Set here a random affect value for the particles, so not all will be displaced in the same amount. It is another Free update to all current customers. Normalize Scale- Normalize the mode size on the Z axis to 100 units. Use this option to extrude Text or Masks from a source layer. Also if you have an MTL file along the OBJ and some texture files, these will be imported to the comp and linked to the respective materails as well. More than 20 Creative Superluminal Stardust Tutorials for beginners and advanced users to Create Stunning Visual Effects and Motion Graphics | Stardust Tutorial Series View all Tutorials Najib Khayati 2021-01-03T20:44:13+01:00 This node let you replicate the particles in countless ways. Emission Color – Sets the color of the emission. With a texture particle, you can choose whether to keep the original aspect or not. In short, Dynamic objects physically affect others and get affected themselves, while Kinematic objects only affect others without getting affected themselves. You can choose from different types of replicating, and affect the particle properties. Add ambient occlusion shadows to the scene, you can control its radius, intensity and more. OBJ files. Helpers – When ‘Helpers’ on the main effect is enabled, this will control the node specific helper. ● Apply physical properties While the “Auto Cache” param is set to on, during parameter change the simulation cache for all frames earlier from the one currently being rendered will automatically be regenerated. Remap Absorption Density – Graph the absorption density for a non-uniform matter feel. With ‘Orient emitter’ you orient the replicated emitters to the origin of the Sphere. Sets the quality of texture rendering. Physical Engines need some margin for objects to collide, it is better whenever possible to keep the default margin, and then resize the object once the simulation is done, you could also lower this to get a smaller margin, but at the cost of a less stable simulation. You can render these volume meshes as single models or as particle instances (when using models as sources). To emit particles from After effects text layer or a mask, set the input layer in the ‘Layer properties’ group. Trim an end of the path, this applies to mask, text, and splines. Try to avoid having many dynamic objects overlapping each other, as these may cause extremely slow processing and high ram usage. To save a Stardust preset, click the presets “save” button on the main stardust effect, located under the advanced menu. The volume’s source can be a Model node, Particle System Node, a VDB (Level Set) File or another volume node, You can connect up to 2 sources and apply boolean operations to them. Emission Amount – Sets the emission multiplier. Apply physical attributes to the particles. Useful when making edits without regenerating the simulation after every change. Clouds are a bunch of Circles, that move together, you can set its unique properties under the Cloud properties group. ● Freeze – the simulation is not being updated, but the last generated simulation state is being used. Here you will set the noise properties, such as it’s scale, frequency and speed. Empty your disk cache and purge the image caches. Choose a range for the particles to emit from: 0 emits from the start of the Path only, 100 emits from the entire range. Other tools include space warps, such as bend and twist, Black hole, that attracts particles as they age to a point or points, displacement maps, can colour maps, and more. Add 3D Volumetric Lighting to your scene. To see a sample of the Flow physical force, please apply the ‘Flow’ preset. You can set how much trim a particle replicated list will be as the particle ages. Create volume effects such as Smoke and Fire by loading a VDB file or creating a volume from any particle system or object in Stardust. For spherical and axis turbulence set the origin point to displace from. Add 3D Volumetric Lighting to your setup. Choose the layer that is the basis for the Emitter, and then you set some relevant settings, such as emitting type for Text and masks, trim and more. If the “import materials” option on the file import dialog was checked, Material Nodes will be created and connected to the Model node, Mesh/Material assignments will automatically be ganareated and will be available for viewing and changing via the Material parameter in the Model node. friedpixels aka James Ramirez covers some workflow basics on how to use Stardust in After Effects to create user interfaces. You can set a max cache hint. Set the basic properties of the material , such as diffuse colour and texture. With the flow noise swirling effects can be created. Here you set what will be affected, such as position, opacity and blur. You can have some extra control of the lights in your particle space, by default, if you turn shading on, you’ll get shading, but if you want to filter light names and apply different light properties per node, you can connect a light node to that particle system and fine tune it. 3D Preview – Show 3D models as wireframes / flat / flat shaded for fast previews. When a particle start its way from a path like a Spline, some properties could be set along this line, such as size and color. Multiple Model nodes can be connected to the same Particle node, and they will ALL get instantiated. When off, regeneration will happen only when rendering the frames sequentially from the first and onwards. Sends the particle randomly in some direction. Normal: A particle aligned to its normal, if it has one, such as a particle that emits from a Mask. Then next phase for manipulating a particle properties, is through the other nodes, such as fields that can displace, color etc’ the particles. If that didn’t solve the issue, send us an email and we’ll get back to you asap. Either click and drag an icon on the panel toolbar, or open the preset browser and load node(s). Choose between applying a Sphere and Planar mapping, and adjust the orientation of the mapping using a control Null. This is he amount in percentage, that will fade from the effect to the previous state. Absorption Amount – Sets how much light is absorbed by the volume. for most cases the default setting should look good, but if you get some artifacts, you could set a higher value for better quality, or lower it for fast moving objects to gain extra rendering speed. To see a sample of how to limit the Axis, please apply the ‘Stream’ preset. set “Simulate using” to ‘sphere’ or ‘box’, or work with low polygon count models. You can set displacement maps and color maps, to alter particle properties. • Many emitter types, from a single point, through live text, masks and 3D models. Use another layer in the comp to displace the 3D model mesh. A thick white line will appear. It also includes many stunning effects like Replica , Black hole, a replicating particle effect, an effect that attracts particle as they age and more. Here you choose a source particle texture, it’s dark side(that is the back side) and the method used to time sample the source. To do so, choose a Null layer from the “Inherit Motion” layer popup . You can have multiple emitters, particle types, forces, effects and more, all in one shared space 3D space, on a single After effects layer. With these deformers you can pull, push, enclose the particles , and affect other properties such as colour and size. You can set the effect over a particle life, so for a black hole, this will set it’s travel from the original position and into the black hole. Emit particles from another particle system. Control the material properties of a 3D model. Motion blur will only apply yo camera movement. Entire effect presets, where you can either add or replace to the current tree. Brightness – Affects the volume’s scattered light brightness. If you continue to use this site we will assume that you are happy with it. Apply the Stardust effect, click ‘Register’ at the top of the effect, fill in the details, click confirm, and that’s it. As you can control of how many circles and choosing aspect ect’ you can get interesting effects using these. Located at the bottom of the panel window, the status bar gives some useful info about the nodes. You could also set an offset for the grid, so there is a shift in position from one row to another. Particle color is randomly chosen from the gradient. Input Min / Max – Remap the input values. If no ‘particle to particle’ collision is needed you can use this param to limit particles to collide only with Kinematic objects , such as walls etc’. Creare Null – Creates a 3D null and parent the Model to it using the Inherit Motion param in one click. For text and mask, choose the frame to sample the base path. The basic calculation, is projecting the particles out to the shape or in to the surface of the shape. Because with every passing day software installation is getting more and more difficult. Make your vision come to life using 3D physics, Replica animation engine, 3D Model Library and hundreds of other features. Sets the overall amount of the effect, taking into account the Light intensity etc’. For VDB file example – Presets / Volume / Volume VDB, Volume from particles –  Presets / Volume / Volume Particles. Trim the other end of the path, this applies to mask, text, and splines. You can either lock or unlock the Stardust panel to show the last Stardust selected layer. Choose between two types of noise: perlin and cellular. ‘Damp’ will weaken the effect of the current forces for the current frame, and ‘Damp forces’ will weaken the effect of the forces applied on previous frames. Solo – Enables solo mode, when this toggle is on, only ‘Solo’ Nodes will be rendered. Scatter – how much light is scattered away. Threshold param allows to tune some shadow artifacts. A 3D noise, that will affect all axis individually. • ‘Replica’, a unique effect that replicates the particles in different ways, such as offset, linear, grid, corners and more. Tweak params as needed, and when you’re done, cache the simulation and freeze it. Noise applies a smooth noise force to the particles. Emitter: The particles look at the birth position. Attach a material node to that model, and set its type to “Volume”, to define properties, such as Scatter and absorption of light. You can also offset these properties along the path. You can set the speed of the particles upon birth, but you can also use the ‘Speed over life’ graph, so change their speed as they age. You apply the noise on one axis only, or just one axis and one direction. Physical Particles – When turning Simulation on  for the first time on each Stardust instance, Volume – For faster processing, Volumes can be cached. Superluminal Stardust Overview. You can also tune the overall blurriness of the shadow using the Softness param. ● Simulate When the simulation is active, the following global controls can be set: Changing some parameter values change the simulation and require regeneration. This applies to Text, Mask, Layer and Layer path. After installation, Copy Stardust_effect.aex into: ….\Adobe After Effects CC 2017\Support Files\Plug-ins\Superluminal\Stardust\ Set a 3D model properties, click on the ‘Obj file name’ field, to open a popup to choose an Obj file. With this node you can move, rotate, scale, and affect particles opacity. To easily create the Studio Camera, click on the Utility switch on the main effect and choose to create the Studio Camera. Static Cache – For complex, non-animating volume setups, use this switch to have a single frame cache to the volume mesh and save subsequent frames processing time. Error: Please enter a valid email address, Error: Password and password confirmation do not match. once you the simulation state is set to ‘On’, Stardust will set a cache folder near where the after effects project file is saved, and will write the cache files to that folder. Some of these can rotate in 3D while other are from facing, you can also render faces, as in 3D model, that renders a flat render of the model. Use this param to obstruct particles by another 3D layer inside the Comp or by an external Z-Buffer, the input layer should be a lightness linear map. We use cookies to ensure that we give you the best experience on our website. Adaptive – Makes a simpler but less accurate mesh for faster processing. Superluminal Stardust 1.3 Full version with Crack patch. For splines, here you set the number of samples along the spline. Use the “Filter” dropdown to choose between different types of smoothing. Select a node(s) in the panel, and click ‘Backspace’, or select the controls in the ECW and delete. It correlates to the Falloff distance. Directionality  – Changes the scattering direction. On – Read and write cache, frames with no changes will be read from cache, new or modified frames will be written to cache. The Superluminal Stardust 1.6 provides a powerful 3D particle system for After Effects. You can also double-click on a node, and its relevant branch will get selected. In some cases particles will start moving when their neighbours start moving. For Textured and Rectangles particles, this limit them to 2D, only rotating in the Z camera axis. and some properties affect the particles over life,  like color, opacity and more, and then you can set in some cases properties over path, e.g. The ‘Full Sphere’ parameter, replicates the entire sphere, regardless of the number of copies set. Chain Groups: Connect the last particle in each group (emitter) to the first particle in the next group. Choose from different types such as Cube, Sphere and more. You can choose from sampling the origin property only on exact frame timestamps, or more then that. About Superluminal Stardust. Changes can be made to parameters without the need to regenerate the simulation. you can expose that folder by clicking ‘show’, or clear it (this will only clear the name, not the actual files) using the ‘reset’. Apply directional force to the particles. Create materials with light scatter such as skin or wax. Disable Source – Sets whether or not to render the volume’s source particles/models independently. Gives extra control over the shading of the particles. The reflected image is specified on the Environment Layer / Color set on the Main Stardust Effect. effects are automatically shown when selected in the Stardust panel. This will re-distribute the copies in a linear way, so one the replicated shape is set. Add shadows to 3D models. Create a new particle system from any point in the flowchart, to use it, connect the Clone node to existing node in a branch, this will enable you to create a new Particle system, by connecting nodes to it. Several tweaks are done behind the scenes to reflect this preference. It’s best to change only “appearance” parameters such as color, and not parameters which can affect the simulation outcome, such as particle birth rate. Simulations need cache files. This is the graph that will be used with a graph displacement map for position, opacity, size and rotation. Please check the Physical section for more details. In cases you only want to emit some of the resulting particles, e.g. Defines the particle properties such as color and size. while there are some basic forces that are inherited from the emitter, such as speed and angular speed, extra forces can be added, which can be animated over time and the particle’s life. Well not every user is an geek and expert technical PC User. Connect it to a Model node and set the model source to “Volume” so it will control properties such as position etc’. Apply physical forces, Directional, Spherical,Noise and Path. Sets the initial direction of a particle. Setting the size differently can create some creative looks. To select multiple nodes, click on empty space on the panel, and start dragging. Choose between setting a center point for the force or using a light(s) to set its position. Emission Color Gradient-  Tint the volume emission using a gradient. Detach node from between two other nodes – Alt click and drag it away. Node based interface to easily build complex systems in a single 3D space. You create a node either by click and drag from the panel toolbar or you can add them trough the preset browser. Covering the basics from workflows that i’ve used in production and in experiments. Contextual menu – Create a group node from the currently selected nodes in the panel. With offset you replicate a particle by adjusting it’s properties based on the previous particle, so if you set an offset angle or scale, it will scale from one particle to another, resulting in exponential growth. You can set the axis that the projection will take place. This will set a random number of copies per original particle. To use the Layer Set, add a source node, select the source layer(s) in the comp, then right click on the source node in the panel , and set it to the selected layers, Once the Later is set,  connect the source node to a particle(Textured particles only)  node’s input. Volume render quality – This controls the quality of the render , this is set automatically respecting the ‘quality settings’ under the render setting, and you can also manually adjust it using the ‘Volume Quality’ under the render settings. You can also add a single 3D model to the scene by simply adding a Model node to the setup, to better control its position and animation add a controlling Null Layer. • Create countless particle effects, such as fire, smoke, dust, snow. Here you will add some basic physic like forces, such as gravity, spin, and wind, you can also apply some of them as the particle ages. You can choose to use the texture Alpha / Lightness only, meaning, you can colorise the textured particles with the particle colour. This property adds randomness to the position offset. user created preset should go to ‘User Presets’ Folder  on a mac you can find it in  Documents / Superluminal / Stardust / Presets / User Presets. Replicate the particles randomly in space. Dynamic particles are affected by world setting such as gravity, collision with other dynamic and kinematic objects and physical forces. Smart Shy – Enable and Disables shy mode, when disabled, all nodes are visible in the effect controls window, when enabled ‘Shy’ nodes are hidden from the ECW, unless selected in the panel. i.e. Using the opened dialog box, enter a name for the preset. You can have a graph to control the number of copies, and trim them. Performs volume advection using the flow noise. Error: Please enter a valid email address, Error: Password and password confirmation do not match. Use this when you want to emit different kind of particles from the same source. Adjust the Voxel size if the particles are smaller than the basic voxel unit. With the panel, you create, connect and delete nodes. You can select from deferent types of lines, such as the Default, straight lines and Diagonal. A cloud is made from several circles travelling in a group. In order to emit auxiliary particles, you will need a parent Particle system, and then to connect the Auxiliary Emitter to a particle node. For faster simulations, try working with simple geometries. Motion Blur – An easy to access way to enable and disable the motion blur. Use this behavior to easily chain a line of particles. This tutorial covers using the Mask Emitter, Replica node… In some cases a particle can inherit it’s color from its emitter, such as a Light emitter, that has its own color. You can control the source time sample and more, most of the Rectangle properties apply here as well, with the orientation etc’. • Physical Particles – Make particles and 3D models collide and interact with each other. In this tutorial, we're going to explore Superluminal Stardust to create a "Tech / Futuristic" Logo Reveal Intro. Default emitting type for each emitter depends on it’s type. Volume – the model volume. • Animatable 3D splines can emit particles. Choose rendering different outputs, Depth channel, Ambient Occlusion, and more. You could also emit auxiliary particles from another auxiliary and so on. Auto connect node between nodes – drag a node on top of the connecting line between to other nodes until it turns green, to have it connect between them. This option works with 3D models only. To enable shadows, add casting shadows lights in the comp and have a casting and accepting shadows 3D models. Reflectors amount – Adjust the opacity of the planar reflections. These are the master controls for the physical simulation. Auto Range – Auto map the input emission values to the range of 0,1. With some of the deformers, you can have multiple origins at once, e.g. Stardust is fully integrated with After effects, you control every animation property right at the composition. • One click smart presets, that create impressive designs. Input Minimum – Manually set the lower end of the input range. Eran Stern teaches you everything you need to know to get started using Stardust, with 7 tutorials on Emitters, Particles, Replica, Forces, and more. Sets the basic properties of a grid replica, the ‘Full grid’ property fills the entire grid. Superluminal creates tools for motion graphics artists. Enable Remap Absorption – Turns the absorption remap graph on or off. Stardust is a Modular 3D particle system for After Effects. Footage. Gradient Input Scale – Scale the input values of the Gradient. please be aware that Comps and materials within inner comps will not get collected. This nodes sets the basic render properties of a particle, these properties may be altered later through other nodes. The second input connector on the volume node can be used to distinguish between the inputs for some of the boolean operations. Volume resolution – The volume resolution is set by the ‘Voxel Size’ parameter, found in the volume node. Motion(particle): The particles aligned to its motion. With Grid, Spline and Text it will paint their path with particles. With the panel, you create, connect, disconnect, select and delete nodes. Shadow Darkness – Affects the volume’s shadow darkness. Inherit edge size – Uses the edge size for the current particle, enabling to adjust particle size and orientation relative to the edge. Keyframes (linear only), and Expressions. Set the glossiness / roughness of the material, with an optional roughness texture. The number of copies that will be created by the offset values, this will be combined with the density property that multiplies this value, so you can set a number of copies, and up the density, to get the replicated result more dense. Makes a material opaque only to shadows, to easily composite shadows. They could be oriented toward a goal, such as a light. Physical particles can be either Dynamic, or Kinematic. Smooth – Apply basic smooth filter to the volume. As mentioned in the Overview, you can change a particle properties when it start it life, over life, and with the other nodes along its way through the world. This will replicate the particles in a grid, defined in the grid properties. To see a sample of the Path physical force, please apply the ‘Maze’ preset. Apply turbulence noise to the mesh, it’s somewhat similar to applying the turbulence node to particles, only it affects the underlying 3D model mesh points instead of the particles. First / last particle in a chain can be set to static, to easily create hanging chains. For Bend, twist, strech, you can choose whether its distorting on a certain axis, or rotated freely. Emit particles from another particle system. With conjunction of the trim parameter. it has no affect on the render . This is your starting point, this is the effect that actually renders. Create a basic source to be used with other nodes. Click to open the stardust panel, or open it form the Window menu. Point, Sphere and Box, will emit the according to the ‘Particles per second’ parameter value in the first frame. You can set the turbulence to affect as the particle age. The lower the Voxel size, the more detailed the Volume object is, and more time consuming to calculate. e.g. We use cookies to ensure that we give you the best experience on our website. This group is used to set and adjust an AE layer input source. For installation of Superluminal Stardust 1.6.0 ( x64 ) for Adobe After effects, multiple particle types, a... Geek and expert technical PC user Sphere Field, force and turbulence nodes in other separately... And Clouds particles types, properties along the resulting particles, it will appear more or less dense done the... Grid one by one you set axis / one side axis, please apply noise! Lights shading to affect the particle age package, and the direction the. Opened through the main effect to “ on ” gets projected along the path properties, such as emitting,... 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