Source Filmmaker

Source Filmmaker

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Becoming One with the Particles... (Aura, Disguising, Burning, Sparkling, Shocking, etc)
By SnowDrift
This guide will show you how to apply particle effects to your favorite characters and objects to really BLAST your Artworks and Animations to newer heights of Realism or Fantasy (usually the latter).
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So What did I mean about 'Becoming One with the Particles'?
BEHOLD




























Its also where you get these well-known in-game effects:



Stupid Scout. Anyway

This Guide is about Appying Particle effects on the Surface of your characters and objects.


REMEMBER to Click on the images/GIFs for a closer look
Foreplay
Before we get started;
  • You need to have a General Understanding on Particle Effects and how everything works
  • Get your chosen Character/Object nice and comfortable (No need to pose beforehand)
  • The finest Particle System to wear

It is Most Recommended, to use the Particle Editor Tool window to visually check out particles before summoning it into your workplace. I've been guilty of placing every particle effect I wanted to try out in the viewport and scrolling back and forth to see the effect. Because i didnt know what they look like.
Time-consuming. Inefficient. Low quality Previews.



This has been sped up by 5x. If you wanna avoid this, best advised to NOT skip the next section.

Using the Particle Editor Tool
Congrats on deciding to make life a bit easier.
With hundreds and possibly thousands of awesome-looking particles to go through, this is the most efficient way i could think of to view them.

This is what it looks like:



One scroll and you've looked at every Unusual in the game.
With this, you get a much more convenient way to preview particle effects you may be unsure where to look, finding the name or simply just exploring the vast list.

Let's Get to it!

1. Getting to it

Windows > Particle Editor Tool

Don't be alarmed when the whole thing disappears. We can get that back later.
















2. Finding that Perfect Particle (Filename)

Go to File > Open.
If you dont see any files, press that Up arrow folder (UP) on the top-right side until you see some and Follow the pathway in the image



Click on one of the 3 highlighted branches (depending on where your wanted particle system is), and click the Particles Folder to unleash the floodgates of special effects.

3. Returning to SFM

Tools > Switch to SFM

That's it! Have fun looking for those hidden treasures in your own time.

For now, its time for the main event.

MAIN TUTORIAL
Since a Legend passed away around this time of making this guide, let's make this go out to him.

1. Getting Started
Foreplay











I want the statue to Sparkle, so we look for things that look like they twinkle.

Unusuals contains some of the most prettiest and unique particle effects, so i chose one from there.






2. Prepping the Particle System

R-click the Particle, instance it, R-click again and Edit.



Delete everything beginning with 'Position' under 'Initializer' and Add in 'Position in Model Random'. Accept



3. Making Connections

R-click the Model, Show in Element Viewer > Model.
Click Up (Up Arrow) until you see children pls dont take that out of context.
Copy the name underneath



R-click the Particle, Show in Element Viewer > Particle System.
Go to controlModels and Paste Special > Paste as Reference.



And just like that, your model should be radiating with particle goodness.
If not, Wave the playhead around a bit or pay closer attention to Step 2.



It looks... Alright... i think? Not really impressive, isn't it?

Well, that's cus we have more work to do. Time to deal with some scary-ass words and numbers.
ADVANCED STUFF - Getting what you want
Alright, I lied about not needing to have good knowledge about particle effects in order to use this method.
BUT - Leaving the numbers untouched, can only get you so far, in terms of what you are going for.

And i'll be Real - It will probs be rare to find something EXACTLY what you are looking for. And its up to YOU, to get what you want.

Do not worry - its alot easier than you think :)

So here, I'll be going through some of the Most Common ways to Customise your particle systems by looking at some of the Most Basic and Useful Parameters

PREVIEWING

You can look at the particles at better detail using the Mouse.
ORBIT -> L-Click + Drag
ZOOM -> R-Click + Drag
PAN -> MOUSE3 + Drag








SIZE
Size of Particles
- Radius Random
- The Max & Min values determine the range of random sizes the particles are produced












TRANSPARENCY CONTROL

Main Transparency
- Alpha Random
- Control Overall Opacity Particle
- Place values between 0 - 255


PARTICLE MOVEMENT

Movement/Gravity
- Movement Basic
- Controls where Particles travels, Applies Gravity

We'll focus on 'Gravity'. Parameters will be split into XYZ - (XY = left/right/forward/back, Z = up/down)






















COLOR

Main Color:
- Color Random
- Click on the Color Rectangle to choose your color










NUMBER/FREQUENCY OF PARTICLES

Spawn Rate:
- Emit_Continuously/Emit_Instantaneously
- How many particles are produced at a time.























Let's fix up our Original Example:


The things i didn't like about this:
  • Too little Particles
  • Barely Noticeable
  • Floats too much






What I plan to change?
  • Add more particles
  • Change the colors and Opacity
  • No movement



And BOOM!

Updates:
- Emission rate: 35 -> 400
- Changed both colors to Gold
- Movement basic: Gravity 0 0 200 -> 0 0 0
- Time Scale: 0.5
- Updated Localization Files

My Personal Favourites
If you need some ideas or require that creative boost, Here's my arsenal of particle effect wearables.

Power Aura:
Make your icon look Powerful, Mythical, Ghostly. Enhance their colour scheme and a trailing effect that complements movements quick or slow.




A Fantastic Particle effect derived from this Workshop item:
https://steamproxy.net/sharedfiles/filedetails/?id=553926899&searchtext=light+arrow
Movement Basic > Gravity - [x x 10] (x = direction smoke trails off)
Alpha Fade and Decay >
Start_fade_in: 0 Start_fade_out: 0.05
End_fade_in: 0.05 End_fade_out: 1


The Fades are pretty important to show that the smoke is coming off the entities, NOT spawning in halfway through the air. As well as to slowly de-materialise the further away it is from the source.


Electrifying:
Same as above - But Energizing



Finally, an electrical particle effect that is actually so fine. You can find it here:

https://steamproxy.net/sharedfiles/filedetails/?id=2245326725&searchtext=scream+2020
Filename: utaunt_electricity

Note that the particle effect doesn't start until 3 seconds later from intended start time - You can fix it by going to emit_continuously and setting emission_start_time to 0


Sparkling:
Reinforce that Shining, Lustrous quality - or simply make them look even more Fabulous



I actually didn't apply any particles to her - Instead I just applied it to an invisible square cus im lazy

Filename: tf > flag_particles > australium_sparkles_player


Bubbly:
Incase one volumetric isn't enough for your underwater artwork



Filename: tf > item_fx > unusual_bubbles
Tips & Tricks
Hiding the Model Preserves the particle effect:













How is this Useful?

Extended control over emission area and patterns (Controllable with scalar)



Behind the scenes:

Tether a flaming particle to a thin and long model, play with the scales and hide it.
BAM! You got a Wall of Fire






Enables 'Locked' tools and characters to emit particles (Locked parts cannot emit particles)




Secret?
1. Create another model and attached the particle to it
2. Lock and zero the particled model to the locked model
3. Unlock the particled model and hide it



POSSIBLE FUTURE PLANS:

EXPANDING PARTICLE (KUNGFU PANDA SKADOOSH) (EXPANDING INVISIBLE RING + PUMKIN SPARKLE)
(GENJI TRANSFORM INTO LEAF) (SPINNING INVISBLE RING + SMOKE)
mad milk
jarate


LOCKING TRANSFORMS TO MAKE PARTICLES EMIT ON SPECIFIC PARTS?
Issues & Fixes
Deleting Particle also deletes Model:

The Particle is still tethered to the Model, so removing the particle will take the model with it.



We have to remove that connection by deleting the connection by R-clicking the particle system to bring it into the Element Viewer.
Double click controlModels and delete the model name under it.



However, the deleting the model will NOT remove the particle

Changing particle parameters Changes another particle:

[quick fix] Possibly derived from copy+pasting a 'Tethered' particle.
Try deleting the unwanted model name under control models.
Create a new particle effect every time or copy+paste an 'untethered' particle

Children name Not Showing up or Incorrect:

Ensure there are NO RIGS on the model

Particle effect does not show up partially or completely on model with Cosmetics:

When trying to apply particle effects on a model with cosmetics, you will find that the parts NOT covered is the the only place the particles will emit.



Dude looks like he's thinking about Miss Pauling.





















So... does that mean i have to apply MULTIPLE of the same particle effect to every individual cosmetic?
Hell no!

It turns out you can apply the SAME particle effect to all cosmetics.



However, when they are still locked on the model - You will see no difference

Unlock them.

AND THEN you will get this:



Scout when Pauling is within 50 ft of him.
Suggestions?
Comment down any feedback and critiques you have about this guide.

I'll keep this guide updated with any additional issues found and i'll go check it out and add it here.

63 Comments
amygdolor 29 Jul @ 11:33pm 
cool:steamhappy:
SnowDrift  [author] 8 Jul @ 4:30pm 
Hey @hispanic - It is the electricity effect, which the filename can be found in my favourites
Hispanic Spy 3 Jul @ 10:40pm 
I wanted to ask if you remember what you used for the Kamehame effect in your example with Gohan in the beginning?
ReintronH5 24 May @ 9:09am 
Thank you for the tip
SnowDrift  [author] 20 Apr @ 6:18pm 
Heya @Gushers - I had this issue as well
All you have to do is go to your Export Movie... > Layoff Settings > Change Override shutter speed = 0.008
Note that this might reduce motion blur for your animations, but shouldn't be too noticeable and will fix the jittery particle FX
Gushers 16 Apr @ 5:08pm 
Does anyone know how to make the particles look better when you're animating at 60fps instead of 24fps? I would have snow falling only for it to be very jittery, same goes with bubbles or other various particles.
RIT0REXSHINZEN24 6 Mar @ 2:49pm 
THANK YOU !!!
Sir donks alot 4 Mar @ 12:11pm 
I would appreciate the extra help actually. I'll send a friend request
SnowDrift  [author] 4 Mar @ 3:18am 
You got your plan sorted - playing around with the basic parameters I showed should be enough to get what you want I reckon. If you want you could add me and chat if you need extra help
Sir donks alot 3 Mar @ 5:22pm 
Well for the god forms aura's I was thinking about a modified flame particle. But im worried I wont be able to make it transparent properly and I dont know what to do for the small particle effects. Like in ultra instinct there's dots that float around. I dunno how im gonna do that. But ultra instinct is possible cause theres unusual taunts in the game that look alot like it