Omega Particle Fx V0.4
OMEGA PARTICLE FX V-0.4
After Purchasing the Assets you will get 5 Blend files
♦ Elemental
♦ Electricity
♦ Sparks
♦ Magic
♦ Destruction
♦ Decoration
and a Support Files.rar which includes the Textures, a full Guide+Bugix .txt and a Catalog file for Organising the Assets.
For Installing the Assets:
you just need to set up an asset library folder in Edit >Preferences >File Paths
Then in that folder just download all the files there, and you should be good to go
You can use the Assets from the Asset Browser
For Organising the Assets just Copy the text from Catalog.txt file
Then paste it in blender_assets.cats.txt in your Assets folder
Done
If you have any doubts please refer to this video for a more detailed explanation
https://youtube.com/shorts/MeR2ei9LhDA?si=eZL-EMUalLhPX9W5
In the Asset Library there are two types of Assets 'Collection' & 'Object'
for Collection assets you need to uncheck instance option to use them
or the Kool way: just press ctrl+z once after dropping the Asset
♦ Now after Installing the Assets you need to do some changes in your blender default startup file
Firstly it's just personal preference but i keep my Layout like this since my workflow revolves a lot around Asset browser and Geonodes
In Color transforms use Agx with medium high contrast
Also not sponsored but i sometimes use the RenderRaw Addon to make the colors pop and more saturated in Agx though you can also do that in blender compositor or Ae too
Now for a bloom effect just add a simple glare node with fog glow with default settings in he compositor tab
make sure to set the compositor device to gpu in render settings -> performance
also just a quick tip, in Output properties -> Output -> Encoding -> Three dots you can select H264 in Mp4 to directly export as .mp4 instead of .mkv
Now you can save this as your default startup file
For Cycles i recommend setting the transparency samples to 20+ since you might get some black artifacts while using Assets containing multiple transparent cards, it will increase render time tho
In some Assets with multiple spawning point lights the lights may not show up in render because of this error
For this you can set your shadow pool in render settings -> performance -> memory to like 1 gb if you have a good gpu vram
♦ Now for every Collection Assets using simulation nodes to derive physics and collisions
It's just a mesh with a geo nodes system applied to, which takes an emitter mesh - spawns points on it - applies physics - makes them collide with the given Collider collection - instances custom meshes to the points - and some technical stuff here and there
The emitter is outsourced to a seperate mesh because the forces like gravity needs to be constant instead rotating with the emitter
Here Gravity is a value of 0-10 for all the Assets
The Colliders must have some thickness otherwise the collisions won't work right
These assets can be quite heavy once populated in the scene
once you like the result after playing with the geonodes settings make sure to bake the sim( after saving the blend file ) in Physics properties otherwise the render won't be proper and might even crash
Also a huge shoutout to Cartesian Caramel for providing a free geometry nodes particle system
Most of the Assets were made using these node groups only so huge thanks to him!
you can check it out here:
https://bbbn19.gumroad.com/l/lhbdh?layout=profile
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