Now that I have the character in the scene. I can use the model to define the source of emissions for the fire “spell”.
After unpacking the geo the model is displayed in wireframe displaying points on the mesh.


I then blast out two points on the mesh, and merge then togeher to create a line that goes between the two palms of the model.


I do the same thing to two points on the end of palms. I initially used the finger tips, but I later discovered that the fingertip really do not determine the direction of the “spell” it is the palm. Now I have two lines.

Using the midpoints of the two lines, I can create a 3rd line defining the direction of the spell.


This is what the node network looks like.

Merging geo network into anoter geo node allows me to create an emitter. Blasting out the surface I can use which will maintain the position and direction of the hands.


A scatter node creates random particles on the surface

Using an add noise node can be used to scale with Time to randomize the source.


Changing the emission type to all points means that all of the points are now emitters.

The points now have a life expectancy which means that they will exist for a time and then fall off.

A popnet, or popnetwork can be used to simulate the emitter. This means that the emmision scattered noised is used to generate pops at intervals.


Adding a popforce of gravity means that they will fall to the ground once created.

Having a negative jitter birth rate means any pops before the current pop are superseded.

The points are then told to inherit the velocity so that they have momentum as they are moved.