Using particleIllusion with Adobe After Effects

 

Part 1: Creating Your Image Sequences in particleIllusion

While particleIllusion is not integrated with After Effects, the 2 programs can function well together, if you know what to do. There are several ways to both output and use pillusion footage in After Effects. This tutorial will cover several of the methods, as well as importing position data from After Effects. This tutorial assumes that you have a basic understanding of both pIllusion and After Effects, and that you can manuver around both programs’ user interface. It would greatly help if you’ve done the first 2 basic particleIllusion tutorials, but it isn’t necessary if you already know your way around pIllusion, and are just trying to figure out how to use it with After Effects.

 Some of the footage we are going to generate will take up a lot of space, so make sure you have about 30-45 MB free. This is only temporary. Once we are done with the tutorial, you can erase the files, but until we render our final movie in AE, you will need that space. You’ll also need to download the Tutorial Files.

 

 

 Some Quick Notes on Alpha Channels and Masks/Mattes

 For this tutorial, you’ll need to become familiar with Alpha Channels and Masks (or Mattes). Normally an image contains 3 channels – a Red, a Green, and a Blue, defining how much of each color is seen in an image. In some image formats (Such as Tiff or Targa) it is possible to have a 4th channel called the Alpha Channel – A Black and white image that determines what parts of the image are transparent. Parts that are black are completely transparent, and parts that are white are completely opaque. For the rest of it, how dark or light the gray part of the channel is, determines how transparent it is.

 

 However, in After Effects, an image (or sequence) that has no Alpha Channel, can still be made transparent by adding a black and white layer (image or sequence) above it, and telling AE to use it as a Matte (which does the same thing as an alpha). You can also use a layer containing colors, and AE will decide how transparent things are based on brightness and alpha, but that is outside the scope of this tutorial.

 

 

I. SETTING UP YOUR PROJECT.

 First thing we need to is open both After Effects and pIllusion. Once you’ve done that:

 1. In AE, open the tutorial file “Rocket.aep.”

2. In pIllusion, open the tutorial emitter library “AE_Tut.iel.”

3. Set your project to 640x480 – to do this: in the standard menu at the top of particleIllusion, select “Veiw”ŕ “Project Settings.” This will open a “Project Settings” dialog.

 

4. In the “Stage Size” area, enter 640x480, or choose it from the presets pull-down.

5. Click OK  

6. In the Library Window, open the Illusion Emitter Library (IEL) called "AE_Tut.iel" that was included with the tutorial files.

 

 

II. GETTING POSITION DATA FROM AFTER EFFECTS

 1. In AE,  Select the layer called “Rocket” and hit the letter “P” on your keyboard. This will open up the rocket’s position keyframes.

2. Click on the word “Position” – this will highlight/select all of the layer’s position keyframes.

3. Go to the Edit Menu and click “Copy”

 

 

III. IMPORTING POSITION DATA FROM ADOBE AFTER EFFECTS

 

1. In pIllusion, put the emitter called “Smoke_Mask”” anywhere on the stage.

2. In pIllusion, go to the Hierarchy window, and Right+click on the emitter called “Smoke_Mask”-  choose “Import Position Data” from the pop-up menu.

3. Choose “After Effects 5.0 (from Clipboard)” and click OK.

 

If you play your animation, you’ll see that your emitter moves across the stage, and by the time it reaches frame #100, there are no more particles visible. Next we are going to render out this animation as an image sequence, for use in After Effects.

At this point, it would be a good idea to create a folder for your footage, somewhere on your hard drive. This will make it easy to  locate the files and import them into After Effects. Let’s make a folder called “Footage” and within that, make folders called: “Smoke_Mask,” “Smoke,” “Flame,” “Asteroids_Front,” and “Asteroids_Back.”

 

 

IV. RENDERING FOOTAGE

 1. In pIllusion, hit the Record button. A “Save As” dialog will pop-up.

 2. Locate the “Smoke_Mask” folder you created (in the “Footage” folder).

3. Name your output file “Smoke_Mask

4. For “Save as type,” choose JPG. (NOTE: In general, it is best to use TGA's or another uncompressed image format for all output, but to save space for this tutorial we are using the JPEG compressed image format - otherwise this tutorial could take up to almost a full GB of hard drive space with rendered footage)

5. Click OK – This will bring you to the “Output Options” dialog.

 6. Set your Start Frame to “1,” and your End Frame to “100” (since no more particles are visible after this point).

7. Set “Compressed Image Quality” all the way up to “High

8. Set your Zoom to 100% (640x480) – Note: you can only do this if your stage is completely visible. If it isn’t, cancel out of this, and set up your stage correctly (as seen in tutorial 1), then come back and do the above steps.

9. Click OK. – You will then get a message that will tell you that your file name will be “Smoke_Maskxxxx.jpg”  - which means that your files will be numbered in frame order - so frame #34 would be called “Smoke_Mask0034.jpg”

10. Click OK – This will start your render.

 

OK, so what did we just do here? While Alpha Channels can be very helpful, they are not always perfect, especially when the edge of the alpha is blurry (or soft). Since smoke has soft edges on the particles, outputting smoke with an alpha channel would create some blocky looking smoke. What we just did was create a matte for the smoke we are going to make a little later in this tutorial. The smoke shape will come from this sequence, but the smoke color will come from a different layer that we will place below this one, in After Effects.  NOTE: There are some cases where the alpha channel of soft-edged particles works well, and we will cover an example of that in part 3 of this tutorial. (You'll get to blow up a planet in the process. Trust me -it'll be fun!)

 

We still need to render out some more particles for our final animation. Next we are going to create the rocket flames. Here is what you need to do:

 1. In pIllusion, create a new project - In the Main Menu click on the icon that looks like a piece of paper with sparkles (New Project button).

2. Set up your project as we did in Section I.

3. Again, follow the steps to getting the position data from AE and bringing it into pIllusion.

4. In pIllusion, put the emitter called “Flame” anywhere on the stage.  

5. Scroll through your animation, and see that the flames go off the stage a lot earlier (at or about frame #70).

6. Out put your image sequence to the folder called “Flame,” and call your image sequence “Flame” as well. Use the same settings as before, but this time, output frame #1-70 – no need to render blank frames.

 

What did we just do? Clearly this is not going to be a matte, right? So why did we output an image without an alpha channel? How’s it going to look in After Effects? Well, bright, semi-transparent particles also do not work well with an alpha channel, so we are going to bring this footage into our After Effects and use the Layer Transfer Modes to allow only the light colors to show. That means that the black background will be invisible, and the bright flame will be semi-transparent showing up on anything darker than it. If you have no idea what I’m are talking about here – don’t worry. You’ll get it once we move into AE.

 

Now, for the rest of our particles, I’ve done the work for you. Since none of these require position data, and you already know how to add emitters to the stage, there’s no point in dragging this on. All you need to do is output the image sequences.

 

1. In pIllusion, open the tutorial project “Smoke.ipf” – This one may be a little resource intensive, so you may want to shut off your “Show particles” button.

2. If your system has any real trouble with this, you can try and lower the amount of particles (Hierarchy Window – “Number”), and scaling up the particles (Hierarchy Window – “Size”). But don’t so this unless you have to.

 

 2. Out put your image sequence to the folder called “Smoke,” and call your image sequence “Smoke” as well. Again, use the same settings as you did previously, and output frames #1-100.

 

What did we just do? This is going to be the smoke layer that goes under the smoke mask we made. It will provide the color and texture for our smoke in AE.

 

 

V. RENDERING FOOTAGE WITH AN ALPHA CHANNEL

 The last two sequences we need will be of asteroids floating around. These particles are solid, that is they have no fuzziness at their edges, and they are not at all transparent. That being the case, we would get the best results by rendering the sequence in an image format that uses an Alpha Channel.

1. In pIllusion, open the tutorial file called “Asteroids_Front.ipf.”

2. Hit the Record button. A “Save As” dialog will pop-up.

3. Locate the “Asteroids_Front” folder you created (in the “Footage” folder).

4. Name your output file “Asteroids_Front

5. For “Save as type,” choose “TIF.”

6. Click OK – This will bring you to the “TIF Options” dialogue.

 7. Select the options: RGB and “Use Packbits Compression”

8. Click OK – This will bring you to the “Output Options” dialog.

 9. Set your Start Frame to “1,” and your End Frame to “105.”

10. Select/Check “Save Alpha.” Some new options will appear.

11. Select/Check “Remove Black BG from RGB Channel

12. Set your Zoom to 100% (640x480) – Note: you can only do this if your stage is completely visible. If it isn’t, cancel out of this, and set up your stage correctly (as seen in tutorial 1), then come back and do the above steps.

13. Click OK. This will again open the filename confirmation dialog.

14. Click OK – This will start your render.

 

Lets do the exact same thing with the project called “Asteroids_Back.ipf.” When you are outputting your sequence, you will use the exact same settings, but the folder and filename will be “Asteroids_Back.”

 

What did we do here? We output a sequence of images that have an alpha channel. When we import it, After Effects will interpret it as being solid for the asteroids, and transparent for the background.

 

 

VI. TECHNICAL DIFFICULTIES: What are all these white lines at the edge of my footage?!

 You may be seeing a gray line going across the very, top, bottom, right, or left of the footage you output. If you find that this has happened, there is a simple way to fix it, but you’ll need to re-output your footage again. Here is what you do:

1. Go through the steps of outputting your footage as we’ve discussed.

2. When you get to Output Options dialog, click the “Adjust Frame” button.

3. Once you do that, a new “Adjustment for Frames in Output” dialog will appear. Follow these instructions:
 


If the gray line appears at either the top or bottom of your output, then adjust the settings in the upper half of the dialog and leave the settings in the lower half alone.  If the line appears on the left or right edges of your output, then ignore the settings in the upper half of the dialog and use the ones in the lower half.

Change the settings based on the instructions next to the adjustment box.

When changing the settings, change them by 1, then test by saving output.  If the gray line still appears, come back to this dialog and change the value by 1 more then test again.  (Changing the values by more than one may just move the line to the other side of the frame.)

For example, if you see a gray line at the top of your saved output, decrease the top setting by 1 (from 0 to –1).  Save an image or AVI.  If the line still appears and is on the top, then decrease the value by 1 again (from –1 to –2).  The line should now be gone.  If the line moved from the top to the bottom of the frame, then check the option that is below the adjustment value.  This may require you to change the adjustment value again, but don’t do it until you test your output.

 

Well, that’s it for exporting footage from particleIllusion. Let’s move on to bringing that footage into After Effects in Part 2.


Click here for part 2...