You can set here some global parameters, such as motion blur, shading clipping etc’. Add shadows to 3D models. Either make this force have infinite range, and therefore affect all dynamics particles that are affected by this node, or limit it to a sphere by setting the sphere size. By default a material inherits its colour from the particle source as specified by the ‘Color from Particle’ parameter. Apply a basic transform to the connected model. Here you set basic properties of ‘Corners’ replica. Defines the particle properties such as color and size. Load a preset from the Volume folder to see some sample setups. When a particle start its way from a path like a Spline, some properties could be set along this line, such as size and color. You can set whether the effect will apply to all particles that are affected by this node, or you can limit it to a feathered sphere. Jan 3, 2021 - Stardust is a Modular 3D particle system for After Effects. Choose rendering different outputs, Depth channel, Ambient Occlusion, and more. Use another layer in the comp to displace the 3D model mesh. The following emitter types are available: The point in space where particles are emitted. by default ‘Auto Cache’ is on, meaning any change in your setup will trigger a regeneration of the simulation for all previous frames while rendering the current one. You can nodes to your setup either from the panel, or from the preset browser. Keyframes (linear only), and Expressions. If the “import materials” option on the file import dialog was checked, Material Nodes will be created and connected to the Model node, Mesh/Material assignments will automatically be ganareated and will be available for viewing and changing via the Material parameter in the Model node. Replicate the particles along a spline described by AE lights. Emission Amount – Sets the emission multiplier. Makes a material opaque only to shadows, to easily composite shadows. The “Open/Close” option will apply dilate and erode sequentially depending on the value being positive or negative, to smooth the mesh. Particle Dancer Tutorial By Eran Stern . The volume’s source can be a Model node, Particle System Node, a VDB (Level Set) File or another volume node, You can connect up to 2 sources and apply boolean operations to them. Stardust will Auto switch to GPU when rendering Circle and Clouds particles types when deemed optimal. First Steps. ● Optionally, add Fields and Effects to Dynamic particles post simulation. You can also save Tags with the presets and some of Render settings such as the Environment Layer and Motion Blur. You can also load an Auxiliary system from the Preset browser. Create a basic source to be used with other nodes. You can set the axis that the projection will take place. Use the “Filter” dropdown to choose between different types of smoothing. With this node you can move, rotate, scale, and affect particles opacity. You can set all sort of behaviors related to splines, such as emitting types, properties of the particles along the spline. You can search for keywords such as Fire, Grid, Fast, Dark, Replica etc’. Set the particles to look at a goal. Click a connector on a node(That is the circle that appear when the cursor is over the node) , and drag it to another node. Selected nodes will also get selected in the ECW. This is the graph that will be used with a graph displacement map for position, opacity, size and rotation. This property let you trim the copies from the start of the list, so if you have 100 copies, and you trimmed 10 percent it will not render the first 10. It could also render these without perspective, hence kipping its size. if you have a model that consist of 2 spheres, one inside the other, when projecting the particles on it’s surface you can either hit the inner sphere, or the outside, with this you can choose. The first in a series of tutorials, in which Eran Stern from SternFX shows how to get started with the Stardust effect. Helpers – When ‘Helpers’ on the main effect is enabled, this will control the node specific helper. To create and render a volume such as smoke manually, please do the following : Create a Volume node, either to load a VDB file, or to convert a particle system into a volume object. You can have multiple deformers, by having several nodes, you can also have multiple origins if you use nulls as origin sources, optionally filtered by name. You can also tune the overall blurriness of the shadow using the Softness param. Set the properties of Grid emitters, it’s XYZ density, for a box, or its UV segments for a Sphere, you could also set a shift from one row of particles to another. The following model sources are available: Import an OBJ file, or an OBJ sequence to be used as a particle instance. You can choose to apply the noise in several modes. With this application you can take your particles to a … Here you choose a source particle texture, it’s dark side(that is the back side) and the method used to time sample the source. • ‘Replica’, a unique effect that replicates the particles in different ways, such as offset, linear, grid, corners and more. The axis that gets projected along the path can be set. Please experiment with the settings to choose what’s right for your setup. ‘Damp’ will weaken the effect of the current forces for the current frame, and ‘Damp forces’ will weaken the effect of the forces applied on previous frames. since dynamic particles change their trajectory over the simulation, this can create more interesting noise and swirling effects, unlike the regular Turbulence noise. Environment amount – Adjust the opacity of the environment on this material. Should particles move with the spline changes along life, or just emit and be free. For faster processing, Volumes can be cached. Limits the Volumetric effect separately from the light , e.g. In this video we take a look at creating UI animations inside of After Effects with Stardust. Enable Helpers to get a visual cue when tweaking this offset. UV maps can be added to 3D models. Voxel Size – The basic size unit of the Volume. Please refer to the volume render section in the user guide for the Volume options. Threshold param allows to tune some shadow artifacts. and some properties affect the particles over life,  like color, opacity and more, and then you can set in some cases properties over path, e.g. Add ambient occlusion shadows to the scene, you can control its radius, intensity and more. With ‘Orient emitter’ you orient the replicated emitters to the origin of the Sphere. Particle color is randomly chosen from the gradient. This will set the opacity of the particle being replicated in the first place, so if you would want to manipulate just the replicated result, you can turn the original particle off, and work from there. Limit the effect by a Gradient or a Sphere. Superluminal Stardust is a Modular 3D particle systems for After Effects. You can choose from built in maps, for ‘over length’ that you can them map in different ways, or use AE layer and map it to 2 axis or do a spherical projection. You can then Collapse / UnCollapse the Group node, to show/ hide the nodes that belong to it, by using the contextual menu on the gourp node, double clicking it or using the “Collapsed” checkbox on the group effect. Here you will set the origin of the effect, for some types you can use the particle itself as the origin, bypassing this value. This tutorial covers many features such as using the new Model and Material nodes, Importing OBJ and MTL files, Applying materials, Adding Environment, Ambient Occlusion and more. Roland Hartmann of shows how to create stunning Earth HUD elements using Stardust Grid emitters, Fields, Replica Turbulence and more. With this node 3D models can be deformed in a variety of way, ranging from a simple bend and twist, to creating terrain like setups. Apply the Stardust effect, click ‘Register’ at the top of the effect, fill in the details, click confirm, and that’s it. When a change in the setup doesn’t trigger a regeneration of the cache, touch any node on the Stardust panel to invalidate the cache. You can set the effect over a particle life, so for a black hole, this will set it’s travel from the original position and into the black hole. You can choose between a rectangular grid and a sphere. To use, create a Group node, then select the nodes you want to add to that group, then either right-click on the Group node and select Add Nodes, or go to the Effect Control Window, and press the Add Nodes Button on the Group node effect. They could be oriented toward a goal, such as a light. To adjust the size, have a 3D particle and set the “Orient” to – “Normal”. Control the material properties of a 3D model. Sets the initial direction of a particle. Remap Absorption Density – Graph the absorption density for a non-uniform matter feel. You can choose from having all the 3D models texture to have the current comp time or, choose randomly per particle. Thanks for sharing. Set an image for use with Image Based Lighting, if no layer is selected, the default colour is used. ● Off – there is no simulation and the particles are treated as non-physical. This will replicate the particles in a grid, defined in the grid properties. On a more lengthy or complex simulation, it’s recommended to turn ‘auto cache’ off and push the Cache button when an update is needed, to start caching from frame 0 up to the end of the work area. To get more natural and organic looking effects, use this param to add some randomness to all the physical properties. Scatter Color Gradient-  Tint the volume using a gradient. It is very powerful and works completely differently from other particle systems. You can control the source time sample and more, most of the Rectangle properties apply here as well, with the orientation etc’. Per Emitter setting for initial state pre-run. When emitting from a spline You can control the particles over their life span, along the path of the spline, or a mix of the two. Solo – When Solo mode is enabled on the main effect, only ‘Solo’ nodes will get rendered. You can set the speed of the particles upon birth, but you can also use the ‘Speed over life’ graph, so change their speed as they age. Physical Engines need some margin for objects to collide, it is better whenever possible to keep the default margin, and then resize the object once the simulation is done, you could also lower this to get a smaller margin, but at the cost of a less stable simulation. ● Freeze the simulation. Static Cache – For complex, non-animating volume setups, use this switch to have a single frame cache to the volume mesh and save subsequent frames processing time. Roland Hartmann of shows how to create a biology scene using the Stardust plugin. With this group you have a secondary control over the copies. To render the 3D model as a particel instance, set the particle type in the Particle node to “Model” and connect a Model node to the Particle node. Choose from: Simulations need cache files. Emit particles from another particle system. To have the volumetrics affected by the scene shadows, you will need to have a “Shadow Supported Light” (Spot or Parallel) and to enable the Shadows switch on it’s layer. The users can create 3D particles provides a complete plugin for creating graphics video clips. Use this when you want to emit different kind of particles from the same source. Add 3D Volumetric Lighting to your setup. Connect the Particle node to a Volume node, And Connect the output of Volume node to the input of a Model node which will be used to render the result. Inherit edge size – Uses the edge size for the current particle, enabling to adjust particle size and orientation relative to the edge. You can pull away the particles using a 3d sphere, box or an obj, or enclose them in one, you can then adjust affected particles properties such as colour and opacity. Motion(particle): The particles aligned to its motion. You can choose from sampling the origin property only on exact frame timestamps, or more then that. Create materials that are not affected by lights, such as a screen that emits its own light. Stardust is a Modular 3D particle system for After Effects. Modular 3D particle system for After Effects. Text Layers,  without font / size attributes. This applies to Text, Mask, Layer and Layer path. Superluminal Stardust Plugin for After Effects Content Details can be found below by pressing the View Detail Content Is a Free Graphics Content Provider Website Which Helps Beginner Graphics Designers As Well As Free-Lancers who need some stuff Like Major Categories Tutorials, Magazines, Design Books, … Visibility  – Enable or disable the node. With the panel, you create, connect, disconnect, select and delete nodes. Select a node(s) in the panel, and click ‘Backspace’, or select the controls in the ECW and delete. With the faces option set, you can set how many samples you get between each 2 face vertices. Enable Remap Absorption – Turns the absorption remap graph on or off. You can also offset these properties along the path. Create a Volume mesh from particles and models using the integrated OpenVDB technology. This is a zero to max graph. This will set a random number of copies per original particle. With this node, you manipulate particles properties such as their position colour size and more. Motion Blur – An easy to access way to enable and disable the motion blur. Shadow Darkness – Affects the volume’s shadow darkness. You can set a look-at, basic rotation, and rotation speed, and even rotation over life, a particle anchor, and to set if its 2D or 3D. This will use the noise to displace in a spherical way from the turbulence origin. it will displace the birth position, rather then the over life. With Grid, Spline and Text it will paint their path with particles. Emitter range for path emitters / Spline / Text / Mask. You can set displacement maps and color maps, to alter particle properties. To enable caching, turn on “enable cache”, found on the main Stardust effect under “Render settings”. Tutorials are good, but I don’t have time in my working day to follow a 45 minute tutorial every time I want to learn one specific function, so I often end up falling back on Particular for speed- even when I feel like Stardust would probably give me a more interesting result. Here you set the node parameters. Emitter node, generally speaking, is the producer of particles, and the Particle node, gives these particles their looks. Helpers – An easy to access way to enable and disable the helpers, you can turn on and off helpers for each node with the node switches . For Additive materials only, this set the Opacity, you can inherit the Opacity from the source particle or set it in the material. Input Channel  – Set the VDB file channel to be used for emission, density or temperature. Vertices – just the actual vertices. In cases you only want to emit some of the resulting particles, e.g. Set the metalness / reflection of the material. When emitting from vertices of faces, you can emit all at once, and ‘paint’ the created outlines. With these deformers you can pull, push, enclose the particles , and affect other properties such as colour and size. This sets the basic map type, a graph is an ‘over length’ graph, that can be mapped to space on one axis, and then could be used to map a property. Choose between applying a Sphere and Planar mapping, and adjust the orientation of the mapping using a control Null. Here you set some basic over life properties of a particle. Here you can set in percentage a particle origin, so it will scale from other point rather then its center. Here you will set the noise properties, such as it’s scale, frequency and speed. Since The cache folder will be in the same directory as the project, The project must be saved before enabling the cache for the first time, to have a starting path. Other deformers, may use these multiple source in a different way, a black hole would attract each particle to one of the origins. Render only some of the particles for a quick preview. Deform along a path – Deform a 3D model along a path defined by a mask or AE lights. Other tools include space warps, such as bend and twist, Black hole, that attracts particles as they age to a point or points, displacement maps, can colour maps, and more. Solid Layers with Masks, limited to one mask per layer. It has an easy to use node based user interface and ships with a host of presets to create stunning effects. Extrude Edges Width –  Set the width of the extruded body. For models, either manually set model size on the Z axis to 100 units, or use the Normalize Scale, and Align to auto adjust it. With the panel, you create, connect and delete nodes. When using an external Z , you can set the black and white points to specific z values. The amount sets the pull/push power into the center point, and swirl sets a swirling power. See more ideas about after effects, motion graphics, tutorial. As you can control of how many circles and choosing aspect ect’ you can get interesting effects using these. Chain: Connect each particle to the next produced particle. When you connect a force between the emitter and the particle it will affect the relevant properties upon birth of these particles. When connecting to particle nodes to one or more emitters, you may or may want them to have the same random seed, by default they do, but you can use this parameter, to shift the seed to basically duplicate that emitter with the same properties only overriding its seed. Emits only on the first frame. Fields and forces such as the Replica can be added to Dynamic Particles post simulation to add interesting effects. For Bend, twist, strech, you can choose whether its distorting on a certain axis, or rotated freely. Superluminal creates tools for motion graphics artists. e.g. This tutorial was found via This group is used to manipulate a 2D \ 3D rotating particle. Eran Stern teaches you everything you need to know to get started using Stardust, with 7 tutorials on Emitters, Particles, Replica, Forces, and more. If you continue to use this site we will assume that you are happy with it. Smooth – Apply basic smooth filter to the volume. Eran Stern teaches you everything you need to know to get started using Stardust, with 7 tutorials on Emitters, Particles, Replica, Forces, and more. Download Superluminal Stardust 1.6.0 for After Effects Win/ 1.2.1 macOS for free at and many other applications - To make this node take effect, connect it to a Model node. Error: Please enter a valid email address, Error: Password and password confirmation do not match. Please check the Physical section for more details. Disable Source – Sets whether or not to render the volume’s source particles/models independently. You can choose between a linear sample, which takes the first and last time samples, and interpolates them, or a sub-frame sample, which sample the exact time, gives more accurate results which is may be slower to compute. Stardust version 1.4.0 will be available by early April. Free Download Superluminal Stardust 1.6.0 for Adobe After Effects it is a Modular 3D particle system for After Effects. Sends the particle randomly in some direction. You can also double-click on a node, and its relevant branch will get selected. You can pick the anchor point for these, to get the scaling from a desired center point. for best results mix this with ‘Damp Forces’ in the physical properties. like size and opacity. You can add or subtract the position and angle offset, affect the opacity, or the orientation of the copy. Features. For text and mask, choose the frame to sample the base path. Download Superluminal Stardust for Adobe After Effects. “Create” mode governs the creation of basic volumes from different sources, and applying some basic properties to it. Add visual cues to some nodes, you can a Spline constructing line, an OBJ outline, a Field bounding box and more. Trim the other end of the path, this applies to mask, text, and splines. You can also choose from a preserve transparency shadow, that acts the same as layers in AE, that don’t write to empty pixels, or not, to get the desire effect. Affects how the effect is visible from different angles, either dependent of the direction of the view ot not. it has 3 modes: Create a source to use with other nodes, you can create a source Layer, Obj import, Layer filter and more, once you set the source, you can modify the params, e.g with an Obj source, you can choose to use only some of the Obj properties, and you can choose the output param, e.g with a Layer source, you can choose whether it will be a source for an emitter, or a textured particle. Stardust is a modular 3D particle system for After Effects. This param hints Stardust whether to try and pre-cache params with keyframes. if you have a spline, you could apply a size over path to the particles along the resulting spline. Also if you have an MTL file along the OBJ and some texture files, these will be imported to the comp and linked to the respective materails as well. Many tweaks are done behind the scenes to reflect this preference. Superluminal Stardust 1.6 free download is a powerful plugin for Adobe After Effects to make 3D particles for games and video clips. Click to open the stardust panel, or open it form the Window menu. Changing such params may cause the animation to look inaccurate, as well as to cause the simulation to change entirely when going out of “Freeze” mode. A graph could also be color that is used to paint the particles, it a gradient that can be mapped in space on one axis. you can also copy nodes from one Stardust layer to another. Hence, the project must be saved before a simulation can be generated. It correlates to the Falloff distance. Stardust Tutorials - Motion Node. Give each particle a random amount value, of the effects. Create materials with light scatter such as skin or wax. It has an easy to use node based user interface and ships with a ton of presets to create stunning effects quickly and easily. The lower the Voxel size, the more detailed the Volume object is, and more time consuming to calculate. With conjunction of the trim parameter. Connect it to a Model node and set the model source to “Volume” so it will control properties such as position etc’. So,e.g. With the flow noise swirling effects can be created. Replicate the particles in a flow-like way, using turbulence noise. Voxel Half Size – Threshold / How far from the edge of the volume the data is stored. You can inherit some properties form these light such as color. After choosing the Extruded layer, you can control the extrusion depth and add Beveled edges to the extruded Model. Deform the particle space in may ways, such as spherical field, maps, black hole and more. Apply turbulence noise to the mesh, it’s somewhat similar to applying the turbulence node to particles, only it affects the underlying 3D model mesh points instead of the particles. In this tutorial by Roland Hartmann, we'll make a happy holidays animation by creating and using 3D particles with Stardust in After Effects. The two surrounding nodes will be connected directly automatically. Create materials with light scatter such as skin or wax. You can pull, push, displace and color the particles in many ways. To see a sample of the Flow physical force, please apply the ‘Flow’ preset. With edge samples you can set the distance of the samples, with the Path Subdivide parameter. This is a really great tutorial for creating videos with the topic of … Group: Connect each particle from emitter A to each particle from emitter B that are linked to the current physical force node. To import , click on the File Name, choose an OBJ file and click “OK”. for most cases the default setting should look good, but if you get some artifacts, you could set a higher value for better quality, or lower it for fast moving objects to gain extra rendering speed. This lets you easily match the parent emitter size for this displacement map. Stardust version 1.6 is available now. You can Also set an environment layer to use with Rectangles and Textured particles, to use this, choose a reflected layer and set its opacity. ABOUT SUPERLUMINAL STARDUST Stardust is a Modular 3D particle system for After Effects. Changes can be made to parameters without the need to regenerate the simulation. You can set a number of iterations, to get more ‘folded’ look. This is the gradient that will be used to paint the particles, with a graph displacement to affect color. Here you set the particle’s emitting properties such as speed, direction etc’, Many of the properties are shared between emitter types, such as the origin, speed etc’. After Effects: Superluminal Stardust in-depth. ● Freeze – the simulation is not being updated, but the last generated simulation state is being used. 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