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Avoiding Particle Collisions with Camera (for Starfields)

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Gern BlansteinAvoiding Particle Collisions with Camera (for Starfields)
by on May 4, 2015 at 7:12:38 am

When I create traveling starfields (stars moving toward the camera or away), it sometimes happens that a 'stray' particle will pass too closely to the camera (or to the viewport), which tends to ruin the effect in my opinion. This is particularly a problem with longer sequences.

I understand there aren't really any stray particles, but is there a trick for avoiding proximity with the camera or viewport?


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Walter SoykaRe: Avoiding Particle Collisions with Camera (for Starfields)
by on May 4, 2015 at 11:52:33 am

[Gern Blanstein] "I understand there aren't really any stray particles, but is there a trick for avoiding proximity with the camera or viewport?"

Under Physics > Air > Spherical Field, you can create a spherical field which attracts or repels particles; putting this in front of the camera would create a "bubble" around which particles would wrap.

You could also use a layer emitter with a hole in it, sized just outside the rostrum, and use it to fire particles away from the camera into z-space, then time-reverse the entire animation.

Walter Soyka
Designer & Mad Scientist at Keen Live [link]
Motion Graphics, Widescreen Events, Presentation Design, and Consulting
@keenlive [twitter]   |   RenderBreak [blog]   |   Profile [LinkedIn]


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Gern BlansteinRe: Avoiding Particle Collisions with Camera (for Starfields)
by on May 4, 2015 at 12:56:52 pm

Two good ideas, Walter. Thank you!


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Walter SoykaRe: Avoiding Particle Collisions with Camera (for Starfields)
by on May 7, 2015 at 5:18:52 am

Here's a third idea, much simpler than the others. (You can decide if it's good): use Particular's Near Start Fade and Near Vanish parameters (under Visibility) to fade or cut stars out as they approach the camera.

Walter Soyka
Designer & Mad Scientist at Keen Live [link]
Motion Graphics, Widescreen Events, Presentation Design, and Consulting
@keenlive [twitter]   |   RenderBreak [blog]   |   Profile [LinkedIn]


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