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Up and Running with Trapcode Form

Up and Running with Trapcode Form

with Chad Perkins

 


One of the most popular and yet complex plugins for Adobe After Effects, Trapcode Form is a unique particle system that creates stunning and professional results. Instead of generating particles, Form's particles just exist. This course helps you bridge the gap to mastery of Trapcode Form. Author Chad Perkins introduces Form's properties, base forms, and particle types, and then moves on to mapping Form particles to 3D objects and creating effects like organic fireballs and 3D holograms. He also shows how to light particles in After Effects, integrate audio, and create 3D Form objects. The course includes three sample projects that are highly applicable to real-world client requests, including dissolving a logo design.

This course was created and produced by Chad Perkins. We are honored to host this content in our library.
Topics include:
  • Altering Base Form properties
  • Adjusting particle settings
  • Distorting particles with fields
  • Understanding Quick Maps
  • Using layer maps
  • Creating holograms
  • Lighting and casting shadows from particles
  • Getting Form to react to audio
  • Using your own layers as particles
  • Creating a light wall

show more

author
Chad Perkins
subject
Video, Motion Graphics, Visual Effects
software
After Effects CS5.5, CS6, CC, Form
level
Appropriate for all
duration
3h 46m
released
Jun 13, 2013

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1. Introduction
Welcome
00:00 (music playing)
00:04 Hey folks. Welcome to this training series where we're going to learning Trapcode Form
00:07 from the ground up. My name is Chad Perkins, and I'll be your
00:11 host through this course. I couldn't be more excited about this.
00:13 Trapcode Form is an extremely unique 3D particle system.
00:17 It doesn't constantly spit out particles like almost all other particle generators
00:21 do, like Trapcode particular for example. Form particles just exist.
00:26 No birth, no death. Because of that you could do all sorts of
00:30 unusual and beautiful things with form. But this unconventional system comes with
00:35 a price. Form can be difficult to understand and master.
00:40 So, in this course we're going to start from the basics.
00:43 In most cases as we go throughout the course we'll introduce a concept in the
00:46 most simple way possible. Then once we understand the tools we'll
00:50 elaborate and create beautiful art and subsequent movies.
00:55 We'll look at how to use other objects such as graphics as your own custom particles.
01:01 We'll look at how to use form to create organic objects like stars and even fog,
01:06 as we turn a still daytime image into a nighttime tracking shot.
01:11 We'll learn how to mess these particles up, with fractal distortion, spherical
01:16 distortion, dispursion, twisting and more.
01:20 We'll solve the mystery of the often confusing quick maps and then well if you
01:24 got the basics down, we'll use those quick maps to generate an organic
01:28 fireball from scratch. We'll make holograms.
01:34 We'll enhance form with after effects 3-D tools like lights, shadows, And a shallow
01:41 depth of field. We'll tackle the big and powerful world
01:45 of audio reaction to control form with audio.
01:49 We'll start with the basics (MUSIC), then build an elegant example (MUSIC).
01:55 (MUSIC). Then combine audio reaction tool with a
02:04 quick map stuff we learned earlier to create this.
02:07 (MUSIC) We look at how to import 3D OBJ files and use them as the shape of our
02:16 form object. Finally we'll put it all together and
02:20 look at several practical examples. Dissovling a logo, creating light using
02:25 hdr forum particles and creating a rotating orb consisting of multiple
02:30 copies of form. We'll cover all this stuff and much more
02:34 in this training series. If Form has baffled you in the past, have
02:38 no fear. This course will get you up to speed and
02:41 making phenomenal project with Form in no time.
02:44 So let's get started.
02:45
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Using the exercise files
00:00 For those that have access to the exercise files that accompany this training.
00:03 I'd like to show you a little bit how I lay out those files.
00:06 You'll find the accompanying project file based on the chapter that we're going to
00:11 be working in. So as you're watching the movies.
00:13 For chapter eight for example, then you can go into the chapter eight folder and
00:17 you'll find those projects. These projects link to the media inside
00:22 the media folder. So if there is a problem with relinking
00:25 and maybe if you've moved these folders around you'll get that, you can just go
00:29 into the media folder and relink the audio files, or the graphics, or whatever
00:35 other files you need.
00:36
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2. Form Basics
Understanding how Form works
00:00 Trap Code form is a somewhat unusual particle system.
00:04 Most particle systems such as the one found on this layer called regular
00:09 particles, is actually cc particle systems 2.
00:12 We'll have particles that spit out and they have a birth rate and they die.
00:18 So they're, they're born and they live on screen for a little bit and we can
00:23 control usually their behavior over their life span.
00:27 So in this case they were born yellow, and then they fade out.
00:31 And they get a little bit more transparent, and more blurry.
00:33 A little bit bigger, as they fade out. And they're generating particles.
00:37 Form is a different animal entirely. I'm just going to go ahead and turn off
00:41 visibility to the regular particles layer.
00:43 Actually I can just delete that. I'm going to select form.
00:46 And I'm going to go to effects and presets.
00:47 And I'll do a search for form. And apply that to this layer.
00:50 As you can see with many particle systems, it removes the entire layer it
00:55 was applied to, now we can see out background here.
00:57 And when you first apply form it doesn't look too great honestly.
01:02 It's just kind of like this block of particles and so it's going to be really
01:05 fun as we go through this training series to kind of bring this to life because
01:09 What it ends up looking like is nothing like this default state.
01:14 But again, in order to really wrap our heads around what form is doing and make
01:18 that great magic that we're going to be making throughout this training series,
01:21 we've got to be able to understand what's really happening.
01:25 So I'm going to select this camera tool here, the unified camera tool, and I'm
01:29 going to click and drag because we have a camera in our scene and this is a 3D
01:32 particle effect that responds to lights and cameras as we'll see.
01:35 As I rotate this around, we can see that we have three squares of particles.
01:42 And unlike most particle systems, if I scrub this, we will see no change in the particles.
01:50 Form doesn't worry about death. Not to get all existential up in here.
01:55 But it doesn't worry about the birth of particles or the death of particles.
01:58 These particles just exist. And that's why it's called, form.
02:02 It's just because these are just a form of particles.
02:05 As we'll see the power comes as we start fiddling with these particles, and these
02:11 different sheets of particles if you will and causing them to interact with each other.
02:16 For example if we open up dispers and twist, we get increased twist and wrap
02:22 these particles around themselves. And now we have something completely
02:25 different entirely, and all started with just these three squares of particles.
02:30 So, it's all about combining these squares to create a new form, a new
02:36 object, out of these different particles and it seems like there's some limitation
02:41 here, but it's unbelievably powerful as we start getting into these additional settings.
02:46 So the thing you take away from this is, that these particles here in form, do not die.
02:51 They are not born, they do not have a life span.
02:54 They just exist. As you see throughout this training, we
02:58 can open up base form, Increase the size of these particles or the shape that this
03:04 is, rather. And we can also increase the number of
03:08 these sheets of particles. There.
03:12 We could also adjust where this exists, we could also rotate these, of course,
03:17 and we could change the actual type of form, so instead of just a grid, we could
03:22 make Strings, or we could make a sphere. And we'll look at all these in depth.
03:28 We could even use, a 3D model with these particles.
03:32 And we'll look at how that works. In addition, we have particle settings,
03:35 so we can change the type of particle. We can make these little stars instead of spheres.
03:39 If I zoom in really closely here, you could see how those are indeed, stars.
03:44 It does slow things down a lot because we got a lot of stars going on here.
03:48 But I could also take down the number of particles, maybe I only want ten
03:51 particles in x and y, and now we have these stars, and we could increase the size.
03:57 And you can see how flexible this is. And now we have a cube of stars.
04:03 So, this is Form /g, and as we'll see throughout this training series, it can
04:06 do some amazing, beautiful things.
04:09
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Altering Base Form properties
00:00 Let's now look at the base form properties up here at the top and form.
00:04 Base form is a category, that's also a value.
00:09 Base form here, the, the value, determines what form, or shape, that
00:15 these particles will take. By default it's set to grid and that's
00:18 what we're going to use throughout this movie.
00:20 And the following movies, we'll look at these other values, but leave it set to
00:24 box grid for right now. Again, I'm going to select my unified
00:28 camera tool and click around so we can see this grid of particles a little bit better.
00:33 By default there's only three particles in Z, so it looks like we have three
00:38 different sheets of particles. Now, before going on any farther, you'll
00:42 noitce as I click and drag that I get adapted resolution in the upper right
00:46 hand corner of my comp window here. And it makes everything kind of go yucky
00:53 for a second. For a lack of a more technical term
00:55 (LAUGH) of all I'm scrubbing around here. And I actually don't need it to do that.
00:59 I'm going to go down to my fast preference preview section here.
01:02 And I'm going to change this from adapter resolution to off.
01:06 And I actually do have the ability to scrub around this in pretty much real time.
01:11 So if you're finding that you're in adaptive resolution that's a problem for you.
01:15 You can take it to off and might even have better results without adaptive
01:18 resolution on. Now let's talk about these particles here.
01:23 This is a little bit confusing, you see, cause it creates this weird kind of
01:26 moire-like pattern as these panels overlap but, let's look at these size
01:32 values here. Now don't get confused with the size
01:36 versus the particles. As we increase let's say for example size
01:39 X which is left and right. As we increase that value these particles
01:44 spread out but there's not any more particles.
01:47 Just the size of the grid is increasing. And, let's say we'll take down the size Y.
01:55 That will appear, to, make the lines more thick, even though what its doing is
02:01 really just smushing these particles. And there's 70 particles in, in Y.
02:06 So as we make this shorter, we shrink it along the Y axis.
02:11 It appears these particles are closer together so they appear more solid.
02:15 And the exact opposite happened with X, there are 70 particles in X.
02:18 But as we increase the size X, it spread those particles out, making that thinner.
02:23 Now, I'm going to go ahead and click on the reset button for the form effects, we
02:27 get back to square one here. And I want to take down the number of
02:31 particles in X, which I can, I can actually do using a cool After Effects trick.
02:34 If I click in here so that the number is highlighted, then hold down the Shift key.
02:39 And while holding down the Shift key on both platforms, I can use the arrow keys,
02:44 the up and down arrow keys, as I hit the down.
02:47 So, Shift down arrow. I'm reducing this value by 10 as I use
02:52 shift up arrow I'm increasing the value by ten.
02:56 So if I continue to add more and more particles then I will have a solid line.
03:02 And I realize that this whole tutorial, this whole movie is probably not the most
03:07 thrilling, exciting thing, we're not building anything.
03:09 But you have to really understand the basics of form in order to make cool stuff.
03:14 And also to problem solve. One of the things you'll start noticing
03:17 is you'll start twisting and disbursing these particles is that it creates this
03:21 kind of spread apart pieces like this. Where you could see the actual,
03:26 individual particles. And a lot of times you want to a more
03:29 dense line like this. And this is how you fix it, by increasing
03:33 and adding more particles. So we haven't talked too much about size
03:37 and particles in z, but it's the same type thing.
03:39 If we want to spread these plates if you want to call 'em that, apart.
03:44 We can increase the size z. And if we want to add more of these, then
03:49 we can increase the particles in z and we have more there.
03:53 Now I'm going to take particles at x down really small To maybe 35, that works.
03:58 Let's take Particles in Y to 35. So both Particles in X and Y are 35.
04:02 And if we take Particles in Z up really high, it's almost like we can create a
04:09 cube here or a box shape. And actually, probably want to take down
04:15 the size of each of these to 100, and then probably make the particles of X, Y
04:24 and Z all even. But you can see that as we increase these
04:27 values you could create this digital cube here.
04:30 And as we were to change the....uh, if we were to change the particle color and the
04:35 blend mode, we could have a really cool Cube here.
04:38 We'll look at how to do that in the next chapter.
04:40 For now let's go ahead and reset this one more time and just be aware that there
04:44 are x and y rotation settings here, which again alter the base form.
04:50 And we also have kind of like position controls, center x y, and center z.
04:54 But this refers to the initial state of where things are, remember that we've
05:00 moved things around with our camera. So this is, if we increase our center Z
05:05 we change that, this is not going to give us a predictable result because our
05:09 center of Z is off because of the camera. If we were to go to our camera settings
05:14 and reset those. By clicking the Reset button Exit Transform.
05:17 If we were to then adjust the center Z, and actually let me go ahead and zero out
05:23 the rotation values here. But if we were to then adjust center Z
05:26 then it would be predictable. Same thing with center X and Y.
05:30 But if you've played with the camera settings and are looking at a different
05:33 angle then you're not going to get the same results.
05:37 So again, really basic stuff here folks but this is absolutely tantamount to
05:41 understand really thoroughly before moving on to more adventurous stuff.
05:46 In the next movie we're going to start getting a little bit more exciting as we
05:49 start looking at other base forms.
05:50
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Using String objects
00:00 Okay, now we're going to start having a little fun.
00:03 Just a little, but still some fun. So go to the base form, change the base
00:07 form from box grid to box strings, and as you do, notice the particles along the X
00:13 axis changes to strings. And what it does is that it takes the
00:18 particles along the X axis and turns them into one solid string.
00:22 So we no longer have individual control over those particles, it becomes one
00:26 solid string. As you can see the particles in X turns
00:30 into greyed out value. You can still adjust the size of X but
00:35 that doesn't adjust the number of particles, it's just one solid string.
00:40 Now, before we get to the fun stuff, let's be clear what's going on here with
00:44 another few settings. I'm going to go ahead and click and drag
00:46 with my camera tool here so we can see kind of like a side view of these strings
00:53 and I'm going to open up this string settings which are now no longer greyed
00:57 out because we chose the strings as the base form.
01:00 And I'm going to skip density and we'll come back to that in a moment.
01:04 And I just want to talk about size random.
01:07 As I increase size random it increases the randomness.
01:12 Of the size rather it randomizes the size of the strings.
01:17 Actually, I'm going to take the strings and Y down to about 25.
01:21 So we can see this a little bit more clearly.
01:23 So as increase size random we see that some of these get, bigger and some of
01:29 them stay the same. And the distrubution is pretty, pretty even.
01:35 If I wanted to have bigger pieces and few of them bigger.
01:41 Then what I could do is take the size random up really big and then increase
01:45 the size random distribution value. And what that does is brings everything
01:50 back down just a little bit. And that still leaves some of the bigger
01:55 ones fairly big, but it kind of flattens out the medium in smaller ones.
02:00 So you just have the occasional pop of size.
02:03 So just be aware that I'm going to right click and reset both of these values.
02:07 And now I start making this look good. And I'm just going to scroll down here,
02:11 open up the particle section. And we're going to talk more in detail
02:15 about all this stuff there is. We can't get ahead of ourselves.
02:18 We have something more beautiful to look at.
02:22 Go ahead and click on the color swatch. And I'm going to click right about here,
02:28 that kind of blue cyanish color, click Okay.
02:34 And I'll go ahead and increase size X, a little bit.
02:39 We have kind of like, some banding going on here.
02:41 Here's a big band of strings. And then go down to the fractal field,
02:46 open that up and go through the displace value in the fractal field section and
02:52 we'll go ahead increase this, oh yeah, looking awesome.
02:59 Now, the benefit of working with strings is that it's 1 solid string right.
03:06 And so we have this cool connected effect.
03:08 If we did this with the regular form as these particles spread out as they
03:13 displace then we would have random seperate dots.
03:17 So it all looks great and smooth. However its with if we continue to
03:21 increase this value. And actually, I'm going to go ahead and
03:25 scroll back up to Strings in Y. I'm going to take this down just a little
03:30 bit more, so we don't have quite as many strings here.
03:34 But as we increase that displace value, the more we start to see that even though
03:39 these are strings, they really still are just connected dots, really a connected particles.
03:45 So they do break up after a while. So one of the things we can do is go back
03:50 to our string settings and increase the density of those.
03:54 I don't want to do that too much, because then they get too opaque.
03:58 But that looks good. We fixed our density issues.
04:00 Well, we gotta few problems up here at top, but I think I'm willing to live with
04:04 that for the sake of how these other lines are looking, and we can increase
04:07 density to fix that. Another cool option here are the taper
04:10 values, so we can taper the size of the strings.
04:14 Let's say I'll use smooth here. And so that makes it so these strings
04:17 start small, get big in the center, and then get small on the other side.
04:21 For just the same thing with the opacity. Changes to smooth and so now we have
04:26 these lines that fade sort, completely faded out, fade in and then fade out
04:31 again on the other side of the string. And the options here for both taper
04:35 settings we have smooth and linear. And smooth just kind of has an easing to
04:41 it, so it eases into The size on the sides.
04:45 Linear just basically means it's just kind of a straight increase in size.
04:51 So we can play with those settings. I'm just going to go ahead and take this
04:54 back to smooth for right now. And as you see here as we move the camera
04:59 around, which now I'm not able to do in real time so I could go back to my fast
05:04 use preferences and go back to adaptive resolution.
05:07 But as we move around here. You can see that we are moving a 3d group
05:14 of strings here and again it;s not super clear with the adaptive resolution.
05:19 There it goes a little bit but you can see that we're moving around these 3D strings.
05:24 Its looking a little bit dense in these areas so I might want to take the density
05:28 back down a little bit. And we'll get some dots as we zoom in close.
05:33 But I think seeing individual particles is better than having super solid lines.
05:37 I like these very partially transparent crosses as they kind of overlap each other.
05:43 We can tell that they are semi-opaque. And I love that, I love that look.
05:50 I'd rather have that than super dense strings.
05:52 But it's up to you what you want. Next up, we're going to look at creating
05:55 another type of base form, a sphere.
05:58
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Creating a Form sphere
00:00 All right, another fun one here folks. We're going to change the base form now
00:03 from box grid to sphere layered. And what this does, obviously as you can
00:09 see here, it creates concentric spheres. So it's the same type thing as we saw
00:15 with the grid for example, where we have, three.
00:19 That's basically like blocks, like sheets set up in Z space, except now with the
00:26 layered sphere we have again these concentric spheres.
00:30 I'm going to go ahead and increase the size X, Y and Z all to 400.
00:38 As you could see here, we could adjust this without keeping them, uniform.
00:42 But I'm just going to keep them uniform for now.
00:45 And we could adjust the particles in X, and as we increase that high enough, we
00:50 start to see almost like, strings, like lines.
00:54 Around these spheres. And we can adjust the particles in y.
00:58 Next time you can go ahead and undo the particles in x and we can increase
01:02 particles in y. We have lines in y.
01:05 I'll undo that. And then we have sphered layers.
01:08 This controls the number of spheres. So if I take this down to one we're just
01:13 getting the big sphere here. Now what I'm going to do is jump down to
01:17 the Particle section and click in the Color swatch again.
01:21 And I'm going to choose, kind of like an orangish reddish color here.
01:27 Maybe a little bit more red than orange. And that looks fairly decent.
01:33 We'll go ahead and click okay. Close up the particles section and I'm
01:36 going to go back here to my settings and I'm going to increase particles in x.
01:42 and I want to bring out something and we kind of saw this in the last movie with
01:45 the strings is that a lot of these settings, they seem really boring.
01:49 Like when I first saw those spheres, you might think, what would I ever do with
01:53 these spheres? As we start playing with these settings
01:56 it's amazing the kind of shapes and ideas you can come up with.
02:01 So, I'm going to increase particles in X, and I'm going to take particles in Y all
02:06 the way down to one. And now we have just a single ring.
02:13 And, again, this is kind of like a 3D ring.
02:16 So, it's already kind of cool just for that.
02:19 Now as we crease, increase these sphere layers, let's take that to two, for example.
02:23 You see where the next concentric sphere would be.
02:27 So in the same way that we have just one particle in wide in creates kind of like
02:33 a hemisphere here. We have the same hemisphere around the
02:36 internal sphere that we added. So as we increase sphere layers and keep
02:41 adding sphere layers, you can see now we have kind of like this cool disc of lines.
02:47 It's pretty interesting and again we can stretch out the size X, so we have just
02:52 kind of a interesting series of, nonuniform ovals here which are 3D, it's
02:55 kind of cool. I'm just going to go ahead and undo those
03:02 actions using Cmd+z on the Mac or Ctrl+z on the PC.
03:07 Now, let's go crazy with this. I'm going to take sphere layers down from
03:10 16 back down to one. And let's say we'll use particles, or
03:14 take particles in y, as you see, we increase particles in y.
03:17 It's like we're building the sphere here. But let's not go that far, let's just say
03:22 we'll have three of these particles in y. And as we increase the sphere layers We
03:30 have lets take this to two for example. We have those same three rings on the
03:34 next concentric circle, or sphere as we saw before.
03:38 And you continue to increase that we make some really interesting shapes.
03:44 Now instead of increasing this even more we might want to do is open up the
03:50 particles which we'll be talking about in the next chapter, and increase the size
03:54 of the particles. If you take this to just two, or three,
03:57 or something. Now we could take down the particles that
03:59 x, because we have more particles. And we have this really interesting shape here.
04:07 Now, as we continue to increase the particles in y, we'll see this shape get
04:11 infinitely more complex, and now we have this cool little fire flower type thing.
04:18 And keep in mind folks every time we see one of these stop watches it means this
04:21 property is animatable. So we could build one of these one of
04:27 these shapes by animating these values. Which looks pretty hypnotic.
04:33 (LAUGH) Pretty awesome stuff here folks, pretty cool.
04:38 So anyways, these things that look, did look like just plain old spheres, can
04:42 actually get fairly complex and very visually interesting.
04:47 It's good to keep in mind, as we saw with strings, as we're seeing here with
04:51 spheres, sometimes just changing a couple simple parameters, such as the number of
04:56 particles in y, and the number of particles, or number of sphere layers, or
05:01 the size, or the color of particles, can really make a dramatic difference in what
05:05 you're seeing with form. And that's why it's really great after we
05:08 learn, through going through this training series, we learn these concepts,
05:11 it's great to just play around and experiment with what you can do with form.
05:15
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3. Particle Settings
Exploring particle types
00:00 So far as we've worked with form all we've dealt with are these little tiny
00:04 default dots, these little spheres as particles.
00:07 But we're going to look at in this movie is the fact that we can change these
00:10 spheres to a few other things. Later in this training series we'll look
00:14 at how to turn these little spheres into whatever you want.
00:18 Now we actually have a little bit of an assignment in this movie.
00:20 I'm going to start with this image here and it is a still shot And the assignment
00:27 is to take this still image and turn it into a moving night scene.
00:33 And here is what the final looks like, that we turned it in, that we're going to
00:39 turn this into camera kind of pans. And the stars here were actually created
00:48 in Trapcode Form. So we're going to look at how to create
00:51 these stars. And then for those of you that are
00:53 interested I'm going to give you a little breakdown for this project.
00:56 For how I turn this into a moving, active night shot.
01:02 So let's go ahead and jump over to the particle types start composition where we
01:06 have a default application of form on the form layer.
01:10 And let's go ahead and open this up Now what we're going to do is first take the
01:14 particles in z from three to one. We're just dealing with a sheet of particles.
01:20 Let's go ahead and take down the center z value so we can see these spheres more clearly.
01:27 And when they're at their default value of zero they just kind of look like dots.
01:31 But as they get closer we can see that they are actually spheres.
01:36 Now, the settings for changing the type of particle that you're using as well as
01:41 the settings to change what that particle looks like are in the particles section.
01:45 So go ahead and close up base form and open up the particle section inside of
01:50 the form effect. And what we are going to talk about here
01:53 specifically is the particle type drop down.
01:55 So, again as we've seen that. the default choice is sphere and you can
02:00 really work miracles just never touching this setting.
02:03 But again, you can do some cool stuff by fiddling with it.
02:06 Let's take it to glow sphere, which basically makes so these spheres have a
02:10 little bit glow applied. We can't really see what's going on here
02:14 so I'm going to zoom out. Go back to base form and we'll go ahead
02:18 and spread out these particles and now you can see a little more clear what's
02:24 going on. Basically here's the default sphere and
02:27 then the glow sphere just has the little bit of glow applied to it.
02:31 To adjust what the glow looks like you can open up the glow section in the
02:34 bottom of the particle section here. And you can change the size of the glow.
02:41 You can change the opacity of the glow. And these tethered percentages as well.
02:46 To close up the glow section, go back to particle type and we'll change this now
02:51 to star. And, I'm going to go ahead and reduce the
02:57 number of particles in X. And reduce the number of particles in Y.
03:01 So we really can see what's going on with these stars here.
03:05 Note that stars also have a little ring of glow applied to them, around them here.
03:10 And in the glow section, we can go back here to our glow settings.
03:13 And increase the size or decrease the size of that globe.
03:17 We just want like a cool design element with these little pluses that's totally cool.
03:21 And actually it's these stars we are going to use for the stars, kind of
03:26 fitting wouldn't you say. There's also a cloudlet that we'll look
03:29 at a little bit in the next movie, but it's kind of a random cloud shape.
03:33 And by default it doesn't do too much other than provide a little randomness to
03:37 the sphere but we'll look at how later on to make this into a cool smokey texture.
03:43 Now in this section, there's also Streaklet which is pretty similar and
03:49 used for making cool streaks. Don't use that too much in form, but use
03:53 it a lot in particular though. And then we have these sprite and texture
03:56 options and these are for when you can choose a custom layer, separate layer To
04:02 be a texture, so if I have another layer that was a happy face and I chose one of
04:06 these options. I could make these all happy faces.
04:09 So if I had them like a hexagon or something like that I could make them all hexagons.
04:14 And using sprites in textured polygons is actually a little bit more complex than
04:19 it seems like so we're going to save that for a separate movie a little bit later on.
04:22 For now, I'm going to go back to star, because it actually does work pretty good
04:27 for creating stars. And we can shrink our stars.
04:32 I could also by taking down the size value by the way.
04:34 And I can increase size random. So that the size of these stars is fairly random.
04:40 And the cool thing why I'm using stars instead of spheres is that when you do
04:45 have stars, they get a little bit bigger, you can tell that they have like, a
04:50 little bit of a look to them, they're not just completely round, which looks
04:55 kind of boring, every once in awhile we get ones like this right here that are
04:58 just a little bit of shape to them. A little bit of glow, a little bit of
05:02 twinkle, and I actually like the way that looks.
05:05 So what we can do, is go ahead and take the base form from box grid to sphere.
05:11 And you don't have to do that. I just chose to do that, because that
05:14 works a little bit better for me, for creating stars.
05:17 And then, we can, adjust the X and the Y. I'll spread that out so it doesn't look
05:25 too spherical. And the Z, to give it some depth here.
05:30 And with a sphere, you're seeing that we're kind of entering in a sphere.
05:34 We're, like, looking straight on at a big sphere.
05:37 So we kind of only have two depth levels here as we adjust the size of Z.
05:41 We have the front of the sphere and the back of the sphere, we really want stars
05:45 kind of going all over the place. So we're going to skip ahead by scrolling
05:49 down and open up the disperse and twitch section and increase disperse.
05:55 It will spread stars all over the place. We'll talk more about disperse and twitch
06:00 as well as settings after on. but suffice to say it's a pretty simple
06:05 setting it just spreads stuff out all over the place.
06:08 Now if we want we can increase the particles in X, the particles in Y, and
06:12 we can also go back to our particle settings and maybe increase the setting
06:19 of the size or take it down. I want mine to be really small.
06:25 Somewhere around there, about one. And then, we could take down opacity a
06:29 little bit, and increase opacity randomness by increasing opacity
06:34 randomness value. Now we have something that looks quite a
06:36 bit like stars. So I'm going to go ahead, I'll just close
06:39 up the glow section for now, and I'll turn on the visibility of this bottom
06:44 layer, which is our cloud background with the trees, or still image.
06:49 And then I've already created for you a couple things to darken it.
06:52 I have got this blue solid here. And this blue solid is a gradient blue solid.
07:01 It's masked, with a feathered mask, so that we have a little bit brighter stuff
07:04 down here at the bottom. And it fades to be a little bit darker.
07:07 There's also a black layer that creates darkness up at the top because this is
07:12 kind of how the way the environemtn works, f you look at a night sky, we have
07:15 bright stuff down towards the bottom, which often creates really cool
07:18 silhouettes of things like trees, like this, and it gets darker.
07:21 And you know, now that I look at this, I'm going to actually zoom into full
07:25 resolution at 100% so I can really see what these stars are doing.
07:28 And these are a little bit too twinkly. The size of these is a little bit too
07:32 big, so I'm going to go back to form, and one of the things I can do is just adjust
07:37 the center z value and I can increase this until they're a little bit farther back.
07:44 We're still getting some of the twinkle, some of the irregularity.
07:47 So they don't look like spheres, from the stars, which is good, it's what we want.
07:51 Maybe we'll do even more of that, just a little bit more.
07:54 But one of the problems I'm having here is that there are stars on top of the trees.
08:00 And because the clouds and the trees are all one layer.
08:03 We can't really put the stars behind the trees.
08:08 So one of the things I did to get around that is I made a mat.
08:11 See, the thing is with form, it doesn't respect masks that are applied to the
08:16 layer, so if we were to select a rectangular, for example, and click and
08:20 drag on the form layer to make a mask, it does nothing.
08:23 I'm just going to go ahead and undo that with Command + Z or Control + Z on the PC.
08:27 So we could pre-compose this layer with the layer with form on it and then mask that.
08:32 But the problem is, is that I wouldn't have access to my form settings in this
08:37 main comp and that'd be an annoyance that I'd rather not deal with if I don't have to.
08:42 So here's a quick and dirty solution. This isn't actually the solution I used
08:46 but it can work in a pinch. I'm going to apply the set mat effect to
08:51 the form layer and what I can do oh its already there.
08:55 I'm just going to go ahead and delete the original instance of that and what I can
08:59 do is take the mat from layer. Change this to the solid in the background.
09:04 And then use (INAUDIBLE) changes from alpha channel to luminance.
09:08 This kind of does what the track mat drop down does, what this effect does.
09:13 But it doesn't have to be respective of the layer order.
09:17 So when you're adjusting the track mat drop down.
09:20 It only uses the layer right above it and that's not going to work for us, in this case.
09:25 We need this layer to be above the darkening layers and above the image of
09:31 the clouds and trees layer too. So that and that effect works really well
09:36 for us. It can use the brightness and luminance.
09:41 Of this background plate, which actually really works perfectly.
09:44 So, the black areas where the trees are, there won't be any particles there, and
09:49 there will be in the in the sky here where it's brighter.
09:54 So we've just made a little lua mat from a different layer using the set mat effect.
09:59 Now I chose not to do that because as I got a camera and I animated this, there's
10:03 actually holes in the trees where at these stars can show forth and it just
10:08 kind of look kind of weird, like right here there's a star and because there's
10:12 no tree and that's the way it would work in the, in the real world.
10:17 But it just looks like we have a sloppy matte.
10:19 What I decided to do instead of using the set matte effect, I decided to make a
10:22 special precomp and in that precomp, I used the layer here, let me go ahead and
10:30 take off these effects. I used the original layer, the, the image
10:34 that we have. I use curves to posterize everything here.
10:39 So I made everything really bright that was not trees, and then made the trees
10:44 really black. And then I used the Minimax effect, with
10:49 the operation set to minimum and the radius of 16.
10:52 To increase, so if I take this down, that's what it looks like normally.
10:55 And I increase this to 16, so that basically it grows the black, and it
11:02 fills in those holes. Then I also add in a ramp layer which is
11:07 basically a gradient. With the multiply blend mode on from
11:11 light at the top to dark at the bottom, and that way, when we use this as a Luma
11:17 Matte here, which I'll take. I'll do that by going to the form here,
11:21 and changing the Track Matte drop down here to Luma Matte.
11:25 >> And so now we have No stars at the bottom which I'd say lot more realistic
11:30 because of that ramp. And then as we getaway from the city
11:34 lights and luminosity down here at the ground, it's starts getting more and
11:38 more, more and more bright because of that ramp is getting brighter there.
11:43 Now if I'd say a couple other things like I did there, I add an adjustment layer to
11:48 make these clouds at the bottom pop a little bit, also added some glow.
11:53 And the glow, kind of, is a little sloppy.
11:55 Goes over the trees, which adds a nice atmospheric effect.
11:58 Another thing I did, if you go over to the final comp, is on the form layer,
12:03 excuse me, not on the form layer. On the back image layer, I applied the
12:06 turbulent disc place effect and 1 of the things that does is that it displaces the
12:13 trees, actually the whole layer. But that adds kind of like this realism.
12:18 So if you just kind of look at the trees they kinds warp around a little bit.
12:22 And the leaves move. It's easier to see if you take this like
12:25 full screen and zoom in a little bit. So if we play this back, you can see
12:29 these trees kind of moving around and just kind of adds a little bit of.
12:36 Motion to everything. See that?
12:38 Those leaves kind of swaying in the imaginary breeze.
12:41 It's always rough when you're taking still images and bringing them to life,
12:45 because in real life there's always tons of movement everywhere.
12:50 And so, turbulant displace, just, you can see it right there.
12:53 (INAUDIBLE) this place just add some of that movement back in.
12:56 I mean, you scroll it really fast, it looks hokey and cheesy, but I animate it
13:00 really slow so it's just really subtle over time, just, you can kind of feel it
13:04 more than you see. Right here, it's very prevalent, as well.
13:07 And so another thing that I did is I, I added a camera move And the camera.
13:13 Actually I'll double click on the camera here.
13:15 I choose a 1 node camera instead of a 2 camera.
13:18 The 2 node camera as you adjust position it pans around and as you pan around it
13:25 tends to create kind of like a rounding and it doesn't look super believable and
13:31 I want to kind of like a dolly look. And so for that, I used a One-Node Camera.
13:38 Now it's really cool about form, is that form is a 3-D effect.
13:41 It automatically response to the camera. So, as I have the camera and I move it
13:46 around, I don't have to do anything to form.
13:49 It automatically moves in Z space and it works with my camera move and it just
13:54 adds a lot of parallax here because of the depth.
13:57 The Z depth of those stars. And that just works out awesome.
14:02 So I just animated the camera going from one position, just animated the x axis
14:07 only of the camera, going to the right and that worked great.
14:11 But one of the thing I noticed from from actually doing camera work is that if we
14:15 were going to shoot this for reals, we would get a dolly track out and we would
14:21 lay it on the ground and there would be a human being Who is susceptibel to flaws
14:25 and imperfections pushing this dolly and it would be irregular, it would not be
14:30 smooth no matter how hard you try, no matter how big the budget is.
14:33 This is just not going to be a perfectly smooth shot.
14:36 So I added a very very subtle wiggle expression to give some randomness to the movement.
14:42 As you go through and unless you're looking for it you probably wouldn't even
14:45 see it. But you kind of, one of those things
14:47 again I think you feel more than see. And the we have a pretty good final shot
14:52 thanks to forum. And you can see again, those little stars
14:56 popping out here and there. And they look really great.
15:00 They're not hitting you over the head with the fact that they're stars.
15:03 Just occasionally glowing a little bit and popping out and you could see the,
15:07 the shape of the star and we have a pretty believable final project.
15:13 So as we go through, we're going to learn a little bit more about using custom
15:17 particles and already even just this shot here, it's so different from already what
15:21 we've seen. With form, and it just gets crazy, as we
15:24 start playing with these particles. So let's learn a little bit more, about,
15:28 changing these particles, and what you can do with that.
15:30
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Adjusting other particle settings
00:00 In the last tutorial, we made this cool day for night project.
00:02 And we made these stars in form just by changing the particle type.
00:06 What we're going to do here is add some fog.
00:08 And actually, we're going to add, do this in a separate comp.
00:12 Because it's going to, it's going to slow things down.
00:14 But we're going to tweak some of the other particle settings to in order to
00:18 achieve this effect. Go over to the other particle settings,
00:21 start composition. And apply the form effect to the form solid.
00:25 And I, intentionally made this comp extremely sparse and bare bones.
00:31 Because fog as we're going to make it here, really slows down at least my computer.
00:37 So what I'm going to do is open up Base Form and I'm going to change the
00:41 particles in z to 2, so we have a little bit of depth here, but not much.
00:47 Also going to zoom out, so we can see everything here and increase size x until
00:52 our comp goes to the edges of the screen lower center xy.
00:56 The right side here increase that value to lower our little fog bank here and
01:02 actually I want to increase size y. So we have a little bit more surface area
01:08 to our fog. I also want to take down particles in x
01:11 maybe to about 30 and also particles in y to about 30 and I realize again that
01:18 looks really Spread out but it's not once we start fiddling with this.
01:21 I'm going to close a base form, open up the particle section.
01:24 I'm going to change the particle type to cloudlet.
01:27 And just so you can see this here I'm gong to increase the size a little bit.
01:31 And again the cloudlet makes these random little cloudy type shapes.
01:35 And this is great for making fog, I realize this looks nothing like fog.
01:39 But it will in just a moment. Now, the thing with fog, here's how we do
01:44 it or smoke usually. But what we do is we increase size to a
01:49 ridiculously huge amount, and we take opacity down to a ridiculously small amount.
01:54 So let me show you what I'm talking about here.
01:55 I'm going to increase size getting bigger here.
02:00 And the reason why fog slows down my machine, at least, is that the size value
02:07 seems to, as you increase it, it slows form down a lot.
02:11 So in order to have really good fog, we need big size.
02:14 And again, that tends to increasingly slow down my machine.
02:19 I'm also going to take down the opacity and as we do, we'll start to see some of
02:25 this cloudy, foggy texture showing through.
02:29 You see even just at the top here is just looking a little bit more cloudy.
02:31 Let's go and take that down to like one. And now we're kind of getting somewhere.
02:36 Let's go ahead and increase the opacity random so that different little puffs of
02:42 cloud here take on different levels of opacity, maybe down to about 75.
02:47 Let's go ahead and do this same thing for size random as we increase that.
02:51 We're randomizing the size of those little cloudlet particles and somewhere
02:56 around 75 is good for that as well. Whoops there we go.
03:00 Now, you can see as we start lowering opacity that it looks foggy but now we
03:04 can kind of see the size of these particles.
03:07 So we now need to go back and increase the size, of, our, Cloudlets here, maybe
03:16 even increase the, in the base forum, this size x, because we're starting to
03:20 see a little bit of shading on those edges.
03:22 There we go, close that back up. And now we can take down the opacity,
03:27 even to like 0.8 or something, to kind of lower that even more.
03:32 Now this does look a little too uniform. It looks like a wall of fog, and we don't
03:36 really want that. We want more randomness, and more size variation.
03:41 And we probably want that in different places as well.
03:43 Maybe as like the fog rises, it gets a little bit thinner.
03:46 But we won't know how to do that until we talk about color maps or quick maps a
03:50 little bit later on. In the training, I'm going to change the
03:53 color from white to more of a light periwinkle.
04:00 This will mimic what's going on in our other shot, here.
04:04 Let's go ahead and see what this looks like.
04:05 I'm going to go ahead and select this entire layer, not the effect, just the
04:08 entire layer, and I might need to click away from that and then click it again to
04:11 select it. Then press Cmd + C on the Mac to copy
04:15 your Command, or Ctrl + C on the PC to copy.
04:18 Come over here to press Ctrl + V on the PC or Cmd + V on the Mac to to paste, and
04:24 now we can see that we have that fog here.
04:26 You'll also notice that this slows way down and it's a little, a little brutal
04:31 on the old computer when you make fog. So I'm going to increase the Y value, the
04:37 center X value to lower that even more. I might also want to have less particles
04:42 in X, maybe 25. So, just kind of make this a little bit
04:47 more sparce, we also might want to go to our disperse and twist and increase
04:54 disperse a little bit to kind of move those particles around a little bit.
05:00 And you can see the problem with the small cloud particles is it does kind of
05:06 look more fake. We really want big areas of fog here.
05:11 And so it's just kind of a back-and-forth playing around with size and opacity,
05:15 because as we increase the size, let's say we increase the size to 100, then we
05:19 have way too much in terms of opacity, and it's, it's a little strong.
05:25 So another thing, one thing we could do Is actually select the form layer, press
05:29 the letter T to reveal the opacity property.
05:32 And take down the opacity here. The downside of that is that we're not
05:36 really changing how these cloud particles interact with each other.
05:41 We're just controlling the particles, the opacity of the entire layer itself.
05:45 And in this case, that actually tends to work pretty good.
05:51 And we have what looks like pretty good fog.
05:53 We might want to actually increase the saturation of this just a little bit.
05:58 So we have a little bit more blue in our fog to match the rest of our background,
06:03 maybe that's a little hardcore. Somewhere in between those two.
06:06 There we go and now we have some really cool fog added.
06:12 So here's the before and the after. And again, it's a little harsh, probably
06:16 so you can see it, but it does add a nice atmosphere.
06:20 And later we'll learn about how to add some kind of turbulence to this and how
06:25 to animate it in a way that would be believable.
06:27
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Using custom particles
00:00 Now, we're going to look at how to make your own custom particles.
00:04 So what I have here is this little stylized underwater scene.
00:08 And I have this comp here called fishies. And there's a bunch of fishies in this comp.
00:16 And the way I've set it up is that there is a different fish on each frame.
00:21 So, there are 5 layers and the, the composition is 5 frames long.
00:25 So, there is one on each frame. So, I could just go frame to frame and
00:28 see the different adorable fishies. I'm going to go back to the custom
00:32 particles comp. Everything's hidden and locked for you
00:35 except for the form layer. Go ahead and turn the visibility of that
00:38 layer on. And apply the form effect to it.
00:42 I do, it was the form. Now what we're going to do is, we're
00:46 going to turn these little spheres into fishies.
00:51 So we want to open up the base form. Let's first set up the particles knowing
00:55 that each sphere is going to become a fish.
00:58 Let's go ahead and set this up right, because right now we have way too many particles.
01:01 We don't want to fish for each one of these particles here.
01:04 So, I'm going to increase size X until we basically fill the frame here and maybe a
01:12 little bit more. Maybe about 1,000 so we could animate in
01:15 just a bit. And size Y it looks Pretty good.
01:20 We actually might want to take that down, a little bit.
01:24 An actually, for center XY I'm going to increase the Y value.
01:29 So I could put this about where the the ol' fishies are going to be.
01:33 And we could also increase center Z or decrease it, until, it's about in the
01:39 right spot. Let's also increase size Z.
01:42 We want these fishies to go back pretty far.
01:46 Let's go ahead and take that to 1500. And, that's looking pretty good,
01:51 actually, maybe increase size Y, a little bit more.
01:57 Looks pretty good. Now, imagine a fish for each one of these dots.
02:01 Its way too many, so let's go ahead and take particles of X down.
02:05 to like 4. And particle in y to about 4.
02:09 So now we're having sporadic little sphere here, which is a lot more realistic.
02:16 Now, let's go ahead and open up the particle section, get to the media
02:19 tutorial here, change the particle type from sphere to well, any of the 6 modes
02:25 here, any of the sprite mode or the texture polygon mode.
02:28 We'll replace the, the default particle types here with a custom layer of your choosing.
02:34 But we're actually going to choose textured polygon.
02:37 In our case here, we could very well choose sprite and that would work as well.
02:41 Textured polygons allow you to rotate in 3D space, that's why they call them polygons.
02:47 Sprites are basically 2D layers. And with both sprites and textured
02:52 polygons, you can colorize them. In other words you can add a tint or you
02:56 could ple, completely replace them with fill and just have them be like sillouettes.
03:00 So I'm going to choose textured polygon in this case.
03:03 And I'll as I'll, is'll, the case a lot of times we need to turn up the size.
03:08 A lot, and actually I can't turn up the size yet until I've opened up texture,
03:12 and actually chosen the layer. So we'll get back to size in just a second.
03:15 For the under the texture section, now we can choose the layer, choose our fishies
03:21 comp, that's number 3, layer 3. And here we have the time sampling option.
03:25 This is really important. We don't want this to sample current time.
03:29 Because then we'd only see the fish for 5 frames.
03:33 And each one would play for a frame and then switch to the next one.
03:36 We don't want that. We want it to use all of the fish, and by
03:40 the way, this could very well be a movie, if we wanted to, or a still image, but I
03:44 just wanted to bring in 5 different images just to show you what else you can
03:48 do besides the standard image or movie file.
03:52 So, in other words, you could go in and animate the fish and maybe render it out
03:56 of After Effects of the fish swimming and moving around, and then you brought, you
04:00 could bring the movie in and use that movie as a particle if you wanted to.
04:04 I'm going to change time sampling from current time to a random time.
04:08 And I just want it to be a still frame. I don't want anything to loop.
04:12 Now we can do down to, go to the particle section, increase size quite a bit.
04:17 Probably to about, well, let's just look at it and see.
04:24 That looks pretty good right about there. Maybe about 40 or so.
04:27 And I actually might want to increase the size, Z.
04:30 And then, push these fish back a little bit, so that way we have, some fish that
04:39 are kind of close, and some fish that are pretty far away.
04:43 I like that. Now, they do look a little bit too uniform.
04:46 So again, let's skip ahead, open up the disperse and twist section.
04:50 And let's increase disperse to about 100. Let's go back now to our base form and
04:57 adjust because of that. Let's go ahead and raise this up a little bit.
05:02 Now you notice that as these little fishies overlap here, they become like
05:06 little ghosts over the other fish. That's because the default transfer mode
05:11 in form is add, and that works really great with fire and other types of
05:16 particle systems, but not too great with little fishies.
05:19 So in the particle section, change the transfer mode from add to normal.
05:23 And now things behave like they normally would.
05:27 And there's no transparency effects here. Now we can also increase the size random
05:33 if we want to add some randomness to the, the size here.
05:37 And that's looking pretty good. I'm going to go ahead and scroll back up
05:41 to the bass form. I'm going to set a key frame for center XY.
05:47 And let's go ahead and click and drag this to the left.
05:51 And I'll go ahead and hit the End key. Go to the end of the composition.
05:55 Click and drag on the x value so the fish can swim a little bit.
06:01 And not too much. Don't want that.
06:03 Make it look like we've ran out of fish here.
06:06 And let's go ahead and Preview that back and see what we have.
06:10 our fish are a little slow. Lets go back to the home hit the home button.
06:14 Go back to the first frame. We might have to increase the size x to
06:19 spread these out a little bit, so that we can back this up a little bit more.
06:23 So maybe that's our new start frame. And maybe we can go a little bit further
06:27 on the end so that there's. A greater distance these fish are
06:31 travelling which will speed them up. That would be a little bit too fast.
06:36 Eh, that works for me but they do look really mechanical.
06:39 So we're going to skip ahead again and open up the fractal field section.
06:45 We're going to be talking in depth about this fractal field stuff because this is
06:48 very powerful but also very complex, as you can see by all these crazy
06:51 parameters, like F scale and Add Subtract and Gamma and all this kind of crazy stuff.
06:57 So what we're going to do is go to the Displace value and we're going to
07:01 increase that just a little bit to 15. And as we'll see later, and as we'll,
07:05 again get into very in depth with the a fractal field section creates a perlin
07:13 noise area and we'll displace objects based on that fractal field, if that
07:19 sounds confusing, again, we'll explain more later.
07:22 But, basically, in lamens terms that adds a little bit of wiggle to these fishies's
07:27 as they travel. And that's all we have to do, and now as
07:30 we play this back. You can see that our fish move, and
07:35 there's a little bit of random wiggle, and everything looks fantastic, as a very
07:41 minimal amount of effort that we had to do here, and this is just one instance of
07:46 form, and all these different fish are being controlled with this textured
07:51 polygon setting and form. Pretty cool stuff.
07:55
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4. Using Quick Maps
The Quick Map paradigm
00:00 In this chapter, we're going to look at something called Quick Maps.
00:03 This is where we move from the real simple basics of form, to the more
00:08 advanced and complex features. If we open up the Quick Maps area here,
00:12 and then let's say, we'll open up map one.
00:14 We get this crazy gizmo that trap code refers to as the curve drawing interface,
00:21 and this whole thing can be very, very confusing.
00:25 So we're going to start the very basic project here, and just explain the
00:30 overall concept with Quick Maps. How to use this curve drawing interface
00:34 in this movie. And then we're going to build on this
00:38 with real world examples in the following movies.
00:40 Before we get started, just again so we're very clear, I'm going to adjust
00:44 this form by opening up base form and we'll take the particles in Z down to one.
00:50 So, we're just looking at one simple grid of particles, close up base form, open particle.
00:56 Let's go ahead and increase the size to two.
00:59 And actually let's go back up to base form, and increase the size X and the
01:05 size Y a little bit, just so that we can see those more clearly.
01:10 Now, I am going to close up base form, and look at just Quick Maps.
01:14 Now were not looking at the opacity map or the color map, which are a little bit unique.
01:18 We're going to open up map one and see this curve drawing interface.
01:21 Now these Quick Maps here, there's three of them.
01:24 One, two, and three not counting the opacity and color maps.
01:28 These allow you to map different properties, these properties here, size,
01:33 opacity, etc, over different areas of your dots or your particles and form.
01:41 And this graph represents that stuff. So what I'm going to do is I'm going to
01:47 change map one to x. These are the dimensions x, y, z, and radial.
01:52 For right now we'll just say x. So this map right here which again we
01:57 haven't drawn anything in it yet. Is mapping the size over the X dimension.
02:02 So, from left to right we're mapping the size.
02:07 So, the way that we adjust this curve drawing interface is simply click and drag.
02:11 So, if I click and I'm dragging here so, it starts big on the left, and then small
02:18 on the right when I let go of my mouse. We could see that that is exactly what happened.
02:22 We've mapped size over the x dimension. So we've got big on the left, and small
02:28 on the right. Now let's say we change that dimension to y.
02:32 We will go from top down, solid or bigger to smaller at the bottom.
02:39 Now we don't have any layers here, so Z won't do anything but we can choose
02:43 radial, if we want to. And now we have bigger in the center,
02:47 towards smaller. And we can just shave that off a little
02:50 bit so that it's more clear and so it stops earlier.
02:53 And now we have this, kind of cool, regular area of particles.
02:56 If we want to, we can use these handy buttons like Flip, for example, so I can
03:00 click Flip. And now we have a hole in the center, and
03:03 we get larger as we go out towards the edges.
03:06 Now I'm just going to click this top little button here.
03:09 Right there, to reset. And I'm going to go back to size over X.
03:13 Now there's a few presets here that are kind of cool.
03:16 Like we mentioned here, this top one fills up everything maximum, so
03:19 everything's kind of like at the, at it's default setting.
03:22 And also if you ever want to turn it off, you can just change the map one over or
03:27 any of these over values to off. Leave it set to X for now.
03:30 But we have these presets here so we can go from solid on the left to nothing on
03:36 the right. We could have little hill here.
03:39 And you can see how there's nothing on the left and there's a spike, and then it
03:43 goes down to the right. And you can see that mirrored in the size
03:46 of the particles. From left to right here.
03:48 We also have a smooth ramp up. I use this preset very often because it's
03:53 got a nice bell curve here. We also have a tapered effect to where we
03:57 are solid, and then we taper off very quickly so it's kind of like half and half.
04:01 And then we have this kind of, solid on the left with a few random spikes here
04:06 which create some interesting randomization.
04:10 Now a few other helpful things here. We can flip this, the flip button comes
04:13 in real handy, we can also choose random if we want just a random array of particles.
04:19 You can see how cool this is, almost like a background in and of itself right there
04:22 instantly just by clicking the random button.
04:25 We can also if we are drawing it ourselves click it here and drag.
04:29 And let's say I want like waves, and that just looks really terrible.
04:35 So what you could do is click the Smooth button, a bunch of times, and just smooth
04:38 those out, so we have a nice more gradual curve there as we go around.
04:42 Now as we'll learn about in the rest of the movies in this chapter, we can map
04:46 other properties in as well. Let's go over to map two, for example,
04:50 we'll open that up. And lets say we want to mimic the size
04:53 changes here with opacity. So I could change map two, to go over opacity.
05:00 Also map two over x and I want it to have the same curve so, I can click the Copy
05:04 button here, and now I can come down to map two and click the Paste button.
05:11 And so now we're having the same curve. With opacity, now again I realize that we
05:16 have not made any great artwork here. But the concept is really important to
05:24 get before moving on, because this is going to get really advanced really quick.
05:27 And if you're not really clear on what's happening with these curve drawing
05:31 interfaces, in the Quick Map section. And how to map these different values
05:36 over different properties. Then the rest of it won't make sense.
05:40 So if you need to watch this movie a couple of times just to make sure you get
05:43 it then, then go for it. And if you're ready to move on we'll go
05:48 and talk about the Opacity map in the next movie.
05:50
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Adjusting the Opacity Map
00:00 Now, we're going to build on what we just learned, as we learned how map opacity.
00:05 Now, we can use any of the three maps, the three generate quick maps here.
00:10 But there's also a special opacity and color map, and honestly I don't use this
00:16 very often unless I'm mapping specifically color or specifically
00:19 opacity, because it does map this opacity and color together over a single dimension.
00:26 So, if you want to map color and you don't want to map opacity the same way,
00:31 then you might want to just adjust color which we will look at in the next movie,
00:34 and adjust opacity with one of the other three maps.
00:37 But since we're just mapping opacity, we can use the opacity map.
00:41 And again, as we saw in the last movie this map was exactly like the others.
00:44 And so what I want to do in this case, is I want to make some separation with our
00:50 little fishes here. There are fishes, that are apparently way
00:54 back here; and there also fishes that are very close to the camera, and they look
00:59 the same color. But our water here is very murky, murky
01:03 and it gets dark as it goes back. And so the fish that are super bright and
01:07 clear here they look like they don't belong there.
01:11 So what we're going to do is actually kind of fake the look of adding murkiness
01:16 or fog to them by decreasing their opacity as they go back.
01:21 Now, it's not totally perfect, because they wouldn't fade out as they went back
01:25 in the ocean, but it's going to simulate the kind of look that we're going for.
01:28 So I'm going to map opacity and color over Z.
01:32 Now, the closeness to the camera is on the left side, and the farther away from
01:37 the camera is on the right side. So as we maybe choose this map here.
01:43 The ramp from left to right. We'll see that the fish closest to camera
01:49 here are completely opaque and they fade in opacity as they go back in on the Z axis.
01:56 And so now the fish back there, they'll have lower opacity, which again,
02:01 simulates kind of a distance. In this case, it'd be great if we could
02:06 blur them a little bit. But that's not one of the values on in a
02:08 Quick Map. And now we can adjust our fish and move them.
02:13 And they look a little bit more believable, because we have maps opacity.
02:17 So this is just one of the powerful ways that we can use Quick Maps, to map
02:24 different properties.
02:26
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Adjusting the Color Map
00:00 Alright folks, we're going to put some stuff together.
00:02 And learn some new tricks on this one. It's going to be fun.
00:04 We're going to start from scratch here. Go ahead and go over the project panel,
00:07 make a new composition. I'm making mine a 1024 by 540.
00:13 I'm using a 29.97 frame rate with five seconds.
00:16 And I'm going to go ahead and click OK. I'm also going to right click in this
00:21 blank area in the timeline panel, create a new camera, a two node camera.
00:27 And I'm going to right click and create a new solid, and it doesn't matter what
00:33 color, click OK. And go ahead and apply the form effect to
00:37 this solid. Now, let's go ahead and open up the base
00:40 form, get this all set up here. And we're going to increase the size X here.
00:47 About 700 is good. And let's go ahead and increase size Y a
00:51 little bit. Around 450 is good for that.
00:55 We'll leave size Z alone. And I'm going to make this way more dense.
01:00 I'm going to increase the particles in X a lot.
01:03 Let's go ahead and take this all the way up to 500, and the particles in Y up to
01:09 300, and add one more to the particles in Z.
01:14 Now all we basically done is added more particles and extended our grid just a
01:20 little bit, and that's all we've done. And we're going to now open up Quick
01:25 Maps, open up Color Map, and let's go ahead and apply the default Color Map,
01:32 Map, Opacity and Color, that's these two maps.
01:34 Let's go ahead and map this over the x axis.
01:38 So now it maps this rainbow over the x axis.
01:41 Now we can also choose one of these presets, one of these gradient color
01:45 presets, like this one that goes yellow red to pink, and then purple.
01:51 And the reason it turns white is because we have a bright pink right here and in
01:55 the add mode, the default add mode of the particles here, transfer mode, it blends
02:01 this pink to white as they overlap these different sheets of particles.
02:06 We do have four particles going back in z space.
02:08 Now, we could choose to map this. Instead of mapping it over x, we could
02:12 make it over y. Or we could map it over z, which is
02:17 really interesting. Because, what it's doing here is, it's
02:19 giving each sheet of particles here, it's own color.
02:25 I'll go ahead and select the Unified Camera tool, and click and drag around.
02:30 Now we can see that we are mapping these colors over different layers in z space
02:40 of these particles. Now this looks really ugly.
02:42 I'm going to go ahead and undo this. I'm going to hit Cmd+z or Ctrl+z.
02:45 We're going to go ahead and skip ahead to the Fractal Fields really quick.
02:48 We're going to talk about this in-depth later on in the training series.
02:51 But, for right now open up Fractal Field. And, this is how to make form look like
02:57 what people expect when they are looking for form.
02:59 We're going to to take this spectral field.
03:01 Increase the displace value, and as we do you can see a little bit of that fractal
03:07 influence coming in, and its warping these particles.
03:12 And we keep going, and going, and going, and eventually we get this chaotic mess here.
03:19 I'm going to take this up to 150, and we have these beautiful fractals that form
03:25 is known for. And again, now you can see that one of
03:29 these sheets is yellow, one of these sheets is purple, one of them is pink.
03:34 And I'll just click, and drag, and rotate.
03:36 It's now a little bit easier to see because they're broken up a tad, because
03:40 of the displacement there. But now we see the yellow, and then this
03:44 red, and the bright pink that's glowing to white because of the add mode, then we
03:48 have the dark purple in the back. Again I'm going to undo that with Cmd or Ctrl+z.
03:53 Let's try mapping the opacity instead of z over radial.
03:57 So now we have this yellow in the center going out to red, and then the light
04:02 pink, and then the purple. Now just as before, with the other quick
04:05 maps, we can flip this if we want. We can also create a random color scheme,
04:12 which actually looks pretty awesome. And I'm going to go back to here now, to
04:17 this yellow, red, pink, purple one that we were working with.
04:20 And I'm going to adjust it, I'm going to fiddle with it so it looks like fire.
04:22 So I'm going to grab the purple swatch here, I'm going to click on it and I'm
04:26 going to pull it down. Like I'm yanking it down off of the
04:30 gradient chart here. And I'm going to spread these out a
04:34 little bit. And I'm going to add one back here.
04:38 I'm just going to click right to add another gradient stop.
04:41 I'm going to double click this. And drag the color downwards to make this
04:45 a little bit darker shade of red. And go ahead and click OK.
04:50 And, let's go ahead and, I'm going to click one right here.
04:54 It's about orange. I'm going to double click that to make
04:57 that a little bit, brighter, and a little bit warmer.
05:01 A little bit more red. And, then I'm going to double click our
05:06 yellow here. And, I'm going to make this again, a
05:10 little warmer. And a little less saturated.
05:13 And click OK. Now I might want to pull these out a
05:20 little bit. So were basically having more bright
05:24 areas in the center. And that's looking pretty cool.
05:29 Now, one of the things that I'm not liking here is that we have these hard edges.
05:33 Around the edges, where we could see the edges of our form.
05:35 I kind of want it just to be kind of like this cool core that fades out around the edges.
05:41 Well, now we know how to do that because of Quick Maps.
05:43 So what I'm going to do, is just use this opacity map.
05:46 Rather than creating a whole new map, another quick map.
05:49 I know that I want to map the color over the radially.
05:53 So it's basically going from the center outwards.
05:56 And that's what I want to do with the opacity as well.
05:58 So I could just this opacity map and then start big, at 100% and then fade out,
06:04 just click this button right here. And so because we're mapping both the
06:09 opacity map and the color map radially, then we have this gradient with this
06:15 degree of opacity. From completely opaque in the center to
06:19 faded out at the edges. And what's really cool here is that the
06:22 color map gives us a read out of our opacity map and what that looks like
06:28 here, and then what the result of the gradient, of combining the color with
06:31 this opacity. So we have the result in the middle.
06:34 Now I actually don't like how this fades so quickly away, from the center and it
06:39 just instantly starts fading. I actually want a really strong core
06:42 here, and I want it to fade out even more quickly, because I don't want these like
06:47 edges being seen at all. So, I'm just going to click and drag up
06:50 at the top here, so we have full opacity and then I want this to taper off kind of
06:55 smooth, and then just be nonexistent at the edges.
06:58 So now we have a stronger core. It's a brighter core.
07:01 And then it tapers off. And there's nothing around the edges.
07:04 I could even add to that a little bit more if I wanted to.
07:08 Shave off a little bit more there. And again, we see the result not only
07:12 here in our composition panel, but we also see the result here, and the opacity.
07:18 And you actually see the little spike of opacity, because I drew this terribly.
07:22 (LAUGH) Go ahead and smooth that so it looks a little better.
07:25 And now we're seeing the results here. So I could bump up this red a little bit
07:29 more, so these colors are being seen, a bit more.
07:35 There we go. And now we have this beautiful fractal
07:38 effect created with this opacity, mapped radially, and this gradient that we made
07:44 by ourselves, mapped radially as well. And now hopefully you could see why we've
07:49 started so slowly in this course. Learning just real basic things because
07:54 to even create a shape like this, I could have told you to do it in the first
07:57 tutorial in two seconds, but then you wouldn't understand really what's going
08:01 on behind it. So, as we go through this training series
08:04 we continue to learn more, we're going to be able to create more and more complex
08:08 things and we're going to know what we're doing.
08:10
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5. Particle Contortion
Dispersing and twisting particles
00:00 In this chapter we are going to start looking at distorting and playing around
00:04 with these particles. Now this is where form starts getting
00:07 really fun. In this tutorial we are going to look at
00:10 this category right here, Disperse and Twist.
00:13 These are two very simple commands that only have one parameter each, there is
00:17 one for disburse and one for twist. But some of the things you can do with
00:21 them is eh, pretty interesting. So, we have a basic application of form here.
00:25 I've made it a little bit bigger but we can see that there's still just three
00:28 layers, going back in z space. Simple stuff.
00:31 These two commands on a very basic level, disperse particles.
00:35 So as I increase Disperse, so I'm going to start very slowly here.
00:39 And these particles just begin to spread out and disperse.
00:42 You're going to undo that. As we adjust twist, we start from the
00:49 ends here, and we start twisting these particles around.
00:58 And the more we twist, the more that that spiral reaches the center, and then the
01:03 ends keep swirling. It's almost as if you were holding a
01:05 rubber band or something and just kept spinning Each side.
01:09 And they just kept twirling and twirling. Now, this is not super fun to look at.
01:13 So, I'm just going to go up to particle, just change the aesthetics here.
01:17 I'm going to change the color up to like blue or something like that.
01:22 Just so it's not just hideous light that we're looking at.
01:26 And I am going to also select the Unified Camera tool.
01:29 If I click and go to the side here. It's kind of interesting, we kind of get
01:34 like this tunnel effect that's, that's really cool.
01:37 And so then as we twist, you know, we kind of get these really interesting
01:43 shapes as it's kind of going around here. Very cool.
01:48 Now another thing that we can do is we can zoom the camera into this tunnel of
01:54 twisted particles. Ooooo, that's kind of fun.
01:59 I'm going to go ahead, undo that camera move and get back to our regular view
02:03 here and I'm going to zero out twist. Couple things to be aware of, as we
02:08 increase disperse to a really high value. And this is what happened when we looked
02:13 at the stars example earlier in this training series, we start dispersing
02:16 these particles and they start going all over the place.
02:19 The problem with that is, or something at least to be very aware of, is that when
02:23 you start using quick maps for example, the let's go up and up map 1 and we'll
02:30 just use a basic map here and we'll just map let's say, opacity over Y.
02:36 The particles remember where they came from.
02:40 So, for example, this should if this verse was at zero.
02:45 This should make the particles completely opaque at the top and then fade out
02:48 towards the bottom because we've mapped opacity over Y to fade out like this but
02:53 because we have dispersed these particles, these particles that once were
02:58 at the top kind of go all over the place, and they remember where they came from.
03:03 So these quick maps no longer deliver predictable results.
03:07 So, if we then wanted to control the opacity over Y and do crazy tricks like this.
03:14 Or we wanted to control some other property here.
03:16 One of the things we need to be aware of, is that we have to do this some other
03:22 way, we have to pre-comp a Luma Matte or you know, could use any one of a number
03:27 of different tools, but we couldn't do that here, from here with inform.
03:31 Now I'm just going to go ahead and zero out disperse actually I'll take disperse
03:34 just up to a little bit here, you know it really doesn't take that much disperse to
03:39 really spread those particles out. I think really small values like 1 or 2,
03:45 sometimes just give a little bit randomness that's kind of cool.
03:48 And just kind of disrupt things just a little bit.
03:51 But once you get beyond say 2, things start getting kind of wild and more
03:57 sporadic there. One of the things that's kind of fun.
04:00 Is that we can actually map Disperse strength.
04:05 So, I'll click Disperse strength below disperse value and then you could see
04:09 that we have a strong Disperse strength and that's up at the top here and that's
04:13 mapped to a low Disperse strength on the Y axis.
04:18 So, we might want a high disperse strength and then I'll click and drag
04:22 down here. And get at a smoother roll off, or maybe
04:25 we don't want any dispersion at the bottom.
04:27 And then it kind of balloons right up at the top.
04:30 And so that's kind of what happens. Note that we could adjust the map 1 offset.
04:35 So we can, kind of, move this map through the Y axis to whatever access we've
04:40 chosen here. And so, we could use this to kind of
04:44 dissolve layers, so we have our disperse strength up and we can increase this and
04:49 it looks like our particles are just kind of falling apart here.
04:55 It's kind of a cool effect. You'll notice as we increase the disperse
05:00 value, it basically gives us more permission for the maximum disperseness
05:07 in our form particles here. Also note that we can animate map one
05:13 offset if we want to and we can also animate the disperse value.
05:18 So this is a really simple, easy way to kind of dissolve layers over time.
05:22 Now let's look at a few other quick examples here.
05:25 I'm going to turn off the basic layer, turn on the sci fi sphere layer.
05:29 Here's a sphere that I've just added some color to, I'll just zero this out really quick.
05:32 You can see that this is a sphere, apparently it takes a long time, oh, I've
05:38 got to select the right layer there Take our disperse to zero.
05:42 Woops, to zero. This is what that looks like.
05:45 I can increase disperse a little bit. I'm going to go ahead and take down disperse.
05:50 Even though this kind of looks like a cool galaxy look.
05:53 I added a custom color map and a custom opacity map so it fades out around the
05:58 edges a little bit. But I'm going to go ahead and take back
06:01 down disperse. I should actually take it all the way
06:03 down to zero. kind of cool thing, if you have a sphere,
06:07 and you twist it, it does look kind off generic, but as you play around with the
06:12 base form, and if I move this around you will see that we have a little bit of,
06:16 kind of like an egg shape, to this form here.
06:19 It is a little bit, squashed, but as we twist it, we start kind of getting these
06:24 really Trippy patterns which are very interesting.
06:29 I really like that. What I might do is go up to the base form
06:32 and increase the particles in x and y to kind of make it a little bit more dense,
06:38 which is kind of cool. We can also go back to particle and if we
06:42 take the size down from 3 to 2, so that gives us room to make more particles.
06:47 And kind of connect these so these are more like ribbons.
06:51 I'm going to go and now pan around as we did before and now we have this cool
06:56 portal thing to go through here as well. I just love that look and maybe we could
07:02 down twist a little bit. Maybe we could even take down the size of
07:06 the particles maybe to 1 A 1.5. Split the difference between those and we
07:12 could you know zoom the camera into this to create kind of like this cool sci-fi
07:20 tunnel effect. Take that down, take it all the way down
07:25 to zero. Its got kind of this cool Warbly effect,
07:30 really there's some things you can do with this effect as you, as you play
07:32 around with Disperse and Twist. Usually I prefer to use Disperse more
07:37 like salt and pepper where we're just kind of like accenting something that's
07:42 already there rather than creating an entire effect with these two, which is
07:45 kind of what this is. But as, as you can see here sometimes
07:49 They can be the main course and not just salt and pepper.
07:52 I'm going to turn off the visibility for sci-fi sphere.
07:54 Look at one more example here with strings.
07:57 I've gone ahead and created this example with strings.
08:00 I need to actually open up the camera and click the reset button to get back to
08:06 square one so we can actually see this and here we have this cool little Just, I
08:11 don't know, geometric patterns. It's, it's kind of like an interesting look.
08:14 I'll take twist down maybe a little bit to, let's say 12.
08:18 And we just see these cool patterns because they're strings, so they are a
08:22 little bit more dense. It's a really interesting, look.
08:25 It's just, kind of like flat vector-ish art.
08:28 And what we can do, too, is increase Disperse And as these particles disperse,
08:34 it's really interesting because they have this kind of fiber optic look.
08:38 Now I'm going to go ahead and spread these out a little bit more.
08:42 Maybe reduce the strings to 4. There we go, maybe even down to three and Z.
08:49 And so we're getting these really interesting cables, it's really
08:53 interesting to look there and really take up twist back up to 15, so really
09:00 interesting to look when you start playing around with these different base
09:03 forms and disperse and twist again. You might not ever need to create
09:08 something like this probably you won't, but it's good to be aware that you can
09:12 create all these different types of effects using just a little bit of
09:15 tweaking with disperse and twist. Next up, we're going to look at the real
09:19 powerhouse of particle distortion and form, the fractal field.
09:23
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Understanding Fractal Fields
00:00 And now we're going to look at one of the most popular and common uses for form particles.
00:07 And that is distorting them with a fractal field.
00:10 Now, this is kind of complex so we're just going to break this down.
00:13 I have this almost default setting of form here.
00:17 I'm going to take particles in z down to one.
00:19 So we're just looking at one shade of particles.
00:21 Close up the base form, go to Particle, I'll make this a little bit cooler
00:25 looking by changing the color like a, kind of a lighter type of blue here.
00:30 I'm going to go ahead and click Okay, and close up Particle.
00:32 Now let's go ahead and open up Fractal Field.
00:35 Now, here's what's happening with the fractal field setting.
00:39 Basically, kind of like the fractal noise effect, fractal field creates an already
00:45 animating group of fractal layers of noise that can be used to adjust your particles.
00:53 So say for example I increase effect size.
00:58 So I keeping increasing this, we'll see what looks like the freckled noise effect
01:01 in aftereffects. And actually I'm just going to go ahead
01:04 and close up form and turn it off. And apply the freckled noise effect so.
01:09 Know what we're talking about here. So this is fractal noise, it's basically
01:13 several layers of perlin noise stacked on top of each other.
01:18 And we can adjust the evolution to make this move around.
01:22 We could also adjust the contrast and other things in here in the fractal noise.
01:26 The reason why I'm showing you this is because this is exactly what' s going on
01:30 inside of form. We'll go ahead and delete that and turn
01:33 form back on. And so it's clear to see here.
01:36 But what we're doing is we're using this fractal field to displace, to move, to
01:43 change the size, to change the opacity, and do a bunch of other stuff to our form particles.
01:48 Say for example as we increase the effect size parameter, then everywhere in the
01:53 noise pattern where there is black or darkness, those particles are getting smaller.
01:58 Everywhere where the particle, or the fractal noise, is bright, those particles
02:03 are getting bigger. And so the more we increase this, the
02:07 more the noise map affects the size of our particles, until the ones in the
02:11 black area are super tiny And the one in the white areas are ginormous.
02:15 I'm going to take this down and now lets go ahead and increase effect opacity.
02:20 This is the same type thing except instead of making the particles bigger
02:25 and smaller, we're just adjusting the opacity.
02:28 And until we could create kind of a posterized look here, where everything
02:31 that's even, kind of like bright gray and above is white and everything that's kind
02:36 of a darker gray, and below is just, is there, and we can also combine these.
02:42 We can go ahead and have just a little bit of opacity, a little bit of size, and
02:49 there you see the noise map and we're actually going to work like this but
02:52 before I do this I'm going to take these back down to a more normal amount here
02:56 and really the power here and really what looks like form.
03:00 What we know and love is from track code form is when we increase the displace
03:05 value, and as we do that, then we are moving these particles in a certain direction.
03:13 Again bright particles move one way, dark particles move the opposite.
03:17 As we increase this value, we see these really cool patterns forming.
03:23 We create these 3D fractels. Again I could select my unified camera
03:26 tool and orbit around this. You could see this is in fact a three
03:31 dimensional Form. These particles are moving and displacing
03:35 in 3D space. And actually just so this is a little bit
03:39 more clear, I'll go ahead and go back up to my particles temporarily and increase
03:43 this to maybe three or four. And then again as I move around it's a
03:48 little bit easier to see that this is an actual 3-dimensional form that were
03:52 creating with these particles. I'm going to go ahead and undo that.
03:55 And I'm going to undo that again and undo that again until we get back to the
04:00 basics here. Now one of the things I want to point out
04:03 is that once you adjust any of these fractal field parameters, effect size,
04:08 effect opacity or displace, then the animated fractal field is set in motion.
04:14 And we can see it going through our particles.
04:16 So, I have not set any key frames, not clicked any stopwatches.
04:19 But if I press the space bar to play this back we can see that this form is in fact moving.
04:25 So, again, I'm going to take this place down to zero and we'll take affect
04:30 opacity down to zero. And actually let me go ahead and open up
04:33 the camera and reset that transform. There we go.
04:36 And we'll leave effects size, it's something really modest, so that's really
04:39 the only thing that we've changed here. And as I press the space bar, we can
04:43 still see that that fractal form is moving.
04:46 so it's an auto-animating effect here. Once we increase one of these values
04:52 above zero. Now, typically when we displace these
04:55 values They're kind of moving every which way.
04:58 And the displacement mode, by default, is xyz linked.
05:02 So they're moving in x, y, and z as they are displaced.
05:06 But we could also choose it to be x, y, z individual so we can displace them along
05:11 y more than x, or what have you. (INAUDIBLE) individual control over how
05:16 we want those displaced. There is Z displace, which, looks a
05:19 little better when we have multiple layers in Z.
05:23 But, we don't have that here so that doesn't really do too much other than
05:26 just move them, it doesn't cause them to overlap.
05:28 We can also do this radially so that they are displaced in a radial way which
05:32 creates these really cool kind of flowery patterns.
05:36 I'm going to go ahead and hit Cmd+Z or Ctrl+Z on the PC to undo that.
05:39 Take this back to x y z linked. And one of the things that's kind of cool
05:43 is that we have control over the speed of the evolution with the Flow Evolution parameter.
05:49 If we don't want this fractal field to animate, we can take fractal, or Flow
05:53 Evolution to zero. And then as we scrub the timeline, you
05:56 can see there's no motion there. And the lower we have it, slower it goes,
06:00 and the higher the number the faster it goes.
06:03 One of my favorite things to do is to take this to like a super low value, like
06:07 maybe less than 5. Lets start with 4 and then as this
06:11 fractal field moves around. It's super elegant, very few things in
06:15 life are more beautiful than trapcode form moving in slow motion with the low
06:20 flow evolution value. Look at that.
06:23 That's just awesome. Now in most cases, if I were doing this
06:26 for real, I would get this set up the way I want, and,as far as the animation goes.
06:30 And then I would go back to my base form and I would increase, for example, the
06:34 particles X, the particles in Y. And that would create this really
06:38 beautiful, smooth look. Probably even go higher than that
06:42 actually, so we don't get these. lines unless that's what I was going for
06:46 but then the problem is that as I clear this back to render it you can see the
06:50 frames counting here it's going really really slowly.
06:55 And of course once it's rendered it looks amazing, but it works really really slow.
07:01 So I'm going to go ahead and take those particles back down to 120 each and go
07:06 back to my fractal field settings. Here also adjust flow X, Y and Z, and
07:10 this adjust come like a wind force. So if I increase flow X, you can see that
07:15 moving a little bit. And then now, when I play this back, you
07:19 can see that the fractal fields is kind of moving from left to right, kind of
07:22 blowing it through a little bit. And you can combine these so we have
07:26 overall evolution, and we also have a little bit of flow along the X axis.
07:32 So, it's evolving. The fractal field, the whole thing is
07:35 evolving slowly, and then it's also kind of flowing along the X axis.
07:41 I'll go ahead, right click on that and reset.
07:43 I'll go ahead and right click on Flow Evolution and reset, and I'll go ahead
07:46 and right-click on Displace and click Reset, so we have just basically our,
07:50 our, our basic noise here. I'm going to increase effect size just a
07:54 little bit more, and I know this isn't super fun stuff, but I want to explain
07:58 what some of these fractal terms mean so you know how to control the displacement
08:03 using this noise stuff. So it's not just a bunch of crazy values.
08:07 Now (COUGH) one of the things that's kind of interesting here is that we have
08:12 gamma, which basically as we increase this it decreases contrast, as we lower
08:18 gamma it increases contrast and again as we have displace going on here if you see
08:25 the difference that makes in the analogous placement added to our form.
08:31 So there's a high value with low contrast, those particles aren't moving
08:35 very much. Low value with a high constrast as
08:38 particles move a lot. So controlling the black and white values
08:43 of the fractal field is really how to get control over the form particles that we need.
08:50 I'm going to take Displace back down to 0, and I'll go ahead and right-click on
08:54 the Gamma value and reset that. There's also Add and Subtract.
08:59 This essentially is like the brightness of the pattern, so if we increase this,
09:02 we brighten everything. And you can see that we have more
09:05 particles increasing in size, and even the smaller values get big, we can see
09:10 those there. We can also take this to a negative
09:12 number, and subtract it. So we now we only have abstract little
09:16 patches because all the particles are really small.
09:18 I'm going to right click and reset that. We also have the minimum value which
09:24 controls the shadows. And as we increase this value we could
09:28 see that we really don't have too much in the way of shadows and everything's kind
09:32 of, almost looks like a, a lake with islands or whatever because we really
09:36 don't have any pure black any more. We could also lower the brightest points
09:40 by taking down the max value and let me go into where we have a negative value
09:47 there, which is kind of interesting. I'm going to right-click on all of these,
09:50 on Min and Max to reset those. One of the most powerful values here
09:54 folks is the F Scale. This refers to this size of the entire
09:59 noise map. So as we take this down, you can see that
10:03 it's actually getting bigger. It kind of works in the opposite
10:05 direction, which is a little bit confusing to me, but that's the way it goes.
10:08 So if you want a softer map that's bigger, you should take the f scale down.
10:12 And if you increase this, we can see more noise and that pattern gets smaller.
10:18 I'm going to go ahead and increase displace so you can see what effect that
10:21 actually has on the displacement. If I, I'll go back to f scale and take
10:27 that down to a small number Only 5 or so, and we can take effect size down just a
10:34 little bit. And I actually don't want total black
10:39 holes here, so I could increase min, oh wait, I grabbed As track.
10:44 Let me go ahead and right-click on that, reset that, and there we go.
10:50 Increasing men, now we don't have those areas of black.
10:55 So I'll the spacebar to preview that. And we have kind of like this slow,
11:00 undulating, flagged-looking animation, because we have a lower F scale value.
11:06 And we have a bigger Now for that noise, I could also again increase that so we
11:11 have a lot more going on as far as detail, and now it looks kind of like a
11:16 turbulent sea. Now just really quickly, the two-octave
11:20 parameters control the sub-layers of noise that are happening underneath the
11:26 surface here. I'm going to go ahead and take F scale down.
11:33 And I'm going to go ahead and increase Displace a little bit.
11:38 And actually complexity deals with those sublayers of noise as well.
11:43 So by default, we just have this main layer of noise, and there's a bunch of
11:47 layers of noise in the background. But as we increase the complexity, we are
11:51 adding more to the sub layers of noise. And so you can see more subtle details in
11:59 these ridges, as you bring up the complexity, max value is ten here.
12:03 But we can see, again, more of that. The octave multiplier increases.
12:09 All of those things, basically all the intensity of the sub layer of noise and
12:15 the real effect of that is that we just have more chaos, we have more detailed
12:20 bumps in our maps in our, in our map, more detail.
12:25 And then we also have the octave scale, which basically controls the size of
12:30 those sublayers of noise. So you can see here we can get something
12:33 really chaotic, or we could also take down the complexity and get something
12:38 very smooth and elegant. Now one of the things that's important to
12:41 note, and we'll see later on in this chapter, is that we could also add quick maps.
12:46 And I'll go ahead and just make a simple, you know, all the way to nothing quick
12:49 map, we can map fractal strength. So let's map fractal strength over a y
12:55 for example, and now we have the fractal strength from the top, which again
12:59 animates automatically, and then we have no fractal strength at the bottom or seen
13:03 a little bit there. So we might want to either take down
13:06 displace, little bit, or we could, use the map one offset to push that a little
13:15 bit more towards the top. There we go.
13:17 Now these are kind of anchored down at the bottom.
13:19 We're just kind of getting this interesting, glowing patern at the top.
13:24 Really powerful stuff to be able to play around with.
13:26 And when we make fire later on in this chpater, it will make a little bit more
13:29 sense of why these fractal fields are so important.
13:32
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Distorting with Spherical Fields
00:00 Now before we get to applying all the cool stuff we've been learning in this
00:03 chapter in the next movie, I want to take one more movie and explain the spherical fields.
00:08 It's an additional distortion type that you can have to displace particles in
00:13 addition to the fractal field. And really quick before we get into that,
00:17 I want to show you this about the curve drawing interface, a really important note.
00:21 And we're starting here exactly where we left off in the last movie, where we have
00:25 this curve drawing interface where we have no fractal field distortion, and
00:28 then we have the distortion up here at the top.
00:32 And I want to show you this. I'm going to go ahead and draw in the
00:34 curve drawing interface. I'm just going to draw like a cool jacket
00:37 pattern here, just so you could see. So that looks pretty cool on it's own, actually.
00:41 But if I want to hit Cmd+Z on the Mac or Ctrl+z to undo that, it does nothing.
00:47 So I could goup here then, and reset the effect.
00:50 But when I hit the Reset button, it resets all either parameters, but the
00:54 curve drawing interface still is the exact same.
00:57 So, just be aware as you're dealing with quick maps or this curve drawing
01:01 interface anywhere, the same goes for trapcode particular also, by the way,
01:05 that the curve drawing interface does not alter from undoing or resetting the effect.
01:11 So, what we're going to do for starting from scratch is select Form, hit Delete,
01:15 and then we're just going to apply Form all over again to this layer.
01:19 Now, let's get into talking about this spherical field.
01:23 Now, about a year ago, I did visual effects on a short film, and I had a ring
01:27 in the shot. And we have create this kind of glow
01:30 around, so my first thought was I would use the form and I would use the sphere
01:37 base form and if I increase the size of this form get it Bigger here, a little
01:48 bit wider there. My first thought was that I would go into
01:51 quick maps. And I'll open up map one here and we'll
01:55 create kind of like this bell curve and I'll map capacity over y.
02:02 And let's go ahead and shrink that, so that's just a small little hoop in the middle.
02:09 (SOUND) There we go. Small little hoop in the middle, and then
02:15 we could even go up to Size Y, shrink that down, and then if I select my
02:18 Unified Camera tool, we have kind of like a ring of particles, a cool ring of particles.
02:25 But the problem is that I really want these to displace, actually, let me take
02:30 this down to 1. I really wanted these to displace, and if
02:36 I open up my fractal field and displace this, it doesn't quite get the results I wanted.
02:44 I wanted real, a pronounced ring in the center and then cut of magic.
02:49 And I've glowing around the center. Well, we could actually do this with the
02:55 spherical field, just again, as a different additional distortion field, in
03:00 addition to fractal field. I'm going to go ahead and reset this
03:04 whole effect, and I'm going to go down to my camera, and I'll reset that.
03:08 I'll open that up, click the Reset button next to Transform there.
03:13 And lets go back and give this a prettier colour, I am going to actually reset
03:17 that, Map 1, and I'm going to particle, click the Colour give.
03:23 I give this is a nice little kind of, kind of we did in the last movie there,
03:27 may this a little bit bigger and then x and y, add a little bit more in the way
03:33 of particles. And let's go to fractal field and
03:38 increase the displace value, so we have a cool foam like distortion area here.
03:47 Even effect the size a little bit, a passy a little bit, if you wanted to just
03:52 Kind of enhance that shape a little bit. Now what I want now is with this form,
03:58 it's already animated, already looking really cool, what I want is kind of a
04:02 hole in the middle where the ring would be, and that's where the spherical field
04:06 comes in handy. So I'm going to close up fractal field
04:08 and particle and base form, open up spherical field and let's open up sphere
04:13 one, there's actually two identical Fields here that we can use.
04:17 And I can go ahead and click on visualize fields so I can see where this is going
04:21 to be. I'll go ahead and select my regular
04:23 selection tool here, and we can move where this is going to be, but I'm just
04:27 going to go ahead and increase strength, and as I do, it distorts those particles
04:34 in that center, as if there was a sphere there.
04:38 And now as this moves it's almost like those particles kind of wrap around that sphere.
04:44 Let me increase the radius and make that a little bit big bigger.
04:48 And I'll go ahead and turn off the visualized field so we could clearly see
04:50 what's going on here. But this is great, this is exactly what I wanted.
04:57 We do have a few more particles kind of wrapping around the front which is a
05:01 little bit distracting. So, what I could do is I could increase
05:04 the strength. And I can also adjust the position Z
05:08 which changes distortion, because it moves the spherical field forward and back.
05:12 So, we could even push it back so it's not affecting the field and then animate
05:16 it so it comes into contact. Like it's like a ghost moving forward
05:21 through the fractal field, and that's a kind of cool there.
05:27 Now having a problem getting this sphere so there no particles in front and behind
05:32 it, so what I can do is increase, let's say for example the scale Z.
05:37 So, if I make this really big along Z, it makes it so that particles can't really
05:42 go in front of it there. It's, or at least the spherical field
05:46 that distorts them is getting bigger, and so they have farther to go, and now we
05:50 create this really cool ring of plasma. Now we get soft in the edge if we don't
05:57 have a hard edge there, if you don't want to have a hard edge we can do that
05:59 if you want, although we do have a huge sphere there so its going to be pretty
06:04 obvious either way. We could also, if we scale this
06:07 non-uniformly, which I've done here, we can rotate this and so we're not rotating
06:13 the particle. We're rotating this spherical distortion field.
06:16 Put that back down to zero. So if you want to create a cool ring, you
06:20 often see this a lot of times with, like, network logos.
06:23 They'll put their logo in the middle and have, kind of have, like, these form
06:27 particles around it. And keep in mind, too, we can always go
06:30 back to our base form and we could increase the particles, and X and Y,
06:36 creating something like, you know, a more dense particles around the edge here.
06:41 So we have some really great stuff here. It with, when we use the fractal field
06:46 and the spherical field, fields together if that's what the situations calls for.
06:50
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Creating a ball of fire
00:00 All right folks, we've paid our dues, put in the time, and now it's time to have
00:04 some fun with what we've learned and actually apply it.
00:07 So in this tour we're going to be making this torch.
00:10 It's this cool ball of fire, and in mine here, I had it going a little bit in slow
00:15 motion but we don't have to do that for our example.
00:19 We're going to be starting from scratch here, so let's go over to the ball of
00:21 fire Start Comp. Where I've applied a form and done
00:24 nothing to it, so again, we're completely starting from scratch here.
00:27 And let's go to the Base Form and set this up.
00:30 We want this to be a sphere. And not too much in the way of
00:34 modifications here. I want the size y to be big so I want
00:38 this to be tall, and we only need really one sphere here, so just a sphere of particles.
00:45 And I might want that a little bit higher.
00:47 And I want more to raise that up in the center xy.
00:52 We can fool with that more later if we need.
00:54 But this bottom here is going to be kind of like, the base of our, our torch.
00:58 We're going to want some more particles here.
01:00 We might go back and fool with this later.
01:03 Always reserve the right to go back and add more particles if needed.
01:08 But about 400-ish, somewhere in that neck of the woods.
01:11 It doesn't have to be exact. And then something really dense, like
01:15 around the 800 mark. Again you can see I'm not exact, and
01:18 that's totally fine. I'm going to close up Base Form.
01:21 And really, the magic here happens by going to the Fractal Fields, so even
01:26 before going and adjusting the particle and setting color, we kind of want to
01:29 start getting the Fractal Field set up, and as you'll see and as you work with
01:33 form you'll see, at least from my experience, it's really a back and forth.
01:37 So you might get, the Base Form where you want it, maybe just a particle, the
01:42 fractal field. Then go back to the Base Form.
01:44 Back to the particle. You just gotta keep going back and forth
01:47 until you get what you want. Now, I want to just affect the size a
01:51 little bit. Let's take that to a one.
01:53 You kind of see where that Fractal Map is.
01:55 And let's take Opacity up to only about four or so.
02:00 Just a little bit. Four, five is fine, and let's really add
02:04 some displacement here. I'll Increase Displace, a lot here.
02:09 There we go. We start to see that fiery type texture.
02:13 I'm going to take this to about 120 or so.
02:16 That looks good. The other thing I want to do is I want to
02:19 add some flow here, because if you had a torch or flame, it would start from where
02:25 it's being fueled from, and it would typically rise.
02:28 It wouldn't just kind of oscillate in, in that in place.
02:31 So, if I increase the Flow y value, you'll see that the texture is going
02:38 down, we can see this kind of the texture is going downwards, so we actually want a
02:42 negative value for Flow y. So I'm going to take this to about
02:48 negative 130, negative 131 works fine. And as we scrub this, we can see, just
02:55 play it back for a quick second, you can see now these flames rising in addition
03:02 to displacing with the Fractal Map there. Pretty cool.
03:07 We could scrub those rendered frames. And it's startin' to show some semblance
03:13 to fire. Let's go ahead and go up to the Particle
03:16 Section and, fiddle. Sometimes, I like to add color.
03:20 This is probably not the right thing to do, like the technically right thing to
03:23 do, but I like to add the color kind of soon, so that way you can kind of like
03:27 envision it a little bit better. It's really hard for my eyes to say that
03:30 looks like fire. When it's just kind of white on top of
03:34 white, so we Click in the Color Swatch here.
03:37 And I'm going to go to, like an orangey color, and somewhere in this neck of the
03:45 woods, kind of like a darker brownish and then Click OK.
03:48 And then I could sort of see a little bit more what looks like fire and what doesn't.
03:54 I'm actually going to increase the size to about three, although you'll find that
03:58 its kind of a constant push pull back and forth between the size of particles and
04:03 the number of particles. Increasing either will significantly
04:06 increase your render time so just be aware of that.
04:09 Now this is a little bit too much, so I'm going to take down the opacity a little bit.
04:14 Lets actually take that down to about 30. And that's looking somewhat okay.
04:20 We again, might have to go back and fiddle with this some more.
04:23 But really to get this great, we've go to play with Quick Map.
04:26 So you can see we're kind of combining everything we're learning so far with the
04:30 fractal field, but now we gotta tone down our fractal field, limited with our Quick Maps.
04:35 I'm going to open up map one. And our first map is going to be the size.
04:40 So, we don't want super huge particles the whole way.
04:43 We want big particles at the bottom, and then we want the particles to kind of get
04:46 lighter as the fire kind of fades up a little bit.
04:49 Now, when we're dealing with Quick Maps with this sphere here, the left side is
04:53 going to represent the top of the flame, the right side of the graph, the quick
04:59 drawing interface here, the curve drawing interface, excuse me, is representing the
05:02 bottom of the fire. So, we're going to Map this over y, and I
05:08 want this to be small at the top, so I'm going to Drag at the bottom here.
05:14 And then I want it to be kind of regular sized at the bottom.
05:18 I let go of that, and we start to see that exact thing here.
05:22 We have big particles at the bottom, they kind of fade up to tinier particles.
05:27 I'm going to add to that obviously, that was fairly poorly drawn.
05:32 And have a little bit more there. Okay, and I'm going to go ahead smooth
05:37 this out a little bit, couple times. That looks good.
05:40 We might go back to that, but looks good for right now.
05:42 Let's go back to, or go over to Map Two. And this time, and this is the key, this
05:47 is where the magic happens. We're going to change magic, or Map
05:49 number 2, to Fractal Strength, and we're going to Map this over Y.
05:54 So what we're going to do, is we're going to use the Curve Drawing Interface to
05:59 control what particles, or what area of particles, are displaced with the Fractal
06:05 Field, and which are not displaced. So again, we want our, the top of our
06:10 torch to be displaced with Fractal Flames, so we're going to leave this side high.
06:16 And then we want the bottom to not be displaced with the Fractal Field.
06:21 So, I'm going to Drag like this, which will again shrink the amount or limit the
06:28 amount of fractal strength from top to bottom.
06:31 And so now we have, not really much in the way of fractal strength happening on
06:36 the bottom, and we have the fractal going upwards.
06:40 Of course we could tweak this. We actually might not want the very top
06:44 flames, still that distorts, we might want to smooth out the top so we can make
06:47 this maybe more of a little mountain. That's probably being affected so much
06:53 because we have the size. Adjustment there, and one of the things
06:57 that's kind of interesting about the Curve Drawing Interface, especially with
07:00 fractal strength ,is that with fractal strength it's very particular about these
07:04 little jagged edges as you're drawing. So you notice as I make kind of more of a
07:08 jagged edge here you could really see that, even though it's really a subtle
07:13 change here, you might not even be able to see that on your monitor, very subtle
07:16 jaggies, but they are jaggies none the less.
07:18 And those do show up here very conspicuously in our torch.
07:23 So what I can do is click the Smooth button over and over, until the smooth
07:27 out to my desired smoothness level. And we could really play with this.
07:31 If we want absolutely no fractal strength on the right, we can, or at the bottom of
07:36 the torch we can just make a more gradual ramp, so that there's nothing happening
07:40 here, completely smooth, and then all of a sudden there's you know, fractal
07:45 tendrils of the fire. I actually like it back like it was with
07:49 a little bit of displacement towards the bottom.
07:52 And then we could smooth that out if we're getting some kind of weird stuff
07:57 from the jaggies. Looking good.
07:58 Okay, lets close up map two, go to map three, lets do the same thing that we did
08:02 with size, but with opacity, so that these particles fade up as they go up as well.
08:08 So again, the top here, the left side represents the top of the torch.
08:13 And the bottom part here represents the bottom of the torch.
08:16 So we want the particles to be transparent at the top.
08:22 And then, be, more opaque at the bottom. And, that's not really showing up, so we
08:29 need to maybe cut into that a little bit more.
08:31 Oh, it's not showing up because I didn't map, map three over it.
08:38 So map this over y, ooh, there we go. So now we can go back and add some more
08:43 opacity, here we go, a little bit more there.
08:52 Alright. This is looking like pretty, pretty
08:54 decent fire now. Pretty believable, stylized fire.
08:59 Yeah. I like that.
09:00 Let's go ahead until we get a little bit more.
09:04 We'll go back to the Fractal Field. Now that we kind of are in the ballpark
09:07 with our fire, we can go over to our Fractal Settings and tweak these just a
09:12 little bit. I might want a little more contrast so I
09:15 can take down the gamma maybe to point eight, and you can see that we have a
09:19 little bit more intensity in the tangeles of the flame.
09:22 We can also smooth out the whole thing by going to Complexity and maybe taking that
09:26 down to two. So now we have a, kind of a really smooth
09:30 fire, add some nice believability. And one of the things I think adds a lot
09:34 here is increasing the F scale, which shrinks down that map and makes
09:39 everything more fiery. We go the opposite way and have smoother
09:42 flames, like maybe more of like a match, if we take this down to like a low F
09:47 scale value, look at that. and we can increase this, maybe to about
09:54 thirteen or whatever. So we have a little bit more intensity
09:58 and detail in our fire here. That's looking pretty great, let's go
10:03 ahead and preview that and see what it looks like.
10:04 So now as we see this, it looks pretty good.
10:10 And you really gotta play it back to get a feel for how things are.
10:13 I do like how this kind of dissipates up here at the top.
10:17 But maybe it's a little bit too bright. So we might want to get rid of some of
10:20 the opacity there. And I'm also thinking that the source is
10:27 a little bit too short. Like, we need.
10:29 Maybe a little bit more here. So if you're interested, I'm going to go
10:34 ahead and fine-tune this just a little bit.
10:36 This tutorial's basically over, so if you want to get to the next movie, totally cool.
10:38 But I'm just going to go ahead and fine-tune this.
10:41 So I'm going to go in to Fractal Strength, and I'm going to, make it so
10:47 that there's a little bit less Fractal Strength.
10:50 At the bottom, there we go, yeah, kind of like that, and smooth that out.
10:57 But I do want a little bit more turbulence actually here, but I want it
11:00 to be very subtle. So I want the base that is getting burned
11:04 to be a little bit bigger, but I also want a little bit more here.
11:09 So I'm going to go ahead and do that. So that we have, we have a little bit of
11:15 turbulence at the bottom, but that little bit of turbulence lasts longer, if that
11:22 makes more sense. The bigger part of the torch.
11:25 So I'll Click Smooth. There we go, that's what I'm talking about.
11:28 And I also think that we need to maybe add some more size here towards the bottom.
11:33 Maybe a little bit more opacity. So we can maybe increase the opacity a
11:38 little bit right here. That looks good, and lets go over to the
11:42 Size Map, and we'll add more to the size of the base.
11:46 Yeah. There we go.
11:48 Exactly what I wanted to do. And there you have it folks.
11:53 It's a pretty believable fire from Tracker Form /g.
11:56 Pretty easily done, and now that we've explained and gone through Quick Maps and
12:02 Fractal Fields, this should all make a lot of sense of how to get this on your own.
12:06 And if you'd like to tweak it to your own liking.
12:09 Lets say for example, you wanted to make it go faster or slower, we know to go to
12:14 Fractal Field and change Flow Evolution. If we wanted this to be super slow-mo, we
12:18 could take Flow Evolution down to lets say five and then as this renders, its
12:23 going to be like way slower than it was before.
12:27 So now I'll preview that, I could even take this down even smaller, maybe take
12:31 it down to, to get a one or something. And now we have like this super slow, we
12:37 could also adjust Flow Y, too. So the Flow Y is very solid, here.
12:42 So, we might want to take this down to like, negative 60, or negative, even
12:46 negative 30, and as we preview this, we'll have again, much slower kind of
12:55 slow-mo flames here, which is pretty cool.
12:59 But anyway, my point is, that you now know what you need to know to customize
13:03 this, build it from scratch and make the fire that you want, or make this blue and
13:10 make it the plasma that you want, or whatever.
13:12 Look at that slow motion. Form fire,
13:15 I want to, take it home with me. Love it.
13:19 it's beautiful. So that's how we make fire in Form.
13:22
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6. Using Layer Maps
About Layer Maps
00:00 In this chapter we're going to look at using your own custom maps, to control form.
00:06 And, just like we've been doing throughout this whole training series.
00:09 In this tutorial we're just going to keep things very simply we're not out to make
00:12 things look good here we're just out to explain the concept and then we're going
00:16 to apply what we've learned to something actually really cool, you actually want
00:19 to make, in the next movie. So let's first look at the layer that
00:24 I've created here. It's actually several layers of particles
00:28 and fractal noise. Again, nothing spectacular to write your
00:32 parents about. But just something that we can see what's
00:35 going on here. We have the fractal noise on the size of
00:38 the edges here that doesn't move and then we also have these particles in the
00:42 center that kind of pop like bubbles. And the reason why it's not super
00:47 spectacular is because I want to be very clear what's happening.
00:50 Also if we go to the channel drop down here we'll just look at the outfit
00:55 channel we have solid pixels here. On the corners and then we have
01:01 transparency in this middle section underneath the particles that's important
01:06 to remember. We're going to go back to RGB, go over to
01:08 layer mat basics where I have this map composition in as a pre-composed layer.
01:14 Now we have this form solids let's go ahead and apply the form effect to the
01:20 form solid. We have good old form there and let's go
01:25 ahead and open up size x or increase size x size y until it kind of fills the
01:33 screen a little bit and let's go ahead and increase the number of particles in x
01:37 and increase the number of particles in y.
01:39 Until we have something a little bit more, solid.
01:45 Now let's go down to the layer map section.
01:47 Open up color and alpha. And, in the layer drop downs, here, we
01:53 can actually map several things. We're going to be using this map here, to
01:58 control the color of our particles, and also the alpha channel of our particles.
02:01 But you can map several things, and as we'll see in this movie, we can actually
02:06 map franc, fractal strength, their size, displacement the dispersal of pixels,
02:11 whatever we want. Or dispersal of particles, excuse me.
02:13 And, in each of these we have a layer drop down where I'm going to choose Map.
02:19 And we also have the Map Over drop down, this is just as important.
02:23 Because the layer drop down says which layer to use for the layer map.
02:27 And the Map Over tells it how to apply the map.
02:32 So I'm going to say Map Over xy, which will generally just kind of paste the
02:39 pixels as you might exact them. X over X and Y over Y.
02:42 And so now we could see that our particles are taking on the form of our map.
02:48 And even the animation. Now what's interesting here is the
02:53 functionality, is we have the RGB values over the RGB values, but we could also
02:58 use the alpha channel here. So we could use the RGB alpha to RGB
03:02 alpha and now if we go down to our alpha drop down again, we could see that we
03:07 have the same alpha channel over each of the sheets.
03:11 Of form particles. So that can be handy.
03:16 I'm just going to go back and maybe go over the particle.
03:18 And increase the particle size to 2. So you could see what's going on a little
03:22 bit more clearly. Now, another thing that's kind of cool,
03:25 is that you can, we can use a map in the color and office section.
03:28 Not just for the colors, which are not really that spectacular here, but we
03:32 could also. Map the alpha channel, to the alpha
03:36 channel or we can create a luminance mask by mapping the lightness to the alpha.
03:43 So, say for example we want to mask the alpha to the alpha, so the only thing
03:46 that we want from this map comp is its alpha channel.
03:51 So, now we can open up particle and maybe change the color here to not like one of
03:57 those, like, fiery type dailies. And we could add particles and adjust
04:04 them as necessary, and we're just using the alpha channel.
04:07 So, if you wanted to, let's say you had logo or a text, text or something, that
04:12 you wanted to just use the alpha channel. For particles this is the way to do it.
04:17 Now we're going to come back here in just a quick second, but I want to go back to
04:20 RGB to RGB for a second and then let's go over to fractal strength.
04:24 And look at mapping fractal strength, so we're going to use this same map for
04:26 fractal strength, so the brighter the pixels are in our map, the more they're
04:34 going to be displaced. Now watch this.
04:38 We have the map, and even if we choose x, map over x, y, nothing happens.
04:44 And the reason, and we'll see this with disperse in just a moment as well, is
04:48 that you actually have to have some displacement for the fractal field to work.
04:53 Same thing with disperse and twist. So, now as I displace this, they are
04:58 displaced based on what's happening luminance wise in the map there.
05:06 So, as I increase this, then the brighter the pixels the more they are getting displaced.
05:13 Kind of an interesting effect, especially because our particles are kind of
05:17 animating here. And you kind a can't tell that they're
05:19 particles anymore. They kind of just look like this really
05:21 interesting sea of stuff shooting out. Almost kind of like bio medical or
05:26 something, good fun. Now just so this is more clear, I'm
05:31 going to go back up to my color and alpha, I'm going to turn off the layer maps.
05:36 I'm going to choose None, we still have this like interesting fiery orange color,
05:41 maybe darken that a little bit, warm it up a little bit.
05:44 Make it look like more scientific, surface of the sun.
05:48 We could make this green too, that's kind of interesting.
05:53 Maybe dark green there. Now some kind of scientist slide
06:00 microscopic organism or something. And so now we're just mapping the fractal
06:05 strength and that's the only thing we're using the layer map for.
06:08 So we just have regular form particles otherwise.
06:10 And then these particles are being displaced based on their luminance
06:16 values, which creates this really interesting look.
06:19 Now, let's add some dispersion to this. And again, if we change the layer to the
06:23 map, and we map over XY, nothing happens. These particles don't disperse at all
06:28 because we have not adjusted any kind of dispersion here.
06:31 So let's increase disperse to something really subtle, like maybe two.
06:36 And now we've added some interesting kind of life to this.
06:40 It looks like almost like a, like an x-ray or something.
06:41 It adds like a nice little bit of grain, but only to the objects that are moving.
06:51 So with this, we've kind of created. A really interesting biomedical looking
06:59 animation with these particles here and we started with this.
07:06 Pretty interesting stuff here but again the point here is not to make something
07:09 that looks cool. You probably would never want to actually
07:12 use this for anything. But the point is, is to understand really
07:16 what's happening and that we can have complete control over all of these
07:20 attributes, over the dispersion of particles, fractal strength, size,
07:24 displacement, color and alpha and the rotation just by using a separate map.
07:30 In the next movie we're going to take this to the next level and actually apply
07:32 this to making something cool in the form of a hologram.
07:36
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Creating holograms
00:00 In this tutorial we're going to create a hologram out of this footage right here.
00:05 Woman on the phone, she gets some scary news.
00:08 And, she looks away. She's scared.
00:14 So that's going to be our hologram. Now, thing to know about this clip is
00:18 that it's a 4k clip. And this is at 12 1/2%.
00:23 In our composition if we turn on this layer we could see that it's at 100% and
00:27 this is all that we're seeing here. But it doesn't matter for Form, Form is
00:33 not going to see the what we're seeing there with just the lips.
00:38 It's seeing the entire image. I'll go ahead and apply Form to the form
00:43 layer, not to the map layer with the, footage with the woman on it.
00:49 I go to Form. Let's go ahead and setup our Base Form.
00:51 Open up Base Form. Size X, about the same size as composition.
00:55 Size Y about the same. Let's go ahead and make that a little bit
00:58 more dense. Increase the particles in X.
01:01 And Y, and again there's no specific numbers here, just until it's a little
01:05 bit more dense, we'll probably end up fiddling with this in just a bit.
01:08 Now we can close up Base Form, open up Layer Maps, and we have all these
01:14 different properties to map with our layer map.
01:17 Now, you might think we could map this over Color and Alpha.
01:20 If I choose this map, the A024 clip and map it over XY.
01:26 We get that clip for sure but it maps RGB over RGB so it's using the original
01:32 colors which doesn't make it look too much like a hologram.
01:34 So we could also map alpha options but that's not going to help us here at all
01:39 because there's no alpha channel in this. So what I actually want to do is I want
01:42 to turn this layer to none. Map over off, close up color and alpha.
01:47 I actually want to use size for this. So I'm going to open up Size > Map, then Clip.
01:50 Over XY and now we have just a black and white version.
01:55 We can go into the particle section, open up color, change this to a hologrammy blue.
02:05 Get a little bit more green than that. And maybe increase particle size to about three.
02:12 And there we have a nice rudimentary hologram.
02:17 Now, the first thing I'm noticing is that there is some ghosting here.
02:21 Because we have three particles in Z. So we're seeing all three copies here.
02:25 Now I'm, I believe in a little ghosting. I think that helps the hologram a lot but
02:30 it's really busy when they're all the same value as far as opacity is concerned.
02:34 So what we can do here is go to Quick Maps.
02:37 Open up map one. And I actually want to change the mapping
02:42 of the opacity of these, so that they get progressively more faint, or more transparent.
02:48 So I'm going to map number one, over opacity.
02:52 I'm going to map number one over the Z-axis.
02:55 And, I'm just going to go ahead and click this, ramp right here from normal to more faint.
03:03 And actually, as I even flip this, it's kind of hard to tell which layer is
03:10 completely opaque, and which one kind of fades out, because they kind of overlap
03:15 each other a little bit. But, that being said, this cool ghosting
03:19 right here, the sleeve, around the edges of her shoulder.
03:22 This looks great, and I'm happy with that.
03:24 So I'm going to go ahead and close that up.
03:26 Now of course we could play with this a little bit.
03:28 I might want to increase size random a little bit, maybe even opacity random.
03:34 And we could go up to base form. And play with this to taste.
03:38 You know, we could increase particles at X and if we wanted more of a broken up
03:42 hologram, we could decrease particles in Y so that they're just kind of like lines.
03:47 We could also strings instead if we wanted to go that route.
03:51 That looks very hologrammy. I'm going to go back to grid for the time
03:55 being and I'll bump this up. The way to make your hologram appear more
04:01 visible is to add more particles and also to increase the particle size, that helps.
04:06 And my ghosting is still kind of bothering me a little bit even though I
04:09 like its opacity. I don't like it offset so much.
04:12 So I'm going to decrease the size Z to bring those sheets of particles a little
04:17 bit closer together. That looks great.
04:21 I also might want to brighten my color a little bit.
04:25 There we go. And another thing that I can do is I can
04:30 kind of make this look like it's kind of being disrupted a little bit, like
04:34 there's a little bit more damage or some interference in the transmission.
04:37 And so let's go ahead and go to map two and we'll map map two over or map two to
04:44 disperse strength and for that we'll need to open up disperse and twist and
04:49 actually have some dispersion. So I might take this to two and let's see
04:54 how that looks. I'm going to map map two over Y so we
04:57 have a vertical transmission problem. And you'll notice as I take like a chunk
05:02 out of this here, that we have a big dispersion up top and then none at the bottom.
05:07 Well, I actually want there to be little bits of lines of dispersion like there's
05:14 again transmission problem. So what I'm going to do is I'm going to
05:16 manually drag and draw little areas, little spikes here, holding the mouse
05:25 down the whole time, just drawing little spikes.
05:29 Dispersion strength, and now we're getting all these little problems here.
05:32 And we're getting all of, all of them to be, you know, I'm going to add some
05:35 irregularity here, so it's not just some of these really obvious bursts of dispersion.
05:42 Just let me add a few little random bits here and there and then maybe little
05:47 holes and stuff, maybe not all the way to the top on some of them.
05:52 There you go, now you have some good dispersion there.
05:55 Don't like the one on her nose so I'm going to actually take this down right here.
06:00 And level this off right there. (NOISE) Looks like it fixed it.
06:04 Now, we could also do the same thing to size.
06:06 I can map size over Y, let's open up the number three quick map here.
06:11 And I don't really want to mess with this too much.
06:13 I don't want there to be, maybe occasionally, like, gaps, and size is a
06:18 perfect way to do that. And so again, I could just take a chunk
06:22 out of the right side and that minimizes all those particles but I just want like
06:25 little tiny, so I'm going to just click at the bottom, little tiny holes.
06:30 And maybe even just click and drag a little bit.
06:31 And there we go. Maybe that's just too much here.
06:37 Bring that back and so as we click and drag these little tiny holes here we're
06:42 making gaps. And we're actually not really making
06:44 gaps, we're just shrinking the size of the particles along these lines here.
06:50 Probably don't want, again, any holes in her eyes so we'll just fill that back in.
06:53 The bottom is a great spot, so on the right side, the right side controls the
06:58 size of the bottom, so we can have extra noise down there at the bottom.
07:02 Now one of the things you'll notice here is that we actually created this image,
07:07 this hologram, by using a layer map over the size value.
07:13 And this quick map that we just added with these gaps has overridden the size
07:20 that we specified in the layer maps. So that's really good to be aware of.
07:24 Now let's go ahead and preview this back. I'm actually going to extend my work area
07:28 a little bit and let's preview this back a little bit.
07:31 Now as we play this back you'll notice a few things.
07:35 Number one, our disperse strength and our little holes with size don't change which
07:42 makes this look really fake. If our, we really were having a
07:46 transmission problem, then the lines would go in and out, and there, it would
07:51 be a mess. And it would be random, be moving, and
07:53 it's not. And I don't know of any way to move the
07:55 particles of form without moving the layer map.
08:04 So in other words if we went back up here and adjusted the center XY value and
08:08 moved it we would be moving the entire image and not moving the image through or
08:15 moving the particles through the layer map which is really what we would need to
08:18 do to do this well. So we could fake this by playing around
08:23 with the map two offset. We could kind of make these come on and
08:28 off as we, decrease that and increase that.
08:31 We could also, and if we did that for both the size, and, the disperse
08:38 strength, maybe added a wiggle expression or something like that, like that would help.
08:42 And we could also add a fractal field and make noise kind of going through this.
08:46 There are a few things we could do but it's not going to be perfect.
08:50 Another thing to point out is that as we rendered this, you'll notice that as soon
08:55 as the layer map went out even though Form was still here, the form layer still
09:00 has footage in this section. When our layer map runs out of space,
09:05 then Form no longer has anything to use for a layer map, and it just dies.
09:10 So that's also important to be aware of. So as you can see, it's great making a
09:15 hologram with Form. It's almost one of the things that Form
09:18 was kind of built for. It's just so easy to do.
09:20 And as we adjust these particles a number of particles.
09:23 We have so much control over what we're doing here.
09:27 Again, we can play with the size X and Y and add more interest to what's going on
09:34 here, and more randomness. Really cool stuff to play around with.
09:39
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7. Integrating with After Effects
Lighting particles
00:00 This chapter's going to be all about using After Effects 3D tools like lights
00:05 and cameras in Form. In this one we're going to be looking at
00:09 lighting to create this project. It's kind of like this ad for a generic
00:17 web company. That probably has a name something like
00:21 global solutions management, or something (LAUGH) really generic like that.
00:27 So we're going to add lighting to these particles, notice how like these
00:30 particles kind of roll around here. They kind of come into the light a little bit.
00:35 And there's also some ambient light going on in the other particles.
00:38 And we're actually going to build this globe out of particles that we make.
00:43 So let's go look at how That works. We're actually going to go over the
00:46 lighting particles, start comp where we have the basics here.
00:49 We just have this globe spinning with basic particles.
00:52 And we need to add these particles to the sphere.
00:57 Now, what we're going to do is go to the icon Start Composition.
01:01 This is basically, I'll go ahead and turn on the transparency, this is a series of stills.
01:07 Of graphics, brought in from Adobe Illustrator.
01:09 So, Solo for example, there's the Chat, and there's the Movie, and so all
01:14 different icons. What we need to do, is make it so that
01:17 each one of these many, many icons, there's 24 icons here, takes up one frame.
01:22 But when you import them from Illustrator, they by, by default, take up
01:26 the full length of the composition that After Effects creates for you.
01:29 So here's how I fix that problem. I'm just going to select the top layer,
01:34 hold the Shift key and click the bottom layer, and that selects all the layers.
01:38 And I'm going to use Option Right Bracket on the Mac, or Alt Right Bracket on the
01:44 PC, and that will make it so that the, that trims the endpoint of each of the layers.
01:51 And because we're at the beginning frame, it basically makes it so that each of
01:55 these graphics is a single frame. So if I go to the next frame, there's
01:59 nothing there. So, with these layers still selected,
02:02 and, and being only one frame long in duration, we're going to go to the
02:06 Animation menu > Key Frame Assistant > Sequence Layers, make sure Overlap is
02:11 turned off and click OK. And now, each one of these frames is a
02:17 different object. That will allow form to go in and look at
02:21 these and use each one as a particle. Now, I'm going to click in the blank
02:24 space in the timeline panel, click the Clock layer.
02:28 Press the letter O on the keyboard to get to the out point of that layer.
02:31 Press the letter N on your keyboard to make the work area as big as the the
02:38 layer here. The work area as big as all of these layers.
02:42 Right-click on the work area bar and trim, choose Trim Comp to Work Area.
02:45 And now, our entire comp is just these still images.
02:51 Now, then what I did, and we won't go through this, I will just show you what I did.
02:54 I created another composition and I just duplicated the whole composition.
03:02 Then just did the same thing where I made seven duplicates, and I went up to
03:06 Animation and I sequenced the layers again, putting them in an order, one
03:11 after another. Now, let's go to Main Form here.
03:14 I've already imported this, or brought in this Precomp icons map into this composition.
03:19 I'm going to select the Main Form layer. And we're going to make custom particles.
03:23 We're going to go up to the particles section, go to particle type.
03:26 And before we chose Particle, or Textured Polygon.
03:29 I'm going to go ahead and increase the size of this.
03:31 And actually, they're black, so we're not going to see anything.
03:33 So we need to choose Textured Polygon Fill, so this color completely replaces
03:39 the color of the object. I'm going to Increase that.
03:43 And we're getting this lightness here, because of the Transfer Mode add,
03:48 they're, blending these together. So I'm going to change this to normal.
03:51 So that behaves as we would expect. Now, I mentioned this briefly in passing
03:55 but we didn't demonstrate so I'm going to show you how this works.
03:57 When we have a camera and we have the Unified Camera tool selected we're, we're
04:01 moving around here with a textured polygon we're allowed to see the back of objects.
04:07 Its almost like they are 3D and they're allowed to exist in 3D space and so as we
04:12 rotate this around, we are seeing again the very thin sides.
04:15 Of these polygons that's actually not what we want.
04:18 We always want this icons to be facing the camera so then what we're going to do
04:23 is go to main form and we're gong to go back to the particle type drop down and
04:27 change this from textured polygon fill to sprite fill.
04:30 Remember that sprites are 2D versions of these particles that looks identical.
04:35 But now, as I move around with the camera, these icons are always going to
04:41 face the camera, and in this case, that's what I want.
04:45 So I'm going to Undo that and now, we can add some lighting.
04:48 So I'm going to right-click in my Timeline panel here, choose New > Light
04:53 and I'm going to create point light, kind of like a light bulb that emanates light
04:57 in every direction. And I'll increase my intensity to about
05:02 100 or so and click OK. Now, as I select my Selection tool and
05:09 move this light around, you notice that nothing happens.
05:12 That's because you have to tell form to interact with lights or else it won't.
05:17 So I'm going to go back to Main Form. Close up the Particle section.
05:20 Open up the Shading section right below it, and change shading from off, to on.
05:27 Now, as we go back to our light, and move this around, you can see that this, these
05:32 particles are being lit by, this light. We could back light it, front light it,
05:39 just bring it closer. Really cool stuff here and it really adds
05:43 a lot of realism and depth to these otherwise flat particles that have no
05:49 life to them. Now, what I wanted here is, I wanted kind
05:53 of like a burst of a hot spot. Yeah, kind of like something like that,
05:57 but then I also wanted some of the other particles to show as well.
06:01 So some of the ones right here, I want just a little bit of ambient light.
06:05 So I'm going to right-click again the Timeline panel, chose New > Light, and
06:09 this time, I'm going to change the light type to Ambient and click OK.
06:14 Now, by default ambient light type like the light to impress T, by default it's
06:20 set at 100%. And usually, I like to dial that down a
06:24 little bit. I don't think I use that much in the
06:26 main, main comp here. But we can overdo it, and that really
06:30 just kills the main light. I just want a little bit of fill here so
06:35 that those particles still exist. And that gives a lot more flexibility to
06:40 put other of, of these lights and shadows, or these particles in shadow.
06:45 That's kind of fun. Now, one other thing that I did here, is
06:48 I made another layer with form, of these kind of cool rings here.
06:52 And they're recently just little spheres and in the sphere base form shape, and
06:57 also the sphere particles. And there's also two instances of Form.
07:01 So I have the form spheres and I then I have the form strings.
07:04 But they're on the same layer. I find myself doing that a lot, when
07:08 you're having Form create little accents like this and you just kind of want to
07:12 add some more form to that, like this. Then you need to go into the Rendering
07:15 section and change the transfer mode of form to blend in with the layer.
07:20 So, as we change this back to normal, then we don't see this layer was at none.
07:26 That's the original default way, so you won't see other duplicates.
07:30 But if I choose Add here, it will blend into different dots and it's connected
07:37 together with an expression. So these all rotate together and without
07:41 these lights it just looks what's the term I'm looking for really off.
07:50 It just looks really plain and flat. So again that lighting does a lot to make
07:55 this see much more real and professional, gives it personality.
07:59 And we also have these other options as well.
08:01 Where we can adjust the ambient light from right here inside form, if you'd
08:05 rather go that direction.You could also change the diffusion and the specularity.
08:11 So you could more of a metallic feel. Or more of a plastic feel, if you wanted
08:17 to go in that direction. So, a lot of control from playing with
08:20 the material of the lights with the Shading settings.
08:23
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Casting shadows from particles
00:00 In this movie, we're going to increase the realism that we get by lighting form
00:05 particles with After Effects Light by casting shadows.
00:09 Now, the way that we do this is kind of interesting.
00:10 I'm going to go to form here. I have a mess of particles.
00:12 And I'm going to go to shading and turn shading on.
00:15 And we can see particular results here we have now these particles being lit and
00:18 then we have kind of like a vignette as these particles, sort of the light kind
00:22 of falls off and these particles sort of fall off into darkness.
00:26 But the thing is that the particles going back here behind the front particles
00:30 would have shadows cast on them in real life.
00:34 So what we need to do to cast those shadows and add even more realism to this
00:37 is to add something called a shadow lit. But the thing is in order for a light to
00:43 be use to create cast shadows on particles we need to first change its name.
00:50 If you go up to the top of form click the Options button it says Shadow Light,
00:55 Shadow Lit Light Name and by default its set to shadow.
00:58 Now of course you can change this to whatever you want.
01:00 But then your light name has to match. So, as you can see, my light just has a
01:05 generic light name and we need to change it to shadow to be recognized at a, as a
01:09 shadow light. So I'm going to select it, press Enter or
01:11 Return, rename this to Shadow, go back to form, change the Shadow Lit to on.
01:19 And now we have these cool cast shadows. Now we could go and change these parameters.
01:24 We can, let's say for example open up the shadow lit settings here, we can change
01:28 the color of the shadow, the strength of the, the color and we could also increase
01:34 the opacity if we want to. The size of the shadow, take that size
01:38 down to about 50 or so, spread that out a little bit.
01:41 And also adjust the distance. Maybe take that down to 50.
01:46 Maybe 20, and so now we have a much more realistic rendering of these particles.
01:54 A much more believable rendering of these particles than we did initially.
01:58 Certainly without the light on at all. But even with the light on, with the
02:01 shadow lit, having these cast shadows back behind here.
02:04 And it's not like really hard edge shadows, it's just kind of like a faint
02:08 shadow, which again, just adds more believability.
02:11
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Achieving a shallow depth of field
00:00 In this tutorial we're going to be revisiting some of the projects from this
00:03 chapter, to beautify them with the shallow depth of field from an After
00:07 Effects camera.. So you remember this earlier in the
00:10 chapter when we're looking at lighting, we have this globe of particles that goes
00:15 around, and it says some cheesy, generic slogan.
00:19 So what we're going to do is, we're going to open this up.
00:22 Open up the camera setting here, and what we're going to do is turn on Shadow Depth
00:27 of Field, which enables us to specify a range of focus for the camera.
00:33 By default, depth of field is off. That just means everything, by default,
00:37 is in focus. So if I click the Off button, it turns on
00:41 Depth Of Field. Usually the set, default settings are
00:44 such, that you won't notice too much of a difference in most cases.
00:48 We really need to specify here, in order to get our, a custom look here at the
00:53 Shallow Depth Of Field. These three settings.
00:55 Focus Distance, Aperture, and Blur Level. Focus Distance refers to the area, the
01:01 distance from the camera, in which subject is in focus.
01:05 So I'm going to take this actually to 1300.
01:09 And that means that pixels 1,300 or, stuff 1,300 pixels away from the camera,
01:14 is going to be sharpened and focused. And that equates to this line right
01:19 around the edge of this globe right here, and we can see a little bit, of blur on
01:24 these objects here. Its very subtle and not super great.
01:28 So lets enhance this a little bit. Now your tendency might be to be jump to
01:32 the Blur Level value. The Blur Level controls the amount of
01:36 blur, but that's just going to make all this stuff kind of blurry.
01:41 It's not going to be what we want. So what we actually want to do is adjust
01:44 the Aperture. And in a real world camera, the more you
01:48 open up the aperture, the more you thin the area that is in focus.
01:54 And so the same thing is here in after effects.
01:57 So as we increase this Aperture, what we're going to do is we're going to be
02:02 limiting the amount of stuff that's in focus.
02:05 So right now we have all of this stuff that's kind of in focus, as well as this
02:10 stuff is right along the edge. And you can see these dots right here.
02:13 This is a good indicator of what's in the focus.
02:16 All these dots are pretty sharp, so we have a big area that's in focus.
02:21 The more we raise the Aperture Setting, the more that the area of in focus stuff
02:27 gets narrow. So I'm going to actually click here, and
02:30 I'm type in 250 to make the area that's in focus much more shallow.
02:35 And you can see here, we have a lot of dots and they are almost all blurry now.
02:39 So we have a very thin line of stuff that's in focus.
02:43 And when you do that, we basically take the viewer's attention off of all the
02:47 garbage here in the corner, and even some of these dots and stuff like that here on
02:51 the sides. We really just focus people's attention
02:54 right here on the text, and the very edge of these icons which just really
02:58 beautifies this effect. And you see as we click through random
03:02 frames here, and actually let's go ahead and hit the Home key and preview this.
03:08 So, now you can see as we play this back, that we have a much more beautiful,
03:12 elegant and professional little video clip here.
03:16 And that's because our eyes naturally go to areas of focus and sharpness.
03:21 And when you're creating something professional, you want to have areas of focus.
03:25 Amateur stuff, kind of like what this project was, honestly, before we added
03:29 this Depth Of Field, it's just, there's stuff everywhere to look at.
03:33 And so when you really look at professional stuff it's clean, elegant
03:38 and simple, and there's less for your eye to focus on.
03:41 You really want to draw your attention to right where it's important, where
03:44 everything's in focus, and that's what we've done here by creating a Shallow
03:47 Depth Of Field. This globe it's, it's beautiful, but we
03:51 don't want people looking at these icons right here because this is not what's important.
03:55 Our message right here, our super cheesy (LAUGH) generic slogan.
03:59 That's what's important. And that's what we want people looking at.
04:02 So go ahead and pause that. Look at another example.
04:04 Go back to our shadows from the previous example here.
04:07 I went ahead and added some animation to this.
04:11 And by the way, you'll notice that as you play around with this Shallow Depth Of
04:15 Field stuff, that it slows down your system a lot.
04:18 So, we have in this example, we have not only a light, but we have a light casting
04:23 shadows on tons of not just regular particles but custom particles.
04:27 And in a moment we're going to add some Shadow Depth of Field, and it should run
04:31 very slowly. So, something, something to be aware of.
04:34 if you plan on doing this a lot in your work, you might want to think about
04:39 passing that cost onto clients, because it's really going to slow your work flow down.
04:43 So again, we have these particles as we saw in the last movie, but this time they
04:47 are assembling together. And I'll I've done is just animated a
04:51 very simple camera pan, and I've also animated the Dispersed value of these
04:55 particles to be even larger, back down to something simple like 30.
05:00 So that way they kind of gather together, and it looks way cool.
05:03 We have our shadows, like we put in the last movie, and we now have this cool
05:08 animation these, these particles kind of gather, but there, it's still lacking something.
05:12 So lets add some Shadow Depth Of Field, especially right here, look at that,
05:15 nobody wants to see that what is this garbage.
05:17 So let's go open up the camera here. And close up the Champs Form Section, and
05:21 go over to the Camera Options. And we want to turn On Depth Of Field,
05:26 and you see already, that takes just a second, even just to register this.
05:30 So, you know, that we, put in this information actually render this animation.
05:35 It's going to go pretty slow. But let's go ahead and change the Focus
05:39 Distance here. I already calculated this, so we don't
05:41 have to scrub through. But I figured the Focus Distance I
05:45 wanted, and probably about 1300 here. Now, you'll notice that we're going in
05:49 this order. We're setting the Focus Distance, so we
05:51 know what's in focus, and then we are adjusting the Aperture to control how
05:55 much of that stuff is in focus. But honestly, one of the things that I
05:59 like to do is, let me, I should right-click on focus, and reset that for
06:03 just a quick second. Here's a trick that I use to figure out
06:05 what's in focus. I'm going to change the Aperture really
06:08 high, to something like 500. And actually that's the Aperture value
06:11 we're going to use anyway, so leave it set at 500.
06:14 That way the stuff that's in focus is very clearly in focus, and the stuff
06:18 that's out of focus is very blurry. And so, we have a very thin focus plane.
06:22 And that allows us to set the Focus Distance then so, we could really see
06:28 what's in focus and what isn't in focus, as we adjust that Focus Distance value.
06:32 It's almost like in a camera when you push that button to zoom in to pull focus.
06:36 That's kind of what I do here. So, I turn up the Aperture so it's
06:40 really, really sharp. I get my Focus Distance, and then I go
06:43 back to my Aperture and I can set it to what I want.
06:45 So I'm going to set this Focus Distance to 1300.
06:49 Actually think I'm going to leave my Aperture value at 500, and I'm going to
06:53 hit the End key to jump to that last frame to see what that looks like.
06:58 Pretty good, but another thing that we can do here, is increased the blur amount
07:03 of these other particles. So if I increase the Blur Level to 150,
07:09 then that's going to make the blurry stuff even blurrier.
07:13 Now again, we only have a thin area of stuff in focus here.
07:17 A very narrow area that's in focus, because our Aperture Values so high.
07:20 So if we wanted more in focus, we could take this down to like, let's just say
07:25 150, for example. And we still get a really beautiful
07:29 effect, and it's much more subtle. See we just have the soft focus here, but
07:34 our eyes are still drawn here. But it's, you know, we got more stuff in focus.
07:39 And that's what happens when you lower the Aperture Value.
07:41 Now, just as a side note, one, I'm going to take this back up to 500.
07:44 One of the things that happens just by default, when you create a really Shallow
07:48 Depth Of Field with a really high Aperture Value, and that's even enhanced
07:52 by adding more blur to this, is that this things smaller.
07:56 They look like miniatures. Have you ever seen those photos or
07:59 videos, somewhere on-line or whatever, where it looks like a whole city is just
08:05 like a miniature. This is the way they do it, is they
08:07 create get big areas of blur, and it just makes the stuff that's in focus look smaller.
08:12 So if you are having a big, you know, let's say this is corporate logos or
08:17 something like that, that's really important, and we don't want to diminish
08:20 them or make them look small. So you might actually want to take down
08:23 the Aperture Value and take down the Blur Level a little bit, so these particles
08:27 don't look like miniatures. In my case, I actually kind of like the
08:30 way this looks. So I am going to hit the Home Key and
08:33 preview this animation, with our new super Shallow Depth Of Field.
08:36 Baaaa, particles assembling together, and I just love the way that looks.
08:45 And you know with these particles, imagine if we didn't have lights.
08:49 Imagine if we didn't have shadows. Imagine if we didn't have this Shallow
08:51 Depth Of Field. It would just be like a big bundle of
08:54 solid red. And now we have these very cinematic,
08:57 almost life-like particles that just look so much cooler than default generic
09:04 non-lighted, non-shadowed, non-shallow Depth Of Fielded particles.
09:08 I just invented like six words right there.
09:11 But you get the, the point here. that we have created some of these great
09:15 cinematic tools or use these great cinematic tools in after effects to
09:18 create a much more polish final result
09:20
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8. Using Audio in Form
Getting Form to react to audio
00:00 In this chapter, we're going to look at controlling form particles with audio.
00:05 And I will tell you up front that this is one of the most challenging, complex, and
00:09 powerful features of form. So as we tend to do in this training
00:15 series, we're going to start out with a very simple basic shape here with form.
00:21 And we're just going to start very slow and then we're going to get into cool
00:24 stuff in the next couple of movies. But let's first look at or listen to
00:28 rather, our audio track in our composition here.
00:32 (MUSIC) Okay, and then just basically breaks into a beat there.
00:43 And so again, we're going to use this audio to control form.
00:48 Now let's set form up. As I mentioned, we're not out to make
00:51 this look good here, but we do want to make it look as good as possible, so that
00:56 we can understand what's going on and not have just garbage to look at.
01:00 Now I'm going to have my grid fill the screen here, decrease y a little bit, and
01:07 let's go ahead and take the particles in x and y down.
01:10 I'm going to take the particles in x to six, the particles in y to eight, and I'm
01:16 also going to take the particles in z just to one.
01:18 So we have a very simple grid here. And now let's close up base form, open up
01:22 particle, and we'll increase the size of the particles.
01:27 A lot, maybe 22 or so. Now, just so we're not looking at ugly
01:32 white dots, let's go ahead and just change the color really quick.
01:34 I'm going to go into Quick Maps, open up the color map, and we'll go ahead and map
01:39 opacity and color over x, and we'll go ahead and click Random until we get a
01:43 cool color scheme that we like. And that looks somewhat decent.
01:48 We're just going to keep fooling around here, and I Iike that.
01:51 So I'm going to go ahead and close up Quick Maps.
01:53 I'm going to open up the Audio React section.
01:55 And I'm going to change the audio layer from none to formbeat1.aif.
01:59 That's our audio file in our composition. I'm going to go ahead and click that.
02:05 To accept that. And now, in our audio react session, we
02:08 have five different reactors. They all have identical properties that
02:12 we can set, and we could use these to use some aspect of our audio.
02:17 Whether it's different frequencies, or whatever, to control different properties
02:22 of our particles. So, what we're going to do is, we're
02:26 going to use the high pitched. High hats, here, to control the size of
02:33 the particles. Now, the default frequency, the default
02:37 audio frequency for these audio reactors is 100 Hertz, which is very low, that's
02:41 like a bass drum. And I want to use about 7,000 Hertz,
02:44 that's about 7 kiloHertz. Which is where the high hats live, that
02:48 frequency range where the high hats live. And I want to map this to the size,
02:53 particle size, right there at the top. So now when I play this back, and by the
02:58 way I'm going to pay this back with a RAM preview using the zero numeric keypad.
03:03 When I play this back with the RAM preview we'll see the size change based
03:07 on the volume or intensity of this frequency range.
03:12 (MUSIC) Pretty cool! Let's have a more dramatic effect though.
03:24 When these, the size of these particles are triggered by this frequency range.
03:29 I want there to be a bigger reaction, so I'm going to increase this strength value
03:34 a lot, maybe to let's say 1500. Now when I back this up in preview we'll
03:41 see something completely different. (MUSIC) Pretty cool stuff, now let's make
03:50 another reaction. For those low frequency nodes, like when
03:55 the bass drum hits, like right here. Let's cause the bass drum to do something
04:00 completely different. Make another audio reactor.
04:02 Go to reactor two. We'll leave the frequency set at 100, we
04:05 can actually take this to 150, that's a little bit more acurate.
04:09 We can map this to, let's say, disperse. And in order to do that we actually need
04:13 some level of disperse, so we'll go to disperse and twist, and increase this to
04:18 about 30. And, let's go ahead and preview this back
04:23 and see what we have. (MUSIC) So you can see, as our high hats
04:27 hit we have the size increasing on these particles.
04:32 And then as we move in time and the base drum heads, they go all crazy from the
04:39 beat of that base drum, (LAUGH) and it looks really cool.
04:43 Especially when kick into the beat, now we have the combination of high hats, and
04:50 bass drum, looks really cool. Now as we scrub this we'll notice that
04:57 when the open high hat hits the particles disperse a little bit.
05:02 It's kind of hard to see, but they are dispersing a little bit.
05:08 So what we can do is we can increase the threshold, up to say, 15 of the reactor
05:16 two, and that limits how much the the reaction is triggered by extra frequencies.
05:24 So let's hit the home key and preview what we have.
05:26 (MUSIC) So again, this is a very, very simple example.
05:40 But hopefully it's clear from this what's happening with the different frequencies,
05:44 and how you can really specify form. To react in different ways to different
05:50 frequencies, and how much power there is in that.
05:53 We've already created essentially so much animation and we haven't set a single key frame.
05:58 Now, as I've mentioned before one of the most powerful aspects of form is this
06:03 audio stuff, and it definitely gets a lot more complex than what we've seen already.
06:08 And most of that power and complexity comes from these delay parameters.
06:14 And so that we can accurately understand them I need to change these particles
06:18 really quick. I'm going to go to base form I'm going to
06:20 increase the particles and why a lot. Lets actually go all the way up to 60,
06:26 and then I'm going to into the particle section.
06:29 Take down the size of the particles to 12.
06:31 We'll close up particle, go back to audio react, and here is how this works.
06:37 There is these delay, there are these delay parameters, and basically what that
06:42 allows you to do and, and I don't know if I call them delay.
06:45 If I, If was up to me to rename this, I might refer this parameter as 'linger'
06:50 because what it's going to do is it's going to set the duration for how long
06:57 this adjustment is going to be on screen. This reaction.
07:02 So by default the delay max, or in other words in my term is the linger setting,
07:07 is set to zero. So then when the, the note hits and
07:11 triggers a reaction we see it happening to all particles simultaneously.
07:16 Well if we want to ripple this through the particles then that's when we adjust
07:22 the delay direction and delay max setting.
07:23 So what I'm going to leave delay direction set to x left to right.
07:25 But as you can see every imaginable direction you can think of is here.
07:30 So I'm going to choose x left to right, but this delay direction is only
07:36 triggered when you increase the delay max up from zero.
07:41 So make this one second, and now what that's going to do, its going to make
07:45 this size linger, and its going to be triggered on the left of on the x axis
07:52 from left to right. So let's see what that looks like.
07:56 (MUSIC) So you could see the closed high hats the little (NOISE), the little noises.
08:06 They create these little tiny bumps, and now the particles are moving left to
08:10 right as this reaction goes and the open high hats are a little bit louder.
08:14 The (NOISE), so (LAUGH) and those look a little bit bigger because they're a
08:17 little bit louder. They create a bigger reaction in the
08:21 audio reaction. There we go.
08:25 Now, you'll notice that the particles disperse all at once, because again, we
08:28 have not choose, we have not increased the delay max setting.
08:32 So I'm going to change the delay direction of the reactor two to x right
08:37 to left, to have it go the opposite direction.
08:39 And we can increase that, let's say, to half a sec.
08:42 I'm going to take that to 0.5. And so now I'll just scrub this through
08:46 instead of rendering it. But now as that bass drum hits the
08:49 particles disperse from right to left. You can see those two bass drum hits,
08:54 there's one bass drum hit and then there's a pause and another bass drum
08:58 hit, going from right to left. We can also make this go, outwards if we
09:02 want to so it kind of ripples from the center.
09:05 That's interesting. So you can imagine how much you can play
09:11 with these particles by using these audio controllers.
09:16 You might not even have audio in your project, or you might want to use a different.
09:19 Audio track, then you might have as a soundtrack in your actual project.
09:23 And you might want to use audio just to create these amazing animations.
09:28 And keep in mind too folks, that these particles are not circles.
09:31 They are spheres. This is 3D stuff happening.
09:34 So if I go to my camera tool And I rotate around this.
09:37 We can see that these glows are happening in 3D.
09:40 So we can zoom in close to that and really get upfront, close and personal
09:46 with these really cool reactions here. I love it.
09:52 Let's just preview one more time and see what we have.
10:07 (MUSIC) Super cool stuff folks. Love it.
10:10 Again this is just the basics, and we didn't even really set anything to
10:14 control the snare drum so that when the snare drum hits there's like a tiny
10:18 little ripple there, but that's pretty much it.
10:22 So we could have also added a third reactor for the snare drum, or we could
10:25 have added multiple reactors for the high hat or the base drum.
10:29 So again, now that we really understand the basics here, let's actually look at
10:32 making something really beautiful in the next movie.
10:34
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Tweaking audio reaction parameters
00:00 In this tutorial, we're going to be building upon what we learned in the last
00:04 movie about having Form react to audio. And we're actually going to be making
00:08 that looks halfway decent, and we're going to be adding to it learning a
00:10 little bit more. So here's what we're going to be doing.
00:13 And we're going to be taking this little piano and creating this animation.
00:17 (MUSIC) Okay, so kind of cool right? So we have basically these bass notes
00:42 that go and when I record this piano track I made sure that it's basically only.
00:48 Really low tones and also really high pitch frequencies.
00:52 So they're really separated. So when the base tones come in here, we
00:55 get this cool and across ripple effect. We have three different forces acting on
01:00 each other, and kind of combining in the middle, which is interesting.
01:03 And then, when the high pitch frequencies go, we have a fractal ripple as well as a
01:08 displacement or disperse ripple going from the bottom of the animation to the top.
01:13 With the press of each node, it's very cool.
01:17 And you can see that as the nodes are soft there's not too much of a
01:22 displacement and a dispersal of the pixels.
01:24 of the particles. And then as the nodes get louder those
01:29 get more substantial. You can see that note is louder because
01:31 the particles are more disbursed. So, let's set this up from total scratch
01:36 in the tweaking audio parameters start compositions.
01:39 Like the piano test layer, that's where form is.
01:41 Open up Base form. Change the size.
01:44 300 in x, 700 in y And then we'll go to particle count here.
01:50 We'll change particles and x to 340. Particles in y to 300.
01:56 And particles in z to 1. Also going to change the center z.
02:02 We're going to bring this a little bit closer to us.
02:03 So take this value to about negative 160. Close up Base Form, open up Particle, and
02:11 we're going to take the size here to 1.3, and take down the opacity to 50.
02:18 Now, I have an exact color for you here. Of course, you can change these settings
02:21 however you want, but just, in order to create this exact thing.
02:25 'Cuz we have so many parameters going on here, everything has to be kind of precise.
02:28 So I'm going to change the color here from reds can stay at 255.
02:34 Green should be 60 and blue should be 6, creating this kind of orange color.
02:40 Now, a couple other bells and whistles here folks, I'm going to go down to World
02:43 Transform, which we haven't talked about yet, but it's basically Transform
02:46 controls for everything. And we'll talk about the difference
02:48 between these Transform controls and the Base form apparent transform controls a
02:53 little bit later on in this training series.
02:55 For now, take x offset to negative 130. And close that back up.
03:01 Go up to Quick Maps. Open up Map 1.
03:05 And we'll just kind of create this nice little soft map here.
03:08 And use this little, this preset. Change the Map 1 to opacity.
03:13 And what we want to do here is we want to have these edges soft.
03:17 So we want to fade in from the left, and then fade out on the right.
03:20 And so we'll map this over X. And that's kind of what we want, but even
03:24 a greater effect, so we want it, to, fade out even longer.
03:29 Even smoother of a fade out there. Looking pretty good.
03:32 Let's smooth that a little bit. And, that looks good.
03:36 Now let's go ahead and open up the auto reacted.
03:39 We're going to actually use all five audio reactors here.
03:43 And we're going to map the first three, excuse me, the first two to the high
03:48 pitches of the piano melody thing,nd then the next three to the lower bass notes.
03:54 So we've got to first change the audio layer to the form piano.aif file in this composition.
03:59 Let's open up Reactor 1, and we want to change the frequency to 1700.
04:05 That's about where the frequencies of the high pitches live.
04:08 Now, let's go ahead and map this to fractal and remember for the high pitches
04:14 we want to fractal displacement to go from the bottom to the top.
04:17 And we also want the particles to disperse from the bottom to the top, so
04:21 we'll get to that in a second. So we want to change the Delay Direction
04:24 to y bottom to top. Let's go ahead and make the Delay Max 1 second.
04:30 Now, nothing's happening here because we need to adjust the fractal.
04:32 So if there's nothing going on with any of these parameters here, then a lot of
04:37 times there's nothing, you want see any result.
04:39 So with fractal selected, I'm going to go to Fractal Field and I'm going to
04:43 increase displace to 90, I'm going to change flow x to 2.
04:49 That will cause a little bit flow from left to right flow y will change this to
04:54 negative 2 and we'll change flow evolution to just 1 so it will be very slow.
05:00 Let's also change the way this fractal looks by taking down F scale to 6 so it's
05:06 a bit smoother, and complexity down to 2 so it's even smoother still.
05:11 Now, if we close up Fractal Field and scrub in time to where there's these
05:16 high-pitched notes, you can see the fractal rippling up now from y bottom to
05:21 top along the y axis, going from the bottom to the top.
05:24 This is just what we wanted, very cool. Now, you notice here also that in the
05:29 beginning when the bass notes hit that we're still seeing some ripple and we
05:33 don't want, we don't want that. We want to isolate this so that the bass
05:37 notes specifically do one thing and that the high pitches do specifically
05:41 something else. So we can limit the frequencies and the
05:45 adjustments here. They're happening to our particles by
05:48 adjusting the width and threshold. And that flattens things very nicely here.
05:53 Width refers to the frequency in it. So it's going to adjust these particles
06:05 are distorted of form these particles. Just hits that 1700 hertz frequency it's,
06:11 going to give us a wider range of frequencies as well.
06:16 But as we take this down then we limit the range of frequencies that will
06:22 trigger a reaction so let's take the width value down to 5, which grossly
06:28 limits, significantly limits, the control of the reaction of the audio here.
06:34 Very cool. I'm going to go over to a frame, just
06:37 grabbing a frame where we can see a distortion here, so when we go to our
06:40 next reactor here. Close up reactor 1 go to reactor 2.
06:43 We can see it as well. This one we want to map to disperse, so
06:47 I'm going to change the frequency to 1700 again for this.
06:51 We'll go to disperse and twist, and let's give it about maybe 210 for disperse there.
06:57 And again, it's dispersing every particle as it hits this frequency range because
07:02 we have not select set a delay max value. So I want to change this to one.
07:08 But again, that disperses particles on the x axis from left to right and I want
07:13 y from bottom to top. Let's limit the width to 25.
07:18 And lets also take the threshold up to 7, and this is still too much dispersing of particle.
07:25 So let's take the down the strength to about 10 which limits that dispersion and
07:31 now we have this nice fractal displacement.
07:36 That seems to be moving in tandem with the dispersion of particles.
07:42 And then now as the particles move they are dispersed and they have this fractal
07:47 though them, it just looks really beautiful, very fluid and organic.
07:52 Just beautiful. Now, I'm going to close up reactor 2 and
07:55 go to reactor 3. Let's work on what's going to happen when
07:57 those base notes trigger in the beginning.
07:59 I'm going to take the frequency to 180, that's about where the base ranges live.
08:05 And we're going to have Reactor 3 Control Sphere 1.
08:09 So we're going to open up the Spherical Field, open up Sphere 1 and we're going
08:13 to add a sphere to distort these particles.
08:16 Just so we can see doing I'm going to turn on visualize field, I'm going to
08:19 increase the strength to about 40, and I have some exact x, y coordinates for you.
08:24 We're going to make this 245 in the x, and 0 in the y and negative 170 for the z.
08:31 And I realize that probably looks crazy because our sphere is way over here in
08:35 our upper left. But now, what I'm going to do is take
08:37 this radius to 500. So, now we have this really soft
08:42 distortion or bend of our pixels over here in the upper left.
08:46 So I will turn off the visualization of our particles, close spherical field.
08:51 Go back to reactor three, we'll map this to Sphere 1 size so that as the notes
08:58 trigger sphere one size will increase based on the volume of these frequencies.
09:04 Let's go ahead and limit this by taking the width down to ten and you can see it
09:08 completely destroys our entire. form here.
09:12 So let's go ahead and take the string down to 10 to limit that.
09:16 Let's go ahead and change the delay max to 1 so this ripples straight through.
09:21 And we actually want this to go from y bottom to top.
09:26 Actually not bottom to top, excuse me, I want to go y top to bottom.
09:29 So we're going to have the Sphere One size ripple downwards through from top to
09:35 bottom, like that. Just a nice subtle ripple from top to
09:39 bottom when those base notes hit. Now, lets close up Reactor 3.
09:42 Go to Reactor 4, and what we're going to do is we're going to map this to sphere
09:47 two size. So now, we need to go setup Sphere 2.
09:50 So in my Spherical Field, close up Sphere 1.
09:52 Open up sphere, whoa, where did I go there we go Sphere 2.
09:56 turn on Visualized Field. Let's go ahead and crank up the strength
09:59 to 44. The x, y coordinates we want are 735.
10:05 And the x and 400 in the y. And for position z, we want to do
10:10 negative 190. And for radius, we want 400.
10:15 So now we have this opposite effect, where we are now.
10:18 have a, this spherical displacement on the bottom right.
10:21 Shoving the pixels towards the left. I turn off visualize field.
10:26 Close up spherical field, let's customize reactor for here.
10:30 We want to take the frequency to 180. We want to tone the width down a little
10:34 bit to 10. And we want to also tone the strength
10:37 down to 10. And for the delay direction for sphere
10:42 two we actually do want to go y bottom to top.
10:45 With the delay of 1 second. So now it's going to happen is that we
10:50 have sphere one displacing downwards at the same exact moment the sphere two on
10:56 the right side is displacing upwards and creates its beautiful cross ripple action
11:03 super cool. Let's close up Reactor 4, open up Reactor
11:06 5 and let's set the frequency to 180. Let's go ahead and map this to displace x.
11:14 That's going to displace from left to right.
11:17 Let's limit, the frequency range here by taking width to 10.
11:21 And let's take down the strength from a hundred to ten so we're no it blowin' 'em
11:25 all over the whole comp here. And, we're going to leave this set from x
11:30 left to right, but we're going to delay max 1 second.
11:34 So now, we have three forces operating on this fractal, or on these, this form
11:39 where the base notes hit. We have Sphere 1 going down, Sphere 2
11:43 going up. And we have particle, or the, fractal
11:47 going left, displacing from left to right.
11:50 All at the same time, those base notes. it's very cool.
11:55 Now, lets go ahead and we can see those other those treble notes and you'll too
12:00 it renders really slow there's a lot going on here.
12:02 Let's go ahead and I'm going to go out to about 6 seconds press N on my keyboard to
12:08 create a work area. And I'm going to preview this to see what
12:11 we got. (MUSIC) Okay, very cool.
12:19 It's really a beautiful animation, very elegant.
12:22 I like what's going on there. And I like these little changes.
12:26 I like how the fractal goes along with the dispersed particles.
12:29 It's really a beautiful look. But the problem with this here is that
12:34 when these little tiny notes are triggered right here, the little bing,
12:38 bing, bing, bing, those (LAUGH) those notes.
12:41 then they are triggered right here. But I actually kind of want them to be
12:45 triggered right in the center. Like I want them to hit right there in
12:49 the center when, when they get triggered and the reaction starts.
12:53 So what I'm going to do is go to Reactors 1 and 2, and I want to actually change
12:59 the time offset, to, negative 10. This basically looks in the cop at the,
13:08 the audio and it can either take stuff from before or after.
13:14 The audio file so that you can trigger reactions to happen sooner or later
13:18 regardless of what the audio is actually doing at that particular frame.
13:22 So I'm going to take this again to negative 10 or 0.10 and before we preview
13:30 that and see what it looks like there's one other thing I want to do here.
13:32 I'm going to right click and create a new solid layer and I'm going to create kind
13:38 of a purple, purple solid, something like that.
13:44 Click OK. Click OK.
13:45 And I'm just going to select the Pen tool with RotoBezier checked, and I'm just
13:49 going to click in random spots here. Making kind of like a little object there.
13:57 I'll go ahead and select the selection tool.
13:59 don't want to, want to double-click on the mask itself move this over and click
14:07 these points. We have just a few overlapping points
14:09 here doesn't have to be great or statistically placed or anything like
14:16 that, just a really rough outline where some of the stuff is covered by the
14:20 purple solid, some of it isn't. And then I'm going to go and press the
14:24 letter F for feather, feather this a lot. And I'm going to change the blend mode
14:29 from normal to add. And that what kind of creates this cool,
14:33 sometimes warm, sometimes cold effect. And I actually don't like that, I'm going
14:39 to move that so there's a little bit of more original orange.
14:42 (BLANK_AUDIO) So little bit of, randomness here, we can't really get this
14:52 with the form settings because we're having huge chunks of purple and huge
14:56 chunks of orange that always stay purple or orange.
15:00 But, but I like that. So now let's preview the final results.
15:04 Or at least the first half of the final results.
15:06 (MUSIC) And there you have it folks. Really cool animation created from scratch.
15:17 Really easily because of this cool form reaction.
15:21 You'll notice that as we adjusted that time delay.
15:24 That time, time change parameter. Now that with that, these reactions
15:30 happened when these high notes were hit. It happened right there in the center
15:33 where our focus is. It's just a really beautiful, elegant solution.
15:38 Really cool stuff you can do with this. And the next week, we're going to look at
15:41 how you can use Quick Maps to map audio reactions.
15:45
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Mapping audio reaction
00:00 In this tutorial we're going to look at this sweet example here.
00:03 (MUSIC) Now, aside from being aesthetically kind of different than what
00:14 we've been working with was form which was kind of fun.
00:16 This also shows that we are seeing something that we haven't done before,
00:21 which is actually mapping the audio frequency reactions to different sides or
00:27 different areas of form. So we have the bass drum creating these
00:32 waves on the left and they stop in the middle here.
00:35 And on the right, we have all the particles dispersing and displacing as
00:40 the snare drum hits. Now, as I scrub through here, this will
00:44 be a little bit easier to see. So we have the bass drum, and when the
00:48 bass drum hits we have just like a little mountain happening there.
00:53 Only when the bass drum hits and then it fades when it gets to the center.
00:56 And then the right side represents the snare drum.
00:59 The way that we do this, is by using quick maps to control the audio reaction.
01:05 Now, we are going to ignore all of the retro stylings, the noise, and the junk
01:09 that I added here. We're just going to start from scratch in
01:11 the mapping audio reaction start comp with a comp that's much cleaner and
01:16 easier to see what's going on. Let's go ahead and with the Form layer
01:20 selected, open up Base form. Let's change the box grid to box strings.
01:25 And then we'll change the size x to 1100, so that they fill the screen there.
01:30 Now, we just want a handful of strings, so I'm going to take the strings in y
01:34 down to 13. And the strings in z down to just 1.
01:39 So it's just several strings here. And just renders a little faster when I
01:43 take my resolution dropdown to automatic. And just resize this so we can see a
01:48 little better. And then I'm going to close up Base form,
01:51 open Particle, let's take the particle size to 6 so that those lines are a
01:55 little bit thicker. And lets go ahead open up Quick Maps and
01:58 give this thing some color. Open up Color Map, I'm just going to
02:00 click on Random. I'll put this over x, and that looks
02:05 great first chance. This Random button makes surprisingly
02:09 good gradients, (LAUGH) great, great color schemes, right off the bat.
02:12 Now, we can't map anything in Quick Maps yet because we haven't set up any audio
02:17 reactions, so what we're going to do eventually It's changed this to use Audio
02:22 Reactive one, two or three. But we need to set up the Audio Reactions first.
02:26 So, I am going to go ahead and close up everything.
02:28 Open up Audio React, change the audio layer to the formretrodrumloop.aif layer.
02:35 Let's open up Reactor 1. The first two reactors are going to deal
02:39 with the snare drum hit. So we want the frequency to be 300 on the
02:44 first one here, and we want this to be very specific because there's not too
02:48 much difference between a bass drum and a snare drum.
02:51 So we're going to take the width down to 0.5, oops, 0.5.
02:55 We're going to take the threshold up to 45, and let's go ahead and map this to fractal.
03:03 Of course, we know that we have to open up the fractal field and actually change
03:07 this for that to work. Let's take the displaced value to 170,
03:10 and let's take the F scale value to 15. And take the complexity down to 2.
03:20 And that's a little intense (LAUGH), to put it mildly, so let's take the strength
03:25 down to 15. So now, as the snare drum hits, we get
03:30 this cool reaction there, pretty sweet. I really do like the way that this looks
03:36 in Ad mode. It kind of looks like jelly, or something.
03:39 It's a very cool look. I decided to go back to a Particle at
03:43 this point, and change the transfer mode to lighten the screen also looks really cool.
03:48 It's kind of like the Jelly effect, but a little bit more subdued.
03:51 And Lighten creates these, kind of, bars that we saw in the original here.
03:57 We kind of have, like, these outlined bars.
03:59 Lets go back to mapping audio reaction start.
04:02 Close up particle and now, let's go ahead and close up Reactor one and open up
04:07 Reactor two. And we want to do now is have these
04:10 particles disperse a little bit when this snare drum hits.
04:13 So again we're going to be using the snare drum to control this which is about
04:17 300 hertz. Go ahead and set that there.
04:20 Also take the frequency to 0.5 and the threshold, again to 45.
04:26 And we're going to map this to disperse. And again we need to add some dis,
04:30 dispersion for that to work, so just go ahead and take the disbursed value to 100.
04:35 And that went all over the place. A little intense again so lets go ahead
04:39 and take the strength down to 15 in this case as well.
04:43 So now, lets go ahead and preview what we have.
04:45 (MUSIC) So there you go and its also you'll notice for the first notes that
04:53 hit are the bass drum and these are reacting to the bass drum and that was a
04:57 conscious choice on my part. I actually kind of wanted these to feel a
05:01 little bit more alive. The, the beat is actually really laid back.
05:05 There's kind of like a lot going on. It's just intense, sloppy, and that's
05:08 kind of fun, and I wanted to have that sloppiness show up in the particles.
05:14 It looked really mechanical and robotic when this read to just to the snare drum.
05:19 It just doesn't go with the feel of the music.
05:21 So now, let's go ahead and change the bass drum.
05:24 Notice again before I do that though, that all of the strings across the whole
05:30 image here, they're are all reacting to the, the music here.
05:35 And there's really no room for the bass drum to do anything.
05:38 So keep that in mind. Now, let's go ahead and change the
05:42 frequency to 70 here. And we'll take the width to 3, and we'll
05:47 go ahead and increase the threshold all the way up to 100.
05:51 Let's go ahead and map this to displace z.
05:55 So what we want to do is as that, the bass drum hits, the particle moves back.
06:01 Now, as we, adjust this here. All the particles move back, and we don't
06:07 want to do that, we want kind of like a little, like a graph, like a little wave
06:11 of those base notes, instead of all the particles.
06:14 And so, of course, what we do, is we change the delay direction.
06:17 So, we're going to increase the delay max to 2 seconds.
06:20 That leaves each of these displacements, these little waves, on the screen for 2 seconds.
06:26 Now, it's really messy with all this stuff going on at the same time, so its
06:29 kind of cool though. So it looks kind of cool, but it's a
06:32 little messy. So what we're going to do now is we're
06:34 going to use quick map to control, which particles are getting effected or rather
06:39 more specifically what reactor is effecting which area of the particles.
06:45 Again, remember that I want the snare drum to affect the right side, that's
06:48 Reactor one and Reactor two. And I want the bass drum that's
06:52 controlling Reactor three to react on the left side.
06:55 So I'll open up Quick Maps. I'l open up Map one.
06:58 And again, I want to map this to Audio React 1.
07:02 And we only want this to be on the right side so I can make this nothing And then
07:08 gradually ramp up there. And now, when the snare drum hits, it's
07:12 only going to displace particles on oops, I need to change, map this.
07:17 I'm going to map this over x. So now, it's only going to affect the
07:22 right side. We still have to worry about disperse
07:25 though, the particles still dispersing all over the place.
07:27 So what you do, is now change Audio React 2 because remember, we set up an Audio
07:32 React 2 that the particles would be dispersed when our drum hits.
07:35 So we need the same thing, map 2 over x and we'll draw a similar graph for the
07:40 dispersed particles. And this is all just going to sloppy in
07:47 general here but we fine tune this as you please.
07:51 Now, the snare drum is only hitting on the right side of the image.
07:55 See how the bass drum is on the left there?
07:58 And the only thing on the left side of the image is just the bass drum.
08:02 The snare drum stuff is all happening on the right side.
08:04 And of course, it looks sloppy because the bass drum waves are going through the
08:09 whole particles here, the whole x axis. So lets go ahead and open up Map 3 and
08:15 limit this to the left side. We'll do that and then we'll change Map 3
08:21 to Audio React 3. And then this over x.
08:25 So now, bass drums on the left side. Snare drums on the right side.
08:30 All is well in the universe. That's kind of a cool effect.
08:35 We've specified exactly where on the particles we want the audio reactions to
08:40 take place. So you can see that we have infinite
08:42 control over how we play with audio in regards to causing reactions in our particles.
08:49
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9. Creating 3D Form Objects
Creating 3D Form objects
00:00 In this chapter, we're going to look at using a 3D object as the base form.
00:05 Now we're going to go ahead and start from scratch here, so we're just going to
00:08 go ahead and import this file. This is the skull.obj file.
00:13 You'll find this inside the Exercise Files folder.
00:17 Go to the Media folder inside the 3D Objects folder and there you'll find it.
00:22 Go ahead and open that up. And After Effects won't be able to use
00:26 the file so we'll get this thumbnail that say OBJ to be used in Trapcode Form.
00:31 And I'm going to go ahead and make a new composition.
00:33 And I'm using 1024 by 540 at 29.97 frames per second.
00:37 I'm going to go ahead and click OK. I'm going to right-click and make a new
00:43 solid upon which we will apply form. There we go.
00:50 And now let's go ahead and bring in the skull.obj file.
00:55 Now, as you can see here, it says OBJ FOR USE WITH TRAPCODE FORM.
01:01 That's just kind of like the placeholder for the OBJ.
01:05 I'm going to go ahead and just turn off the visibility of the form the skull.obj file.
01:11 And go back to form and in the Base Form we'll open that up, and we'll change the
01:17 Base Form to OBJ model. This, again, allows you to use a 3D
01:23 object to generate Particles from. The same way we've used the cube or a
01:27 sphere, we could use a 3D object. We opened up OBJ settings and we just
01:31 choose the 3D Model from this dropdown. And there we have it, there's our skull.
01:37 I'm going to go ahead and create a new camera.
01:40 I'll right-click in my timeline, choose New > Camera.
01:45 Click OK. And, I could go ahead and choose the
01:48 Unified Camera tool. Right-click and drag upwards to zoom in.
01:52 Now we can move that around. Let's go ahead and change the color.
01:56 If I go back to Form up the form, open up Particle settings and if we could change
02:01 the Color to, like, a cool blue here. Here we have this awesome 3D skull.
02:07 And this is where Form really starts getting exciting because there's just so
02:11 much you can do with it. And not only is it a 3D object, but it
02:16 also responds in the same way to fractal displacement or we could disburse the particles.
02:23 So we could disperse them and have them gather into a skull if we want to.
02:27 And we could also, again, go into fractal field and displace this.
02:32 we could have it affect size. And maybe the Opacity, and then it's auto-animating.
02:39 So this head now has this cool ghostly warble.
02:42 And all of this stuff is possible because of the ability to use OBJ files as a base
02:48 form here. I take this Displacement down to zero.
02:53 Now, another thing to be aware of is that when you install form, it automatically,
02:58 inside of your After Effects folder, it will install a folder called OBJ files.
03:05 This comes as a huge library of really basic OBJ files from geometric objects to
03:10 actually a city, which is very cool. So, and there is a light bulb and there's
03:16 blobs and all kinds of basic primatives. Even in OBJ sequence, which is how you
03:22 can import an animated 3D object. You import an OBJ sequence.
03:26 Now, to do that, all you have to do is import from the OBJ files folder.
03:33 We'll go to the OBJ Sequences folder, and we'll say cylinder wobble.
03:38 I think it's misspelled here. This looks like cyclinder, but it's
03:40 supposed to be cylinder I think. Click the first one, and we'll choose
03:44 Form 2 OBJ file sequence. Click Open.
03:47 We'll drag this image sequence down to the bottom.
03:51 Turn it off, go back to Form. And we'll simply change the 3D model from
03:57 the skull to the cylinder wobble and now we have an animated 3D sequence.
04:04 Just going to go back to the skull here, the power again of these 3D objects is
04:07 that we could then apply not only disperse and fractal but also we can
04:11 cause audio reactions to this. And everything that we've seen so far
04:16 with Form quick maps and the like, we can apply to 3D objects of particles.
04:21
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Skipping vertices
00:00 Before we get started, one thing to be aware of with this exercise file.
00:03 I'm using two 3D objects in this project file City and Tube Long.
00:09 And these are both found inside of the OBJ files folder that comes with form.
00:14 So it's very probable that you will get an error with the exercise files saying
00:19 After Effects cannot locate these two OBJ files.
00:22 You'll need to get them from again the directory we talked about in the last movie.
00:27 In this tutorial we're going to look a little more closely at some of the cool
00:30 things you can do with 3D objects and form.
00:32 Namely making holograms and another option that we're going to look at called
00:35 skipping vertices. So, here's just a little hologram here.
00:39 Just some stuff you can do with 3D objects.
00:43 This is also formative background, by the way, with some fake bouquet, it's
00:47 basically just dispersed form particles with some random size and some pretty
00:53 colors with the, quick map, color map thing, pretty cool stuff.
00:58 Let's go ahead and go to Skipping Vertices One, where we have a basic
01:01 Default Form with our cool little background here and we'll go to our Form.
01:06 Open up Form. Open up Base Form.
01:08 We'll change the Base Form to OBJ Model. We'll change the, I'll open up the OBJ
01:15 setting change 3D Model to City.obj and there's our city.
01:21 Lets go ahead and adjust center z. We want to decrease that to bring that closer.
01:27 This is based on a city model. Now, what I didn't talk about last time
01:32 is that when you actually bring a 3D object into Form, what it does is that it
01:37 places a particle upon each vertex in the 3D object.
01:42 Now, so we can see this a little bit more clearly, I'm going to open up the
01:44 particle section, open up color, change this to that cool blue look.
01:50 Let's actually make this darker and let's take the opacity down quite a bit here.
01:55 Just so we could see more of this city and what's going on.
02:02 That's an opacity random there. And if it helps, keep fiddling until get
02:07 something where I can kind of see the whole city but it still looks cool.
02:10 If it helps I'm going to right click in the timeline panel, you don't have to
02:12 follow along if you don't want to.I'm just going to create a new camera, click
02:16 OK, and that might mess us up a little bit since we adjusted the Z, so I might
02:20 have to use my right click button and drag down.
02:25 And, now as I move this around, you can see a little bit more of what's going on.
02:30 We can kind of orbit this around. I want to look down on the city a little bit.
02:35 Go back to the form city layer And one of the things that helps us have more
02:40 control, because, really because it creates a particle at every vertex,
02:44 you're kind of limited by the time you're in After Effects.
02:46 You really have to set this up correctly in your 3D application in order so that
02:50 after you bring it into After Effects, you get the particles where you want them
02:53 to be. So for example, in, in my case, with this
02:55 city, I think it would have been way cooler if there had been more vertices In
02:59 the buildings and less vertices on the ground, but that's not the way it was set up.
03:05 So one of the things we could do to get control over this is to adjust the Skip
03:09 Vertex parameter. So I could increase this, and as we do,
03:13 we are creating particles at less and less of the vertices of the whole model.
03:19 And so you might find, as you keep increasing this, that you can get closer
03:23 to what you're looking for. Now, this doesn't change the ratio of
03:27 vertices in the buildings to the ground. But it does make it so that there are
03:32 less of each. So then I could go back around again, and
03:35 play more with opacity and bring some of that back in.
03:38 Note that if you do go back into your 3D application and adjust your OBJ after
03:43 bringing it into After Effects here you can open up the refresh button and hit
03:47 Refresh here which will of course force after effects to relook at that file and
03:53 use the appropriate amount of vertices or whatever other changes you made to it.
03:56 Also note the speed parameter. This refers to the speed at which the
04:00 animation sequence is played back. Now one other quick creative example
04:05 here, I'm going to Skipping Vertices two where we have this tubelong.obj file
04:10 brought in here. I'll go to Form and we can just rotate
04:15 this down so we're looking down the barrel of it here and zoom in.
04:18 That looks pretty sweet. We can also skip vertices here if we want to.
04:24 But one of the cool things is that some models especially a lot of these really
04:26 basic geometric models that you ship with Form when you skip vertices you get some
04:31 interesting artifacts sometimes. So if I took this for example to 17, we
04:35 just happened to get these dual rings. This is a really cool look, that could be
04:42 great as just a background element or some other kind of accent there.
04:47 And of course as we look down the barrel of it, we have this really cool tunnel
04:51 effect again. And, you know, we have this kind of blur
04:54 here which looks like it's some kind of depth of field and it's not.
04:57 It's actually being created by the sphere feather.
05:00 So, if we want to take off the feathering, we could take Sphere Feather
05:04 down to let's say zero. And now we just have these kind of like
05:07 again, these bouquet patterns, just little flat circles which can be really beautiful.
05:12 Now, I'm going to tilt this up, the camera up, so we can see these rings again.
05:16 Now I'm going to skip even more vertices so I can take this up to let's say 25.
05:20 And sometimes you just hit this sweet spot.
05:23 So if I went to 24, it just really kind of random and garbled but you hit 25 and
05:30 you get these really cool like almost like DNA strands or something like that.
05:34 At this point we can go back to our particle settings, maybe increase the
05:39 size a little bit, maybe add a little randomness, a little randomness to that side.
05:43 Take down the opacity. More size.
05:46 We just kind of play with this a little bit until we get some other really cool
05:51 setting here. And this is a really beautiful series of
05:54 strands that I don't know how you would come up with this otherwise but using a
05:59 3D object, a very simple, primitive 3D object and just skipping some vertices
06:04 allows you to create cool shapes like this.
06:06 So don't let your creativity be limited by what you have on hand don't just
06:11 immediately be dismissive of a shape because it is so rudimentary and simple
06:15 because again you can create some really great stuff from it.
06:19
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10. Additional Parameters in Form
Using Kaleidospace
00:00 In this chapter we're going to look at a couple other really cool features in Form
00:04 and one of them is called Kaleidoscope or Kaleidospace and that's what we're going
00:08 to look at in this tutorial. Now I have here this basic form that's
00:12 moving around here and it kind of looks like Trapcode Form, it's like the same
00:16 kind of rectangular shape that we're kind of used to seeing.
00:19 It's beautiful, and I, and I love it, it's amazing.
00:22 But Kaleidospace is going to help us to kind of give us some more randomness.
00:26 So I'm going to open up Kaleidospace, and what it does, is that it splits the image
00:32 into quarters here, and allows you to mirror what's happening.
00:37 So I'm going to change the mirror mode from off to horizontal.
00:40 And what that does, it draws a horizontal line, by default, right down the middle
00:45 of the, the comp, or through the middle of the, the comp here.
00:48 And it's, the layer, I should say. And it duplicates what's on the top half
00:54 and shows it on the bottom. So, again, here's off and so, here's that
00:58 top half shape. And we say horizontal, by default it
01:02 removes the bottom half and replaces it with the top half.
01:07 And so now as we play this back. We have this really interesting mirrored
01:12 effect here, very beautiful and this shape here, the geometry, is very unconventional.
01:18 We could also mirror this vertically so it draws a line vertically through the
01:24 top and bottom of the middle of the comp, or the layer again.
01:28 And duplicates that as well. Also a beautiful effect.
01:33 We could also do horizontal and vertical at the same time.
01:36 That's what the H plus V is. That creates kind of like a quadrant, so
01:39 it'll take the upper left-hand quadrant and basically mirror it to all the
01:44 different sides there. It's a really kind of weird effect but
01:48 for logos it looks really organized and stylized.
01:53 So again, it looks unlike anything you would normally create with Form.
01:57 But, also, very cool, I like that. Now I'm going to take this back to horizontal.
02:04 Just so we can see what's going on here. And again here's it off, so it's taking
02:08 the top half and mirroring it on the bottom.
02:11 Now by default, the behavior is mirror and remove.
02:13 In other words it splits it in half and then copies and pastes it on the other
02:18 side like a reflection. But you could also choose to mirror everything.
02:22 So instead of taking just one half and splitting it, it's going to take both
02:27 halves and mirror to each side. So now, both halves have both halves.
02:33 And so again, it creates this really beautiful, elegant reflection.
02:40 Very cool pattern. Now, another thing you could do.
02:43 I'm just going to take this back to mirror and remove so that it renders a
02:46 little faster. But another thing that you could do is
02:48 adjust the center x y. So by default we have the split happening
02:53 at this line here, but if we moved this effect control point, so that the center
02:59 x y. Actually that's not the center x y.
03:00 Let me undo that. I'll move the center x y here so that we
03:03 get access to that effect control point and now you can see that we're changing
03:09 the area this is duplicated from. Doesn't really have any difference if we
03:13 go left or right if we're mirroring horizontally.
03:16 We can see that we can chose where we want that split to be.
03:24 Interesting stuff. Let's say we chose a horizontal and vertical.
03:27 Then we have access to horizontal and vertical axis and that makes a difference.
03:32 So it's basically around what axis or where is the axis that the mirroring is happening.
03:40 Honestly, Kaleidospace is not the best feature in Form.
03:44 But it can take a standard Form shape, the regular rectangular shape, and make
03:49 something really unconventional and unique.
03:52 I mean, imagine again if you were to combine Kaleidospace with other Form
03:57 features like Audio React in QuickMap or even the 3D Form objects we just looked
04:02 at in the last chapter. I mean the possibilities really are
04:05 endless with this tool, so it's a great one to experiment with.
04:08
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Using World Transform
00:00 On its surface the World Transform controls might not seem very helpful.
00:04 If we open World Transform with Form here we see we just have the basic XYZ
00:10 rotation, XYZ offset, basically position, and we also have scale.
00:14 Now you might at first glance look at this and think, why would I even care
00:18 about that, because in the Base Form section I have size and I have rotation
00:23 and I have position? I have everything that I need, why do I
00:25 need this? Well, now that I have this shape that we
00:29 were looking at in the last movie, with kaleidoscope, or Kaleidospace.
00:32 Now that I have this animated and set up, we can really see the difference when we
00:37 go back to Base Form and let's say we decide to move it.
00:40 I'll go to Center XY and move the X axis. Now, this is absolutely stunningly
00:47 beautiful effect as this moves from left to right.
00:52 It actually passes through the fractal field as it moves.
00:57 So let's say, I'm going to undo that, let's say I want to move this whole shape
01:01 over to the left, or over to the right. If I use center xy the shape doesn't
01:06 move, it passes through the fractal. That's where World Transform comes in.
01:10 It moves the entire world, fractal field and all.
01:14 So I can go to my X offset, move this over to the left, and you can see that
01:18 the shape is maintained. Same thing here if we went to try to
01:23 increase size X, Y, and Z, it's going to screw up the ratio of the, of different
01:30 sizes and the particles and everything. But we could also just go to the scale of
01:34 World Transform and just scale this whole thing up or down.
01:37 We could rotate the whole thing around different axes, the X or Y or Z axis.
01:44 And again we have the X, Y, and Z offset. And again, that moves everything, all the
01:50 quick maps, the fractal fields and everything, so that the shape is maintained.
01:54 It doesn't sound like a life saver, and you might not use it every time you use
01:57 Form, but trust me folks, this is a very important feature to know about.
02:01
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11. Sample Projects
Dissolving a logo
00:00 In this chapter, we're just going to take a look at using Form in more practical ways.
00:04 In this movie, we're going to look at dissolving this standard Corporate Logo
00:08 here using Form. Now what I'm going to do, is I'm going to
00:12 turn off the Layer, that Precomp Logo Layer with the logo, and turn on the Form Solid.
00:18 Apply Form to it. And let's go ahead and set up the Base
00:22 Form, by opening base form here. We'll leave it set to Grid.
00:25 And let's make the size in the X and the Y the same as the comp, which is the
00:30 1,024, oops. 1024 by 540.
00:33 And let's not worry about size Z, but let's make the particles in X 1024 by
00:40 540, and we only want one particle in Z. Basically gives us one particle for every pixel.
00:47 That's going to make the logo be a little bit more clear.
00:50 So lets go ahead and now close up Base Form.
00:54 Go into the Particle section. Actually before you do anything else,
00:57 lets go ahead and open up Layer Maps, Color and Alpha.
01:00 We'll change the layer to the Precomp Logo Layer.
01:04 Change the functionality to the RGBA, to RGBA.
01:07 And we'll go ahead and map this over X Y. And close that up.
01:11 And now we have a pretty close approximation of the logo.
01:14 It's not as sharp, not as clear, so you might want to, as these, the logo kind of
01:19 gathers together, you might want to maybe cross dissolve fade out to the real logo.
01:23 And maybe use a mass to bring that in, or what have you.
01:26 But, we're not going to fiddle with that stuff, just Form in this tutorial.
01:29 And I'm going to change the Transfer Mode from Add to Screen.
01:34 That's looking a little better but still kind of faded.
01:37 If we take it to Normal that's something else we can do.
01:41 That makes that look a little bit better. we could also take them to size.
01:44 To maybe something a little bit stronger like 1.2, and then we have a pretty good logo.
01:49 If we A B these the original looks a lot sharper, but this still looks pretty good.
01:55 We could try taking this size up a little higher, maybe to 1.5, it actually looks
01:59 pretty good. If we take it too high, let's say we take
02:01 it to 5, it starts getting a little bit more blurry.
02:05 So we start getting the opposite result. So let's actually go to back to 1.5, I
02:11 think that'll, that'll work for us. Now, let's go ahead and close up particle.
02:15 We'll open up Disperse and Twist, and we'll disperse this a lot.
02:20 I'm just going to take this to 200. So now all those particles are just
02:24 dispersed and going all over the place. And the way that we can control this is
02:27 with Quick Maps. So I'm going to open up MAP1, and we want
02:31 some of these to be completely dispersed, and some of them not to disperse over time.
02:37 And even though, let's change MAP1 to X here.
02:41 And even though we don't actually want the particles to disperse from right to
02:48 left, this is actually going to help us when these particles gather together.
02:52 So I map one to Disperse strength, and you'll notice that I have particles
02:58 completely dispersed in the left, towards the right they don't disperse at all.
03:03 Well this is where we can use and actually animate Map number one offset.
03:08 Because this is basically the strength of this map on the image, so as we take this
03:13 down, we're actually just taking away the power of this Quick Map.
03:20 So now, at 0, it has no effect whatsoever, and we'll take it back to 100.
03:26 If we increase this, it has even more effect, so that the particles even on the
03:30 right are dispersed. So if we then animate this, from 0 up to
03:37 200, we dissolve the logo. Cool stuff!
03:43 Now of course, the opposite is also true. We could start with these particles
03:45 dispersed, and animate the MAP1 offset value to 0, so that it gathers.
03:52 Also kind of a cool look. Now what if you wanted to gather from the
03:58 other side? Just flip the Quick Map.
04:00 Click the Flip button, and now as the particles are dispersed, we animate this
04:06 getting, becoming a lower value, the particles gather from left to right.
04:10 And again, as the particles gather we may want to go in and animate a mask going
04:18 across the bottom layer here, so that we actually have the Sharp Layer that we're
04:23 looking at. And we'll also need to mask out the Form
04:26 Layer as well. But for our purposes here, this is a
04:30 really cool trick. Note that if desired, you could also go
04:34 in to the fractal fields, or the spherical fields and add some
04:38 displacement there, or whatever you want to do.
04:40 I chose not to do that here, because as you increase any of these values again,
04:44 the fractal field starts acting on the final result, and I didn't want my final
04:49 result to be wavy like that. So I chose to leave that off, but again,
04:53 that is an option.
04:54
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Creating a light wall
00:00 In this tutorial we're going to build this cool kind of light wall effect, that
00:05 you see a lot of times in music videos and what not.
00:08 To really do this effect right you need a flare plugin like Knoll Light Factory or
00:14 Video Copilots optical flairs, because you really want light flairs coming off
00:18 here that's really the coolest thing. But, in lieu of having those things we're
00:21 going to still build this and we're going to learn some new tricks we haven't
00:25 covered yet in form along the way as we go.
00:28 Okay, so what I'm going to do is get out of this and I'm going to first go and
00:32 Option click on the MAC or Alt click on the PC.
00:37 This 32 BPC thing, at the bottom of the project panel.
00:40 We want to go back to 8 BPC or 8 bits per channel.
00:44 You see the difference that makes here. You'll see the difference that makes in
00:48 our wall as we build it. Now in the light wall start com I've gone
00:52 ahead and done some of the boring base form stuff that we do every video.
00:57 I figured we pretty much can get here by now.
01:00 But one of the things that I didn't do is I want to also take down the size z to zero.
01:08 because what I want to do is I want these circles to be exactly on top of each other.
01:14 That way I can kind of oscillate and play with the different opacities by using the
01:19 effect opacity in the fractal field area. So that we can kind of have these random
01:24 flickering of light. So let's actually see what I mean here,
01:28 we'll go down to Fractal Field and take effect opacity up to 50.
01:35 And how to strong effect, and that completely knocked out all of these
01:39 particles in Z. So we'll go back and forth and show you
01:43 another trick on how to. Maybe make these kind of semi transparent.
01:47 for now though, let's just go ahead and take Flow Evolution down to 20 so this is
01:51 a little bit more slow and fluid. And let's go ahead and drag the form
01:54 layer behind the layers with the model on it.
01:59 Now, of course, we have to play with the color here.
02:02 But, in order to play with the color, in order to make real light, we have to be
02:06 back in 32 bits per channel mode. because right now this just doesn't look
02:12 all that great. So, I am going to Option or Alt click
02:15 this again to get back to 32 bits per channel, and now with that I can go back
02:21 to the particle settings here and change the color and now I could change the
02:24 color to a super light value. So I want the red value of 3 a green
02:31 value of 2 and will leave blue at 1 and I will go ahead and hit OK.
02:35 Now, you can start to see a little bit what's happening here is that as some of
02:39 these fade out, it's much more like the way lights would fade out.
02:43 And even in this little remnant right here, as we wait for it to render, this
02:50 little thing how it's like partially transparent, this is not the way that
02:54 light works. This is the way that light works as these
02:56 super bright lights fade out, there still is a little bit of a glow here.
03:00 And that's what we bring out by using the 32 bits per channel mode.
03:05 To enhance this, I'm going to right click and in the Timeline panel, I'm going to
03:09 create a new adjustment layer, drag this down directly over the form layer.
03:13 So we're not glowing the woman as well. And let's go ahead and Apply the Fast
03:18 Blur effect which is also a 32 per bit channel effect.
03:24 And now as we increase the blurriness, we get a much more realistic glow.
03:28 Now we could go back to form and increase the exposure so that we could blur this
03:33 more and still have these lights be really bright.
03:36 But you get the idea. This looks very cool and it looks very
03:41 much like the way lights would act in the real world.
03:44 One of the things that I did is I adjusted the blur dimensions.
03:47 We can choose to adjust this horizontally as I did.
03:50 It kind of creates this anamorphic look or maybe this kind of like interesting
03:54 light wall going on in the background. A lot you can do with that.
03:58 Or, we could change this to Vertical, if you want to, and make these lights streaks.
04:03 Totally your call. Very cool effect, though.
04:06 I'm going to go and just leave this set to Horizontal, to match what I had in my
04:10 initial look there. Now, another thing that I did in my
04:14 original example, and I'm not going to take the time to do here.
04:16 As I create another adjustment layer with a mask that went on the inside, and I did
04:22 that so that I can apply glow. And when I apply glow I applied the glow
04:26 to the woman and the background, this creates kind of a light lake on her
04:30 shoulder which it adds a lot to our composite.
04:34 If we take that off you could see that the woman's shoulder is completely dark.
04:38 And if the lights are really this bright there's going to be a little bit of spill
04:42 on her, at least she's going to be influenced in the camera lens by the
04:45 light behind her. So, by doing that, you can see that glow
04:49 on her shoulders, and it just kind of brings her into that scene.
04:52 The reason why I made a mask is if I took this to none then her forehead gets glow
04:57 applied to it and I, I didn't want that so I used Subtract mode to get rid of that.
05:03 Now, one other tip here, I'm going to go back to the light wall starts.
05:06 You'll notice that glow also kind of really enhanced these lights and made
05:10 them more pronounced as well. Anyways, go back to light wall start.
05:13 One other trick here if you go back to form, I'm going to close up everything else.
05:17 Open up Quick Maps. And one of the things that we can do is
05:20 we can up, have these lights flicker in a more realistic way.
05:25 And what I did for that is I opened up Map 1.
05:28 And I use the basic map that fades out from right to left.
05:33 And I map this over the Fractal Strength, but I want to map this over the Z axis.
05:40 So that will add the fractal strength in varying degrees from the foreground to
05:45 the background. That also makes it so that as opacity is
05:50 affected we are not having these particles completely fade out, although
05:55 they are still significantly being affected by the opacity in the fractal
06:01 field section. So there you have it, folks.
06:03 Just a quick little tip on how to use HDR colors when working and building lights
06:08 with form.
06:09
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Creating the fairy orb
00:00 In this tutorial we're going to take things to the next level and create this
00:03 Form Orb. This is kind of a, a derived example from
00:09 this scene from this iPad app that I've been making.
00:12 And so basically this fairy is in this girl's hands, and she's jumping around.
00:17 And so this ball that we are going to make out of form.
00:20 kind of spins around and sparkles and it's kind of cool.
00:25 So we get to channel our inner fairy princesses on this one, folks.
00:30 (LAUGH) So go over to the fairy orb start comp and go ahead and select the Form layer.
00:37 Oop, there's CC Radial Fast Blur there. Let's go ahead and delete that.
00:40 And let's go ahead and apply the Form effect, to this layer.
00:46 Now I've gone ahead and, tracked the fairy, and the camera, so, we really
00:52 don't have to do anything other than just get form in the right spot, and the
00:56 camera will do the rest as far as movement's concerned.
00:59 So we can go ahead and open up Base form. And we actually want this to be a sphere
01:03 of course. And lets go ahead and click on that
01:06 effect control point. Just move that in the center of the
01:09 fairy's torso there. Let's go ahead and make this sphere a
01:12 little bit bigger. 300 in each of x y and z for the size.
01:16 And let's take particles down significantly.
01:20 To 20 in the X and Y, and just one sphere layer, just one ball of particles going
01:26 around the outside. We're going to come back to rotation in
01:29 just a second. For now, close up Base Form, open up the
01:32 Particle settings and let's go ahead and make these particles really big.
01:36 Take up the size up to seven so that we can really see them.
01:39 We actually don't want these foggy particles, we want solid circles, so
01:43 we're going to take fear sphere feather which is kind of a tongue twister for me,
01:47 down to zero. And we'll go ahead and give some
01:50 randomness to the size and the opacity. How about 70 for size random and then 70
01:54 for our opacity random too. This really cool mix of cool looking
02:01 circles here. Now of course, as my three-year old
02:03 daughter would tell you. White is not the color of princesses.
02:06 Pink is the color of princesses. So we've got to open up Quick Maps, and
02:10 let's go ahead and open up the Color Map. And I'm going to go ahead and click this
02:16 yellow to purple gray, and this will be a great jumping off point.
02:18 I don't want red in here. I'm going to double-click the yellow
02:23 color stop and add a very pale green, a very light green and lets go ahead and
02:30 move this pink one over. Double-click that.
02:32 Let's go ahead and add a nice baby blue and looks pretty good.
02:39 Let me take this purple and make it a little more red and a little lighter.
02:45 And there we have a nice princessy gradient, we might go back and change that.
02:50 Let's go ahead and map this. I, I found that if you map it over x, it
02:54 looks too hokey. That looks kind of fake.
02:56 Same thing with y. You could really tell what's going on.
02:59 And radially, it doesn't really give you a big color spread.
03:02 So I found that z actually gives you a nice bit of randomness all throughout the
03:08 sphere, which is exactly what I wanted. Now, one of the problems here is that the
03:12 particles are on one layer, and these particles do not go behind the fairy,
03:18 which is on a different layer. So we can fake that by changing the opacity.
03:23 And what works perfectly is that the color map works best over Z.
03:27 And we can actually use the opacity map over Z to fade out the particles behind her.
03:32 So we can go ahead and drag and draw something that looks like this so the
03:39 left side represents the particles in the front of the sphere and the right side of
03:44 the graphs represents the particles in the back so we can just go ahead and
03:48 taper that off. Now you can see particles back here.
03:51 Right, they're like those pink and purple ones back there.
03:54 They look like they are going behind her and they're really going in front of her.
03:57 But the ones in the back are fading out, which creates that illusion.
04:02 Very cool stuff. Let's go ahead and close up Quick Maps.
04:05 Adjust the Fractal field. Let's go ahead and take Effects size to
04:10 two, so a little bit more randomness and we want the Fractal field to kind of
04:15 warble and randomize this sphere and give it some movement.
04:17 Let's go ahead and Effect opacity, take that up to ten.
04:21 And we'll also displace this just a wee bit, just of, just about 15 there.
04:27 Now if we preview this, we have the sphere.
04:31 And the particles are moving around, which is great.
04:34 But we really want this to kind of spin around her.
04:36 I love that look. So we're going to close up Fractal field.
04:39 Go back to Base Form. Go back to the first frame of the composition.
04:43 I will go ahead and set a stopwatch, because stopwatch for a Y rotation.
04:47 Hit the End key to jump to the end of the composition, and we're going to go ahead
04:52 and, I actually want this to go around her that way.
04:56 So I'm going to that this to about negative 50 degrees.
05:00 So now as we preview this back this kind of rotates around there.
05:05 It's nice and slow and subtle, but it still gives some nice movement there.
05:09 Another thing that I did is I wanted to, animate X rotation as well, I just wanted
05:15 a little bit of, I want the particles to be just a little bit going downwards.
05:21 So it's kind of like going this direction as opposed to just left or right.
05:27 So it's going from the upper left to the bottom right from where we're seeing it
05:32 with that little extra help of the x rotation.
05:36 Very cool. Alright, let's add some polish.
05:38 Let's go ahead and I'm going to deselect the entire layer and then reselect the
05:43 entire layer. So that I may press Cmnd + D on the Mac
05:47 or Ctrl + D on the PC to duplicate this entire layer.
05:51 And we're going to go back to the original form layer, and we're going to
05:56 apply the CC Radial Fast Blur effect that I neglected to delete in the beginning of
06:02 the tutorial. And we'll go ahead and click the effect
06:05 control point for the center value. Stick it right in the middle of the
06:09 fairy's gut there, and we'll leave the amount at 50.
06:13 We could take that down a little bit if you want to, but I think it looks good
06:17 right about there, maybe 40. And let's take the zoom to brightest.
06:21 So now we have these cool rays shooting out there.
06:25 But if it's just raised, it doesn't look all that great.
06:27 So let's go back to the Duplicate Form layer on top now and play with this a
06:31 little bit. Let's go ahead and we'll select Form, and
06:36 let's press Cmd+D again with the effect selected, not the layer selected, the
06:41 effect on the duplicate form, the top-layer of form.
06:44 Select this, press Cmd+D on the Mac or Ctrl+D on the PC.
06:47 So, we have two instances of form. I'm going to select the top one, I'm
06:52 going to press Enter, and I'm going to add the appendix star and then I'm going
06:59 to go back to the form to the duplicate and add another dash, a little appendix,
07:05 and call it spheres. So let's go up to Form Star and let's
07:10 open up Particle and we'll change this to Stars.
07:14 Actually what I want to do before I do this is just turn off the Form Spheres
07:18 Layer so we could see our stars. We'll talk about how to blend these two
07:22 together in just a minute. Go back to Form Star and then let's go
07:25 ahead and take that size down quite a bit.
07:27 Let's say to four. And, it's kind of cool that now, just
07:32 because we made a duplicate, that we have stars exactly where those circles are.
07:37 Sometimes I like that effect. In this case I'm going to give some
07:39 randomness to the stars so that they're in different places.
07:42 Same movement, same animation, same everything from the original, but I
07:46 kind of want there just to be just random stars that don't line up exactly.
07:50 So I'm going to do that by just changing the number of particles.
07:53 and change this to 16X and Y. And now it just seems we have random
07:58 stars that just kind of rotate around like our regular particles.
08:03 I also might want to increase the size random a bit more.
08:08 Just a wee bit. Well, was already pretty high anyway, let
08:11 me just go take it up to 100. Now let's go ahead and close up Form Star.
08:14 Open up Form Spheres. We'll turn that on, which gets rid of the stars.
08:20 So, what we need to do is go down to Rendering, and then change the transfer
08:25 mode from None to something else. I'm going to choose Add so that now our
08:30 new little spheres are added to the stars.
08:34 It's looking a little cluttered, let's go ahead and change this and I'm going to
08:39 open up particle and I want these particles to be glow spheres.
08:44 In this case, I do want the sphere feather to be 100 because I want these
08:49 big, soft glowing spheres. And I want to also change the particles
08:52 so they're also random like the stars. So I'm going to take the particles in x
08:56 and y to 22 each. This adds just a nice extra little bit a
09:01 glow and few extra random particles. So here's before.
09:04 And after. So here's before without it with just the
09:07 original layer and the stars and then the glow spheres.
09:10 Just add these just random dots. And the dots themselves aren't that
09:13 great, but as they bundle up around the edges there it creates this really great
09:18 like halo effect almost because of that Add Blend mode.
09:24 Now we can hit the Home key and go back and render that.
09:29 And actually, you know what? I don't like this green.
09:31 I'm going to go back to the original Form layer, open up Form, and I'm going to
09:34 open up Quick Maps and I'm just going to remove green.
09:38 I like that there's green in some of the other particles, just not in the main one.
09:42 Matter of fact I'm going to get another pink one in there.
09:43 So I'm going to just click a stop somewhere in there to add another stop
09:46 that's kind of this neck of the woods bring that over there and move that over
09:52 until we get something we like and there we have it folks.
09:58 We can preview this now and see what we have.
10:03 And there you have it. There is our form.
10:05 And folks, this is really what form was created for.
10:09 For using almost any other particle system, particles would be born and then
10:13 dying and then adding duplicate particles would not be this easy.
10:17 We'd have to regulate that and animate the birth of the particles and the death
10:21 of the particles and fake it. But with form these particles just exist.
10:25 Again, this is the type of thing that Form is made for.
10:27 To make an object out of particles that stays there, just like this glowing fairy orb.
10:34
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Conclusion
Goodbye
00:00 Well folks, the training series is officially over, but I wanted to give you
00:03 one last little bonus tip. There's this new product out, it's
00:06 semi-new I guess, called trap code mirror.
00:08 It's kind of like form, except it's not about individual particles so much.
00:14 It kind of creates a whole object. And a lot of people were complaining with
00:18 form that if you want to make kind of like a thick object, that it's kind of
00:20 challenging, and it doesn't render as quickly.
00:23 So this renders really fast, you can up the frequency there and you can see how
00:27 insanely responsive that is. We could also adjust the evolution.
00:33 A lot of perimeters here are very similar to form, it's basically particles
00:36 disrupted by a fractal field, and you have total control over all that stuff of course.
00:42 We could also scroll through this, which looks really awesome.
00:46 One of the benefits of mirrors is that it has these shaders.
00:49 So now it has long shader on it, which makes it like this, you know, chocolatey
00:53 look to it. there's also density, which is a little
00:57 bit more like form, and if we could go back to evolution and evolve that.
01:02 Lot of this stuff like complexity, you'll be familiar with from, from form.
01:07 So a very similar, I do think that it's kind of not ready for prime time yet,
01:10 even though it renders really fast and there's some amazing tools here.
01:15 As you start really bumping up the settings you'll notice a lot of times
01:19 there's just a lot of artifacts, and its really dependent on your GPU.
01:23 It's hardware dependent. So, if you want to smooth this out and
01:27 make it look better you really can't. So, I don't think it's ready prime time
01:31 yet, but it's definitely at a really interesting piece of software to keep
01:35 your eyes on. So, again, I am Chad Perkins, thank you
01:38 so much for watching this training series I hope you learned something, I had a
01:42 blast making it, on behalf of lynda.com, thank you so much take care.
01:46
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Suggested courses to watch next:


Element 3D Essential Training (4h 57m)
Chad Perkins


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