Game Development Reference
In-Depth Information
Figure 16.35 This snow is
courtesy of the Foam effect.
With this comp, we're going to start with the end result and
deconstruct it. The big question is—how did we get rid of the
bubbles? In the Rendering area in the Foam effect controls,
I changed the Bubble Texture to User Defi ned. Then, in the
Bubble Texture Layer drop down, I selected the snowfl ake layer.
To make the snowfall, I increased the Producer X Size value
to widen the producer. I then placed the Producer Point above
the comp, so that the snow would not start from the middle of
the screen.
The other key to achieving this effect was to adjust the Initial
Direction value to 180 degrees. This pushed the snowfl akes down-
wards from the moment that they were created. The fi nal result is
quite impressive when animated.
Finally, let's look at the Making Sparkles composition. We're
basically looking at the same effect in this comp, except that
instead of using a still image as the Bubble Texture Layer, we're
going to use a movie. The sparkle movie in this composition con-
tains a simple shape that wiggles slightly and changes color over
time (Fig. 16.36).
As with the snow comp, this example has already been created
for you. The only interesting thing that we haven't looked at yet
is that I've animated the Producer Point. This leaves behind an
interesting trail of bubbles, or sparkles in this case. Also, as with
the snow, I've already gone into the Rendering area of the Foam
effect controls and changed the Bubble Texture to User Defi ned,
and changed the Bubble Texture Layer to the sparkle layer.
Because the sparkle movie changes colors over time, the Foam
sparkles that use it as a texture will also change colors over time
(Figs. 16.37 and 16.38).
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