Note: Not available in Premiere Pro.
Sophisticated, array-based particle engine for creating organic, fractal shapes and distorted grids with hundreds of thousands of particles. Apply to a source layer to disintegrate it into individual particles.
Atomic particles are array-based, which means they use regimented grids of particles.
Although applied as a 2D effect, atomic particles are simulated in 3D and can be rotated and positioned in 3D. In supported host platforms they will also interact with 3D cameras and lights.
Examples of atomic particles
There are countless uses for atomic particles effects. Below are a few simple examples, all created very quickly and easily:
This property group determines the initial positioning and layout of the particle grid that forms the foundation of any atomic particle effect.
The position properties determine the location of the particle grid.
In supported host platforms the particle grid can be linked to another 3D layer in the composite shot, enabling the use of 3D cameras with atomic particles.
Number of particles
The particle grid can be adjusted to have more or less individual particles. The particle grid is made up of multiple layers (Z) of horizontal (X) and vertical particles (Y).
When first using atomic particles it can be easier to understand the system by reducing the X and Y values so that you can easily make out the individual particles.
This is a particle grid of 10x10x1:
Increasing the number of Z layers to 5 gives depth to the particle grid:
The spread of particles can be adjusted using the scale properties, to make particles closer together or farther apart:
The twist property spins each vertical column of particles, creating a corkscrew appearance:
Depth sort changes the accuracy of the particle rendering. Turned off the rendering is fastest, but particles may not be represented accurately in 3D space.
Here is an example effect without depth sorting:
Here is the same effect with depth sorting on:
The second example shows a much more accurate representation of the particles in 3D space. Note the crossover point of the two strands at the top-left of the image and the peak of the curve at the top right, both of which are more accurately rendered with depth sorting on.
Turning depth sort to on can slow down rendering times.
The appearance properties determine the size, shape and opacity of the particles.
The shape menu can be used to change the particle shape to that of another layer, which is defined in the source menu.
This can be used to create a grid of particles using a product logo, for example.
Dispersing particles randomizes the position of the particles.
Here is a particle grid with no dispersal:
Here is the same effect with an increased dispersal amount:
This can have interesting effects when applied to video or image layers:
By default the dispersal happens uniformly across the layer.
The layer option can be used to alter the strength of the dispersal by location.
Applying this gradient layer:
Results in the dispersal being most prominent towards the bright side of the gradient:
Warping the atomic grid using the fractal controls creates organic shapes and introduces animation.
Displace alters the atomic grid to produce a rippled result, best imagined as cloth blowing in the wind:
Disperse and size work similarly to the standard dispersal and size properties but also create fractal animation, retaining the sense of a connected grid.
The wavelength and iterations properties determine the strength of the overall fractal warp. A higher wavelength will result in a more uniform, less detailed transformation. Low iterations will create smoother patterns, with higher iterations creating noisier results.
The speed of the fractal animation can be adjusted.
Adjusting the flow will give the impression that the particles are moving in a particular direction. This is most evident with larger numbers of particles:
The fractal settings can also be driven by a separate layer, in the same way to dispersal. A layer such as a color gradient can then be used to adjust the intensity of the fractal warping.
In the example below, a simple gradient has been used to alter the fractal shape, resulting in less fractal warping at the right side of the frame and more at the left:
The position of individual particles in the grid can be affected by another layer. In the example below a video layer of a car has been used to displace the atomic particles, revealing the layer's shape:
The size of particles can also be linked to another layer. In this example the size of the particles is affected by the car layer, with darker areas creating smaller particles;
The particle grid can be warped by a sphere force, either attracting or detracting the particles. This can be used to wrap the particle grid into a spherical shape:
Atomic particles animation can be driven by an audio layer.
The audio layer must first be chosen. This can be any layer on the timeline that includes audio.
Before the audio affects the particle animation it must first be mapped to particular properties.
There are four mapping slots and you can use as many as you want.
The Map to property determines which property the audio interacts with.
Frequency, range and threshold adjusts how the audio interacts with the particles.
Audio interaction works on top of the other atomic particles properties, so you will also need to adjust the corresponding property group to enable audio interaction. For example, if you choose Fractal as your map to option, you will also need to adjust some of the fractal properties.
By default an atomic particles grid is displayed using the colors of the host layer. The illumination properties can be used to enable full 3D lighting on supported host platforms.
To illustrate the difference, here is an example with no 3D illumination:
While the spherical shape is evident, there is no distinction between strands that are closer to the camera and those that are further away.
Here is the same shot with the Illumination Type set to Comp lights, with a single point light (with falloff) in the center of the shape:
By using the 3D light for illumination, it is possible to perceive depth in the atomic shape.
Comp lights will use all available lights in a scene.
Selected lights can be used to choose specific lights.
The material property group provides control over how the surface interacts with light.
Motion blur can be turned on or off. Using the Comp settings option will match the motion blur found in the rest of the composite shot, or custom settings can be used.