Gunfire


Advanced, 3D, particle-based muzzle flashes which can be rotated and positioned in true 3D. Infinitely variable and customizable to suit any weapon type.

Important: Even if you're not using blank-firing weapons during shooting, always make sure you have notified the police and informed local residents prior to filming. Don't assume that the presence of a camera is enough to let people know you're making a movie.

For realistic positioning, the gunfire origin should normally be positioned at the end of the gun barrel.

Appearance

The gunfire texture system provides a hugely powerful method for assigning textures to the effect.

The texture properties can be found in the Appearance property group.

Texture sources

There are three possible texture sources:

None - this will use a default circle shape.
Layer - any layer can be assigned as the texture source.
Built-in - a selection of default textures are included.

Using layers as textures

After selecting to use a layer as the texture source you will need to specify the source layer.

Large resolution and animated textures may have an impact on performance.

There are three Frame options when using a source layer:

Single - uses a single frame of the source layer as the texture. The frame can be specified using the Frame number property.
Random - randomly selects a frame for each particle. The random selection can be changed using the Seed property.
Animated - enables the use of sequential frames from the source layer as the texture. The start frame and the number of frames to use can be set. The loop option will cause the texture to return to the start frame after the specified number of frames have been used.

Keyframing the start frame property will cause each particle to have a different start frame.

Item

Description

Composite Blend

Changes the blend mode for the entire effect.

Particle Blend

Changes the blend mode for the gunfire particles.

Colorize

Overrides the texture's original colors.

Color

Specifies the colorize color.

Color Variation

Adds random variation to the chosen color.

Active

Turns the effect on and off.

Rate of Fire

Percentage chance of the muzzle flash appearing on the current frame. 100 ensures the muzzle flash is always visible. Lower values are useful for creating the appearance of automatic weapons fire, without needing to manually keyframe the Active property.

Seed

Generates a new gunfire pattern within the current parameters.

Motion Blur

Adds automated zoom blur to the gunfire.

The gunfire effect is made up of two distinct components: the core flare and the side flare(s).

Core flare

Item

Description

Active

Turns the core flare on and off.

Scale

The size of the core flare particles.

Barrel Gap

Distance between the core flare and the gun barrel.

Length

Length of the core flare.

Length Taper

Adjusts the weighting of the core length.

Radius

Radius of the core flare.

Radius Taper

Adjusts the weighting of the core radius.

Jitter

Creates a more dispersed appearance.

Intensity

Adjusts the brightness of the core.

Primary Number

Number of particles comprising the main core flare.

Secondary Number

Number of particles comprising the jitter part of the core flare.

Side flares

Item

Description

Active

Turns the side flares on and off.

Scale

Size of the side flare particles.

Number of Flares

Adjusts number of side flares.

Barrel Gap

Distance between the side flares and the gun barrel.

Barrel Angle

The angle of the side flares relative to the core flare.

Barrel Rotation

Rotates the side flares around the core flare.

Length

Length of the side flares.

Length Taper

Adjusts the weighting of the side flare length.

Radius

Radius of the side flares.

Radius Taper

Adjusts the weighting of the side flare radius.

Jitter

Creates a more dispersed appearance.

Intensity

Adjusts the brightness of the side flares.

Primary Number

Number of particles comprising the main side flares.

Secondary Number

Number of particles comprising the jitter part of the side flares.