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CINEMA 4D: Rendering Motion Graphics for After Effects demonstrates how to take a simple logo animation in CINEMA 4D and transform it into a compelling motion graphic with After Effects, incorporating two distinct visual styles. Starting with a prebuilt animation rendered from CINEMA 4D, author Rob Garrott employs industry-standard techniques, utilizing materials, lights, and the library of effects in After Effects, to enhance the project's look and feel. Exercise files accompany the course.
The Stadium Pass is going to be broken up into two parts: the full stadium and then just the base that the phone rises out of. What this gives us the ability to do is control the intensity of effects that are going to be based on the platform that the phone rises out of. Now, the first step in this process is going to be isolating the stadium, and so let's go into the Video folder and go into the Stadium Pass subfolder and grab this composition, and we're going to move it into the Pre-COMP's folder. Before I do that, I want to duplicate it so I have myself a copy to go back to. So I hit Command+D or Ctrl+D on the keyboard, and let's drag this down now into the Pre-COMP's folder.
And in the Pre-COMP's folder, I'm going to name this Stadium Pass Pre. Now the Stadium Pass Pre, if I open that up, that has all of our stadium elements in it. Right now, the stadium element has these lights in it, and I don't want these lights to be visible right now. We're going to be using a different layer in our final compositing process to make the stadium lights, so what I want to do is just cut them out. So I'm going to use an object buffer to cut a hole in this Stadium Pass, so that I don't see these lights anymore. I am only going to see transparency back there.
So if I go into the Stadium Special Passes folder, so I am going to grab object buffer number 3 and drag it into the Stadium Pass Pre. When I do that, you could see I have this black-and-white layer now that is just the stadium lights. What I want to be able to do is to have this light-and-dark layer cut a hole in everything below it, and there is a special blending mode for that and that's Silhouette Luma. And so if I go down into the blending modes and go all the way to the bottom, and there is Silhouette Luma. When I do that, I've now cut a hole in this layer, and you are probably thinking, well, what's the big deal? The big deal is we're going to be generating glows based on the light pieces of information inside this render.
And those stadium lights were the brightest thing in the whole render, and so my glows would have been based on those stadium lights primarily. By covering these guys up like that, it makes it easier to pull a glow based on just these gray values that are the parts joining up the stadium. So that's going to make it a lot easier. The next thing we want to do is to isolate the base, so that we can have control over it for our explosion effect that we're going to be creating when the phone rises up out of it. So if I go back now into my Pre-COMP's, and I'm going to take the Stadium Pass Pre, and I'm going to drag it onto a new composition button, that gives me a copy of it that's already pre-comped together.
And what I'm going to do is I'm going to name this copy and call it Stadium Base Pre. Now the Stadium Base is just going to be the base that the phone rises out of. So I am going to scrub over here to the hero position, where the phone is prominent in the screen. We just want this little bit here, and we have an object buffer for that entire element, and so I'm going to grab object offer number 6. And if I go back into the Stadium Special Passes and grab object buffer 6 and drag that down in here, you can see that that's the stadium base right there.
What I want to be able to do is to isolate the stadium base so that we can control the effects on it when the phone emerges out of it. So I'm going to use this object buffer as a luma matte for the Stadium Pass Pre. So I am going to click and hold on Track Matte and set it to be a Luma Matte Stadium_object_6. When I do that, that gives me just the stadium base all by itself. The next thing I want to do is I want to adjust the contrast of it so that it has much brighter verticals on there. So I'm going to select the Stadium Pass Pre. I'm going to go to the Effects > Color Correction > Levels.
And in the Levels effect--I am going to enlarge this window a little bit here-- I'm going to take it and push the contrast of it by bringing the highlights over here to the left just a bit, and I'll push the midtones just to the left a little bit more. What you can see that does for me is it gives me much brighter verticals. If I turn the Levels effect off and on, I am going to zoom in on that so you can see what's happening. Let me bring that up into full-screen here. So that's with the Levels adjustment. That's without the Levels adjustment. And remember, we're going to be using this base to generate a very special glow for our phone, and having this high contrast version of it will make generating that glow a lot easier.
I'm going to just do one last thing and that's push the blacks just a little bit more. I don't really want all that noise in between the columns here. By pushing the blacks over just a little bit, that helps to isolate that stuff just a little bit more. There we go. Put it right on up there. Now that we've got all the pieces isolated, the process of adding glows to the stadium is going to be a lot more simple.
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