I created this setup in an attempt to replicate what I normally achieve using 3dsmax PFlow,

This setup has the following characteristics:
-Random gravity based on noise pattern (Desney like style).
-At hit trigger, so every time a particle collide you can apply sth in my case I introduced some chaos to the velocity direction and speed.
-Glittery color also base on noise pattern so it looks more natural, you can control the speed and variation.
-Path follow force, well you can use another simple technique where particles are emitted of an animated object on a path.
-Redshift render was used with a proper material that reads glitter points' color.



My name is Alaa Al Nahlawi ( علاء النحلاوي ) from Syria with more than ten years of experience which spread over multiple graphic design fields, and I love what I do. I like to consider myself as a VFX TD, it turns out that setting things on fire or wreck them down is one of my hobbies, additionally I really enjoy solving problems. I mainly work with Houdini and 3ds max they are my bread and butter.

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