frames.
  • Trigger is editable while Burst is set to On trigger.
  • Edge margin is editable while Edge is anything but None.
  • Mask path is editable while Follow is anything but Shape.
  • Particle blend is editable while Separation is 0.
  • Particle blend is editable while Alignment is 0.
  • Particle blend is editable while Cohesion is 0.
  • Particle blend is editable while Sparks is 0.
  • Density layer is editable while Separation is 0.
  • Density layer is editable while Alignment is 0.
  • Density layer is editable while Cohesion is 0.
  • Density layer is editable while Sparks is 0.
  • Map placement is editable while Separation is 0.
  • Map placement is editable while Alignment is 0.
  • Map placement is editable while Cohesion is 0.
  • Map placement is editable while Sparks is 0.
  • Particle blend is editable while Persistence is 0.
  • Density layer is editable while Persistence is 0.
  • Map placement is editable while Persistence is 0.
  • Particle blend is editable while Collide with names no layer.
  • Density layer is editable while Collide with names no layer.
  • Map placement is editable while Collide with names no layer.
  • On contact is editable while Collide with names a layer.
  • Bounciness is editable while Collide with names a layer.
  • Bounciness is editable while On contact is set to Bounce.
  • Friction is editable while Collide with names a layer.
  • Friction is editable while On contact is anything but Stick.
  • Friction is editable while On contact is anything but Kill.
  • 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.
  • Follow: what a Mask path emitter walks. Mask is one of the layer’s masks. Shape is the outline the Shape layer the effect is on draws, after any trim, offset or combine, and dashes as drawn, one line after another, repeater copies included. On any other layer Shape emits nothing.
  • Mask path: which of the layer’s masks particles are emitted from.
  • Density layer: a layer whose brightness weights where particles are born inside the emitter. A birth with nowhere bright enough to go is skipped. While it is set, the points effects below Particulate on the same layer can read its particles, and Points sample and Layer points cannot.
  • Map placement: where the Density layer’s picture sits on this layer. As placed in comp reads it where that layer sits in the composition. Stretch to fit stretches it over this layer. Centre centres it at its own size. An effect saved before this row existed stays on Stretch to fit.
  • 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 Bursts group, particles thrown out all at once beside the steady flow:

  • Burst: Off, Once at start on the layer’s first frame, Every N frames, or On trigger, once each time Trigger rises past 0.5.
  • Burst count: how many particles one burst throws out.
  • Burst interval: how many frames apart the bursts are.
  • Trigger: the number On trigger watches. Wire a beat driver to it, or keyframe it.

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 Variation group, what runs those changes:

  • Size by, Opacity by and Colour by: what runs Size over life, Opacity over life and the blend to End colour. Age runs from birth to death. Speed runs from Speed min to Speed max. Random is a number of the particle’s own that stays the same all its life.
  • Speed min and Speed max: the speeds, in pixels per second, at the left and right ends of the curve or blend.

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 Edges group, what happens at the edge of the layer’s frame:

  • Edge: None lets particles carry on out of sight. Kill ends a particle the first time it leaves the frame, and it does not come back. Wrap brings it back in on the opposite side.
  • Edge margin: how far past the frame a particle goes before Edge acts.

The Collide group, what particles hit:

  • Collide with: a layer whose shapes and masks particles hit. A layer with neither is hit at its rectangle. While it is set, each frame’s particles are worked out from the frame before. A particle keeps the place it was born when the emitter moves, and a change of force acts from the frame it happens on. Density layer and Particle blend are not read, and at most 100,000 particles are alive at once.
  • On contact: Bounce sends a particle off the other way. Slide carries it on along the surface. Stick holds it where it hit, moving with that layer. Kill ends it.
  • Bounciness: how much of its speed a particle keeps as it bounces.
  • Friction: how much a particle slows along the surface.

A layer facing the same way as this one is hit across and down, at every depth. One turned against it in 3D is hit where particles pass through its shapes.

The Flock group, particles steering by their neighbours:

  • Separation: how strongly a particle steers away from neighbours that are close.
  • Alignment: how strongly it steers to go the way its neighbours go.
  • Cohesion: how strongly it steers towards the middle of its neighbours.
  • Flock radius: how far away another particle can be and still count as a neighbour.

Steering turns a particle and leaves its speed as it was. A particle stuck to a layer neither steers nor is steered by.

The Sparks group, small particles thrown out where one dies:

  • Sparks: how many sparks a particle throws out when its life ends, Edge kills it or it is killed on contact. Sparks throw out none.
  • Spark speed: how fast they fly out, every way at once.
  • Spark life: how long a spark lasts.
  • Spark size: how big a spark is, against the particle it came from.

Sparks fade and change colour by the Particle group’s rows, over their own life.

With Separation, Alignment, Cohesion or Sparks above nought, each frame’s particles are worked out from the frame before, as with Collide with, and Density layer and Particle blend are not read. A row that is keyframed, has an expression or is wired counts as above nought.

The Trails group, a picture kept from frame to frame:

  • Persistence: how much of the kept picture is left after one second.
  • Zoom: how much the kept picture grows each second, about the emitter’s position.
  • Turn: how far the kept picture turns each second, about the emitter’s position.

With Persistence above nought, each frame’s particles are drawn over the picture kept from the frame before, after it is faded, zoomed and turned, and that picture goes over the layer. Every frame from the layer’s in point goes into it. Density layer and Particle blend are not read, Streak draws its tail back along each particle’s speed, and the Sprite layer’s picture at the current frame is stamped on every earlier frame.

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.
  • Particle blend: how particles combine with each other where they overlap, by the layer blend modes. They then go over the picture together, as Normal particles do.
  • Max particles: the most particles that may be alive at once.

The remaining properties:

  • Seed: changes the randomness.
  • 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.