Tracking and Compositing a Ground Cracking Effect
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CC Star Burst effect Note: See Third-party plug-ins included with After Effects. Common Lighting controls and Material controls Several of the Simulation effects have some common controls. The Card Wipe effect also shares many controls with the Card Dance effect. Lighting controls Light Type Specifies which type of light you want to use. Distant Source simulates sunlight and casts shadows in one direction, where all the light rays strike the object from virtually the same angle.
Point Source is similar to a light bulb and casts shadows in all directions. First Comp Light uses the first light layer in the composition, which can use a variety of settings. Light Intensity Specifies the power of the light. The higher the value, the brighter the layer.
Other lighting settings affect the overall light intensity as well. Light Color Specifies the color of light. Light Position Specifies the position of the light in x,y space. Light Depth Specifies the position of the light in z space. Negative numbers move the light behind the layer. Ambient Light Distributes light over the layer. Increasing this value adds an even illumination to all objects and prevents shadows from being completely black. Setting Ambient Light to pure white and setting all other light controls to 0 makes the object fully lit and eliminates any 3D shading from the scene.
Material controls The Material controls specify reflection values. Diffuse Reflection Gives objects form-defining shading. Shading depends on the angle at which the light strikes the surface and is independent of the position of the viewer.
Specular Reflection Takes into account the position of the viewer. It models the reflection of the light source back to the viewer. It can create the illusion of shininess. For realistic effects, you can animate this control by using higher and higher values to mask the transition from filtered to nonfiltered versions of the layer. Highlight Sharpness Controls shininess. Shiny surfaces produce small, tight reflections, whereas duller surfaces spread the highlight into a larger region.
Specular highlights are the color of the incoming light. Because light is typically white or off-white, broad highlights can desaturate an image by adding white to the surface color. In general, use the following process to adjust lighting: Set Light Position and Diffuse Reflection to control the overall light level and shading in a scene.
Then adjust Specular Reflection and Highlight Sharpness to control the strength and spread of highlights. Finally, adjust Ambient Light to fill in the shadows. Card Dance effect Note: For information on properties shared by several of the Simulation effects, see Common Lighting controls and Material controls.
This effect creates the appearance of card choreography by dividing layers into numerous cards and then controlling all geometric aspects of the cards by using a second layer. For example, Card Dance can simulate an extruded pin sculpture, a crowd doing the wave, or letters floating on the surface of a pond.
Chris Zwar provides an example project on his website that uses the Card Dance effect and a shape layer with the Repeater operation to simulate a halftone color separation for any image or video.
This effect works with 8-bpc color. Original upper-left , and with rotation adjusted using Camera Position controls lower-left and Corner Pin controls lower-right Original left , gradient layer center , and with Card Dance applied right Apply Card Dance to the layer to use for the front of the cards.
To set the view, use the rotation or perspective controls, or match the perspective of the effect in any scene by corner-pinning. For example, select a vertical grayscale gradient layer black on top, white on bottom from the Gradient Layer 1 menu, and then select Intensity 1 from the X Rotation Source menu. Card Dance uses the intensity of the gradient to animate the x-axis rotation of the cards. It assigns a numeric value to the center pixel of each card on the gradient layer, based on the intensity of the pixel.
Card Dance then multiplies that value by the X Rotation Multiplier value and rotates each card that amount. If you want half of the cards in a layer to come in from the right, and the other half to come in from the left, create a gradient layer that is half black and half white. Set the gradient as the source for X Position, and set X Position Multiplier to 5, and animate it to 0.
The cards in the black area initially appear at the left, and the cards in the white area initially appear at the right. Independent makes both the Rows and Columns sliders active. Columns Follows Rows makes only the Rows slider active.
If you choose this option, the number of columns is always the same as the number of rows. Rows The number of rows, up to Columns The number of columns, up to , unless Columns Follows Rows is selected. Back Layer The layer that appears in segments on the backs of the cards. You can use any layer in the composition; its Video switch can even be turned off. If the layer has effects or masks, precompose the layer first.
Gradient Layer 1 The first control layer to use to make the cards dance. You can use any layer. Grayscale layers produce the most predictable results. The gradient layer acts as a displacement map for animating the cards.
Gradient Layer 2 The second control layer. Rotation Order The order in which the cards rotate around multiple axes when using more than one axis for rotation. Transformation Order The order in which the transformations scale, rotation, and position are performed. Because Card Dance is a 3D effect, you can control these properties separately for each axis of the cards. However, because the cards themselves are still 2D, they have no inherent depth—hence the absence of z scaling.
Source Specifies the gradient layer channel you want to use to control the transformation. For example, select Intensity 2 to use the intensity from Gradient Layer 2. Multiplier The amount of transformation applied to the cards. Offset The base value from which the transformation begins. Use these controls to look at the cards from the top, side, back, or any other angle.
X, Y Position Where the camera is positioned along the x and y axes. Z Position Where the camera is positioned along the z axis. Smaller numbers move the camera closer to the cards, and larger numbers move the camera away from the cards. Focal Length The zoom factor. Smaller numbers zoom in. Transform Order The order in which the camera rotates around its three axes, and whether the camera rotates before or after it is positioned using the other Camera Position controls.
Corner Pins controls Corner Pinning is an alternative camera control system. Use it as an aid for compositing the result of the effect into a scene on a flat surface that is tilted with respect to the frame.
Auto Focal Length Controls the perspective of the effect during the animation. When Auto Focal Length is deselected, the focal length you specify is used to find a camera position and orientation that place the corners of the layer at the corner pins. When Auto Focal Length is selected, the focal length required to match the corner points is used, if possible. If not, it interpolates the correct value from nearby frames.
But if you know the focal length that you are trying to match, manually setting Focal Length is the easiest way to get correct results. Caustics effect Note: This effect simulates caustics—reflections of light at the bottom of a body of water, created by light refracting through the surface of the water.
The Caustics effect generates this reflection and creates realistic water surfaces when used with Wave World and Radio Waves. The Caustics effect ignores masks and alpha channels on the layer to which it is applied. You can precompose the layer with the effect and apply the mask to the precomposition layer, or you can precompose the layer with the mask and apply the effect to the precomposition layer, depending on what result you want to achieve.
See Precomposing, nesting, and pre-rendering. To get the most realistic results from Caustics, render the Bottom layer separately, with Render Caustics enabled and Surface Opacity at 0. Then precompose, and use the resulting layer as the Bottom layer for another Caustics effect with Render Caustics off. Bottom controls The Bottom controls specify the appearance of the bottom of the body of water: Bottom Specifies the layer at the bottom of the body of water.
Scaling Makes the bottom layer larger or smaller. If the edges of the bottom layer show, because of the refraction of the light through the waves, scale up the bottom layer. Scaling down is useful for tiling a layer to make a complex pattern. Repeat Mode Specifies how a scaled-down bottom layer is tiled. Once uses only one tile, basically turning tiling off. Tiles uses the traditional tiling method of abutting the right edge of one bottom layer tile to the left edge of another bottom layer tile.
Card Dance effect
CC Star Burst effect Note: See Third-party plug-ins included with After Effects. Common Lighting controls and Material controls Several of the Simulation effects have some common controls. The Card Wipe effect also shares many controls with the Card Dance effect. Lighting controls Light Type Specifies which type of light you want to use.
VIDEO: Simulation effects
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