Re: Flame wall by John Cuevas on May 20, 2016 at 1:24:59 pm
If you use particular and element, those plugins should use the AE camera. You might want to check out trapcode lux to apply some volumetric lighting or Shine(though you have fake it with an expression).
"I have not failed 700 times. I have succeeded in proving that those 700 ways will not work. When I have eliminated the ways that will not work, I will find the way that will work."
---THOMAS EDISON on inventing the light bulb.
Re: Flame wall by Slayton Shaw on May 20, 2016 at 2:34:14 pm
Thank you for your response.
I guess I should have made the question a bit more specific...it is the actual "flame wall" that I am having trouble recreating. The closest I have come is with Trapcode Particular using a sprite particle with a custom texture that rotates 180 degrees to continually change the appearance of the flames.
The 3D issue is when the camera view orbits the flame wall, the flames become one big blur starting a about 60 degrees, unlike what is shown in the clip I attached.
I'm in danger of becoming a one-trick pony here, but have you tried with CC Particle World. The textures can be other comps and if you use Fractal Noise to be the fire texture, it should be procedural, so you won't get a blurring. At least not to the same degree.