On Fury of the Furries there is a great particle exploding effect, you can see it at 5:40 on https://www.youtube.com/watch?v=OM5ZbpRbbsg when the furry hits the thorns. Is there a way of doing this in Fusion?
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On Fury of the Furries there is a great particle exploding effect, you can see it at 5:40 on https://www.youtube.com/watch?v=OM5ZbpRbbsg when the furry hits the thorns. Is there a way of doing this in Fusion?
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I'd be happy if there was a shader or an extension that did this?
That would be great to see, if you could show me an example, since I'm new to fast loops. Is there any way of doing this based up the image of the active you are exploding or does it have to be particles that are totally separate from the active?
Thanks, that's a great idea @pbarwick is there a way of situating the actives so they are positioned beneath and below each other to form a shape similar to the item that's exploding?
I tried looping and it works for one explosion and a little more for another, as if the loop gets to the end and doesn't go again?
Is there a way of arranging each pixel and the loop working more than once?
If anyone has any ideas about how to setup a loop to create a block of actives that explode (using pinball movement, that's works) and then actually have the loop do this each time, I'd be most grateful!
I assume loops don't run out of objects they can create do they? Or do I have to add some kind of everytime trigger to the on loop statement?
loops won't run out of objecs,
but you may hit the object limit (frame properties - runtime options - number of objects)
you can see how many objects you have in the debugger
if you are hitting this limit (or do this anyway because you won't need that particles forever XD),
you can simply specify a "decay" time for your particles
i.e.
number of particles > 0
>>> add 0.5 to alt.val."decay" (the higher, the faster decay)
>>> set alpha blend coefficient to "decay" (this will make them fade away)
alt.val.decay >= 255
>>> destroy particle