Fxhome MuzzlePlug升级版AE枪火插件hitfilm GunFire 枪火特效制作演示
Fxhome MuzzlePlug作为知名AE枪火特效制作插件，相信很多AE玩家也都耳有所闻，但最近再找这款经典AE枪火插件并没有进行再更新了，因为更屌的枪火插件—Hitfilm Gunfire横空来袭！它是基于3D空间的插件，可以自定义多种参数以适应制作不同枪火器械的枪火效果。使用该插件，你可以自己制作枪火素材了，所以，学会这个枪火制作插件，你就可以扔掉你那枪火火焰视频素材了。插件详细信息请参阅下文：
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.
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.
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 specifiedusing 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. Thestart 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).
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.
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.