[knightro] “will your software output frames/alphas of the effects themselves – minus the initial footage”
Yes. There are a couple of different alpha channel settings that will allow you to generate a clean alpha for the particles.
[knightro] “And at what output resolutions? Or input resolution? 2k?”
In pIllusion itself, you’re currently limited to slightly less than your desktop resolution. For higher-res renders, use the included standalone renderer “pIllusionRender”. pIRender will render at 2K, but on Windows it uses software rendering which is quite slow, especially when compared to the hardware accelerated pIllusion. On the Mac, pIRender can use hardware acceleration (yay!) but it seems that most video cards limit the maximum output size to 2048×2048 (boo!), even with software rendering (app rendering including software rendering is done with OpenGL). Some newer Mac video cards allow 4096 x 4096.
One difference with pIllusion right now is that you’ll need to plan for your output res early on. Make the stage size what your final output res is, make sure your particle sprites are large enough, etc.
I think you’ll find it extremely useful, and capable of some quite realistic effects (if that’s what you’re looking for) — especially in the Pro Emitters “Eclectic” libraries.
Hope this helps.
Alan.
wondertouch