SpeedSix.Fireworks (Discreet Box7)
PURPOSE
Simulate a firework display.
Fireworks must be set up in a completely different way to "normal" effects. All animation values are ignored throughout the sequence! Only when you click on Make Firework will the parameter values be used, at the current frame, to create a firework. If you set values at any other frame they will be COMPLETELY IGNORED!
Imagine that when you click on Make Firework that the firework you want is being filled with explosives, as specified by the current values. When you light the firework, i.e. process, play or generate a frame, the effect evolves.
The firework you make comprises of:
LAUNCH
- choose a launch style
- the lifetime of the launch particles
- how many launch particles
- set the firework position
- set the height the firework reaches
- decide how many frames it takes to get to the top
STAGES
Add up to 3 different effects for three stages:
- choose a style for the stage
- how many bursts you would like
- the time to start the stage
- the lifetime of the stage
- select the colours for birth and death
- the density of the particles for the stage
- some force factors
The firework is ready, light the touch paper and stand back - play the sequence. Sorry there are no sound effects yet!
INPUT CLIPS
1: Background Clip
Fireworks CONTROL PAGE
Make Firework (Pushbutton)
Extinguish previous Firework and build a new one. Build the firework you specify. All currently living firework particles are destroyed and a new firework created using the specified values.
Make+PreRoll (Pushbutton)
Rebuild the firework and preroll. The selected number of frames are executed prior to rendering. Therefore you do not have to view/render all the frames up to this point.
Do PreRoll (Pushbutton)
Start firework rendering after the PreRoll frame is reached. Run the firework simulation for the specified number of preroll frames before rendering a frame. If you have not switched on Make Firework, the current firework will advance by the specified number of PreRoll frames.
PreRoll (Number Min: 1, Max: 1000, Default: 50)
The number of frames to calculate before rendering.
Position Var (Number Min: 0.0, Max: 1.0, Default: 0.01)
The diameter of the firework.
Centre (Position Default: 0.5,0.1)
Where the firework is put.
LaunchSwirl (Number Min: 0.0, Max: 100.0, Default: 80.0)
How broad or fine the turbulence swirl is.
LaunchSwirlAmp (Number Min: 0.0, Max: 100.0, Default: 2.0)
The amplitude of the turbulence swirl. The larger the amplitude the wilder the effect.
LaunchVelVar (Number Min: 0.0, Max: 2.0, Default: 0.5)
At 0.0 the launch particles move with the same velocity. Increasing this value changes the potential for the launch particles to move at different speeds.
Intensity (Number Min: 0.0, Max: 400.0, Default: 100.0)
How bright the launch particles may become.
Condensation (Number Min: 0.0, Max: 100.0, Default: 100.0)
If less than 1.0, the particles will be reduced in intensity at birth then gradually increase to the specified intensity.
Height (Position Default: 0.5,0.36)
How high the firework reaches.
Phase Birth (Checkbox Default: Off)
Off: each burst of the stage will occur at the given frame.
On: the bursts will take place at or later than the given frame up to a maximum of the total lifetime of that stage. This is a global control; all stages will be either phased or not.
Damp Squib (Checkbox Default: Off)
Off: the bursts will have their given life expectancy.
On: a global control, which will randomly change the life expectancy of each burst. The lifetime is always reduced.
Seed (Number Min: 1, Max: 999, Default: 573)
Change for a different pattern.
Demos (List Box Options: Arch Flower | Arch Rosette | Arch Sparkle | Arch Spray | Arch Spray&Sparkle | Ball Flower | Ball Rosette | Ball Sparkle | Ball Spray | Ball Spray&Sparkle | Rocket1 | Rocket2 | Rocket3 | Rocket4 | Rocket5 | Chrysthanemum | Screamer | Bang | Crystal | Twirly, Default: Arch Flower)
Select a preset to get you going.
Launch&1 CONTROL PAGE
Launch Mode (List Box Options: Rocket | Blast | Arch | Ball, Default: Ball)
Each firework needs some power and direction to blast the stages into the sky. Your choice of launch style will affect the force, direction and position of the stages launched.
Rocket: Carries the effect straight up to the apex then blasts the launch particles to break them up and start swirling downwards. The swirling is controlled by LaunchSwirl and LaunchSwirlAmp.
Hint: set the timing of the stages to be after reaching the apex.
Blast: The launch particles are given turbulence from birth, swirling them up to the apex and scattering the stages from the start.
Arch: The launch particles carry the stages up to form an arch at the apex. The radius of the arch can be defined by ArchExtent.
Ball: The launch particles cruise up to the apex and fall to earth. At the chosen stage start time the stages burst into a spherical display of desired radius - use BallScale to set the radius.
FramesToApex (Number Min: 1.0, Max: 1000.0, Default: 30.0)
The chosen number of frames from the center to the apex (height) will dictate the speed with which the launch particles travel.
Quantity (Number Min: 0.0, Max: 5000.0, Default: 88.0)
How many launch particles there are.
Lifetime (Number Min: 1.0, Max: 1000.0, Default: 120.0)
How many frames the launch particles exist for.
ArchExtent (Number Min: 0.0, Max: 1.0, Default: 0.2)
0.0 gives a complete circle, 0.5 a semi circle, 0.25 90 degrees etc. This comes into effect only if Arch is chosen for the launch style.
Begin1 (Colour Box Default: red)
Initial colour for the launch particles.
End1 (Colour Box Default: yellow)
Final colour for the launch particles.
StageStyle1 (List Box Options: Flower | Spray | Rosette | Sparkle, Default: Flower)
Flower: A radial burst.
Spray: A trail of particles.
Rosette: A spiral evolving.
Sparkle: A twinkling burst.
Fx1 Start (Number Min: 1.0, Max: 1000.0, Default: 35.0)
Effect starts at this frame.
Bursts1 (Number Min: 0.0, Max: 500.0, Default: 12.0)
How many of the chosen style may appear.
Lifetime1 (Number Min: 1.0, Max: 500.0, Default: 40.0)
Lifetime of first stage.
Quantity1 (Number Min: 0.0, Max: 10.0, Default: 1.0)
Scale the amount of particles created for this stage. Each style has a set amount of pixels assigned to it, which you can boost or reduce as required.
Begin2 (Colour Box Default: cyan)
Initial colour of the first stage.
End2 (Colour Box Default: magenta)
Final colour of the first stage.
TailScale1 (Number Min: 0.0, Max: 10.0, Default: 1.0)
Scale the length of the rendered particle.
BallScale1 (Number Min: 0.0, Max: 10.0, Default: 1.0)
If the chosen launch style is Ball the radius of the launch sphere is scaled. The stage 1 fx will be created within this radius. At 1.0 the radius is 100 pixels.
Blast1 (Number Min: 0.0, Max: 10.0, Default: 1.0)
Scale the force with which the stage is born.
Stage2 CONTROL PAGE
StageStyle2 (List Box Options: Flower | Spray | Rosette | Sparkle, Default: Flower)
Flower: A radial burst.
Spray: A trail of particles.
Rosette: A spiral evolving.
Sparkle: A twinkling burst.
Fx2 Start (Number Min: 1.0, Max: 1000.0, Default: 45.0)
Effect starts at this frame.
Bursts2 (Number Min: 0.0, Max: 500.0, Default: 12.0)
How many bursts for stage 2.
Lifetime2 (Number Min: 1.0, Max: 500.0, Default: 60.0)
Lifetime of second stage.
Quantity2 (Number Min: 0.0, Max: 10.0, Default: 1.0)
Scale the amount of particles created for this stage. Each style has a set amount of pixels assigned to it, which you can boost or reduce as required.
Begin3 (Colour Box Default: orange)
Initial colour.
End3 (Colour Box Default: yellow)
Final colour.
Blast2 (Number Min: 0.0, Max: 10.0, Default: 1.0)
Scale the force with which the stage is born.
TailScale2 (Number Min: 0.0, Max: 10.0, Default: 1.0)
Scale the length of the rendered particle.
BallScale2 (Number Min: 0.0, Max: 10.0, Default: 1.0)
If the chosen launch style is Ball the radius of the launch sphere is scaled. The stage 1 fx will be created within this radius. At 1.0 the radius is 100 pixels.
Follow Fx1 (Checkbox Default: Off)
On: if the start frame of stage2 is after the start of stage1, the birth position and characteristics of stage2 is based on the current state of stage1.
Off: a direct result of the launch characteristic.
Stage3 CONTROL PAGE
StageStyle3 (List Box Options: Flower | Spray | Rosette | Sparkle, Default: Flower)
Flower: A radial burst.
Spray: A trail of particles.
Rosette: A spiral evolving.
Sparkle: A twinkling burst.
Fx3 Start (Number Min: 1.0, Max: 1000.0, Default: 65.0)
Effect starts at this frame.
Bursts3 (Number Min: 0.0, Max: 500.0, Default: 12.0)
How many bursts for stage three.
Lifetime3 (Number Min: 1.0, Max: 500.0, Default: 50.0)
Lifetime of third stage.
Quantity3 (Number Min: 0.0, Max: 10.0, Default: 1.0)
Scale the amount of particles created for this stage. Each style has a set amount of pixels assigned to it, which you can boost or reduce as required.
Launch Begin (Colour Box Default: white)
Initial colour.
Launch End (Colour Box Default: yellow)
Final colour.
Blast3 (Number Min: 0.0, Max: 10.0, Default: 1.0)
Scale the force with which the stage is born.
TailScale3 (Number Min: 0.0, Max: 10.0, Default: 1.0)
Scale the length of the rendered particle.
BallScale3 (Number Min: 0.0, Max: 10.0, Default: 1.0)
If the chosen launch style is Ball the radius of the launch sphere is scaled. The stage 1 fx will be created within this radius. At 1.0 the radius is 100 pixels.
Follow Fx2 (Checkbox Default: Off)
On: if the start frame of stage3 is after the start of stage2, the birth position and characteristics of stage3 are based on the current state of stage2.
Off: A direct result of the launch characteristic.
Summary If both Follow Stage1 and Follow Stage2 are on, Stage1 particles are born from the launch characteristics: Stage2 from Stage1 and Stage3 from Stage2. If neither are on, then all the particles are a direct result of the launch style.