Docs · Particles

Particles

A deterministic 3D particle system: emitters (point, grid lattice, burst, or any layer's pixels — including text, which emits from its own glyphs), forces, turbulence, depth-of-field from camera distance, and true motion blur honoring comp shutter settings.

Version 1.13.0
Parameters 149
Presets 70
GPU On the GPU (Metal), with a CPU fallback. Nothing to configure.
Hosts After Effects 2020 or later (2025 or later recommended). macOS 11 or later, Apple Silicon and Intel.

Particles is the suite’s 3D particle system: an emitter that fires particles into comp space, a stack of forces that pushes them around while they live, and four draw modes that decide what each one looks like on screen. It runs on the comp camera, so the field has real depth — distance scales the particles, depth of field comes from camera distance rather than from a blur filter, and motion blur honors the comp’s shutter settings instead of faking a smear.

The emitter is the widest part of the effect. Emitter Shape gives you a point, a box, a sphere, a grid lattice, or Layer, which emits from another layer’s pixels. Point it at a text layer and the particles boil off the glyphs themselves, no mattes or prep involved; that’s the logo-dissolve route. Burst Count (cumulative) covers the other emission mode: one-shot detonations fired by keyframe steps rather than by a continuous rate.

Every particle is a short story with a fixed length. It’s born somewhere in the emitter volume, aimed along the direction vector with Spread opening that aim into a cone, and handed a speed, a size, and a lifetime — those three each drawn from a dial plus its own Random companion. The forces then integrate it forward while the Over Life curves shape what it looks like at birth, at its midpoint, and at death. Nothing about it depends on how you got to the current frame. The whole system is deterministic: a frame renders identically every time, in any render order, with nothing baked and no cache to invalidate. Seed is a dial like any other, so the field you approved in the viewer is the field that renders.

The draw mode carries the other half of the read. One Particle Type popup covers soft, glow, streak, and sprite, and that span is the effect’s whole range in a single dial — snow-dust at one end, a warp-speed starfield at the other, with the same emitter and the same forces underneath.

Parameters

Presets, output & the camera

The Preset popup stamps one of 60 factory systems onto the dials, grouped by family under header rows in the popup (fire, smoke, embers, dust, sparks, weather, magic, sci-fi, liquids, nature). A look can carry the emitter shape and volume, aim, speed, rate and lifetime, size, forces, the draw mode, the Render mode, the Over Life curves, a sprite and, for lit looks, the lighting material. What the stored looks never carry is placement or the shot: Emitter Position, Emitter Z, Seed, the depth-of-field pair, Motion Blur and the light setup stay as you set them. Touch any dial afterward and the popup flips to Custom.

Seed re-rolls every random draw the system makes: same dials, different particles. It’s the fix for the one clump that lands badly across your subject — step it until the field misses, instead of bending Spread or Particles/sec to hide the problem. The number that produced the field you approved is sitting in the panel where you can read it, revert to it, and hand it off with the project.

Render decides how the field leaves the effect. Over composites the particles over the layer’s own content. Add and Screen blend them in instead, which is the right answer whenever the particles are light — sparks, embers, motes — rather than matter. Particles Only outputs them on their own alpha: the pass you want when the particles need their own grade or their own blur, or when something in the comp has to sit between them and the plate.

Motion Blur is the real thing, computed from each particle’s own motion. Comp Settings honors the comp’s shutter, so the field blurs like every other moving layer and sits in the same shutter as the plate. Custom unlocks Shutter Angle (Custom) and Shutter Phase (Custom) for a per-effect shutter — worth reaching for when the particles should smear harder than the footage does. Blur Samples trades smoothness against render time, and the amount you need scales with how far a particle travels inside one shutter — the default carries a drifting field, fast systems want more. Off is correct for slow fields, where the blur costs render time and changes nothing.

Depth of field comes from camera distance, not from a filter. DOF Aperture is the strength — how hard an out-of-focus particle goes soft — and DOF Focus Distance is where sharpness lives. Both default to 0, so the field is pin-sharp until you ask otherwise, and they only do useful work together. This is what turns a deep emitter volume into actual depth rather than just size variation, and keyframing DOF Focus Distance racks focus through the swarm.

Emitter & emission

Where particles come from, how many there are, and how fast they leave.

Emitter Shape picks the source geometry and decides which of the dials below matter. Point fires everything from one spot at Emitter Position, pushed into depth by Emitter Z — clean, but it reads as an effect unless something downstream scatters it. Box and Sphere fill a volume around that spot using Emitter Size X, Emitter Size Y, and Emitter Size Z; that volume is most of what separates weather from a jet, and giving it real depth in Emitter Size Z is what makes a field feel like it surrounds the camera instead of hanging on a card. Grid lays particles out on a regular lattice instead — Grid X by Grid Y by Grid Z positions spanning the same size box — for dot matrices, scan patterns, and anything that should read as ordered rather than natural.

Layer earns its own paragraph: particles emit from another layer’s pixels. Set Emitter Layer to the source, Emit From to Luminance or Alpha depending on whether brightness or coverage defines the shape, and Emit Threshold to decide which pixels qualify — raising it keeps soft antialiased edges from spraying stray particles and confines emission to the solid interior. A text layer needs no preparation at all here: the glyphs emit their own particles, which is the whole logo-dissolve setup in three dials.

Aim and rate. Direction X, Direction Y, and Direction Z form the launch vector — the default Direction Y = -1 fires upward — and Spread opens a cone around it, from a collimated line at the bottom of the range to a wide fan at the top. Speed is the launch velocity and Speed Random scatters it per particle; Speed Random 30–50 is what keeps a spray from moving like one object. Zeroing all three direction dials gives aimless emission instead, which is a different tool from a wide cone and a common one: 26 of the presets ship with the vector at zero. Most spend it on unaimed ambience, such as Magic Motes and Ash Fall, but Detonate Sparks zeroes it too, which is how a blast goes everywhere at once.

Population is three dials and a multiplication. Particles/sec is the continuous rate, Life (sec) is how long each particle survives, and the on-screen count is roughly the two multiplied — which is why raising life is often the cheaper way to fill a frame than raising rate. Life Random staggers the deaths so the field doesn’t pulse. Burst Count (cumulative) is the other emission mode entirely: it’s a running total, so a Hold keyframe that steps it up emits the difference on that frame and nothing after — set Particles/sec = 0 and the effect becomes a one-shot. Particles per Hit is the third route, used only by the Burst target in the Audio Drive group: it is how many particles one full-strength hit emits, and it can’t be keyframed. Inherit Velocity decides how much of an animated Emitter Position’s own motion newborn particles carry away with them: 100 hands them all of it, which is a torch trailing sparks as it swings, and 0 leaves each particle where it was born while the emitter moves on.

Particle look

Particle Type decides what a single particle actually draws, and it changes the read further than color ever will. Soft Sphere is the plain soft dot — snow, ash, dust, anything that’s matter rather than light. Glow Sphere wraps that dot in a halo, which reads as light rather than matter. Streak stretches each particle along its own velocity so speed becomes visible: Streak Length (sec) sets how much of a particle’s recent travel the streak covers, so Streak Length (sec) = 0.033 is a light smear on fast sparks while Streak Length (sec) = 0.09 draws the long parallel lines of a warp field. Heat is not a reason to reach for Glow Sphere: the spark looks Cinder Sparks and Detonate Sparks both run Streak, and their warmth comes from Color and from how fast they move. Billboard draws your own artwork instead — assign a layer to Sprite (Billboard) and every particle becomes a camera-facing copy of it.

Sprite Shape gives Billboard a built-in image, with no layer needed: Soft Puff, Hard Puff, Wisp, Spark Point, Four-Point Star, Six-Point Star, Halo Ring, Hex, Snow Flake, Teardrop, Taper Streak or Bokeh Disc. Picking one switches Particle Type to Billboard and Sprite Layout to Single Sprite, so the shape shows right away. A sprite from Sprite Preset or a Sprite (Billboard) layer takes priority over the shape, and None (use layer) turns it off.

The sprite block reads that layer. Sprite Preset is the sprite-source popup, and its list is built when the effect loads; the entry to know is Custom (Sprite Layer), which takes the image from the layer you assigned. Sprite Layout then decides how it’s read: Single Sprite uses the whole frame as one image, Sheet Grid treats it as a sprite sheet cut into Sheet Columns by Sheet Rows cells. Sheet Playback picks how those cells are used — Loop cycles them at Sheet Rate (fps), Play Once runs through and holds, Over Life maps the whole sheet across each particle’s lifetime (the mode for a sheet that is the animation: a puff blooming, a spark flaring), and Random Still assigns one cell per particle and leaves it there, the cheap way to get shape variety out of a single sheet. Sheet Frames is for a sheet that isn’t full: set it to the number of real frames (13 frames on a 4 by 4 grid, say) so no particle lands on an empty cell and vanishes. At 0 the whole grid is used. Sheet Random Phase de-syncs the start frame per particle so a thousand looping sprites don’t animate in lockstep.

Size, opacity, and color are the base values every particle is drawn from. Particle Size is the base size in pixels, before camera distance and the Over Life curves scale it; Size Random is the per-particle variance, and Size Random 40–70 is what keeps snow and ash from looking machine-made, while a lattice or a starfield wants it near zero. Opacity is the flat multiplier over the whole system, and its low end is a technique rather than a mistake: Opacity = 10 with very large soft particles is how Smoke Rise builds density out of overlap instead of out of any single puff. Fade Over Life is on by default and takes each particle out toward the end of its life; switch it off for fields that should simply hang, the way Starfield Hang does. Color is the base tint everything starts from.

The glow block builds the halo. Glow Amount is how much each particle throws and Glow Size is how far it reaches; Glow Amount 90–150 with Glow Size 25–45 is the zone glow looks such as Magic Motes, Firefly Meadow and Grid Bloom live in, all three running Particle Type at Glow Sphere. Glow Falloff shapes the profile across that reach; its default is 100, and Firefly Meadow raises it to Glow Falloff = 130. Treat it as the last thing you touch, after amount and size have placed the halo.

Rotation only matters when a particle has a recognizable orientation, which in practice means Billboard sprites. Rotation sets the base angle and Rotation Random scatters it, defaulting to Rotation Random = 180 so sprites arrive at every orientation instead of all facing the same way. Spin (deg/sec) turns them while they fly — Spin (deg/sec) 60–180 is lively without becoming a propeller — and Spin Random varies that rate per particle so the field doesn’t rotate as one object.

Forces & turbulence

71 params

Everything that acts on a particle after it’s born. This is the block that decides whether a field reads as physics or as a screensaver.

Gravity is the only force on by default, and its sign is the whole point: positive pulls particles down, negative floats them up. Snow, ash, and spark showers want it positive — Fountain Jet runs Gravity = 900 so its throw arcs over hard — while anything hot rises: Ember Drift sits at Gravity = -60 and Smoke Rise a touch gentler still. Wind X, Wind Y, and Wind Z add a constant push per axis, and a steady sideways drift is what turns falling particles into weather; Snow Drift uses Wind X = 40 and Ash Fall blows the other way at Wind X = -60.

Air Resistance is off by default and drags particles toward a stop. It fixes two specific problems: fast particles that fly forever, and sprays whose members all arrive at once. Air Resistance 0.4–0.6 is a light atmosphere on falling debris; Air Resistance = 1.8 is what kills Detonate Sparks a few frames after the blast, which is the difference between sparks and confetti.

Turbulence is a coherent noise field pushing on every particle, and four dials shape it. Turbulence is the strength: under 100 it’s a nudge that keeps a field from looking rigid, Turbulence 200–600 is the organic-swirl zone, and past Turbulence = 1000 the field is driving the shot rather than the emitter. Turbulence Scale is the feature size of that field, and it matters more than the strength does — small values like Turbulence Scale = 60 jitter each particle independently, which reads as noise, while Turbulence Scale 200–400 moves whole clumps together, which reads as air. Turbulence Evolution is how fast the field itself changes: Turbulence Evolution = 0 freezes it into a fixed pattern particles fly through, and Turbulence Evolution 0.3–0.6 is the slow boil the drift presets use. Turbulence Detail stacks octaves of finer noise on top — 1 is smooth and cheap, 4 adds fine structure over the large motion. Leave it where it sits unless the swirl looks too clean or too busy.

Sphere Force is a spherical attractor/repulsor for the shots the other forces can’t reach. Sphere Center places it in the frame, Sphere Z sets its depth, and Sphere Radius its reach. The sign flips it between pulling particles toward the center and pushing them away from it, so one dial covers both the collapse-into-a-point shot and the shockwave clearing the frame. Keep its strength in proportion to the gravity and turbulence already running or it simply takes over: Sphere Force 200–600 bends paths, and higher values own them.

Name Type Range Default Choices
License button — — —
Render popup — Over Over · Add · Screen · Particles Only
Particle Type popup — Soft Sphere Soft Sphere · Glow Sphere · Streak · Billboard
Sprite (Billboard) layer — none —
Sprite Preset popup — Custom (Sprite Layer) Custom (Sprite Layer)
Sprite Shape popup — None (use layer) None (use layer) · Soft Puff · Hard Puff · Wisp · Spark Point · Four-Point Star · Six-Point Star · Halo Ring · Hex · Snow Flake · Teardrop · Taper Streak · Bokeh Disc
Sprite Layout popup — Single Sprite Single Sprite · Sheet Grid
Sheet Columns slider (int) 1–16 4 —
Sheet Rows slider (int) 1–16 4 —
Sheet Frames slider (int) 0–64 (hard 0–256) 0 —
Sheet Playback popup — Loop Loop · Play Once · Over Life · Random Still
Sheet Rate (fps) slider 0–60 (hard 0–120) 12 —
Sheet Random Phase checkbox — off —
Seed slider (int) 0–100 (hard 0–9999) 0 —
Emitter Shape popup — Point Point · Box · Sphere · Grid · Layer
Emitter Position point — (50, 50) —
Emitter Z slider -2000–2000 (hard -20000–20000) 0 —
Emitter Size X slider 0–1000 (hard 0–8000) 100 —
Emitter Size Y slider 0–1000 (hard 0–8000) 100 —
Emitter Size Z slider 0–1000 (hard 0–8000) 0 —
Direction X slider -1–1 0 —
Direction Y slider -1–1 -1 —
Direction Z slider -1–1 0 —
Spread slider 0–180 20 —
Speed slider 0–1000 (hard 0–5000) 200 —
Speed Random slider 0–100 20% —
Particles/sec slider 0–2000 (hard 0–20000) 200 —
Life (sec) slider 0–10 (hard 0–60) 2 —
Life Random slider 0–100 20% —
Inherit Velocity slider 0–200 100% —
Particle Size slider 0–100 (hard 0–500) 8 —
Size Random slider 0–100 30% —
Opacity slider 0–100 100% —
Fade Over Life checkbox — on —
Color color — RGB 255, 255, 255 —
Rotation angle — 0 —
Rotation Random slider 0–180 180 —
Spin (deg/sec) slider -720–720 (hard -3600–3600) 0 —
Spin Random slider 0–100 0% —
Streak Length (sec) slider 0.001–0.2 (hard 0.001–0.5) 0.033 —
Glow Amount slider 0–400 25 —
Glow Size slider 0–200 25 —
Glow Falloff slider 0–200 100 —
Gravity slider -1000–1000 (hard -5000–5000) 100 —
Wind X slider -1000–1000 (hard -5000–5000) 0 —
Wind Y slider -1000–1000 (hard -5000–5000) 0 —
Wind Z slider -1000–1000 (hard -5000–5000) 0 —
Air Resistance slider 0–5 (hard 0–20) 0 —
Turbulence slider 0–1000 (hard 0–5000) 0 —
Turbulence Scale slider 10–500 (hard 5–2000) 120 —
Turbulence Evolution slider 0–4 (hard 0–10) 1 —
Turbulence Detail popup — 2 1 · 2 · 3 · 4
Sphere Force slider -1000–1000 (hard -5000–5000) 0 —
Sphere Center point — (50, 50) —
Sphere Z slider -2000–2000 (hard -20000–20000) 0 —
Sphere Radius slider 0–2000 (hard 0–8000) 150 —
Motion Blur popup — Off Off · Comp Settings · Custom
Blur Samples slider (int) 2–16 (hard 2–32) 8 —
Shutter Angle (Custom) slider 0–360 (hard 0–720) 180 —
Shutter Phase (Custom) slider -180–180 (hard -360–360) -90 —
Grid X slider (int) 1–50 (hard 1–200) 5 —
Grid Y slider (int) 1–50 (hard 1–200) 5 —
Grid Z slider (int) 1–20 (hard 1–100) 1 —
Burst Count (cumulative) slider 0–5000 (hard 0–1000000) 0 —
DOF Aperture slider 0–200 (hard 0–500) 0 —
DOF Focus Distance slider 0–4000 (hard 0–20000) 0 —
Preset popup — Custom Custom · -- FIRE & HEAT -- · Hearth Tongue · Pitch Torch · Cutting Jet · Throwing Flame · Fire Line · Coal Ring · Emberstorm Blaze · Ink Flame · Cinder Pop · -- SMOKE & VAPOR -- · Thread Wisp · Stack Column · Black Crude · Low Roll · Kettle Steam · Wake Trail · Blast Pall · Stage Haze · Smoke Rise · Torch Smoke · -- ASH & EMBERS -- · Ember Drift · Cinder Sparks · Ash Fall · Char Flakes · Ember Rain · Furnace Breath · Kiln Ash · -- DUST & GRIT -- · Sunshaft Motes · Bootfall Dust · Sand Curtain · Chalk Burst · Rubble Fall · Glitter Fall · Moon Dust · Wet Gravel · -- SPARKS & ELECTRIC -- · Detonate Sparks · Grinder Arc · Weld Spit · Arc Crackle · Static Fizz · -- SNOW, RAIN & WEATHER -- · Snow Drift · Blizzard Sweep · Sleet Drive · Hail Scatter · Mist Curtain · Sunlit Cumulus · -- MAGIC & FANTASY -- · Magic Motes · Rune Sparks · Fae Dust · Rift Mouth · Soul Drift · Mend Bloom · -- SCI-FI & ENERGY -- · Hull Debris · Warp Field · Starfield Hang · Grid Bloom · -- LIQUID & BUBBLES -- · Mercury Beads · Bubble Drift · Fountain Jet · -- NATURE & LIFE -- · Tumbling Leaves · Firefly Meadow
Emitter Layer layer — self —
Emit From popup — Luminance Luminance · Alpha
Emit Threshold slider 0–100 0% —
Particles per Hit slider 0–1000 (hard 0–100000) 60 —

Master

1 params

Master Amount is the one macro dial here, and it scales the particle system’s emission and brightness inside the resolve, with 100 neutral. It works differently from a macro that writes to the dials it rides: nothing in the panel moves when you drag it, and there’s no dial you can read to see where it landed — the scaling happens where the system is solved. That makes it the fade handle. Keyframe it to bring a field up over a shot or take it out at a cut, and every relationship you dialed in underneath — rate against lifetime, size against glow — comes along unchanged.

Because it multiplies what the rest of the panel produces, a fade keyframed here and a fade keyframed below compound. Pick one place for a given move.

There’s no separate scale or speed macro on this effect, and it doesn’t need one — Particle Size, Speed, Life (sec), and the force dials are already native units you can scale directly when a look moves to a larger comp.

Name Type Range Default Choices
Master Amount slider 0–200 (hard 0–400) 100% —

Over Life

18 params

Each particle’s story across its own lifetime: three curves (size, opacity, color), each with stops at birth, a movable midpoint and death, plus an optional fourth stop, and the system interpolates between them. Read it as three curves, and they carry more of a look than the base values do: two systems with identical emitters read completely differently depending on whether particles arrive big and shrink or arrive small and swell.

Size Birth, Size Mid, and Size Death scale Particle Size at each stop, in percent, 100 neutral. The shape you pick is the character. Size Birth = 0 rising to Size Mid = 100 and falling to Size Death = 0 is the pop-and-vanish of a spark or a mote — nothing appears or disappears abruptly. A low birth climbing to a high death (Size Birth = 40 up to Size Death = 180) is how smoke and steam expand as they cool and slow. Holding all three at 100 keeps a constant size, which is what snow, ash, and starfields want.

Opacity Birth, Opacity Mid, and Opacity Death do the same for visibility. Fade Over Life is the one-checkbox version of this idea; these three are the explicit version, for when the fade needs to land earlier, later, or at both ends. Opacity Death = 0 gives a clean exit; Opacity Birth = 0 fades particles in, which matters whenever the emitter sits inside the frame and you don’t want to watch particles appear out of nothing. A dip at Opacity Mid is the flicker of a firefly rather than a fade.

Color Birth, Color Mid, and Color Death give a particle a color story instead of a single tint. White is neutral at all three. Set birth near white, mid to orange, and death to a deep red and every particle cools as it flies — the read that sells hot metal, embers, and anything recently on fire. Keep the three stops close together for a subtle drift; spread them far apart and the field visibly changes hue as it ages, which is a graphic effect and should be used as one.

Moving the stops. Size Mid At, Opacity Mid At and Color Mid At move each curve’s middle stop along the life, in percent (50 is halfway), so a puff can reach full size early and hold, or a spark can stay hot until late. Size Late At, Opacity Late At and Color Late At switch on a fourth stop at that point in the life, with its own value in Size Late, Opacity Late and Color Late. At 0, the default, the fourth stop is off and the curve is the plain three-stop one. The extra stop is what a hold-then-fade needs: Opacity Birth = 0, Opacity Mid At = 15 with Opacity Mid = 100, Opacity Late At = 80 with Opacity Late = 100, and Opacity Death = 0 fades a particle in fast, holds it, and fades it out late. A late stop placed before the mid stop is fine; the stops sort themselves into order.

Presets set these curves as part of their look, so check them after a preset pick before you build your own.

Name Type Range Default Choices
Size Birth slider 0–200 (hard 0–400) 100% —
Size Mid slider 0–200 (hard 0–400) 100% —
Size Death slider 0–200 (hard 0–400) 100% —
Opacity Birth slider 0–100 100% —
Opacity Mid slider 0–100 100% —
Opacity Death slider 0–100 100% —
Color Birth color — RGB 255, 255, 255 —
Color Mid color — RGB 255, 255, 255 —
Color Death color — RGB 255, 255, 255 —
Size Mid At slider 0–100 50% —
Size Late At slider 0–100 0% —
Size Late slider 0–200 (hard 0–400) 100% —
Opacity Mid At slider 0–100 50% —
Opacity Late At slider 0–100 0% —
Opacity Late slider 0–100 100% —
Color Mid At slider 0–100 50% —
Color Late At slider 0–100 0% —
Color Late color — RGB 255, 255, 255 —

Lighting

18 params

Lighting shades the particles with light from the scene, so smoke gets a lit side and a shadow side and debris reads as solid chunks instead of flat dots. Light Source picks where the light comes from. Off, the default, leaves the particles unlit and renders exactly as without this group. Comp Lights uses the comp’s own light layers, up to eight, read from the top of the layer stack down, including their color, intensity, spot cone and falloff. Key Light uses a built-in light set in this group, so particles can be lit with no light layer at all. Comp + Key uses both. With Comp Lights in a comp that has no lights, the particles get only the Ambient level. Lights work in comp pixels, so a light’s position and falloff distances read straight off the comp. Lighting is applied at render time and never re-simulates the particles, so moving a light is cheap.

The material. These dials describe how the particles take light, and presets set them as part of a look. Ambient is the floor every particle gets whatever the light direction (20 by default). Diffuse is the gain on the lit side. Wrap softens the line between lit and shadow sides: 0 is a hard edge, 100 wraps light around the particle the way it wraps around smoke. Backlight adds the glow of light coming through particles from behind, the rim you see on dust or smoke against a light. Highlight adds a specular hot spot and Highlight Size sets how broad it is, with smaller values giving a tighter spot. Light Tint is how much the lights’ colors tint the particles; at 0 every light acts as white. Shading picks Flat, one light value per particle, or Dome, which shades each particle like a small lit sphere that darkens toward its edge, and is what makes chunks and puffs look round. Self Shadow lets the cloud shadow itself, so particles behind other particles, as seen from a light that casts shadows, go darker. It is 0 (off) by default.

The scene. These belong to your shot, and presets never touch them. Falloff Scale scales the falloff distances of every light at once. Key Color, Key Intensity, Key Direction X, Key Direction Y and Key Direction Z set the built-in light. The direction is the way the light travels, in comp axes (x right, y down, z away from the camera), so the default sends light down, to the right and into the scene, as if from the upper left and in front. Key Casts Shadows lets the key light cast those self-shadows through the cloud (Self Shadow has to be above 0), and Key Shadow Softness blurs them, in pixels. A comp light casts when its own Casts Shadows option is on, with its Shadow Darkness and Shadow Diffusion.

Presets with a lit material, such as Hull Debris, Sunlit Cumulus or Kiln Ash, show it only once Light Source is set, since the light itself is part of your scene rather than the look.

Name Type Range Default Choices
Light Source popup — Off Off · Comp Lights · Key Light · Comp + Key
Ambient slider 0–200 20% —
Diffuse slider 0–200 100% —
Wrap slider 0–100 0% —
Backlight slider 0–200 0% —
Highlight slider 0–200 0% —
Highlight Size slider 1–100 30 —
Light Tint slider 0–100 100% —
Falloff Scale slider 10–400 (hard 10–1000) 100% —
Key Color color — RGB 255, 244, 224 —
Key Intensity slider 0–200 (hard 0–400) 100% —
Key Direction X slider -1–1 0.45 —
Key Direction Y slider -1–1 0.6 —
Key Direction Z slider -1–1 0.65 —
Shading popup — Flat Flat · Dome
Self Shadow slider 0–200 0% —
Key Casts Shadows checkbox — off —
Key Shadow Softness slider 0–500 0 —

Audio Drive

41 params

Audio Drive lets a sound layer play the particle system. Set Audio Layer to any layer in the comp that carries audio, choose what to listen to and what it moves, and the effect follows the track with no keyframes. The group sits collapsed at the bottom of the effect. With Audio Layer set to None, or Drive Amount at 0, it does nothing at all and the effect renders exactly as it would without it.

What it hears. Listen To picks the part of the sound that does the driving. Loudness follows the overall level. Hits reacts to transients such as drum hits and impacts, and a strong hit pulses harder than a soft one. Bass, Low Mids, Mids, Highs and Air each follow one frequency band (roughly 20 to 120 Hz, 120 to 500 Hz, 500 Hz to 2 kHz, 2 to 8 kHz and 8 to 20 kHz). The drive hears the layer’s audio where it sits in the timeline, following the layer’s start time and any time stretch, but it ignores time remapping, trims, Levels and audio effects on that layer. So turning a layer down in the mix does not weaken the drive.

Shaping the signal. For Loudness and the bands, the level becomes a signal between two marks. Audio Threshold is the floor in dB: anything quieter reads as nothing. Audio Range is how many dB above the floor it takes to reach full signal. The defaults (a floor of -40 dB and a range of 40 dB) spread the whole swing from -40 dB up to 0 dB. Raise the floor to ignore room noise or quiet passages, and narrow the range for a jumpier reaction. Audio Attack and Audio Release, in milliseconds, set how fast the signal rises and falls; the defaults (10 and 180) rise quickly and fall back more slowly.

For Hits, Hit Threshold sets how far a transient has to stand out from the surrounding audio to count, so higher values keep only the strongest hits. Hit Decay is how long each hit’s pulse takes to fade, in milliseconds. Audio Sync Offset slides the reaction against the picture, in milliseconds: positive values make the picture react later, negative values earlier.

How hard it pushes. Drives picks the target and Drive Amount sets the depth. At the default 100, the target swings from zero in silence to twice its dialed value at full signal, passing through the value you dialed halfway. Lower amounts narrow that swing around your value, higher amounts widen it, and negative amounts flip it, so the target drops as the sound gets louder (a ducking effect).

What it moves. Burst emits a cloud of particles on every detected hit. The count is Particles per Hit (a top-level dial, 60 by default) scaled by the hit’s strength and by Drive Amount, capped at 20,000 per hit. With Listen To on a band or Loudness instead of Hits, the hits still trigger the bursts, but each one is scaled by that band’s level at the moment of the hit. A negative amount emits nothing.

Birth Rate, Velocity and Size scale Particles/sec, Speed and Particle Size, but only at the moment each particle is born. A particle keeps the speed and size it was born with, so a loud bar launches fast, big particles that carry on after the music drops, and scrubbing never rewrites particles already in flight. Brightness is the live one: it rides Master Amount and pulses everything on screen with the sound.

The driver dials apply to the whole history of the system at their current value, the same way the emitter setup does. Set them, rather than keyframing them.

More than one driver. Add Driver opens another driver inside the group, up to four in all, so one track can drive several things at once. A second driver has its own Listen To 2, Drives 2 and Drive Amount 2, plus a collapsed Response 2 group with its own Audio Threshold 2, Audio Range 2, Audio Attack 2, Audio Release 2, Hit Threshold 2 and Hit Decay 2. Drivers 3 and 4 repeat the same set with their own number. Remove Driver takes the last driver away. Every driver shares the Audio Layer and the Audio Sync Offset. Two drivers on the same target multiply their effects, except Burst: bursts from several drivers add up. The number of open drivers is kept in a hidden Drivers setting that the two buttons change for you.

Each frame works out its drive from the audio around it, so scrubbing, rendering in order or rendering out of order all give the same result.

Name Type Range Default Choices
Audio Layer layer — none —
Listen To popup — Loudness Loudness · Hits · Bass · Low Mids · Mids · Highs · Air
Drives popup — Burst Burst · Birth Rate · Velocity · Size · Brightness
Drive Amount slider -200–200 100% —
Audio Threshold slider -90–0 -40 —
Audio Range slider 3–90 40 —
Audio Attack slider 0–500 10 —
Audio Release slider 1–600 180 —
Hit Threshold slider 1.2–6 2.5 —
Hit Decay slider 5–1000 (hard 5–2000) 80 —
Audio Sync Offset slider -500–500 0 —
Drivers popup — 1 1 · 2 · 3 · 4
Add Driver button — — —
Remove Driver button — — —
Listen To 2 popup — Loudness Loudness · Hits · Bass · Low Mids · Mids · Highs · Air
Drives 2 popup — Burst Burst · Birth Rate · Velocity · Size · Brightness
Drive Amount 2 slider -200–200 100% —
Audio Threshold 2 slider -90–0 -40 —
Audio Range 2 slider 3–90 40 —
Audio Attack 2 slider 0–500 10 —
Audio Release 2 slider 1–600 180 —
Hit Threshold 2 slider 1.2–6 2.5 —
Hit Decay 2 slider 5–1000 (hard 5–2000) 80 —
Listen To 3 popup — Loudness Loudness · Hits · Bass · Low Mids · Mids · Highs · Air
Drives 3 popup — Burst Burst · Birth Rate · Velocity · Size · Brightness
Drive Amount 3 slider -200–200 100% —
Audio Threshold 3 slider -90–0 -40 —
Audio Range 3 slider 3–90 40 —
Audio Attack 3 slider 0–500 10 —
Audio Release 3 slider 1–600 180 —
Hit Threshold 3 slider 1.2–6 2.5 —
Hit Decay 3 slider 5–1000 (hard 5–2000) 80 —
Listen To 4 popup — Loudness Loudness · Hits · Bass · Low Mids · Mids · Highs · Air
Drives 4 popup — Burst Burst · Birth Rate · Velocity · Size · Brightness
Drive Amount 4 slider -200–200 100% —
Audio Threshold 4 slider -90–0 -40 —
Audio Range 4 slider 3–90 40 —
Audio Attack 4 slider 0–500 10 —
Audio Release 4 slider 1–600 180 —
Hit Threshold 4 slider 1.2–6 2.5 —
Hit Decay 4 slider 5–1000 (hard 5–2000) 80 —

Presets

Factory presets

70 looks

Twelve complete systems rather than twelve accents — but they don’t all reach the same distance into the panel. Warp Field stores a particle type, an emitter volume, aim, speed, rate, lifetime, size, streak length, and a color; Starfield Hang stores no type and no color at all; Fountain Jet stores no emitter volume. What all but one of them carry is a working motion, so behavior is the thing you’re auditioning; Grid Bloom is the exception, a motionless burst lattice. All twelve sort by what the particles do: drift (Ember Drift, Magic Motes, Firefly Meadow), fall (Snow Drift, Ash Fall), rise (Smoke Rise), throw (Cinder Sparks, Fountain Jet), hang (Starfield Hang, Grid Bloom), race (Warp Field), and detonate (Detonate Sparks). Pick the motion first; recolor and resize afterward, since the stored emitter volumes are dialed for a mid-size comp and usually want scaling to your frame.

  • Ember Drift — slow orange glows rising out of a shallow box, on turbulence pitched past a nudge but short of the organic-swirl zone; the fire-aftermath bed.
  • Cinder Sparks — a fast upward spray of small streaked sparks that heavy gravity arcs straight back down.
  • Snow Drift — small soft flakes of very mixed size falling slowly through a deep box with a steady sideways push.
  • Magic Motes — pale cyan glows hovering inside a spherical volume, barely moving; the enchantment bed.
  • Fountain Jet — a tight, dense, fast jet of pale blue-white thrown up from a single point and pulled back hard.
  • Smoke Rise — very large, very transparent gray puffs stacking upward, where density comes from overlap rather than from any one particle.
  • Starfield Hang — 500 tiny points dropped at once into a huge depth volume, with a slow trickle emitting behind them; 30-second lifetimes and no fade, so the field just sits.
  • Grid Bloom — a motionless 12-by-8 lattice of glowing teal dots; the graphic look rather than the natural one.
  • Detonate Sparks — a one-shot omnidirectional blast of 900 streaks that drag hard and drop; the impact frame.
  • Firefly Meadow — sparse yellow-green glows wandering slowly across a wide, shallow field on long lifetimes; the quietest of the drifts.
  • Warp Field — pale blue streaks racing along the depth axis out of an enormous volume; the hyperspace read.
  • Ash Fall — slow gray flakes falling with a leftward wind and just enough drag to keep them from picking up speed.
-- FIRE & HEAT --
Hearth Tongue
Pitch Torch
Cutting Jet
Throwing Flame
Fire Line
Coal Ring
Emberstorm Blaze
Ink Flame
Cinder Pop
-- SMOKE & VAPOR --
Thread Wisp
Stack Column
Black Crude
Low Roll
Kettle Steam
Wake Trail
Blast Pall
Stage Haze
Smoke Rise very large, very transparent gray puffs stacking upward, where density comes from overlap rather than from any one particle.
Torch Smoke
-- ASH & EMBERS --
Ember Drift slow orange glows rising out of a shallow box, on turbulence pitched past a nudge but short of the organic-swirl zone; the fire-aftermath bed.
Cinder Sparks a fast upward spray of small streaked sparks that heavy gravity arcs straight back down.
Ash Fall slow gray flakes falling with a leftward wind and just enough drag to keep them from picking up speed.
Char Flakes
Ember Rain
Furnace Breath
Kiln Ash
-- DUST & GRIT --
Sunshaft Motes
Bootfall Dust
Sand Curtain
Chalk Burst
Rubble Fall
Glitter Fall
Moon Dust
Wet Gravel
-- SPARKS & ELECTRIC --
Detonate Sparks a one-shot omnidirectional blast of 900 streaks that drag hard and drop; the impact frame.
Grinder Arc
Weld Spit
Arc Crackle
Static Fizz
-- SNOW, RAIN & WEATHER --
Snow Drift small soft flakes of very mixed size falling slowly through a deep box with a steady sideways push.
Blizzard Sweep
Sleet Drive
Hail Scatter
Mist Curtain
Sunlit Cumulus
-- MAGIC & FANTASY --
Magic Motes pale cyan glows hovering inside a spherical volume, barely moving; the enchantment bed.
Rune Sparks
Fae Dust
Rift Mouth
Soul Drift
Mend Bloom
-- SCI-FI & ENERGY --
Hull Debris
Warp Field pale blue streaks racing along the depth axis out of an enormous volume; the hyperspace read.
Starfield Hang 500 tiny points dropped at once into a huge depth volume, with a slow trickle emitting behind them; 30-second lifetimes and no fade, so the field just sits.
Grid Bloom a motionless 12-by-8 lattice of glowing teal dots; the graphic look rather than the natural one.
-- LIQUID & BUBBLES --
Mercury Beads
Bubble Drift
Fountain Jet a tight, dense, fast jet of pale blue-white thrown up from a single point and pulled back hard.
-- NATURE & LIFE --
Tumbling Leaves
Firefly Meadow sparse yellow-green glows wandering slowly across a wide, shallow field on long lifetimes; the quietest of the drifts.

Examples

Embers off a logo's own glyphs

A title burns away upward into embers emitted from the letterforms themselves

  1. Put the title or logo layer at the top of the comp and a comp-sized solid directly under it. Apply Particles to the solid — the solid carries the particles, the text stays an ordinary layer you can keep, fade, or hide.
  2. Start from the Ember Drift preset: glow-sphere embers, warm orange, already drifting on turbulence.
  3. Point the emitter at the artwork. Emitter Shape to Layer, Emitter Layer to the title layer, Emit From to Luminance, and Emit Threshold = 20 so the antialiased edges stop spraying and only the solid strokes emit.
  4. Raise the population and ease the launch further: Particles/sec = 500, up from the preset’s 120, and Speed = 25, down from its 40. Embers should peel off a letterform lazily, not shoot away from it.
  5. Float them: Gravity = -80 lifts instead of drops, which is the single dial that reads as heat.
  6. Break up the column: Turbulence = 300 at Turbulence Scale = 220 — a swirl large enough to move a whole clump of embers together rather than jitter each one on its own.
  7. Motion Blur to Comp Settings so the embers smear on the comp’s shutter and sit in the same motion as everything else in the frame.

Variations: fade the title layer out across the emission so the letters visibly become the embers; switch Render to Particles Only when the ember pass needs its own grade; or set Emit From to Alpha when the logo is flat-colored and luminance can’t tell strokes from background.

Spark detonation on an impact frame

A single-frame burst of sparks that flies out, drags to a stop, and cools as it falls

  1. Apply Particles to a comp-sized solid and start from Detonate Sparks. The preset arrives built for this: Streak particles thrown in every direction at Speed = 800, Air Resistance = 1.8 to kill them, Gravity = 500 to drop what survives, and Particles/sec = 0 — a system with no stream, sitting there waiting to be fired.
  2. Fire it by hand. Put a Hold keyframe on Burst Count (cumulative) = 0 one frame before impact, then step it on the impact frame. The dial is a running total, so the increase is what emits — every spark leaves on that one frame and nothing trickles in behind it. This is the technique the whole example exists for; the steps below are dressing it for a specific shot.
  3. Size the hit to the frame. The preset’s stored 900 streaks read as a solid flash in a tight insert and as confetti in a wide master: step to Burst Count (cumulative) = 2200 for the wide, or Burst Count (cumulative) = 400 for a small practical spark off a cable. Whatever you land on goes in the second Hold keyframe — the first stays at 0.
  4. Break the symmetry. An omnidirectional burst with nothing but gravity on it leaves a suspiciously even fan. Turbulence = 250 at Turbulence Scale = 150 bends the throw region by region — coarse enough to move neighboring sparks together, fine enough that the fan stops looking drawn with a compass.
  5. Mix the debris. Push Life Random = 60 past the preset’s 35 so the sparks stop expiring in waves, and Size Random = 70 so they read as fragments of different mass rather than one part number.
  6. Cool them over the flight, which is where the Over Life curves earn their place — no preset touches them. Color Birth near white, Color Mid to orange, Color Death to a deep red, Size Death = 40 so each streak thins as it goes, and Opacity Death = 0 so nothing snaps out of existence.
  7. Decide how long the tail lives. Life (sec) = 1.6 clears the frame fast, which is right when the shot cuts; take it to Life (sec) = 2.6 when the camera lingers and let the drag and the over-life curves carry the last sparks all the way down.
  8. Balance the hit against the plate with Master Amount rather than re-tuning the physics — one dial rides the system’s emission and brightness together.

Variations: duplicate the effect with a much longer Life (sec), a lower Burst Count (cumulative), and Gravity near 0 for the slow smoldering fragments that outlive the main blast; or step Burst Count (cumulative) a second time a few frames later for a secondary detonation.

Warp streaks with a rack focus

A field of light streaks racing along the depth axis, with focus pulling through it

  1. Apply Particles to a comp-sized solid over a dark plate and start from Warp Field. The preset lands the read in one move: Streak particles fired down the depth axis at Speed = 950 out of a wide, deep box, Streak Length (sec) = 0.09 for the long lines, pale blue, Particles/sec = 320.
  2. Give the field somewhere to come from. No preset carries an Emitter Z, so the volume sits at whatever depth the effect is already at — move it up the camera axis with Emitter Z = 900 (reverse the sign if that puts it behind your camera) so the streaks cross real distance before they leave frame. If the field flies away from you rather than past you, flip Direction Z = 1.
  3. Fix the pop-in. Streaks that spawn mid-frame at full brightness snap into existence, and at these speeds that happens constantly. Opacity Birth = 0 fades each one up over the start of its life — the difference between a warp field and a screen of blinking lines.
  4. Set density against your plate. Particles/sec = 320 is sparse on a 4K frame; Particles/sec 700–1200 fills one. Reach for Life (sec) first, though — at Life (sec) = 1.8 each streak is on screen briefly, and lengthening life adds population without adding births to compute.
  5. Rack the focus. DOF Aperture = 60 gives the field a real focal plane, then keyframe DOF Focus Distance 400–2500 across the shot. Streaks bloom into soft light as they leave focus and sharpen as they enter it — the depth cue nothing else in the effect can fake, and the payoff for the depth you set in step 2.
  6. Motion Blur to Comp Settings, then Blur Samples = 14. A streak at this speed covers a lot of ground inside one shutter, and the default sample count resolves that as a row of copies instead of a smear.
  7. Set Render to Add to lay the field over the plate as light, or Particles Only when the streaks need their own grade and glow pass.

Variations: drop Speed = 200 with Streak Length (sec) = 0.02 for the moment before the jump, then keyframe both up into the warp; or add a second instance with a much smaller Emitter Size Z and slower Speed as a near-field layer that reads faster than the deep one.