While testing some of the new fracturing and dynamic simulation features in Lightwave 11 I ended up playing around with adding volumetric dust as a post-process using Trapcode Particular. The results are a basic proof of concept, but show how easy and effective it can be to use depth maps to integrate particles rendered in After Effects with graphics rendered in a 3D application.
Watch the Red Giant QuickTip video tutorial below to see how you can achieve the same effect yourself.
Look closely at the beginning of the tutorial, and you’ll catch some footage from Galactic Alliance 2. We actually used Trapcode Particular for all of the explosions and particle effects in the game!