The Particle Playground effect lets you animate a large
number of similar objects independently, such as a swarm of bees
or a snow storm. Use the Cannon to create a stream of particles
from a specific point on the layer, or use the Grid to generate
a plane of particles. The Layer Exploder and Particle Exploder can
create new particles from existing layers or particles. You can
use any combination of particle generators on the same layer.
This effect works with 8-bpc color.

Particles shooting out of the spacecraft layer (top left),
text characters used as particles shooting out of a ray gun (bottom
left), and Layer Exploder used on spacecraft layer (bottom right)
Start
by creating a stream or plane of particles, or by exploding an existing
layer into particles. Once you have a layer of particles, you can
control their properties, such as speed, size, and color. You can
replace the default dot particles with images from an existing layer
to create, for example, an entire snowstorm from a single snowflake
layer. You can also use text characters as particles. For example, you
can shoot words across the screen, or you can create a sea of text
in which a few letters change color, revealing a message.
Use Cannon, Grid, Layer Exploder, and Particle Exploder controls
to generate particles. Use Layer Map control to specify a layer
in place of each default dot particle. Use Gravity, Repel, and Wall
controls to influence overall particle behavior. Use Property Mapper
controls to influence particle properties. Use Options to set options,
including those for substituting text characters in place of dots.
Note: Because of the complexity of Particle Playground, you may
experience long computation, preview, and render times.
- Select the layer on which you want
particles to exist, or create a new solid layer.
- Choose Effect > Simulation >
Particle Playground. The layer becomes an invisible layer in which
only the particles are visible. Animating the layer in the Timeline
panel animates the entire layer of particles.
- Set up a particle generator to determine how particles
are created. You can shoot a stream of particles from the Cannon,
generate a flat plane full of particles from the Grid, or use the
Layer Exploder to create particles from an existing layer. If you’ve
already created particles, you can apply the Particle Exploder to
explode them into more new particles.
- Select your particles. By default, Particle Playground
creates dot particles. You can replace the dots with a layer already
in the composition or with text characters you specify.
- Specify the overall behavior of some or all particles.
Use Gravity to pull particles in a specified direction, Repel to
push particles apart from or toward one another, or Wall to contain
or exclude particles from a certain area.
- Use an image to specify the behavior of individual particles.
You can modify controls that change particle motion, such as speed
and force, and controls that change particle appearance, such as
color, opacity, and size.
The Particle Playground effect renders with anti-aliasing
when the layer to which it is applied is set to Best quality. It
also applies motion blur to moving particles when both the Motion
Blur layer switch and the Enable Motion Blur composition switch
are on.
When you use another layer as a source for particles,
Particle Playground ignores any changes you made to that layer within
that composition, such as changing the Position values. Instead
it uses the layer in its original state. To keep changes for a layer
when you use it as a particle source, precompose the layer.
Particle Playground can generate three
kinds of particles: dots, a layer, or text characters. You can specify
only one kind of particle per particle generator.
Create particles
by using the Cannon, the Grid, the Layer Exploder, and the Particle
Exploder. The Grid creates particles in an organized grid format
with straight rows and columns. The exploders create particles randomly,
like firecracker sparks.
The particle generators set the attributes
of particles at the moment they are created. After that, particle
behavior is influenced by the Gravity, Repel, Wall, Exploder, and
Property Mapper controls. For example, if you want particles to stick
to grid intersections, you might use the Static Friction option
in the Persistent Property Mapper to hold particles in place. Otherwise,
as soon as particles are created, they begin moving away from their
original grid positions.
The Cannon is on by default; to use a
different method to create particles, first turn the Cannon off
by setting Particles Per Second to zero. The Cannon creates particles
in a continuous stream.
- Position
-
Specifies the (x,y) coordinates from which particles are
created.
- Barrel Radius
-
Sets the size of the Cannon’s barrel radius. Negative values
create a circular barrel, and positive values create a square barrel.
For a narrow source, such as a ray gun, specify a low value. For
a wide source, such as a school of fish, specify a high value.
- Particles Per Second
-
Specifies how often particles are created. A value of 0 creates
no particles. A high value increases the density of the particle
stream. If you don’t want the Cannon to fire continuously, set keyframes
for this control so that the value is 0 at the times when you don’t
want to create any particles.
- Direction
-
Sets the angle at which particles are fired.
- Direction Random Spread
-
Specifies how much each particle’s direction deviates randomly
from the cannon direction. For example, specifying a 10-degree spread
sprays particles in random directions within +/–5° of the cannon direction.
For a highly focused stream, such as a ray gun, specify a low value.
For a stream that widens quickly, specify a high value. You can
specify up to 360°.
- Velocity
-
Specifies the initial speed of particles in pixels per second
as they emanate from the Cannon.
- Velocity Random Spread
-
Specifies the amount of random velocity of particles. A higher
value results in more variation in the velocity of particles. For
example, if you set Velocity to 20 and Velocity Random Spread to
10, particles leave the Cannon at velocities ranging from 15 to
25 pixels per second.
- Color
-
Sets the color of dots or text characters. This control has
no effect if you use a layer as the particle source.
- Particle Radius
-
Sets the radius of dots, in pixels, or the size of text characters
in points. This control has no effect if you use a layer as the
particle source.
The Grid creates a continuous plane of
particles from a set of grid intersections. The movement of Grid
particles is completely determined by the Gravity, Repel, Wall,
and Property Mapper settings. By default, the Force control of Gravity
is on, so Grid particles fall toward the bottom of the frame.
With
the Grid, a new particle appears on every frame at each grid intersection. You
can’t adjust this frequency, but if you want to turn off the Grid
or make the Grid stop generating particles at specific times, set
the Particle Radius/Font Size control to 0, or use keyframes to
animate the value of the Particles Across and Particles Down controls.
To make more particles appear in each frame, increase the values
for Particles Across and Particles Down.
Note: By default, the
Cannon is on and the Grid is off. If you are using the Grid and want
to stop the Cannon from generating particles, turn off the Cannon
by setting its Particles Per Second value to 0.
- Position
-
Specifies the (x,y) coordinates of the grid center. When
a grid particle is created, it is centered over its grid intersection,
regardless of whether it is a dot, a layer, or a text character.
If you’re using text characters as particles, the Use Grid option
in the Edit Grid Text dialog box is on by default, placing each
character on its own grid intersection, so normal character spacing,
word spacing, and kerning do not apply. If you want text characters
to appear at the grid position with normal spacing, use a text alignment
other than the Use Grid option.
- Width, Height
-
Specify the dimensions of the grid, in pixels.
- Particles Across, Particles Down
-
Specify the number of particles to distribute horizontally
and vertically across the grid area. Particles are generated only
when the value is 1 or more.
Note: If the Width, Height, Particles
Across, and Particles Down controls are not available, the Use Grid
option has been turned off in the Edit Grid Text dialog box.
- Color
-
Sets the color of dots or text characters. This control has
no effect if you use a layer as the particle source.
- Particle Radius/Font Size
-
Sets the radius of dots in pixels or the size of text characters
in points. This control has no effect if you use a layer as the
particle source.
The
Layer Exploder explodes a layer into new particles, and the Particle
Exploder explodes a particle into more new particles. In addition
to explosion effects, the exploders are also handy for simulating
fireworks or for rapidly increasing the number of particles.
The
following guidelines can help you control particles resulting from
an explosion:
-
A layer is exploded once for each frame.
By default, this creates a continuous shower of particles for the
duration of the composition. If you want to start or stop a layer
explosion, animate the Radius of New Particles control by using keyframes
so that its value is zero at times when you don’t want particles
to be created.
-
If the source of the layer is a nested composition, you can
set different Opacity values or In and Out points for the layers
within the nested composition to make the exploding layer transparent
at different points in time. The Layer Exploder does not create
particles where the source of the layer is transparent.
-
To change the position of the exploding layer, precompose
the layer with its new position (use the Move All Attributes Into
The New Composition option), and then use the precomposed layer
as the exploding layer.
-
When you explode particles, the new particles inherit the
position, velocity, opacity, scale, and rotation of the original
particles.
-
After you explode layers or particles, the movement of particles
is influenced by the Gravity, Repel, Wall, and Property Mapper controls.

Some Persistent Property Mapper and Ephemeral Property
Mapper options can make explosions more realistic. For example,
change Opacity to make the resulting particles fade out, or change
the Red, Green, and Blue color channels to make resulting particles
change color as they appear to cool.
- Explode Layer
-
(Layer Exploder only) Specifies the layer you want to explode.
To make the video disappear the moment the particles appear, either
turn off the video for the layer or trim the layer’s Out point.
- Radius Of New Particles
-
Specifies the radius of the particles resulting from the explosion.
This value must be smaller than the radius of the original layer
or particle.
- Velocity Dispersion
-
Specifies, in pixels per second, the maximum speed of the range
within which Particle Playground varies the velocity of the resulting particles.
High values create a more dispersed or cloudlike explosion. Low
values keep the new particles closer together and can make the exploded
particles resemble a halo or shockwave.
- Affects
-
Specifies which particles are affected by the Layer Exploder
and Particle Exploder.
By
default, the Cannon, Grid, Layer Exploder, and Particle Exploder
create dot particles. To replace the dots with a layer in the composition,
use the Layer Map. For example, if you use a movie of a single bird
flapping its wings as a particle source layer, After Effects replaces
all dots with an instance of the bird movie, creating a flock of
birds. A particle source layer can be a still image, a solid, or
a nested After Effects composition.
A multiframe
layer is any layer with a source that varies over time, such
as a movie or a composition. When you map new particles to a multiframe
layer, use the Time Offset Type control to specify how you want
to use the layer’s frames. For example, use Absolute to map an unchanging
image onto a particle, or use Relative to map an animating sequence
of frames onto a particle. You can randomize both Absolute and Relative
across particles.
Note: When you choose a layer for Layer Map,
Particle Playground ignores any changes that you made to that layer
within that composition. Instead, it uses the layer in its original
state. To keep transformations, effects, masks, rasterization options,
expressions, or keyframe changes for a layer when you use it as
a particle source, precompose the layer.
- Use Layer
-
Specifies the layer you want to use as the particles.
- Time Offset Type
-
Specifies how you want to use a multiframe layer’s frames.
For example, if you are using a layer of a bird flapping its wings
and you choose Relative for Time Offset Type with a Time Offset
of 0, the flapping wings for all the instances of the bird are synchronized.
While this might be realistic for a marching band, it is not realistic
for a flock of birds. To make each bird start flapping its wings
from a different frame in the layer, use Relative Random.
- Relative
-
Starts playing the layer at a frame based on the Time Offset
you specify, relative to the effect layer’s current time; then advances
in step with the Particle Playground layer’s current time. If you
specify a Time Offset of 0, all particles show the frame that corresponds
to the effect layer's current time. If you choose a Time Offset
of 0.1 (and your composition is set to 30 fps), each new particle
displays the frame that is 0.1 seconds after the previous particle’s
frame. Regardless of the Time Offset you specify, the first particle
always displays the frame of the source layer that corresponds to
the effect layer’s current time.
- Absolute
-
Displays a frame from the layer based on the Time Offset
you specify, regardless of the current time. Choose Absolute when
you want a particle to show the same frame of a multiframe source
layer for its entire lifespan, instead of cycling through different
frames as the effect layer advances in time. For example, if you
choose Absolute and specify a Time Offset of 0, every particle shows
the first frame of the source layer for its entire lifespan. If
you want to show a frame other than the first frame, move the layer
earlier in time until the frame you want to show corresponds to
the In point of the Particle Playground layer. If you specify a
Time Offset of 0.1, for example, each new particle displays a frame that
is 0.1 second after that of the previous particle (or every third
frame of a 30-fps animation).
- Relative Random
-
Starts playing the layer from a frame chosen at random, within
the range between the effect layer’s current time and the Random
Time Max you specify. For example, if you choose Relative Random
and specify a Random Time Max of 1, each particle starts playing
from a layer frame chosen at random from between the current time
and 1 second after the current time. If, for another example, you
specify a negative Random Time Max value of - 1, the Random Time
Max is before the current time, so that the range within which new particles
start playing advances as the current time advances. However, the range
is always between the current time and one second earlier than the current time.
- Absolute Random
-
Takes a frame at random from the layer, by using a time between
0 and the Random Time Max you specify. Choose Absolute Random when
you want each particle to represent a different single frame of
a multiframe layer. For example, if you choose Absolute Random and
specify a Random Time Max of 1, each particle shows a layer frame
from a random time between 0 and 1 second into the layer’s duration.
- Time Offset
-
Specifies the frame from which to start playing sequential
frames from the layer.
- Affects
-
Specifies which particles are affected by the Layer Map controls.
You
can use text characters as particles. For example, you can type
a message that the Cannon shoots across the frame. You can also
change the attributes of any three sets of characters. For example,
you can make some of the characters larger or brighter than others.
- In the Effect Controls panel, click Options.
- Click Edit Cannon Text.
- Type text in the text box, and then set the following
options:
-
For Font/Style, choose the font and style
for Cannon characters.
-
For Order, click to specify the sequence in which
characters exit the Cannon. The sequence is relative to the character
order typed in the text box. For example, if the Cannon Direction
is set to 90° (making it point to the right), English text must
exit the Cannon last letter first to be in readable order. Therefore,
select Right to Left.
-
For Loop Text, select to continuously generate the
characters you typed. Deselect to generate only one instance of
the characters.
- Click OK to close the Edit Cannon Text dialog box, and
then click OK to close the Particle Playground dialog box.
- Click the right-facing triangle next to Cannon so that
it points downward.
- Click the Font Size value, type a value of 10 or greater,
and press Enter (Windows) or Return (Mac OS).
If you want to stop replacing default particles with
text, delete all text from the text box in the Edit Cannon Text
dialog box.
- In the Effect Controls panel, click
Options, and then click Edit Grid Text.
- Set the following options:
-
For Font/Style, choose the font and style
for Grid characters.
-
For Alignment, click Left, Center, or Right to position
text in the text box at the Position specified in the Grid control,
or click Use Grid to position each letter in the text on consecutive
grid intersections.
-
For Loop Text, select to repeat the characters you
typed until all the grid intersections contain one character. Grid
intersections are specified by the Particle Across and Particle
Down controls. Deselect to generate only one instance of the text.
(This option is available only if you select Use Grid alignment.)
- Type text in the text box. If Use Grid alignment is selected
and you want to skip a grid intersection, type a space. To force
the next character down to the next grid row, press Enter (Windows)
or Return (Mac OS).
- Click OK to close Edit Grid Text, and then click OK to
close the Particle Playground dialog box.
- Click the right-facing triangle next to Grid so that
it points downward.
- Click the Font Size value, type a value of 10 or greater,
and press Enter (Windows) or Return (Mac OS).
If you want to stop replacing default particles with
text, delete all text from the text box in the Edit Grid Text dialog
box.
Some controls affect the particle from
birth: Cannon, Grid, Layer Exploder, and Particle Exploder. Others
affect the particle after birth and over the course of its lifespan:
Gravity, Repel, Wall, Persistent Property Mapper, and Ephemeral Property
Mapper. To have full control over particle movement and appearance, you
must balance these controls.
For example, if you want to use
the Cannon to shoot sparks that fade over time, it may seem that
you need only animate the Cannon’s Color control. However, using
this method, you change only the color of each new particle as it’s
created. To control the color for the lifespan of particles, you
must create a layer map and use one of the Property Mappers to alter
the particles’ color channels.
The following list covers common
particle behavior and how you can influence it.
- Speed
-
At particle creation, particle velocity is set by the Cannon
and the exploders; Grid particles have no initial speed. After particle
creation, use the Force control in the Gravity and Repel control
groups. You can also influence the speed of individual particles
by using a layer map to set values for the Speed, Kinetic Friction,
Force, and Mass properties in the Property Mappers.
- Direction
-
At particle creation, the Cannon includes particle direction;
the Layer Exploder and Particle Exploder send new particles in all
directions; and Grid particles have no initial direction. After
particle creation, direction can be influenced by the Direction
control in the Gravity control group or by specifying a Boundary
(mask) in the Wall control group. You can also influence the direction of
individual particles by using a layer map to set values for the
Gradient Force, X Speed, and Y Speed properties in the Property
Mappers.
- Area
-
Use a Wall mask to contain particles to a different area
or to remove all barriers. You can also restrict particles to an
area by using a layer map to set values for the Gradient Force property
in the Property Mappers.
- Appearance
-
At particle creation, the Cannon, Grid, Layer Exploder, and
Particle Exploder set particle size unless you replace the default
dots with a layer map. The Cannon and Grid set the initial color,
while the Layer Exploder and Particle Exploder take color from the
exploded dot, layer, or character. The Options dialog box affects
the initial appearance of text. After particle creation, you can
use the Property Mappers to set values for Red, Green, Blue, Scale,
Opacity, and Font Size.
- Rotation
-
At particle creation, the Cannon and Grid set no rotation;
the Particle Exploder takes rotation from the exploded dot, layer,
or character. Use Auto-Orient Rotation to make particles rotate
automatically along their respective trajectories. For instance,
a particle can point up as it climbs an arc, and point down as it
descends. Rotation isn’t easily visible for a dot particle. It is
easier to observe only when you replace the dot particle with text
characters or a layer. After particle creation, use a layer map
to set values for the Angle, Angular Velocity, and Torque property
in the Property Mappers.
Note: The appearance and rotation of
a layer map particle changes in relation to the mapped layer’s original
appearance and rotation. For instance, if you replace the default
dot particles with a movie of a spinning wheel, the spinning-wheel
particles appear to spin when no particle rotation is applied.
Use Gravity controls to pull existing
particles in a direction you specify. Particles accelerate in the
direction of gravity. Apply in a vertical direction to create falling particles,
such as rain or snow, or rising particles, such as champagne bubbles. Apply
in a horizontal direction to simulate wind.
- Force
-
Specifies the force of gravity. Positive values increase
the force, pulling particles more strongly. Negative values reduce
the force.
- Force Random Spread
-
Specifies a range of randomness for the Force. At zero, all
particles fall at the same rate. At a higher value, particles fall
at slightly different rates. Although pure gravity accelerates all
objects equally, increasing the Force Random Spread value can produce
more realistic results with subjects such as leaves falling through
air, where there is enough air resistance to vary the leaves’ rates
of descent.
- Direction
-
Specifies the angle along which gravity pulls. The default
is 180°, which simulates the real world by pulling particles toward
the bottom of the frame.
- Affects
-
Specifies a subset of the layer’s particles to which Gravity
applies.
Repel controls specify how nearby particles
repel or attract each other. This feature simulates adding a positive
or negative magnetic charge to each particle. You can specify which
particles, layers, or characters are the repelling force and which
are repelled.
Note: If you want to repel an entire layer of
particles away from a specific area, use the Property Mapper controls,
Wall or Gradient Force.
- Force
-
Specifies the repel force. Greater values repel particles
with more force. Negative values result in particle attraction.
- Force Radius
-
Specifies the radius (measured in pixels) within which particles
are repelled. Another particle must be within this radius to be
repelled.
- Repeller
-
Specifies which particles act as the repellers or attractors
to another subset you specify by using the Affects control.
- Affects
-
Specifies a subset of the layer’s particles to which repulsion
or attraction applies.
Wall controls contain particles, limiting
the area within which particles can move. A wall is a closed mask
that you create by using a mask tool, such as the Pen tool. When
a particle hits the wall, it bounces off at a velocity based on
the force with which it hit.
- Boundary
-
Specifies the mask to use as the wall. You can create a new
mask by drawing one on the effect layer.
Many Particle Playground controls include
Affects controls. Affects controls specify which particles are affected
by the encompassing control. For example, the Affects controls within
the Particle Exploder controls specify which particles the Particle
Exploder affects.
- Particles From
-
Specifies the particle generator or combination of particle generators
whose particles you want to affect.
- Selection Map
-
Specifies the layer map that influences which particles are affected.
Note: The
simulation space is not bounded by the dimensions of the layer to
which Particle Playground is applied. You may need to use a selection
map that is larger than the Particle Playground layer so that dots
that are not visible are still affected by Selection Map.
- Characters
-
Specifies the characters you want to affect. This control
applies only if you are using text characters as the particle type.
- Older/Younger Than
-
Specifies the age threshold, in seconds, above or below which
you want to affect a particle. Positive values affect older particles,
and negative values affect younger particles. For example, a value
of 10 means that as soon as a particle reaches 10 seconds, it changes
to the new value.
- Age Feather
-
Specifies the age range in seconds within which the Older/Younger
Than value is feathered, or softened. Feathering creates a gradual, rather
than abrupt, change. For example, if you set Older/Younger Than
to 10 and Age Feather to 4, about 20% of particles start changing
when they’re 8 seconds old, 50% change when they’re 10 seconds old
(the Older/Younger Than value), and the remainder change by the
time they’re 12 seconds old.
You can control specific properties of
individual particles by using a layer map and either the Persistent
Property Mapper or the Ephemeral Property Mapper. You can’t alter
a specific particle directly, but you can use a layer map to specify what
happens to any particle that passes over a specific pixel in the
layer. Particle Playground interprets the brightness of each layer
map pixel as a specific value. The Property Mapper associates a
specific layer map channel (Red, Green, or Blue) with a specific
property, so that as a particle passes over a certain pixel, the brightness
value at that pixel modifies the property.
A particle property
can be modified in either a persistent or an ephemeral way:
-
A persistent change to a particle property retains
the most recent value set by a layer map for the remaining lifespan
of the particle, unless the particle is modified by another control
such as Repel, Gravity, or Wall. For example, if you use a layer
map to modify particle size and you animate the layer map so it
exits the frame, the particles keep the last size value set by the
layer map after it exits the frame.
-
An ephemeral change to a particle property causes
the property to revert to its original value after each frame. For
example, if you use a layer map to modify particle size and you
animate the layer map so that it exits the frame, each particle
returns to its original size value as soon as no layer map pixels
correspond to it. Similarly, if you apply an operator such as Add,
each time a particle passes over a different layer map pixel, the
value of the layer map pixel is added to the original value of the
particle.
In both the Persistent and Ephemeral Property
Mappers, you can control up to three particle properties independently
by using a single RGB image as a layer map. Particle Playground
achieves this by extracting brightness values separately from the
red, green, and blue channels in the image. You don’t have to use
all three channels if you want to modify just one property. To change
just one property or change up to three properties using the same
values, use a grayscale image as the layer map because the RGB channels
are identical.
In combination with keyframes or expressions,
the Property Mappers provide complete control over individual particle
properties in space and time. Using layer maps, you can change particle
properties at any location within a frame. By applying keyframes
or expressions to Property Mapper options and animating a layer
map, you can control how particle properties change.
- For Use Layer As Map, choose a layer map to use
as the source for values that modify particle values. The layer
map must be part of the composition.
- To apply the effect to a subset of particles, specify
the Affects controls as necessary.
- Choose a property for each of the Map Red To, Map Green
To, and Map Blue To controls. You don’t have to map properties to
all of the color channels. For example, if you want to change scale
over an image map, you can map the color red to scale without setting
other properties.
- Specify the minimum and maximum values you want the layer
map to produce for each Map To group. Min is the value to which
a black pixel is mapped, and Max is the value to which a white pixel
is mapped. The complete tonal distribution between Min and Max is
then scaled proportionally.
- If using the Ephemeral Property Mapper, you can apply
an operator to the value of a particle property and the value of
the corresponding layer map pixel.
Note: Because particle properties use many kinds of units,
such as pixels, degrees, and seconds, you may want to compress or
expand the range of values from the layer map so that all the resulting
values are usable in the measurement system of a specific particle
property. First, use the Min and Max controls, which define the
range of values to use from the layer map. If further adjustment
is necessary and you’re using the Ephemeral Property Mapper, use
the Operator control and choose a mathematical operator to amplify,
attenuate, or limit the effect of a layer map.
In both
the Persistent and Ephemeral Property Mappers, you can use a layer map’s
alpha channel to make more subtle changes to the value of a particle property.
For example, particles over a layer-map pixel in which the alpha channel
value is 255 are fully affected, while lower values affect particles
less. Layer-map pixels that are completely transparent have no effect
on particle properties.
When you choose any of the following
properties, Particle Playground copies the value from the layer
map (that is, the layer selected in the Use Layer as a Map menu)
and applies it to the particle.
- None
-
Modifies no particle property.
- Red, Green, Blue
-
Copy the value of the particle’s red, green, or blue channel within
a range of 0.0–1.0.
- Kinetic Friction
-
Copies the amount of resisting force against a moving object, typically
within a range of 0.0–1.0. Increase this value to slow down or stop moving
particles, as if braking.
- Static Friction
-
Copies the amount of inertia that holds a stationary particle
in place, typically within a range of 0.0–1.0. At zero, a particle
moves when any other force, such as gravity, is present. If you
increase this value, a stationary particle requires more of another
force to start moving.
- Angle
-
Copies the direction in which the particle points, in degrees
relative to the particle’s original angle. The angle is easily observable
when a particle is a text character or a layer without radial symmetry.
- Angular Velocity
-
Copies the velocity of particle rotation in degrees per second. This
determines how fast a particle rotates around its own axis.
- Torque
-
Copies the force of particle rotation. The angular velocity
of a particle is increased by a positive torque and is increased
more slowly for particles of greater mass. Brighter pixels affect
angular velocity more forcefully; if enough torque is applied against
angular velocity, the particle starts spinning in the opposite direction.
- Scale
-
Copies the scale value of a particle along both the x and
y axes. Use this to stretch a particle proportionally. A value of
1.0 scales the particle to its full size; a value of 2.0 scales
it 200%, and so on.
- X Scale, Y Scale
-
Copy the scale value of a particle along the x or y axis.
Use these to stretch a particle horizontally or vertically.
- X, Y
-
Copy the position of a particle along the x or y axis in
the frame, in pixels. A value of zero specifies a position at the
left of the frame (for X) or at the top of the frame (for Y).
- Gradient Velocity
-
Copies the velocity adjustment based on areas of a layer
map on both the x and y planes of motion.
- X Speed, Y Speed
-
Copy the horizontal speed (x-axis velocity) or vertical speed (y-axis
velocity) of a particle in pixels per second.
- Gradient Force
-
Copies the force adjustment based on areas of a layer map
on both the x and y planes of motion. The pixel brightness values
in the color channel define the resistance to particle force at
each pixel, so the color channel acts like a layer map of hills
and valleys that decrease or increase particle force. In the layer
map, areas of equal brightness result in no adjustment, similar
to flat land. Lower pixel values represent less resistance to a
particle’s force, similar to a downhill grade. Higher pixel values
represent more resistance to a particle’s force, similar to an uphill
grade. For best results, use a soft-edged layer map image.

If you are using a layer map for Gradient Force
where flat areas equal no adjustment, and you are using the Min
and Max controls (not the Min or Max operators) to set the range
of values for Gradient Force, set them to positive and negative
values of the same number (for example, –30 and +30). This ensures
that the middle of the range remains centered at zero.
- X Force
-
Copies the coercion along the x axis of motion. Positive
values push a particle to the right.
- Y Force
-
Copies the coercion along the y axis of motion. Positive
values push a particle down.
- Opacity
-
Copies the transparency of a particle, where zero is invisible,
and 1 is solid. Adjust this value to fade particles in or out.
- Mass
-
Copies the particle mass, which interacts with all properties
that adjust force, such as Gravity, Static Friction, Kinetic Friction,
Torque, and Angular Velocity. It takes greater force to move particles
with a larger mass.
- Lifespan
-
Copies the elapsed length of time a particle exists, in seconds.
At the end of its lifespan, the particle is removed from the layer.
The default lifespan is effectively immortal.
- Character
-
Copies the value that corresponds to an ASCII text character,
making it replace the current particle. Applies only if you’re using
text characters as particles. You can specify which text characters
appear by painting or drawing shades of gray on the layer map that
correspond to the ASCII characters you want. A value of zero produces
no character. For US English characters, use values between 32 and
127. The range of possible values can accommodate Japanese characters.
For more information about the ASCII character values for a font you’re
using, see the documentation for the font, use a utility such as
Character Map (Windows), or contact the font manufacturer.
Note: If
you simply want to make certain characters spell a message, it’s
much easier to type the text directly in the Options dialog box.
The Character property is more useful as a secret message effect
in which you scramble text characters.
- Font Size
-
Copies the point size of characters. Applies only if you’re
using text characters as particles. Increase this value to make
characters larger.
- Time Offset
-
Copies the Time Offset value used by the Layer Map. Applies
only if you used the Layer Map control to specify a multiframe layer
(such as a movie) as a particle source.
- Scale Speed
-
Copies the scale of a particle. Positive values expand the
particle, and negative values shrink the particle. Particles expand
or shrink by a percentage per second.
When the overall range of layer map brightness
values is too wide or narrow, use Min and Max to stretch, compress,
or shift the range of values produced by the layer map. The following
examples describe when you might want to adjust Min and Max:
-
You want to set the smallest font size for your text to 10
points and the largest size to 96 points. Set the Min value to 10
and the Max value to 96.
-
You set the initial color of a particle and then use a layer
map to change particle colors. If you find that the color changes
aren’t dramatic enough, you can lower the Min value and raise the
Max value to increase the contrast of the color changes.
-
You set the initial velocity of a particle and then use a
layer map to affect the X Speed value. However, you find that the
difference between the fastest and slowest particles is too great.
By raising the Min value and lowering the Max value for the layer
map channel that is mapped to the X Speed value, you narrow the
resulting range of particle speeds.
-
You use a layer map to affect the Scale property of particles
and find that the smallest particles aren’t small enough while the
largest resulting particles are too large. In this case, the entire
output range needs to be shifted down; lower both the Min and Max values.
-
You have a layer map that modifies particles in the opposite
direction from the one you want. Swap the Min and Max values, which
has the same result as inverting the layer map.
Note: The
alpha channel of the layer map is used as the selection map for
the Persistent and Ephemeral Property Mappers.
When you use the Ephemeral Property Mapper
controls, Particle Playground replaces the value of a particle’s
property with the value represented by the layer map pixel at the
particle’s current location. You can also amplify, attenuate, or limit
the resulting values by specifying a mathematical operator and then
using both the value of a particle’s property and its corresponding
layer map pixel value.
- Set
-
Replaces the value of a particle property by the value of
the corresponding layer map pixel. For example, to simply replace
the value of a particle property with the brightness value of the
corresponding pixel on the layer map, use Set. This is the most
predictable operator and is the default.
- Add
-
Uses the sum of the value of a particle property and the
value of the corresponding layer map pixel.
- Difference
-
Uses the absolute value of the difference of the value of
a particle property and the brightness value of the corresponding
pixel on the layer map. Because it takes the absolute value of the
difference, the resulting value is always positive. This operator
is useful when you want to limit values to only positive values.
If you’re trying to model realistic behavior, the Difference operator
may not be ideal.
- Subtract
-
Starts with the value of a particle property and subtracts
the value of the brightness value of the corresponding pixel on
the layer map.
- Multiply
-
Multiplies the value of a particle property by the brightness
value of the corresponding pixel on the layer map and uses the result.
- Min
-
Compares the brightness value of the layer map to the value
of the particle property and uses the lower value. To limit a particle
property so that it is less than or equal to a value, use the Min
operator and set both the Min and Max controls to that value. If
you use a white solid as a layer map, you need only set the Max
control to that value.
- Max
-
Compares the brightness value of the layer map to the value
of the particle property and uses the higher value.

To amplify existing values of properties, try applying
the Add operator with positive values or the Multiply operator with
values above 1.0. To attenuate (tone down) property value changes,
try applying the Multiply operator using values between 0 and 1.0.
A layer map is an image in
which each pixel’s brightness value is used by an effect in a calculation.
Particle Playground uses a layer map to exercise precise control of
a particle property such as opacity. In this way, After Effects
doesn’t use a layer map as a picture but as a matrix of numbers.
In many cases, you never see the actual layer map in the final movie—you
see only the result of an effect applying the layer map’s pixel
values to the corresponding pixels in a destination layer.
Regardless
of the color depth of the image that you use as a layer map, After Effects
always uses its red, green, and blue channels as if each were an
8-bpc grayscale image. If you create a layer map using colors, the
Property Mappers in Particle Playground can extract the brightness
values from each RGB color channel separately.
A layer map
is often used as a stationary layer of the same dimensions as its
destination layer. The value of each pixel in the layer map applies
only to one specific pixel at the corresponding position in the
destination layer. However, when you animate a layer, the appearance
of the pixels in the destination layer changes depending on which
layer-map pixel corresponds to it at a particular point in time.
Layer maps are often animated so that the layer map effect appears
to sweep through the destination layer.
Layer maps are often
created by painting in an image-editing program, such as Adobe Photoshop,
although you can use any program that can save an image compatible
with After Effects. The key to creating a good layer map is to remember
that the brightness value of each pixel influences an effect property. Here
are some hints and tips for creating layer maps:
-
If
you want a layer map to match the shape of an image that already
exists, simply use that image. For best results, create a layer
map that has the same dimensions as the layer containing the image.
-
You can create a layer map by precomposing a white solid
layer, a black solid layer, and a mask on the top layer that determines
which areas are white and black. Increasing the mask’s feather softens
the transition between black and white values.
-
In Photoshop, an easy way to create a layer map is to create
a layer with a black or white background, draw a selection, and
fill the selection with the opposite color. Blurring the entire
layer softens the transition between black and white values.
-
You can set layer map values more precisely by painting shades
of gray within a range from 0 (black) to 255 (white). This is the
tonal range of an 8-bit channel. To simplify painting or drawing,
see if your image-editing program provides or allows you to create
a palette of 256 gray shades.
Note: While images created for
use as displacement maps (in other effects or programs) often map
tones to values on a scale from –127 to +127, Particle Playground
interprets tones of gray as values on a scale from 0.0 (black) to
1.0 (white). If you’re using images created as displacement maps,
use the Min and Max controls to modify the range of tones produced
by the layer map.
-
The alpha channel in a layer map modifies the value before
it’s applied to the destination layer. Areas where the alpha channel
is completely off (transparent areas of a layer map) don’t affect
on particle values. Areas where the alpha channel has a partial
value (semitransparent areas of a layer map) partially affect the
particle value. For example, if a layer-map pixel has a value of
10 and the layer-map alpha channel has a value of 127 (50%), the
layer-map pixel is affected by 50%, and its true value is 5. When
you use the Persistent and Ephemeral Property Mappers, the actual
value applied to a particle is also affected by the range set for
the Min and Max controls.
-
If you want to change any of the layer map’s layer properties
(Masks, Effects, or Transform), change them, precompose the layer,
and then use the resulting composition as the layer map. Otherwise,
Particle Playground ignores any property settings.
-
The contrast between adjacent pixel values determines how
smoothly the values change across the surface of the layer map.
To create smooth changes, paint using a soft or anti-aliased brush,
or apply gradients. To create abrupt changes, avoid intermediate
shades, using just a few widely spaced shades, such as 50% gray,
black, and white.
-
You can adjust overall edge contrast with blur or sharpen
filters, if your painting or drawing program provides them.
Note: If
you want to edit individual pixels, open the layer map in the program
you used to create it and make the change.
Before
you apply a layer map to a particle layer, they must be in the same
composition, in a stacking order that produces the results you want.
If you want particles to be visible in front of the layer map, make
sure that the layer with Particle Playground applied is in front
of the layer map. If you don’t want the layer map to be visible,
hide it by clicking the layer’s eye icon
in
the Timeline panel.
RGB layer maps
Particle Playground can
extract brightness values separately from the red, green, and blue
channels in an image. If you want to create different layer maps
for each channel, use a program that can edit individual color channels,
such as Adobe Photoshop, and then paint or paste each layer map
into its own channel. Save the layer map as an RGB image in a format
After Effects can import. The image may look unusual when viewed
in RGB mode because it’s intended to be used as a single hidden
layer containing three different layer maps, not as a visible color layer.
When
you apply an effect that can use each color channel as a separate
layer map, you can still use a grayscale image; the RGB channels
will be identical.

If you already have three
separate images, you can combine them into a single RGB file by
using the Set Channels effect. Set Channels can load each image
into its own channel in a combined file, making it suitable for
use as an RGB layer map.
Keep the following in mind when working
with the Particle Playground effect:
-
When you’re generating
a Particle Playground effect, keep an eye on the Info panel to see
how many particles are being produced. If an effect contains more than
10,000 particles, it can significantly slow rendering. If you notice
performance problems, set Particles Per Second and/or Particles
Down to relatively low values (between 1 and 100).
-
The Grid and Layer Exploder generate particles on every frame,
which may generate too many particles for the effect you’re creating
and slow down rendering. To avoid continuous particle generation,
animate these controls to decline to zero over time: Layer Exploder,
Radius of New Particles, Grid Width and Height, Particle Radius,
and Font Size. Then Particle Playground generates new particles
only at the start of a sequence.
-
When you apply a Particle Playground effect to a layer, the
particle positions aren’t limited to the bounds of that layer. To
control particles that you can't see or that appear near the edge
of the image, use a Selection or Property Map that’s larger than
the area of the Particle Playground layer. Also, note that After Effects
takes an image map’s alpha channel into account. If you want transparent
areas of your map to affect the particles, precompose the map layer with
a black solid behind it.
To specify field rendering with a
Particle Playground effect, select Enable Field Rendering in the
Particle Playground options dialog box. Then Particle Playground
calculates the simulation at double the frame rate of the current composition,
which is what field rendering requires.