Step
2
a)We
need the particle system. Particle system can be found
on the Create tab

Select
Particle Systems on the drop-down menu.
When
you have selected this, select "Spray",
and position the emitter where you want the sparks
to originate. In my case, this is at the end of the
"wire".

The
emitter positioned in the scene
Note
that no particles are visible in frame 0 (zero) since
the spray hasn't started yet. Go to frame 10 to see
the particles. Also, you will need to try out different
values in the Spray parameter box, to see what fits
your scene. Here are the values I used:

Here
are the values I used
For
this, you don't want too many particles or too big
particles. I used size 2 and 500 particles rendered.
Note that the Viewport Count only defines how
many you see in the editor. The Render Count
is the one defining how many are rendered.
b)Next
on the list is the material for the spark "core",
or the partcles. This can vary. Try to make a material
that fits into your scene. Sparks look kind of "blue-ish",
and are also somewhat self-illuminating. This is the
material I used for this example.

If
you want it quick and easy, just copy these values.
Important:
Note the number 5 selected on the drop-down button.
This button is the "Material Effect Channel"
number, and you can pick whichever you want. However,
this number defines the Effect Channel for this particular
material, and is important later on, when we use the
Video Post.
Note
that these values are solely used as an example. Define
your own if you want a different effect.
Here
is the scene so far, at frame 10. I have not yet added
any special effects.
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