Game Development Reference
I've also increased the Radius of New Particles value in the
Particle Exploder area to turn it on. Then, as before, I've changed
Particle Exploder>Affects>Selection Map to the gradient layer
to create a more natural and random dissipation of particles.
After adding some Fast Blur and Glow, the results are beautiful
(Fig. 16.56 ).
Figure 16.56 The blown
dust text. Get it? The answer,
my friend, is blowing in the
The Shatter Effect
Ah, yes. The Shatter effect. Offi cially, the purpose of the Shatter
effect is to blow stuff up (seriously, click the About button at the
top of the effect in the Effect Controls panel if you don't believe
me). But the magic of the Shatter effect is when it shatters a layer,
it makes it fully 3D in the process. There are just so many cool
tricks that we can do with the Shatter effect. Even if violence,
mayhem, and explosions aren't your thing (I'm sure I am right,
but let's just pretend that I am not), the Shatter effect still has a
lot to offer.
Open the Shatter.aep project. Let's start in the Shatter Start
comp. This comp only contains a simple green solid. As with
other effects in this chapter, we're going to start off simple to get
acquainted, and then we'll look at more practical examples. Apply
the Shatter effect to this green solid. You'll see that the default
view can be a little perplexing at fi rst (Fig. 16.57).
This is merely a working view to help you work better with
Shatter. Before we talk about this lo-fi wire frame view, let's look
at the full-blown Shatter results. Take the View drop down at the
top of the effect to Rendered. Then preview your composition to
watch your layer explode. Yes, one of the joys (and frustrations) of
the Shatter effect is that it autoanimates, blowing up your layer