5/17/2023 0 Comments Flickery letters after effectsMask: No easy pathway for automating the position data. I would frankly probably be better off building this viz in processing I just haven’t had the bandwidth to port the project to that system yet. I reduced the project to just a single instance of my situation to help illustrate the error, it isn’t representative of the whole. This is a single line, but the final project would have many hundreds of lines each with its own data that needs to pixel accurate. The position data for the null is actually coming from a python script that’s chewing on an even larger set of data and then outputs it in AE copy paste friendly format. One of the reasons this needs to some kind of semi-automated system is due to the amount of data I’m animating. It would be much simpler to use a mask or even the write on tool, I landed on the particular solution (and the even more complicated but more reliable Plexus solution) due to scale issues. I have a thread out to Trapcode support and will update if they have any sage advice. I’ve even tried stuff like rapidly oscillating the emitter in Z-space to try and prevent particles stacking. There is no solve that I have found to make all frames render correctly all the time. The solve would be to step through frame by frame and pick a Seed where the glitch doesn’t occur for each frame. Changing a parameter (like the Seed) will cause that frame to return, but will cause another frame to start experiencing the error. The solves there-in work as well, kind of. Much googling has shown me this has surfaced many times, but it usually seems to be connected to Spite based particles. the line will disappear) only to reappear a frame later. ![]() Randomly, at certain frames no particles will render (i.e. EXCEPT for the dreaded flickering particle situation. ![]() ![]() The particle life is > the length of the comp. Static particles are produced in varying quantity when the null moves. The particles themselves are basic Spheres, and pretty much every dynamic is turned off (gravity, air, motion). the particle production count is driven by its speed in order to produce an evenly thick line of particles that last for the duration of the comp). I’m using Particular to draw a line across the screen (basically a null travels around the screen.
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