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CINEMA 4D: Rendering Motion Graphics for After Effects

CINEMA 4D: Rendering Motion Graphics for After Effects

with Rob Garrott

 


CINEMA 4D: Rendering Motion Graphics for After Effects demonstrates how to take a simple logo animation in CINEMA 4D and transform it into a compelling motion graphic with After Effects, incorporating two distinct visual styles. Starting with a prebuilt animation rendered from CINEMA 4D, author Rob Garrott employs industry-standard techniques, utilizing materials, lights, and the library of effects in After Effects, to enhance the project's look and feel. Exercise files accompany the course.
Topics include:
  • Setting up a multi-pass render
  • Batch rendering in CINEMA 4D
  • Importing 3D elements into After Effects
  • Creating and using precomps for compositing control
  • Compositing 3D text in a dynamic 3D environment
  • Creating a glow effect using Trapcode Starglow
  • Using 3D layers to create masking effects
  • Adding a flash bulb effect with CC Light Rays
  • Adding glows and glints to type
  • Creating a 2D camera shake effect using pre-comps
  • Adding depth of field with the Lens Blur effect

show more

author
Rob Garrott
subject
3D + Animation, Rendering, Video, Motion Graphics, Compositing
software
After Effects CS5, CINEMA 4D R12
level
Intermediate
duration
3h 53m
released
Apr 22, 2011

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Introduction
Welcome
00:04I'm Rob Garrott, and I'd like to welcome you to CINEMA 4D:
00:07Rendering Motion Graphics for After Effects. In this course,
00:10we'll go in depth with the process of rendering 3D elements for CINEMA 4D
00:14and compositing those elements in After Effects to create spectacular
00:17finished motion graphics.
00:18We'll start identifying essential third-party plug-ins that will add exciting
00:22new workflow and design capabilities to these two powerful tools.
00:26Using an already prepared CINEMA 4D animation, we will see how to correctly set
00:30up object buffers for compositing control in After Effects.
00:32We'll see how easy it can be create animated video screens by attaching a video
00:36layer to 3D renders in After Effects.
00:38We'll also use powerful third-party effects to enhance our render with glows and particles.
00:44I've been using After Effects for nearly 15 years and CINEMA 4D for 13
00:47years, and I'm really excited to be able to show you the power of this
00:50amazing combination.
00:52Now, let's make some magic with CINEMA 4D: Rendering Motion Graphics for After Effects.
Collapse this transcript
Using the exercise files
00:01If you are premium member of the lynda.com Online Training Library or if you're
00:05watching this tutorial on a DVD-ROM, you have access to the exercise files used
00:09throughout this title.
00:10Now the exercise files are organized into subfolders and chapter begins with a
00:15start file and they're named accordingly.
00:17Now there are three folders that are unique to this series. The first one is
00:21the C4D renders folder.
00:23These are the renders that are generated out of C4D at the end of Chapter 1, and
00:27these are the assets that are used in each of the chapters 2 through 6.
00:31The final render folder contains the finish movie that's generated in the last
00:35movie of Chapter 6 and the Video_ Assets folder contains the snowboarding clip
00:40that's used in chapters 2 through 6.
00:42If you don't have access to the exercise files, you can follow along from
00:46scratch or with your own assets. Now let's get started.
Collapse this transcript
Essential plug-ins
00:00This course is all about cutting-edge compositing techniques.
00:04After Effects and CINEMA 4D have an amazing toolset right out of the box, but
00:08throughout the industry, artists and studios have come to use third-party
00:12plug-ins to create a wide range of effects.
00:15Now we're going to be using some very specific effects for our animation, and I
00:19want to show you where you can find those on the Internet.
00:22First up is a plug-in called Render Elements for CINEMA 4D.
00:26Render Elements is made by a very talented artist and programmer named Adam
00:30Swaab. And when you go to Adam's web site,
00:31adamswaab.wordpress.com, the very first thing you're going to see is the Light
00:36Lister, the Light Lister is another amazing plug-in for CINEMA 4D. But the
00:40tool we want to use is called Render Elements, and it's right down here, the
00:43very second thing up.
00:44And the latest version is 0.7.13. And there is a cross-platform download,
00:49so if you're working PC or Mac, it is right there for you.
00:51Now Render Elements is a free plug-in, and Adam distributes it freely for his users.
00:56What it allows you to do is to break your renderings into very specific forms
01:01for After Effects, all within a single project file.
01:04The normal workflow in CINEMA 4D would be to save out these versions as
01:07separate project files, and that makes going back and making changes later on
01:11much more cumbersome.
01:13Render Elements keeps all those versions right in the same file, so you can make
01:16animation and lighting and texturing tweaks right inside of a single file
01:20without having to manage multiple files.
01:22Now for After Effects, we're going to be using a plug-in called ReelSmart Motion
01:26Blur, and ReelSmart Motion Blur is made by a company called RE:Vision Effects.
01:30If you go to their web site, revisionfx.com, and click on Products and then
01:35go to the ReelSmart Motion Blur page, what ReelSmart Motion Blur does is create
01:39a motion blur effect on top of video and compositions inside of After Effects.
01:43Now you're probably thinking, well, After Effects already has a motion blur,
01:46why do I need this?
01:47Well, when you render something from CINEMA 4D and you render it without motion
01:50blur and bring it into After Effects and you want to have motion blur on your
01:53entire composition, there is no way to do that without this plug-in.
01:57After Effects can apply motion blur to elements that are moving that are
02:00animated within After Effects, but an external piece of footage, like a 3D
02:04render or piece of video, cannot have motion blur on it, unless of course you
02:08animate it in a 2D way.
02:10And if we animate our 3D renders from CINEMA 4D, then that will break our
02:15matching 3D data that allows us to put things seamlessly into the scene from
02:19within After Effects, and we don't want to do that. So ReelSmart Motion Blur
02:22allows us to add a motion blur effect on top of all of the other layers in After
02:27Effects so that we don't have to do that from CINEMA 4D.
02:30The last type of plug-ins I want to talk about it the Trapcode Suite and those
02:33are distributed by Red Giant Software. So if we go to Red Giant's web site and
02:38if you click on Products, and you'll go to the Trapcode Suite pages, which is
02:42where I'm on right now.
02:43And Trapcode Suite 10 is compatible with After Effects CS5, and there is a
02:47whole host of plug-ins, and these are all of the plug-ins that are part of that Trapcode Suite.
02:51Now you can these individually, or you can buy them all as part of a
02:54package. The ones we're going to be using in this course are Particular,
02:58Shine, and Starglow.
03:00Particular is a particle generator for After Effects, and it is incredibly
03:05powerful, easy to use, and fast to rendering, and that's why it's become such a
03:09standard in studios all over the world.
03:11Shine is an effect that creates light beams based on light and dark values in a
03:16layer or on the alpha channel of the layer.
03:18It has incredible control over the color values created by the Shine effect, and
03:23it really makes creating all sorts of glow effects much more possible.
03:27The Starglow effect creates a star pattern of edge rays based on the light and
03:31dark values within an image.
03:33Now in this disco ball image that you're seeing on the page right now is a very
03:37extreme example of that.
03:38Most of the time when you see Starglow it's used in a much more subtle way, and
03:41that's what we're going to be doing in this course.
03:44Now you don't need any of these plug-ins to do amazing work with CINEMA 4D and
03:47After Effects, but for this course you do need them, and the reason we need them
03:52is they've created some very specific effects that you just can't get, and that's
03:55one of the reasons that these plug-ins in particular have become an important
03:58part of professional workflows all over the world.
Collapse this transcript
1. Cinema 4D Prep: Multi-Pass Rendering Setup
Essential render settings
00:01Rendering from any 3D package can be intimidating, but if you start with the
00:04basics and work your way up from there in a methodical fashion, you can avoid a lot of problems.
00:09What we want to do in this movie is to create a baseline set of render
00:12settings that will become the foundation for all of our subsequent movies in this chapter.
00:16Now the very first thing I want to do is turn off something called Linear
00:19Workflow. Linear Workflow is brand-new for CINEMA 4D version 12, and what it
00:24does is affect how CINEMA 4D generates multi-pass renders, and it affects how
00:30After Effects composites those renders together. And it forces you to use
00:33something called a linear workflow when you're working in After Effects.
00:37Now I don't use that workflow, and so I want to turn it off here, because it
00:40will affect how my renders look down the line.
00:43So in order to turn that off, we're going to the main Edit menu and go to the
00:46Project Settings, and in the Project Settings I'm just going to raise up this
00:50Attribute manager here.
00:51And in the Project settings, I'm going to turn off Linear Workflow. And when I
00:56do that, you'll notice that the perspective you changed slightly and also, it
01:00redrew all the materials.
01:01That's because it affects how CINEMA 4D redraws all that information onscreen.
01:06So now we're out of Linear Workflow, and that's a very, very important step.
01:10Now with Linear Workflow out of the way, we can move on to the actual Render
01:14Settings, and I'm going to click on this icon right here, which are the Render Settings.
01:18And within the Render Settings now, on the left-hand side we got the
01:21categories of render settings, and on the right-hand side we've got those
01:23render settings themselves.
01:24So General settings are set to be Full Render.
01:27That's very important.
01:28Under the Output options, the Output options allow us to tell CINEMA 4D how
01:32big our frame to render, what shape should the frame be, and how many frames should we render.
01:36Now we're going to be using 960 x 540 as our resolution for this project, but keep
01:40in mind if you're doing something for actual production, you are going to want
01:43to render one of the known HD resolutions, like 1280 x 720 or 1920 x 1080.
01:49So let's set the width to 960, and I'm going to tab twice to get to the Height
01:55field. And then you'll notice that when I do that, it changes the aspect
01:59ratio. And you can see there is dark gray and a light gray area here that
02:01when I change back to 540,
02:04that's going to change how my camera is shaped here in CINEMA 4D, and that's a
02:07very important step.
02:08We always want to work with the correct aspect ratio when we are generating the renders.
02:12Resolution is always going to be 72 dpi when you are working with video.
02:16The film aspect ratio was automatically generated when we put in the width and
02:19height here, and we don't ever want to change that, so we're going to leave that alone.
02:24The pixel aspect ratio should never be changed.
02:26It should always stay at one.
02:28That's a throwback from the days of old-school standard-def television, and
02:31now that we're working in the modern era of HD, the pixel aspect ratio will
02:34almost always be one.
02:36Next step is the frame rate.
02:38We're going to be working at 30 frames per second, because this is going out for
02:41video production, and we don't have to worry about the 29.97 issue that you
02:46normally have with video.
02:47So I'm going to leave this at 30 frames per second.
02:49The frame range is how many frames CINEMA 4D is going to actually render for the animation.
02:53Now this is a five-second animation running at 30 frames per second.
02:57That means I need to have 150 frames.
02:59So if I change this from and to range from 0 to 149, that's going to give me
03:04150 frames, or five seconds of animation.
03:08Now, the next thing I want to do is take a look at the Save settings.
03:10I am going to move the Render Settings window up here and click on Save.
03:13I want to activate the Alpha Channel and activate Straight Alpha Channel.
03:17That's going to give me an alpha channel anyplace that my objects don't
03:20completely cover the background, and it's going to give me a straight alpha
03:23channel, which makes compositing in After Effect a lot cleaner.
03:26Now, the next thing I want to do is to turn on the compositing project file by
03:30activating all of these options here, and what this does is tell CINEMA 4D that
03:35I want to have data from CINEMA 4D to import into After Effects.
03:39That's a very important step, which we will cover in more detail later.
03:42Next step up is the Multi-Pass options and if I click on Multi-Pass options, you
03:46can see there is nothing here.
03:47It's all grayed out, yet when I activate the Multi-Pass options, these become active. And we're not going
03:53to touch any of these, but what did happen is under the Save dialog, when I click
03:57on that, I now have a new option here, Multi-Pass image. And you can see that
04:00when I turn this off and on, that Multi-Pass image save field goes away, and
04:05comes back again when I activate it.
04:07So this is where we're going to tell CINEMA 4D what type of file we want to save
04:11out and where to put that file.
04:13So for now, a very important button.
04:15If it's turned on, on your file, make sure it's not.
04:18The Multi-Layer File needs to be turned off, and you can see that it is grayed
04:21out right now, and that's exactly the way I want it.
04:23I'm also going to change the bit depth from 16 bits per channel to eight bit per channel.
04:27That's going to save a lot on render time and file size for us, and we're going
04:31to just work in an 8-bit workflow in After Effects.
04:33The format is going to be Photoshop PSD sequences, and so we're going to leave
04:37that pulldown alone, but you can see that CINEMA 4D can render to a wide
04:40range of file formats.
04:42Next up is the Anti-Aliasing settings, and if I click on Anti-Aliasing, the
04:46defaults for Anti-Aliasing are Geometry and Still Image.
04:50Now what Anti-Aliasing does is create a much smoother image. In order to save
04:54time in the render process, the render engine will create jagged edges on our
04:58image, and the Anti-Aliasing process will smooth those jagged edges out.
05:01And it's very important step for making a very finished look. And so we want to
05:05increase these values to get a more polished look from our image.
05:09So we're going to change that from Geometry right to Best, and then we'll
05:13change the filter from Still Image to Animation.
05:16That's going to soften the image up just a bit, so we don't run into any
05:19problems with buzzing of our fine lines in our image.
05:22Now the rest of the Anti-Aliasing settings we can leave it to their default values.
05:27The last thing I want to activate is something called Ambient Occlusion.
05:30Ambient Occlusion is an effect that occurs naturally in the real world where two
05:34objects come together.
05:35The photons that are bouncing around from a light source travel into the space
05:40where the two objects meet, and not all photons get back out again, and that
05:43creates a dark zone where the two objects come together.
05:46And it is a really important step to making very realistic-looking images.
05:49Now in our particular lighting scenario that we have in our stadium, it's not
05:53going to be readily apparent when I activate this option, but it is going to
05:56be very important for the compositing process, and I want to make sure and turn it on here.
06:00So what I'll do is go to the Effects button and I click on that and I'll
06:03activate Ambient Occlusion. And we're to leave all the values at their default levels.
06:08The basic render settings affect things like how big will my rendered frame be,
06:12how many frames will I render, and what kind of quality will I render?
06:15Once these simple steps are in place, you can move on to more intricate
06:18Multi-Pass options that will give you complete control over image in any
06:22compositing application.
Collapse this transcript
Setting up an object buffer list
00:00The compositing process really boils down to control.
00:04How much control can I get over my image, so that I can affect any part of it
00:07without having to go back to my 3D application?
00:10Multi-pass rendering gives us that control, and fundamental to that process is
00:13something called an object buffer. And an object buffer is a matte for any
00:18individual object within your scene, and what it allows me to do is to control
00:22that object inside of After Effects, or any other compositing program that allows
00:25for the idea of track mattes.
00:27Setting up an object buffer in CINEMA 4D is a two-part process.
00:30In this movie, we're going to do part one, which is creating a list of these
00:33object buffers that we're going to need inside of After Effects.
00:36And so when I generate that list, what I'm doing is I'm looking at the image and
00:39asking myself a very fundamental question: what do I want to be able to control
00:43inside of After Effects, so I don't have to come back to CINEMA 4D?
00:47And if I scrub to the hero position for the whole animation--I'm just going to
00:49scrub ahead here, and we're at frame 96--
00:52but now I can see all the important elements in my scene. And I know that I want
00:56to build control the type,
00:57that's one object buffer. The phone, that's another object buffer. The phone screen,
01:02that's another object buffer. And then the platform and the stadium, all of
01:08these different elements--and I think about the lights there as well--those
01:11are all things that I know I'm going to want to be able to control inside of After Effects.
01:14And so I make that list. Sometimes I'll write that list out on a sheet of paper;
01:18sometimes it's just a mental list that I go through. And then I'll create a list
01:22for those elements inside of my Render Settings.
01:25So I'm going to click on the Render Settings button right here, and underneath
01:28the Multi-Pass options, I'm going to click on this and add in an object buffer.
01:33Now this is part one of the process, which is creating our list.
01:36And so we're going to be eventually changing this group ID here.
01:39But for now what I want to do is change the name, and the name that I want to use
01:42here is for the phone.
01:44The phone screen is the most important element in the entire scene, and so I
01:47usually put the most important element first. And so I'm going to
01:50double-click on that and hit number 1 on the keyboard, and that tells me it
01:54is object buffer one, and then write out where that object buffer is
01:57going to be assigned to. And it's going to be assigned to the phone screen, so
02:00I go, 1 phone screen.
02:03Now this list that we're creating in CINEMA 4D is really for own
02:06informational purposes.
02:07We don't see any of this named inside of After Effects.
02:10What we are going to see inside of After Effect is the object group ID, and
02:13that's this number that shows up over here.
02:15Now because you can't name them, it's good to have a list here that does have a
02:18name, so it's easy to go back and figure out,
02:20well object buffer one, that goes to the phone.
02:22Object buffer three, that goes to something else.
02:24It makes a really easy go back and double-check that information.
02:27I need one more object buffer, and we're going to have seven in total, so we're
02:30going to repeat this process.
02:31I'm going to click on Multi-Pass, go to Object Buffer, and then I'm going to
02:35double-click on this one.
02:36I'm going to call it 2, and crowd, and that's going to be for the crowd element
02:41that is repeated behind our actual stadium. So all this noise information here,
02:46that's the crowd of the stadium, and so I want to have an object buffer in case
02:49I need to change the color of that crowd.
02:51Next up are the stadium lights, so I'm going to add another object buffer, and
02:55I'll double-click on it, hit three, and call it stadium lights. And the stadium
03:00lights are these white panels that show up behind in the background that sort of
03:05rotate in the stadium, and those are going to be actual stadium lights that have
03:09a very bright glow on them,
03:11and so I won't to be able to control that glow in After Effects, so I need to
03:14have them as separate elements too.
03:16Next up, add another object buffer.
03:18This is going to be number four, and number four is going to be something called
03:22pulses. And the pulses are these little guys.
03:26They look almost like little sausages traveling on a pole here, but what they
03:29are is a cylinder with rounded edges that is traveling along the length of
03:33another cylinder inside of a tube.
03:35I want to be able to control them inside of After Effects, so we need an
03:37object buffer for it.
03:39Next up is, let's add one more object buffer, and this is going to be number five, and
03:43number five is going to be for the pistons. And the Pistons are, what these guys,
03:50originally when I did the animation before I added the pulses, these were
03:53just going to be these large piston elements that sort of extruded from the base
03:57of the platform. And so eventually they turned into these light tubes with
04:00energy pulse, so I still call them pistons in the file.
04:03So I'm going to call them pistons in the Multi-Pass settings as well.
04:06But what that's going to be is these tubes that surround the pulses.
04:09Let's add one more object buffer.
04:11It will be number six, and this is going to be base platform, and base platform
04:18is this guy right here that our phone emerges out of. And that's going to give
04:22us the ability to control the light and dark values on this base platform, so
04:27that we can have a little bit control in identify and highlighting that phone
04:30when it emerges out of it.
04:31The last object buffer we're going to add is going to be number seven, and that
04:35is going to be called all bg.
04:37And basically all bg is everything in the scene that is not encompassed in one
04:42of these other object buffers.
04:43So basically, the stadium, the panels of the stadium itself, and all of these
04:48other background vertical shapes that are all throughout the scene,
04:52they are not a major element, but I still won't be able to control them in case
04:54I need to do some color correction.
04:56Now the last step in this listing process is going to be to make sure that our
04:59group IDs are all different and distinct. And if I click on the phone screen and
05:04hold down the Shift key and click of 7 all bg,
05:07now that shows me a listing now on the right-hand side of all of these group
05:12IDs. And you can see that it shows me the name up here and then the group ID
05:15right here below it.
05:16And so what I want to do is make sure that each one of these matches the
05:20number on the list.
05:21So I'm going to go to the group ID and change it to match the number on the list.
05:26And so the first one is one. That's okay.
05:28The next one I'm going to change to number two.
05:30I-'ll just hit Tab and change that one to number three, and I'll tab over to hit
05:33number four, five, six, and seven, and that's very, very important.
05:40The group ID is the identification that CINEMA 4D uses in order to identify that
05:46particular object buffer, and if the groups IDs don't match the tags, which
05:49we're going to set up in the next movie, you will not get an object buffer.
05:52So it's very crucial to know what these numbers are and to make sure that
05:55they're all distinct.
05:57One thing you may have noticed is that I don't have an object buffer for the
06:00type, and that's because I'm going to be rendering the type out as a completely
06:03separate pass. And so that pass will have an alpha channel, so I don't
06:06necessarily need an object buffer for it.
06:08So I only have object buffers for things that are going to get rendered together
06:11in the scene. That's gives me the ability to control those rendered-together
06:14elements inside of After Effects.
Collapse this transcript
Creating object buffer tags
00:01Setting up the object buffers is a two-step process.
00:03In the previous movie, we set up step one, which was to list the object buffers
00:07we wanted to have in the Render Settings.
00:08In this movie we'll complete step two, which is to assign special compositing
00:12tags to the objects we would like to show up in those listed object buffers.
00:15It's very important that the numbers that we have in the object buffer tags and
00:19the numbers in the Render Settings match exactly; otherwise CINEMA 4D won't be
00:23able to correctly generate the object buffer.
00:25So what I'm going to do is bring up my Render Settings by clicking on this icon right here.
00:28When I do that, I now see my Render Settings. And I'm going to highlight the
00:32phone screen and then hold down the Shift key and click on all 7 all bg.
00:37When I do that, that's going to list all of my object buffers and their IDs
00:41in one handy location.
00:43Now what I need to do is work my way through the scene file, applying compositing
00:46tags and adding object buffers where necessary.
00:49Now some objects here in the object manager are going to have compositing tags
00:53that don't necessarily have object buffers,
00:55so I have to be very careful about how I assign them and what object buffers I assign them to.
01:00So what I want to do in the object manager is to assign a compositing tag to
01:03the main categories of objects that I know I'm going to want to be able to turn off and
01:07on in the rendering.
01:08For example, I know I want to be able to isolate my type and have it render
01:13without anything else being visible in the scene.
01:15That means I need to have a compositing tag on it, and I also need to have a
01:18compositing tag on all of the other major elements as well,
01:21regardless of whether or not they have an object buffer.
01:22So I'm going to assign compositing tags, and then I'm going to go back and
01:26assign the object buffer to only the ones that absolutely need it.
01:29So I'm going to start off with the Type parent, right-click, and go to CINEMA
01:324D Tags > Compositing.
01:33Now the Type parent does not need an object buffer because we're going to
01:36rendering that out separately,
01:37so I just want to leave the object buffer options blank at this point.
01:41Next up is the Phone Uber null and I'm going to add a Compositing tag on the
01:45Phone Uber null, right-click CINEMA 4D Tags > Compositing.
01:49Now this one doesn't need an object buffer either, but I do need an object
01:53buffer for the screen, which is contained within the Phone Uber null.
01:56So I twirl open the Phone Uber null and I go down and identify the Screen object
02:01and I right-click on that and go to CINEMA 4D Tags > Compositing, and then I'm
02:05going to activate object buffer number 1.
02:08And when I enable that, this becomes highlighted.
02:11Now if I change that number, it will not match the phone screen, which already
02:17has the Group ID of 1, right here in my render settings.
02:19Now I could put this group ID in any one of these fields; for convenience's sake,
02:23the programmers gave us all of these options already listed out,
02:26so we wouldn't have to type out 1 through 12 in this case. But the important
02:30thing is that the number in the buffer field here match the number here, and
02:34that's what we have in this situation.
02:36Now as I scroll down the object manager, next up in line is the Stadium Piston
02:40uber, and this contains all of the geometry of the stadium, including the
02:45platform and the pistons and the pulses and the lights, all of these elements
02:50are contained within this null.
02:51Some of these objects are going to get their own object buffers, but I also want
02:55to be able to have everything in this group under its own object buffer as well.
02:59And that's going to be all bg.
03:00That's all the elements except for the phone and the type.
03:03So I'm going to right-click on the Stadium Piston uber, go to CINEMA 4D Tags, add
03:07a compositing tag, and in the Object Buffer option, I am going to activate
03:10object buffer number 7.
03:12Now I know that under my Group ID, I already have object buffer 7 for the all bg.
03:18If those match, I'm good to go to move on.
03:21Now within the stadium there are some sub-elements that do need their own object buffer.
03:25So let's twirl open the Stadium Piston uber and take a look at those elements.
03:29And so first up is the Base Platform. I know I want to have this base platform
03:33as its own object buffer,
03:35so I'll right-click on that and go to CINEMA 4D Tags, and then Compositing.
03:39And then this is going to get object buffer 6 and 7.
03:44Now, it's going to get object buffer number 6 because it's going to have the
03:47base platform as its own separate object buffer.
03:50It's going to get number 7, because I also want this object to show up inside the all bg.
03:55Now because I added a compositing tag up here, you're probably thinking, well,
03:58why do you have to double it up?
04:00That's because the sub-object compositing tag overrides its parent.
04:03So unless I tell it to show up in 7 in this compositing tag as well, then it won't show up.
04:08So I'm going to add number 6 for the base platform, and I'm going to add
04:12number 7 for all bg.
04:15So now this object will show up in two different places: one object buffer
04:20number 6 all by itself, and an object buffer 7 with everything in the stadium.
04:23Now as I scroll down a little bit more, I'm going to uncover the Stadium lights
04:27Cloner, and that's underneath the stadium null object.
04:30And I know that I want to have the stadium lights show up in object buffer number 3.
04:34And so I'm going to right-click now on the Stadium lights Cloner, CINEMA 4D Tags >
04:38Compositing, and I'm going to add object buffer number 3.
04:41And once again, I wan it to show up inside of object number 7.
04:44I need to add it here as well.
04:46So I'm going to add 3 and 7 for the stadium lights cloner.
04:50Let's keep scrolling down now, and within the Stadium seats is my crowd object,
04:55and that's the crowd seats. And you can tell it is the crowd because it has this
04:58noisy texture on it.
04:59I'm going to right-click on that and go to CINEMA 4D Tags > Compositing, and this
05:05is going to get object buffer number 2 and 7, because I wanted the crowd to show
05:08up on object buffer number 2.
05:10And then number 7 is going to be all of the objects in the stadium.
05:15So I'll click on that and add number 2 and number 7 right here.
05:20I'm going to twirl closed the section of the stadium seats and then scroll down
05:24just a bit and look at the Pistons.
05:27Now the Pistons are made up of several different groups.
05:30There is the Piston Cloner, which is the outside geometry of the tubes,
05:35the clear glass tubes.
05:36Then there is the Pulse Center Cloner, which is the white element that is
05:40running right up the middle of the tube.
05:42Now the Pulse Center and the Pulse Cloner I want to show up in the same object
05:45buffer, so they're going to get the exact same compositing tag.
05:48So I am going to right-click on that, go to CINEMA 4D Tags > Compositing.
05:52Now the Pulse Center cloner is going to get object buffers 4 and 7.
05:55And so if I look at my list here, you can see that the pulses show up on
05:58number 4, but I also want them to show up, because they're part of the stadium, in that all 7 bg.
06:03So I am going to activate number 4 and activate number 7.
06:06Now here is a great little tip: Because I need the exact same object buffer
06:09here, I don't have to right-click and go through that whole process again.
06:12I can just hold down the Ctrl key, Mac or PC, and drag a copy of that down
06:18onto the Pulse Cloner.
06:20And just to keep things uniform, I'm going to drag it to the left here.
06:22That's not necessary.
06:24I just like to have all my compositing tags line up vertically. But now you can
06:28see that I have the exact same compositing tag on both these objects.
06:32Next, I want to assign an object buffer to the Piston Cloner,
06:34so I'll right-click on that, CINEMA 4D Tags and then go to Compositing.
06:38And the piston cloner is going to get object buffers number 5 and 7.
06:42Remember, if you look at the pistons, they show up in object buffer number 5,
06:48and then 7 is the all bg.
06:50I'm going to Shift+Click all these guys to make them visible again.
06:53So I'm going to go over here into the tag, and I'm going to go to number 5 and
06:57activate it, and number 7 and activate that.
07:01Last step, I am going to twirl the piston cloner closed, so I don't have to see
07:04any of those elements, or the Upper Tube and the giant BG tube, and if select
07:08those guys you can see what those are.
07:09These are the vertical elements that are spinning in the background of the whole
07:13scene, and there is an Upper Tube and a giant BG tube.
07:16And I want those both to show up in the object buffer number 7,
07:19so I'll right-click on the Upper BG Tube go to CINEMA 4D Tags and go to
07:23Compositing and activate object buffer 7.
07:26Now I'll use that same Ctrl+Drag tip from Upper Tube onto the giant BG tube.
07:31Now that we've got our object buffers assigned, we want to be able to test out
07:35whether or not those object buffers are going to show up correctly.
07:37And in order to do that, I just want to do a render to picture viewer. But I
07:41don't want it to render the entire animated sequence;
07:43I only want to render a test frame.
07:45And so what I'm going to do is I'm going to go into the Output options and in
07:50the Render Settings, let's bring this window up here,
07:52so we can see the whole thing.
07:53I'm just going to enlarge it up a bit.
07:55Now right now our Frame Range is set from 0 to 149.
07:58And what I want to do is just temporarily, I'm going to switch this over from
08:02Manual to Current Frame.
08:05And what that's going to do is it's only going to render that frame that I'm
08:07currently parked on.
08:09In this case, it's 96.
08:10Now underneath the Save option, I haven't added file names to any of these fields,
08:16so CINEMA 4D won't try to save the file in a folder somewhere, and that's very important.
08:20I don't want to waste disk space by rendering a bunch of files randomly all over the place.
08:24I want to be very precise about where I put these things, and right now these
08:27are just test renders, and I don't want them to show up.
08:30The reason that we're doing this is that CINEMA 4D has no way to preview the
08:33object buffer unless you render it to the picture viewer.
08:36And so we need to do that here in the picture viewer, so that we can actually
08:40see our object buffers and be able to test them out.
08:42So what I'm going do is click on the Render to Picture Viewer icon, which is
08:46this guy right here. Or you can click and hold here and go to that icon right
08:49there, Render to Picture Viewer.
08:51When I do that, the picture viewer will pop up, and that's going to start
08:54rendering the scene.
08:55Now the picture viewer has the render window over here, which shows you
08:59the rendered image, but also over here, it's got the Navigator and the History sections.
09:05Now if I click on the Layer option, it's going to show me all of my layers, and
09:11there is an Image, Single-Pass, and Multi-Pass options.
09:14We want to click on Single-Pass, and we can do this while it's rendering.
09:18And what that gives us the ability to do is to look at, individually, all of our
09:22different object buffers. And so I can click on Single-Pass,
09:25and right now the background is highlighted. And if I click on Alpha, I can see
09:30that there is my alpha channel for the whole image.
09:32Now if I click through these guys one at a time, I can now identify whether or
09:36not the actual elements are showing up correctly in the object buffer.
09:39So if I click on Object Buffer number 1, there is the screen.
09:42And I know from our Render Setting, let's bring that Render Setting up.
09:45I'm going to activate that window and bring over here just to the left, and I'll
09:50hold my Shift key down and activate all those guys, so I can see the IDs again.
09:55So Object Buffer 1 is the screen, and I can see there is my screen.
09:59Object Buffer 2 is the stadium crowd, and I can see, there is my crowd.
10:03Object Buffer 3 are the stadium lights.
10:07Stadium lights are showing up in their own object buffer. Perfect!
10:10Object buffer 4 are the pulses and the center pulses.
10:15That's perfect as well.
10:17Let's go down here. Object Buffer 5, those are the tubes, and you can see
10:22that--it might be a little bit hard because of the compression--these are just the pistons.
10:26And you can see there is actually a little faint area where the center pulse is
10:30not going to show up in the object buffer.
10:31That's exactly what we need as well.
10:33I'm going to click on 6 now, and there is my platform. Perfect!
10:37Object Buffer 7 should have everything in it except for the type and the phone,
10:41and that is it as well. That's perfect!
10:43We've got our object buffers just right, and I think we're ready to render.
Collapse this transcript
Setting up multi-pass image layers
00:01The technique of multi-pass rendering gives us tremendous control in After Effects.
00:05We've set up our object buffers in order to isolate different elements within
00:09the image, but we haven't set up our image layers yet, and that's what we're
00:12going to do right now.
00:13So here in the file, I am going to go to the Render Settings, and in the Render
00:16Settings it's opened with my multi-pass object buffers already highlighted here,
00:20and if they haven't, that's okay. Right now we're going to be adding some stuff
00:23to it, so it doesn't really matter what's highlighted here at all.
00:26What I want to do is go down to the Multi-Pass option though, and click on that.
00:30And these are all the different passes that we have the ability to render inside
00:34of the render engine.
00:35And we don't need all of these right now; all we need are a few of them. And so
00:39in order to figure out which ones we need, we're going to start off by adding
00:43all the image layers.
00:44Now, we won't be using the material layers at all; those are for a completely
00:47different process. And so we want to add just the image layers right now, so
00:50we're going to add image layers.
00:52And I am going to scroll down, so I can see all those image layers.
00:55You can see that each one of those guys shows up in our list, and if I click
00:59on them one at a time, you can see they don't really have any options associated with them.
01:02And that's because these are just flat passes that are going to be used inside
01:06of After Effects to composite together to make our final rendered image.
01:10And so, like I said before, some of these we won't need, some of them we do.
01:13We're going to be testing out that theory in just a second. Before we do that
01:18though, let's add in a couple of extra passes that aren't on this list right now.
01:21If I go down to the Multi-Pass, the list has gotten a lot shorter, and the
01:24reason it's gotten shorter is because it removes the options that we've
01:28already added in here to this list, and so the one thing I do know we need is the RGBA Image.
01:32That's the final rendered, composited image that is not made up of the
01:36multi-passes and so we need that for sure, so I want to add that in. And then I
01:40am going to click one more time on this, and I am going to add in the depth pass,
01:44which is going to give us a grayscale map that allows After Effects to figure
01:49out where things are in Z Space inside of the rendered image, and so we are
01:52going to add a depth map.
01:54And then I am going to click one more time, and we're going to add motion vectors.
01:58Now, some of these passes I may end up not even using, but I like to have them
02:02anyway just in case.
02:04Remember, all of the setup that we're going to do here in CINEMA 4D is all
02:08about not having to come back here again when we get to After Effects.
02:11And it's much cheaper, from a drive-space standpoint, to have an extra movie
02:15that I don't need than it would be to have to come back and re-render it if I did need it.
02:19So I always air on the side of caution and add stuff in that isn't necessarily
02:23likely to be used, but I'd rather have it just in case.
02:26So I am going to add this motion vector in.
02:29And a motion vector gives the After Effects an indication of what direction
02:33pixels are traveling within a moving image, and it can be used by a variety
02:37of different plug-ins.
02:38But once again, we're going to add this in just in case we need it.
02:42So now as I look at this list, I've got a whole bunch of options here, and
02:45some of them I know I don't need; for example, we are not rendering Global Illumination.
02:48I know I don't need that, so I can click on that and delete it. Caustics,
02:53I know we don't have any caustic reflections in our scene either, so I know I can delete that.
02:57Now, the other ones I am not so sure about and so I want to verify that they
03:01are being used in the rendered image, and so in order to do that, I'm going to do
03:05a test render again.
03:06And so I am going to verify that I'm not accidentally rendering out an entire
03:09movie. And so if I click on the Output option and look at my Frame Range, you
03:14can see that it's set for Current Frame right now, which is just what I want.
03:17And so now if I click on the Render to Picture Viewer icon, which is
03:20this button right here,
03:21I just click one time on that,
03:23and that's going to render out the scene.
03:25And if I enlarge this window, you can see that my list of layers has gotten a lot longer.
03:32And in case you are not seeing this, if you click on Image, that's what you'll
03:35normally be seeing, unless you've previously clicked on the Single-Pass option.
03:39And so the great part is I don't have to wait for the rendering to finish.
03:41I can click on Single-Pass, and then I can start to scrub down through my
03:44images and see what's going on here.
03:47So, the Atmosphere pass, that contains the visible light, so I'll go ahead and
03:50leave that in the scene.
03:52Atmosphere (Multiply), that's not doing anything \ so I know I can delete that. So I'll go over here to
03:57the Render Settings and I'll go down and find Atmosphere (Multiply), and then
04:01I'll delete that, boom!
04:02And then Refraction, we do have transparency in the scene, go back to the Image Pass.
04:07That's in the form of these tubes down here, but they're not refracting
04:11anything so I know I don't need that effect either, so I can delete the
04:13Refraction from the scene.
04:15Now let's go back to Reflection.
04:17Now Reflection, if I highlight Single-Pass, is actually giving me some information.
04:21I want to keep that.
04:22Ambient Inclusion is giving me some information as well. I want to keep that.
04:26The Ambient Pass, same thing there.
04:28We're going to keep that.
04:29The Shadow Pass though, no information there.
04:32That's because the lighting that I have in the scene doesn't actually have
04:34Shadows turned, so I am going to go ahead and turn that off and delete it from
04:37the Render Settings, so I click on the Shadow and delete.
04:40And I'll click on Specular now, Specular information,
04:42there is something there, so I'll leave that in the render.
04:45Diffuse is base color value and that is giving me information, so I'll
04:49leave that in as well.
04:50The Motion Vector pass is giving me the pixel direction information, and that's
04:53expressed in a very special color set of color values, and so I can see that
04:57that's okay as well.
04:58Now I'm going to scrub down here and look at my object buffers, and I've
05:02verified the object buffers already. The only thing I'm really concerned about
05:04is the Depth pass and if I click on that, you can see now I have a grayscale
05:08value set for Depth, and that's showing me that things that are white are going
05:12to be blurred out heavily; things that are black are going to be sharp.
05:14And you can see that I have a little gradient layer that's traveling into the distance.
05:18And everything that's showing up black here is going to be sharpened and
05:21focused, and that's crucial.
05:23So that's it for the multi-pass render set up.
05:25What this is going to give us in After Effects is a list of composited layers
05:29that all add up to our final image, and this gives us tremendous control and
05:34flexibility without having to come back to CINEMA 4D.
Collapse this transcript
Creating an external compositing tag
00:00CINEMA 4D is a production tool that is designed to work within a particular
00:05workflow involving compositing application like After Effects. Because of that,
00:08it has incredibly tight integration with After Effects.
00:12One of the abilities that we have is the ability to bring across 3D data, in the
00:17form of camera and position information, from CINEMA 4D into After Effects.
00:21In order to do that though, we have to add a special tag to our project file
00:26for the objects that we want to have inside of After Effects. And right now in
00:30this scene, the only thing that we're really concerned about is the screen for the telephone.
00:34We want to have an exact null object that's in the center of the screen moving and
00:38traveling with the screen.
00:39That will give this the ability to actually place us a video on that screen inside
00:44of After Effects that'll move exactly with our 3D render from CINEMA 4D.
00:47So what I'm going to do is over here in the object manager, I'm going to scroll
00:51down through the object manager and find my phone.
00:54There it is, Phone Uber. And within the Phone Uber null is a Phone Screen
00:58null object, and I'm going to select that, just so I can identify where it is in space.
01:02You can see that there it is right on the face of our phone. And if I
01:06right-click on this and go to CINEMA 4D tags > External Compositing, you will
01:11notice that it's different than the compositing tag.
01:13This is a special tag that only does one thing.
01:15It gets position and rotation information for a particular object from CINEMA
01:204D into After Effects.
01:22So if I add that to my Phone Screen null object, that's all I need to do.
01:26I don't need to touch any of the other options for the tag.
01:28There are times where you might need these guys, especially, for example, if you
01:31were using this tag in combination with the Mograph Cloner object. But in this
01:36case, for a simple null setup like this, we only need to have the basic properties.
01:40This simple step will give us all the control we need in order to place video on
01:44our phone inside of After Effects.
Collapse this transcript
Creating render passes using the Render Elements plug-in
00:01Compositing in After Effects requires the use of layers, and breaking your scene
00:04into layers can be really challenging.
00:06Fortunately, there is an amazing free plug-in for CINEMA 4D that makes that
00:10process really easy and intuitive.
00:11It's called Render Elements, and it was created by a very talented artist and
00:15programmer named Adam Swaab.
00:16Now, before we start the Render Elements process, what I want to do is fix
00:20something in the Render Settings that's very important.
00:22In the previous movie, we were using a test render to test out our movie to make
00:26sure that we had the correct layers.
00:27In order to do that test render, we had changed our range of frames, and I want
00:31to change that back now.
00:32So I'm going to go to the Render Settings, and in the Render Settings, I'm
00:36going to click on the Output option and I'm going to change my Frame Range From 0 To 149.
00:41I'm hitting the Tab key to get through those fields. And that's very, very important.
00:46We want to make sure that we're rendering out the correct range of frames.
00:49Now the Render Elements setup process is pretty intuitive, as long as you
00:53understand the interface.
00:54I'm going to go to the Plugins menu.
00:56Now, I've already installed the Render Elements plug-in.
00:58It's a very simple procedure.
00:59Once you've downloaded it from Adam's web site, simply quit CINEMA 4D if you
01:03already have it open and drag the Render Elements plug-in right into the
01:07plug-ins folder in the Maxon subfolder in your applications folder.
01:10So once you've done that, you really want CINEMA 4D, and then Render Elements
01:13will show up here in the Plugins menu.
01:15So now I'm going to launch the Render Elements interface, and when I do that, I
01:19get the Render Elements window. And the Render Elements window, I'm going to
01:22just kind of move around.
01:23We're going to have to keep it floating here.
01:25It's going to get a little bit tight for our window arrangement, but we're going
01:27to need to have quite a few things open just to keep things organized.
01:30So I'm going to move my Render Settings over right here, and I'm going to bring
01:34them down and just make them a little bit smaller.
01:36We're going to be needing to access the object manager, too.
01:39So the first thing I want to do is set up a render element called Everything ON,
01:42and I like to do this sort of as backup.
01:44Right now, when I hit the Render button, everything shows up in the Viewport as
01:48rendering on, and that's what I want to preserve that state, and so that's going
01:51to allow me to do that.
01:52So I'm going to go down here in the Render Elements window, click in the Name
01:55field, and type 'Everything ON'. And I'm going to hit Record Element, and when I
02:02do that, I get to the Everything ON render element.
02:05Now if ever need to get back to the state where I have all my objects on, the
02:10Everything ON render element will allow me to do that.
02:12I can always load that state, and my scene will come back to this original
02:16arrangement of things being visible or not visible.
02:18Now, what we're going to do is work our way down through the image and grab
02:22things one at a time.
02:23So we're going to start off with the beams, and the beams are the visible
02:26light beams that are emanating out of the platform. I want to have them on
02:29their own separate pass.
02:31I'm going to twirl some of these items closed just because I don't need them
02:35open right now, and that's going to make my object manager a little bit
02:38easier to deal with.
02:39Now the only thing I want on in this pass are the Platform Beams.
02:43But, very important, I want the Platform Beams to interact with these other
02:48objects in the scene. And if I render, I'm going to hit Command+R, or Ctrl+R on the keyboard
02:52if you're on a PC. And you can see that this visible light actually is volumetric,
02:57meaning that it interacts with the geometry, and you can see little edge rays
03:00extending off of the type and off of the phone.
03:03So what I want to have is I want the phone and the type to still affect the
03:06light, but I don't want them to show up in the render, and that's where the
03:08compositing tag comes in.
03:10So if I go to the compositing tag for the Type parent--and I'm going to move my
03:14Render Settings out of the way.
03:15I'm going to go to the Tag properties and turn off Seen by Camera. And then I'm
03:20going to do the same thing for the Phone Uber, and I'm going to turn off Seen by
03:24Camera. And then I'm going to do the same thing for the Stadium, and I'm going to
03:28turn off Seen by Camera.
03:30Now when I do my test render, you're going to see that there is still going to
03:32be some things left on.
03:34That's because those things have their own compositing tags, and so if I render,
03:37most of everything else is gone.
03:38The phone body is still there, the phone screen, excuse me. But my type is gone,
03:42but the effect of the type is still there.
03:44What I need to do now is go down through my other compositing tags and make them all
03:48not be Seen by Camera as well.
03:50So I'm going to go down to the ones I have visible right now, and I'll select
03:53the Upper Tube and tell it not to be Seen by Camera,
03:56the giant BG tube, don't be Seen by Camera.
03:59And if I go into my Stadium now, I need to find all these compositing tags.
04:03And I click on Base Platform, don't be Seen by Camera, and let's scrub down a
04:08bit and twirl open the Stadium.
04:09There are my lights, don't be Seen by Camera.
04:12And the Stadium seats, if I twirl open that section group right there, that's
04:17going to have my crowd in it,
04:18so I can find that. There is my crowd seats, don't be Seen by Camera.
04:22And I think I've got--there are my pistons.
04:25I don't want to have those seen by camera either.
04:26So I'll twirl that open and on all three of these tags, I'm going to tell it not
04:30to be seen by camera.
04:32Then I'm going to do one last test render, and when I render now, I should only
04:36see the volumetric light, and that's perfect.
04:38Looks like I've still get part of my phone,
04:40so let's go back up and find the Phone. And if I go into the Phone Uber and
04:43twirl that open--and my Phone Screen still has a compositing tag on it.
04:48So I'm going to uncheck Seen by Camera on that compositing tag, and now when I
04:51do my test render, Command+R or Ctrl+R, now I can see just the beams.
04:55So what I do now is I go under the Render Elements window, and I rename this
04:59thing and call 'Beams Pass',
05:01B-E-A-M-S Pass, and I'm going to hit Record Element.
05:05Now what that gives me is the Beams Pass, but I've left out one very important
05:08part of the Beams Pass, and that's the render file name. And so if I go to my
05:12Render Settings in here--I am going to bring that window up--and under the Save
05:15dialog, I want to input in the Multi- Pass Image Save field, Beams Pass.
05:20Actually, I'll just call it Beams for short. And now I'm going to hit Record Element
05:26one more time, and that's going to solidify that.
05:28It's a very important step when you're using Render Elements.
05:30You have to, any change you make in the Render Settings, or in the tags here,
05:33you always have to re-record your elements.
05:35So I'll hit Record Element and it's going to ask me, do you want to overwrite that?
05:39Yes, I do in this case, and now I'm ready to go.
05:42So I'm just going to rearrange my palettes here a little bit.
05:44The next step in the process is we want to create something called the Phone
05:48Pass, and that's going to be just the phone by itself. And this is going to go a
05:51lot easier now, because we've already established what compositing tags would
05:55need to be on for on in our Render Settings.
05:57That's why I started with the Beams Pass first, because I knew that once I
06:01turned everything else off, it would be very easy just to reveal the things that
06:04I needed for the subsequent passes.
06:06So I'm going to start off by naming this pass and call it Phone Pass.
06:10That way I don't accidentally overwrite my Beams Pass, and I'll Record that
06:13Element. And now within the Phone Pass, I'm going to first off change the name
06:17from Beams to Phone, and then I'm going to move my Render Settings out of the
06:20way, and I'm going to reveal the Phone. So I don't need the Beams on anymore,
06:24so I'm going to kill the beam light completely, and I'm just going to click that
06:29guy and turn it off.
06:30Then in the Phone Screen compositing tag, I'm going to turn on and tell it to be
06:35seen by camera, and then on in the Phone Uber null compositing tag, I'm going to
06:39tell it to be seen by camera. And then I'm going to Command+R or Ctrl+R to do a
06:43Render Setting, and you can see that I only see the actual phone and the screen,
06:48nothing else, and that's perfect, just the way I want it.
06:50So now I've verified I've changed the Render Setting, the render File name, and
06:55I've already got my Phone Pass.
06:56I'm going to re-record my element, and then tell it Yes to overwrite, and that's it.
07:00That Phone Pass is locked in.
07:03Next up is a Type pass, and that one is really simple as well.
07:06I'm going to start off by naming my render element and call it Type pass, and
07:09I'm going to hit Record Element. And then I'm going to start off by changing the
07:14Render Setting File name, and call it Type. And then I'm going to move that
07:19Render Settings out of the way.
07:20Now I don't want my phone to show up now,
07:21so what I do is go to the Phone Uber, tell it don't be Seen by Camera, go
07:26to Phone Screen, tell it don't be Seen by Camera, and then I'm going to go to
07:29the Type Parent and tell it please be Seen by Camera. And now when I do
07:34my test render, Command+R or Ctrl+R, I should only see the type. And that's in fact what I see,
07:39so now I can go to the Render Elements and re-record my Type pass render element.
07:45So I click Record Element, Yes overwrite, and that's the Type pass is all set up.
07:50Next up, I want to set up the Stadium Pass, and that's going to be basically
07:54everything except for the beams, the phone, and the type.
07:56So now what I'll do is start off by making a Stadium Pass render element, and
08:00I'll hit Record Element, and then I go to my Render Settings, change it to
08:05read Stadium, and then I'm going to make the Type not Seen by Camera, and then
08:13I want to make all the stadium parts visible.
08:16So in order to do that, I'm going to go to--let's twirl close the Phone Uber--and
08:21in the Stadium Piston Uber null, I want to make that visible,
08:24so I tell it to be Seen by Camera. And then I'll go to Base Platform, tell it to
08:29be Seen by Camera. And I'm going to work my way down through each of these guys
08:32and tell them all to be Seen by Camera, and scroll down here.
08:35There is my crowd seat, Seen by Camera.
08:38Keep scrolling down.
08:39There is my pulses and my pistons. Tell those all to be Seen by Camera. And then the last two,
08:47the Upper Tube and giant tube, tell them to be Seen by Camera as well.
08:52Then last but not least, we want to test render, Command+R or Ctrl+R. And if all
08:58goes well, we should see just the stadium elements--no type, no phone, no beams.
09:04And in fact, that's exactly what I see,
09:06so this render element is good.
09:07So I'll verify real quick that I've got my stadium there, and then I'll rerecord
09:11the Stadium Pass by clicking Record Element and tell it to overwrite, and that's
09:16it for the Render Elements setup.
09:17So as you can see, Render Elements makes it really easy to control our render
09:21setups right in the single file.
09:23In the old days before Render Elements existed, you would have had to save our
09:26different versions of your file, making it a real pain
09:29if you had to go back and make any changes, because you'd have to make sure
09:32those changes were updated in every single version of the file, and that would
09:35make the render setup process a lot more difficult.
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Using Render Elements to optimize render passes
00:00The Render Elements plug-in really gives us a lot of control over exactly what
00:05passes we are going to be rendering out and bringing into After Effects.
00:09What we want to do in this movie is to optimize our render settings, and what I
00:12mean by that is by turning off selected elements--
00:15for example, in the Beams Pass--the only thing we need to see are the beams
00:19and we don't need any object buffers or anything like that along with the
00:22beams because none of the things that have object buffers are going to be
00:24visible in the scene.
00:25So, we can go through our Render Settings and turn off all the things that we
00:28don't need for that render. That will save us a lot of drive space.
00:32So, what I am going to do here in the file is go to the Plugins menu and go to
00:35Render Elements, and let's start off with the Beams Pass.
00:38And right now, the Stadium Pass is loaded, and I can tell because of this
00:41little asterisk here.
00:42So, I will select Beams and click the Load button.
00:45And I will just verify it by hitting Command+R or Ctrl+R, and you can see there is my beams.
00:50So, if I go to the Render Settings and in the Render Settings and if I twirl
00:53open my Multi-Pass, I can see that all of these multi-pass steps are all on,
00:59and I don't need those.
01:00The only thing I need is the RGBA Image. And so I'm going to delete everything in
01:04this multi-pass scene except for the RGBA Image.
01:07So, I will go to hold on the Shift Key, and then I will hit Delete, and then
01:12I'll do the same thing down here and delete and delete. And then all I see is
01:16the RGBA Image for my Beams Pass.
01:18And then if I go to the Save option, you can see its Beams, but it doesn't say where
01:21the file is going, and so I'm going to tell it where to put that file.
01:25So, I'll click on the Save Image button, and I'm going to go to, in the Exercise
01:30Files, the C4D renders folder.
01:31Now, this is very important.
01:33If you're downloading the project files for this course, this C4D renders folder
01:37will already be full of subfolders that have their own image sequences in them.
01:40Do not render your images to that folder; otherwise, you will overwrite or mix
01:44up all of the renders in those subfolders, and you don't want to do that.
01:47If you are rendering along with this at home, render them to your own folder on
01:51your own hard drive.
01:52So, here in the C4D renders folder, I am going to make a new subfolder and call
01:55it Beams and hit Save, and I can see there's my file set up.
01:59I've verified that only my RGBA Image is rendering.
02:02Now I need to re-record the render element and tell it to overwrite, and
02:06yes, that's awesome. It's ready to go.
02:09Now, what I am going to do is navigate through each one of these guys and
02:12repeat that process.
02:13So, if I go to the Phone Pass and load that up, in the Phone Pass, the only
02:17thing I really need are the phone.
02:20I know that I don't need the Atmosphere or Post Effects.
02:23I need the RGBA Image.
02:24I don't need the Depth pass so I can delete all of those things.
02:27And the only object buffer I need is the phone screen,
02:30so I can delete all of these guys. So I can go into the phone and are going the
02:32phone and delete, delete, delete, delete, delete.
02:37I am just clicking on these guys one at a time. And then for the Ambient pass, I
02:41do need down that one.
02:42I do need Diffuse, Specular, and Reflection.
02:44Ambient Occlusion yes, Atmosphere no, Post Effects no, RGBA yes.
02:50Depth and Motion vector I don't need at all, so I can delete those guys completely.
02:54And so that saves me a lot drive space because I won't be getting image
02:58sequences for any of that extra stuff.
03:00Now, if I go to the Save, I will go and navigate and tell it where to put that
03:04Phone file, so I click on that.
03:05And it remembers the last place I was looking at, so that's the Beams folder.
03:08So I'll go to C4D renders, and I will make a new subfolder and call it Phone and save it into the Phone.
03:14So, there is my Phone pass, and I am going to record that element. And then do you
03:19want to override it? Yes, I do.
03:21Now, I will do that same thing for the Stadium Pass, so let's load up Stadium.
03:26And then in the Stadium Pass, we don't need a phone screen.
03:29We do need the crowd.
03:30We do need stadium lights. The pulses, piston, base platform, those are all
03:34parts of the stadium, and we do need object buffers for those, so we want to leave those on.
03:38The rest of these image passes I am going to leave on because those are going
03:41to be crucial information that we will need inside of After Effects.
03:44Now, I'll go to the Save dialog and tell it where to put the files, and so I
03:49will navigate out to C4D renders, hit New Folder, and tell it to render out the Stadium Pass.
03:56And so I can see Stadium is going into the Stadium Folder, and there is my file
04:00pathway, and I will click on the Record Element and then hit Yes to override it.
04:05And then last but not least is the Type Pass, so I will click on Type > Load.
04:10Let's twirl open the Multi-Pass options and the only thing we need,
04:14we don't need any of these object offers because our Type isn't need the object
04:17buffers, so we can delete, delete, delete, delete.
04:20We can basically delete all of these object buffers, and we will leave Ambient,
04:25Diffuse, Specular, Reflection, all the stuff on, except for Atmosphere, and the
04:31Depth and Motion vector we don't need either.
04:33All we need now is to tell it where to put those files,
04:37so I click on Save, navigate to the correct folder. And I need to make a folder
04:43for that Type, so I will make a Type folder and then hit Save.
04:47And always remember to re-record your Render Element.
04:51Click Record Element, Yes.
04:53And now, I'm ready to go, so I have done my Beams.
04:56I have done my Phone. I have done my Stadium.
04:58I have done my Type pass.
04:59The Everything ON pass is just for backup.
05:02We are not even going to render this pass;
05:03I can ignore that for now.
05:04So, I've got all my render elements set up.
05:06I have optimized them in order to save drive space.
05:09The next step is the batch rendering.
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Batch rendering
00:00Now that we have all of our render elements set up and ready to go, we
00:03can finally render.
00:04We're going to be doing four separate renders from four different project files
00:07that Render Elements will create for us.
00:09Fortunately, CINEMA 4D R12 has a completely revamped batch render engine that
00:14will automate the process so that we can set it up and walk away.
00:17So here in the Chapter1-08-Start file, and I'm going to go to the plug-ins menu
00:21and call up Render Elements.
00:23And in the Render Elements window, we have got a listing of all the elements
00:26that we had created in the previous movie.
00:28I need to tell Render Elements which versions of the file I need to save out,
00:32so I want to save out the Beams Pass and the Phone Pass and the Stadium Pass and the Type pass.
00:37Now the Render Elements plug-in has an amazing feature that allows us to
00:42generate C4D files based on each of these passes, and what I have to do is tell
00:47it where and how to put those files.
00:50I click on this pull down here, and I've some options here.
00:52I'm going to choose Save Project (One Tex Folder).
00:55Now if you're saving to net render, you would want to do a Save Project.
00:58And you could also do Save Files in the separate folders by themselves, but we
01:02want to do for our batch render process, Save Project into one text folder.
01:06And so I will let go off that, and now I've to tell it to generate the C4D files.
01:10And when click Generate C4D files, it's going to give me this warning, and this
01:14warning is perfectly normal.
01:15What it says is Render Elements will, each time you generate files, will
01:19overwrite the old files that were there before.
01:20So we are just letting you know that that's what it is going to do.
01:23And so I know that, so I'm going to hit OK, and it's going to ask me where I
01:26want to save those files.
01:27Now I'm going to go on my exercise files and in the Exercise Files folder, I'm
01:32going to create a new subfolder, call it batch renders.
01:36And now in the Batch Renders folder, I'm going to tell Render Elements where I
01:41want to put that file. So hit Open.
01:43And when I do that, render elements will generate a separate C4D file for
01:47each one of those files.
01:48Now, it's already done.
01:50How long it takes depends on the type of file you're working on and how big
01:53it is, but in this case Render Elements has already done the process for us, and it's finished.
01:57So I'm going to navigate out to the Finder, and in the Finder, I'm going to go
02:01to the Batch Renders folder and open that up.
02:04And you can see that I now have a separate CINEMA 4D file for each one of the
02:08render elements, including a text folder that has the texture that's used in it.
02:11And there is just one JPEG that's being used, the Crowd 2.
02:13So now what I can do is go back to CINEMA 4D and load these into the
02:17batch render engine.
02:18So I'm going to go back to CINEMA 4D and close Render Elements up, and I can
02:22actually close this project file up as well.
02:24I don't need that open anymore, so I'll close that up.
02:27And I'm going to go to the Render menu and go to Render Queue, and in the Render
02:31Queue, this is the newly revamped interface for the Render Queue in CINEMA 4D
02:35R12, and it is fantastic.
02:37What it allows us to do is to load in project files, and we'll see a listing of
02:41those project files here in the Render Queue.
02:43And then we can start those renders and monitor their progress right from this window.
02:46So I'm going to go to the File menu, open up a job, and so I'll go to my Batch
02:51Renders folder, and I'll Start off by loading in the Beams Pass.
02:55So I'll select that and hit Open, and then I'll repeat that process for each of my other jobs.
03:00So I'll grab the Phone Pass, and then I'll grab this Stadium Pass, and then I'll
03:09grab the Type Pass last.
03:14So now I've got all four of my render elements loaded in.
03:16Now you'll notice that there is an error message here, and there is an error
03:20notification for us telling us what the problem is.
03:23And in this case, the problem is that it's got an invalid output multipass path.
03:29In a previous movie, when I set up our render elements for each one of our
03:33versions of the file, we set the Render folder based on a directory structure on
03:38the machine that I was currently recording on.
03:40Now I've changed things in order to show you this error message on purpose.
03:43If you're working on the project files at home, your directory structure is not
03:46the same as what I used when I recorded the movies.
03:49Now, you need to change the directory structure, and the cool thing about the
03:53Render Queue is that you can change the directory structure right here inside
03:57the Render window without having to go back to the original files.
04:00So the way that we do that is I'm going to click on the Beams Pass, and down
04:04here in the Multi-Pass Image field, it shows us where the file was going before.
04:09You can see that it's going to a user folder that I don't currently have on this machine.
04:14Now all I need to do is to to change that location, and I can do that right here
04:17by clicking on the Save Image button.
04:19So when I click on that, it's going to ask me, where do I want to send those files?
04:23And so I'm going to navigate to the Exercise Files and go to C4D renders, and
04:28I'm going to put the beams in the Beams folder.
04:30And so you can see now the error message is gone, and it's queued up and ready to go.
04:34So I'm going to repeat that process for each of the passes.
04:36So for the Phone Pass, I'll select it, click on the Save Image button, and put
04:40that into the Phone folder;
04:42and for the Stadium Pass, put that into the Stadium folder;
04:48and the Type pass, I'll put that into the Type folder.
04:51You can see now I've changed all those file locations, and now the queue is ready to go.
04:58I've got all my items queued up.
05:00They're all checked off, and so I'm ready to start my render.
05:02So I'm going to go to the Jobs menu and tell it to start rendering, and when do
05:06that, I'm now going to get a progress bar.
05:09So you can see I've currently got item number four selected, but that's not the
05:13one it's working on.
05:14This yellow dot indicates the job is working on.
05:16So if I click that, I'll now see a progress bar for that actual item.
05:21And that's the fantastic thing about the Render Queue is that it's going to work
05:24through each of these items one at a time.
05:26When the Beams Pass done, it's going to automatically start on the Phone Pass.
05:31And then when the Phone Pass is done, it will automatically start on the Stadium
05:33Pass, and so on, until it runs out of things to render.
05:36Now when the rendering process is complete, we're going to end up with a folder
05:39full of images and the AEC files that we can import into After Effects, and
05:43that's just what we'll do in the next chapter.
05:46So as you can see, the Render Queue in CINEMA 4D R12 is a really amazing addition.
05:51It allows us to make excellent use of our time.
05:53Instead of having to babysit each render, we're free to set up a batch and walk
05:57away to work on other stuff, or maybe even just relax.
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2. After Effects Prep
Importing files and organizing an After Effects project
00:00Creating motion graphics is a very file-intensive process, and even though it goes
00:04contrary to most artistic brains, the sooner you embrace organization of file
00:08management, the better your art will be.
00:10In this movie, we're going to be importing all of the files that we had rendered
00:12out at the end of the first chapter into After Effects and organizing them in
00:16to folders, so their parts will be easy to find.
00:18Now I'm out here in the Finder.
00:20If you look, there is our C4D renders folder. And if you remember from the first
00:23chapter, we rendered all of our files to image sequences.
00:27So within each one of these subfolders is an image sequence, and there are
00:30actually multiple image sequences because of the multi-pass rendering process.
00:34And so, for example, if I click inside the Phone here, you can see that there is
00:38a Phone_ambient pass.
00:40And if I keep scrubbing down, you'll see that that's the ao pass, or
00:43ambient inclusion pass.
00:44And then it keeps on going all the way down to the very bottom, and at the bottom
00:49is a little file called Phone.aec. And this file is very, very important.
00:54This is a file that CINEMA 4D writes out that allows you to import all of these
00:58sequences into After Effects automatically,
01:00and give you the position information for the camera, position information for
01:05the lights, and position information for any null objects that you had
01:09identified with external compositing tags.
01:11You bring all that into After Effects with this AEC file.
01:13Now, you'll need the special import plug-in in order to import this.
01:17And you can actually find out more information about this by watching the
01:20Essential Training for CINEMA 4D, or watching the After Effects Integration
01:24series by Chris Meyer.
01:25We'll be using these renders in After Effects for the rest of the course, so
01:28it's very important to keep them in the C4D renders folder.
01:31Let's move over to After Effects now, and I've got After Effects open in the
01:34background, so I'll just click into it.
01:35And we're going to start the import process. But before we do, we want to open
01:38up a special template file.
01:40So I want to go to File > Open, and in the ch02 Exercise Files, there's a ch02-01-start.
01:46And when I hit Open, it's going to give me a message here.
01:49This file was actually created in an earlier version of After Effects,
01:53and so it's telling me that, and gives me that warning right now.
01:55I actually created this file in CS3 a long time ago.
01:58This is a file format that I used to organize my files,
02:02and it's nothing special.
02:04It's just an After Effects project file.
02:05No special filters or anything like that inside of it. It's just an
02:08organization of folders.
02:09So when I hit OK, it's going to open that up.
02:12I will now have a file folder structure here that makes things a lot easier to
02:17find in the project window.
02:19So you can see there is a folder for production elements, like Illustrator files
02:22and Photoshop layers, and for video as well:
02:25video that comes from CINEMA 4D renders, FPO video, High Res video, Pre Renders.
02:30If I render something out of After Effects that I want to bring back in, I can
02:32put it in this folder.
02:33So, basically there is a folder for every type of file that you might be working
02:38with inside of CINEMA 4D.
02:39So what we're going to do is we're going to import our CINEMA 4D renders and
02:42then organize them into these folders where they are easy to find later on when we need them.
02:46So what I'm going to do is I'm going to go to the File menu and do an import.
02:51And so if go up to File > Import and do File, and I'll navigate to the Exercise
02:56Files, the C4D renders, and I'm going to start off with the Beams.
03:00And if I click on Beams, down here at the very bottom of the file structure is
03:05something called Beams.aec.
03:06And this AEC file is the file that CINEMA 4D writes out that allows you to
03:10import special information into After Effects that really enables the
03:14integration between CINEMA 4D and After Effects.
03:16And so what we want to do is import this file.
03:19Now if yours is grayed out, that means that you don't have the file plug-in
03:23information correctly installed in After Effects.
03:25And I'm going to show you where on the lynda.com Training Library to find a
03:28movie that shows you just what you need to do.
03:31So I'm going to tab over here to Safari, and in Safari, I'm looking at the CINEMA
03:344D R12 Essential Training.
03:36So if you scroll down to "3D Animation Workflow:
03:39Compositing in After Effects," which is Chapter 11, and the "Importing elements in
03:43the After Effects" movie that will show you exactly the information that you need
03:46to know to be able to import this AEC file correctly into After Effects.
03:51Now, if you already have the plug-in installed correctly and you're ready to go,
03:54let's get back to After Effects and open up that Beams.aec file.
03:58Now, when I click on Beams.aec and hit Open, it's going to think about it for
04:02just a moment, and I'm going to now have in my project file, some solids.
04:06So it already made a solid for me in the Solids folder,
04:09and I have the Beams Start Pass. And depending on what my Render Settings
04:13were, I may have also a folder called special passes, and we'll see that in the next import.
04:17What I want to do is take this folder and put it into the Video subfolder, in Cinema Imports.
04:21And so I am going to scrub that down right there and take this and drag it right into there.
04:25And so now I know that that's a CINEMA 4D render and the contents of that
04:30came from CINEMA 4D.
04:31So it's very easy to find that information when I need to, because we're going
04:34to end up with a quite a few files inside of our After Effects project window,
04:37and keeping them organized like this is really important.
04:40So let's import the next element now.
04:41So I am going to go to File > Import > File, and I'll navigate to the Phone
04:46folder, scrub all the way down, grab Phone.aec, and hit Open.
04:50This is going to take just a little bit longer, because there is more passes, and
04:53once it's done importing, you'll see that I do in fact have a Special Passes
04:56folder, and then there is the Phone pass.c4d.
04:59What I want to do is take the Special Passes and drag them in before I do anything else;
05:03that way I know this Special Passes folder actually goes with the Phone pass.
05:07And if you twirl it open, you will see that there is the ambient inclusion pass,
05:10there is the object buffer, and also the Phone-rgba, which we'll be using in our
05:14compositing process.
05:15So it's really important to keep the Special Passes with the Phone.
05:18Then I'll take the entire Phone folder and put it into the Cinema Imports, and
05:23let's repeat that process for the next pass.
05:26I'll go to Stadium, and this is going to take a little bit of time because there
05:31is quite a few more passes. I'll hit Open.
05:35How long this import takes depends entirely on the speed of your machine, but
05:39also on how many elements you have inside of your actual AEC file. So there it is.
05:44It's imported. Let me twirl this closed, and get down here and find the actual folders. And so
05:47there is the Special Passes folder.
05:49So the very first thing I do is move that Special Passes right up into the
05:52Stadium Pass folder.
05:54And then you can see, there is all my elements, take that and move it up into the
05:58Cinema Imports folder.
06:00And let's do the last pass, which is the Type, and import that. There we go.
06:08Let's twirl that closed and go down to the Special Passes, move them in there, then
06:12I take the whole Type folder and move it right up into the Cinema Imports.
06:16So just to give an idea of what's inside of these folders, if I open up this
06:19composition, this composition is now called ch01-Start Stadium Pass.
06:24It's based on the file name that was used when we actually rendered out the file.
06:28And so if I double-click on that, I now can see a composition.
06:32I'll make this window a little bit larger for the timeline, so I can see
06:35the layers down here.
06:36And you can see there is this Stadium_ reflection, ambient, specular, and diffuse
06:40passes and all these passes add up to the final rendered image that I can see
06:44here inside the After Effects Composition window.
06:47So those are all the major parts we're going to need for now.
06:49The most important thing to remember is that it is crucial that you organize
06:52your files as you go. Don't put it off.
06:54Keeping your files organized will make your workflow much, much smoother.
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Creating a 3D object precomp
00:00Before we can begin making our magic here in After Effects, we need to prepare
00:03each of the layers we're going to need in the final composition.
00:06We're going to start off with the phone.
00:07Now, this may seem like a boring step in the process, but it's
00:10really foundational.
00:12Understanding how to set up correct pre-comps and building the right
00:15pre-comps for just the right situation means that when you get into the final
00:20compositing process you're going to have all of the elements that you need
00:22right there at hand.
00:24It really is a key to sort of setting up a smooth workflow for you all the way
00:29through After Effects, so you get to the final result.
00:31So what I'm going to do here in the file is I'm going to go into the Video
00:35folder, and in my Phone Pass folder, I've got this pre-comp, and this is the
00:41pre-comp that was imported when we imported the AEC file.
00:44Now I could just use this composition originally, but I don't like to do that.
00:48I always like to keep a copy of it on hand.
00:50So I'm going to make a copy by hitting Command+D or Ctrl+D on the keyboard, and
00:53I'm going to move that into the Pre-COMP's folder. Let's scrub down and go to
00:57the Pre-COMP's and now in the Pre-COMP's folder I'm going to change the name of
01:02this and call it Phone Pass Pre.
01:05And I'll open up the Phone Pass pre-comp and you can see this is our
01:09pre-comp, and we've got our Phone Pass, and it's over black right now. And we
01:13don't want this black here, but this black as a result of the multi-pass
01:17compositing process.
01:18So we need to be able to eliminate this back, but we need an alpha channel for
01:22the phone to do that. And so fortunately for us, when we set up our render from
01:25CINEMA 4D, we did the RGBA Pass, which gives us the complete phone with an alpha channel.
01:31So if I go back into the Special Passes folder in the Phone subfolder, you can
01:36see there is a Phone_rgba.psd sequence here. And if I bring that in--and I will
01:41just isolate it real quick by hitting the Solo button--
01:43and you can see that with the transparency active, I can now see that I've got
01:48an alpha channel. So what I want to do is have this alpha channel cut right
01:51down through all this black, and there is a really great feature in After
01:56Effects called Stencil Alpha.
01:57It's one of the blending modes, and if I click on the Modes pulldown and scrub
02:01all the way down to the bottom and set this to be Stencil Alpha,
02:04when I do that, it's going to chop away all of that black stuff.
02:08Now I don't see the phone anymore. All I'm seeing is the result of the alpha
02:11channel stenciling out all of that extra information for me, and so that's a
02:15really important process.
02:16Now when I clicked on this, I just noticed something very important about the
02:20RGBA Pass, and that's in the footage summary information up here.
02:23It's showing me that it's millions of colors but pre-multiplied, and I know that
02:27for sure when I rendered it from CINEMA 4D I rendered it with a straight Alpha channel.
02:31And this happens sometimes.
02:32You get confused about whether or not you meant to have it as pre-multiplied or
02:35straight Alpha channels.
02:36You have to really watch out for this.
02:38And so I'm going to right-click on this Phone RGBA Pass, and I'm going to go to
02:42Interpret Footage > Main, and in the main footage interpretation dialog, I'm
02:46going top change it from Pre-multiplied to Straight. And I will just hit Enter
02:49on the Keyboard, and that's going to get rid of that screen for me.
02:52And now I can see that it's set to be straight alpha, and that's going to make
02:55things a lot smoother for me down the road.
02:57Now those may seem like basic steps that we just went through, but once again,
03:01this process of building this pre-comp is foundational because we're going to
03:05be building on top of this Phone Pass from here on out to make our phone really
03:09sit in the stadium, so having this pre-comp built is going to make that
03:13process a lot easier.
Collapse this transcript
Attaching a video layer to a 3D object
00:00Our phone compositing process illustrates a really important concept inside of
00:04After Effects, and that's the idea that you can have a 2D element in After
00:08Effects that sticks to a 3D render from CINEMA 4D. And in this movie, we're going
00:12to be doing just that.
00:13We're going to take a piece of footage, and we're going to put it inside of
00:15pre-comp and stick it onto the front of our phone screen.
00:18So let's start off by importing a piece of video that we can use.
00:21First, I'll start off by just cleaning up this window here.
00:24I'm going to close up these folders, and actually, I'll reopen the Video folder.
00:27And in the Video folder, I'm going to select the High Res folder.
00:31When I import this piece of footage now, it's going to go right into that High
00:33Res folder for me, so I don't have to organize it later.
00:36So I'll go to the File menu, do Import > File.
00:40I'm inside of the Exercise Files in the Video_Assets folder. And if I select
00:44this Lake Tahoe clip, and that's a snowboarder going over jump and I hit Open,
00:48it's going to import that file.
00:50Now what I want to do is I want to get this piece of footage into a pre-comp
00:53that matches my final project size, and so I need to make that comp first, and
00:57so I'm going to scrub down.
00:58I'll select the Pre-COMP's folder, and I'm going to do that so that when I make
01:02this new composition, it goes right into that Pre-COMP's folder for me.
01:05So if I click on the Create New Composition button, and I'm going to call this
01:10one Phone Screen PRE. And the Phone Screen PRE, I want to make it 960 x 540, 30
01:17frames per second, and I'll make it 5 seconds long.
01:19So my frame rate, my size, all match my finished composition size, and that's
01:24very important in this case.
01:25So I'm going to hit OK here, and you can see my Phone Screen pre-comp went
01:29right into that Pre-COMP's folder. And so now I take this, and I want to get
01:33it into the Phone Pass Pre,
01:34so let's open up that Phone Pass Pre.
01:36I'll double-click on that guy.
01:37Before I put this phone in the Phone Pass pre-comp, I need to add the video to that pre-comp.
01:42So I'll click back here on this tab, and I'm going to drag the Lake Tahoe clip
01:46right into this folder. And you can see it's a little bit larger.
01:49That's because this clip is 1280 x 720.
01:50So I'm going to hit S on the keyboard to reveal the scale, and I'm going to
01:54scale this down. And I don't want to make it exactly the same size;
01:58I'll just make it just a hair larger, so that there is no artifacts around the edge of the frame.
02:02So right about 76% on the Scale.
02:04So now what I might do is get this pre-comp into our Phone Pass pre-comp, and
02:09so I'll click on that, and I'll drag the Phone Screen PRE right into the composition.
02:14It's going to come in as a 2D layer.
02:15Now, what I want to have is this 2D layer stuck onto my 3D phone, and so I need
02:19to first make this a 3D layer.
02:21I'm going to click the 3D layer Switch here, and when I do that, my layer
02:26jumps out of the way.
02:27That's because now it's honoring the 3D space that is being set up by our
02:31camera. And so I'll need to have this 3D layer now stick to the front of phone.
02:36Because of After Effects and CINEMA 4D's really tight integration, I have this
02:39awesome null here called Phone Screen. And this null sticks right to the front
02:43of my phone, and so I want this layer to stick to that,
02:45so all I need to do is parent them up.
02:47So if I take my Phone Screen and use the parenting pick whip and parent it right
02:51to the Phone Screen null object, it looks like nothing has changed.
02:55But when I hit P for Position, this Position information is now relative to that null.
03:00So if I zero it out--and I'll just put in 0, 0, 0--it now jumps right to the
03:06position of the Phone Screen, and that's really, really important,
03:10the idea that information is relative and it makes this whole process a lot easier.
03:15The first thing you'll notice about our video is that it's really dark.
03:17The reason that it's dark is because the lights that came in from CINEMA 4D are
03:22actually affecting this 3D layer.
03:23We're not going to need that for our compositing process,
03:26so I'm going to delete those lights out of the scene completely, and you can see
03:28our video now returns back to its normal brightness.
03:32Next thing I want to do is I want to size it up a little bit better, and first,
03:36I'm going to zoom in on my comp by hitting the Period button.
03:40That's going to blow my comp up a little better.
03:42I'm going to enlarge the window as well. And now I'll select my Phone Screen PRE
03:46and hit S on the keyboard and just Scale it down.
03:48When I do that, you can see that it's not exactly centered up on the phone, and
03:52that's because the anchor point for our null object is actually down here at
03:55the bottom-left corner.
03:57So what I'm going to do is take the Phone Screen and go back to the position
04:00information and move it 50 units,
04:0250 x 50 on X and Y.
04:04One thing you'll notice about the screen video is that it's offset from
04:09there, and you can see that it's actually at the bottom-left corner of that
04:12null object. And that null object, I happen to know from experience that when
04:15you bring coming from CINEMA 4D, the anchor point for that null object is
04:19actually at the bottom-left.
04:20But if you move your attached Video layer 50 units on X and Y, then it'll jump
04:26right to the center, and that's a really handy tip, and that makes the centering-
04:29up process a lot easier.
04:30So now what I need to do is to scale it down a little bit more.
04:32But before I do that, I want to chop off the edges.
04:35Right now, my phone screen fill is a lot larger than the phone, and I want it to
04:38able to see inside the phone before I start playing around with the position.
04:40So I'm going to go into my Video > Cinema4D Imports, into the Phone Special
04:46Passes folder, and grab the object buffer.
04:48This object buffer was generated by CINEMA 4D, and what it does is give me an
04:52alpha channel just for the screen. And when I drag this in here, you'll see.
04:55I now have this black-and-white layer
04:57that's exactly the same shape as the screen on the phone--not the whole
05:00phone, just the screen.
05:01So if I go to my Switches and mode, switch them over, and I set this to be a
05:04track matte for my layer,
05:06I'll set it to be Luma Matte Phone_Object_ 1, it's now chopping off my video. And if I
05:11select the Phone Screen, you could see that the Phone Screen is now being
05:14chopped off by the alpha channel, so the transform handles show me where the
05:17outer boundary of my Video layer is.
05:19So let's zoom in a little bit closer now and take a look at the screen up close
05:23so we can get it positioned better.
05:25I'm going to scrub forward in time to spot where the phone starts to move
05:28towards the camera, and right about here.
05:32So I'm just on to next-to-the-last frame, and I could see now my phone screen
05:36fill is sort of offset a little bit.
05:38So I'm going to use the X handle now and move it over to the left just a bit.
05:42Let's move it over right about here.
05:44What I'm looking at is the transform handles, and I'm watching the space
05:48between this transform handle and the edge, and this transform handle and the
05:51edge, and by sliding it over just a bit. And I'm going to now adjust the Scale
05:57just a little bit more,
05:58so I'll hit S on the keyboard to bring up the Scale and bring it down in
06:01size by scrubbing to the left. And that's too small, and 24 is still just a hair too small.
06:07I am going to make it 24.5. So now, if I scrub through the video, you can see that
06:14the phone video is sticking right to it and it's perfect. And actually, when the
06:18phone turns around, you can see the phone contents actually disappear with that
06:22object buffer, and that's one of the magical things about this process is that
06:25phone video sticks right to it and looks just like it's always been there.
06:29It's missing a couple of important pieces though, and that's the reflections
06:33that are on the phone screen.
06:35In the video, we don't want the phone contents to actually come on until about
06:38four seconds into the animation,
06:39so I'm going to move my time slider to a 4-second mark, and then at the 4-second
06:44mark, I'm going to take the Phone Screen PRE, and I'm going to move its start
06:48point right over to 4 seconds.
06:50I will hold down the Shift key so that it snaps right into position.
06:53And now that it's snapped into position, I want to get the reflections that are
06:57on the phone screen to show up on top of my video.
07:00So in order to do that, I'm going to duplicate some layers, and I'm going to
07:04enlarge my screen just a little bit here. And I'm going to take this Reflection
07:07Pass and just hit Command+D or Ctrl+D on the keyboard and bring it up to the top
07:11of the stack, and now you can see there is a faint line there.
07:14I'm going to scrub forward in time on the video.
07:16There we go. And you can see there are some reflections here on top of the phone screen.
07:21They're a little bit hard to see, but they are there, and it's a very subtle
07:24effect, but it's important for making the phone screen look like it's stuck into the phone.
07:28So what I want to do is take this Reflection Pass now and chop it off.
07:32You can see I lost my alpha channel when I did that.
07:34That's because this Reflection Pass doesn't have an alpha built in, and now it's
07:37above my stencil alpha layer.
07:39So what I need to do is take this Phone_reflection pass and use the object
07:43buffer to matte it out, the same way I did for the screen.
07:46So if I duplicate the object buffer and move it up top, and if I take the Track
07:50Matte settings for that and set it to be Luma Matte for the phone object, and
07:54now it's going to chop that reflection out.
07:55You can see there is a subtle reflection on top of there.
07:58If I turn it off and on, it becomes really easy to see.
08:02This phone set up is a crucial part of our entire production process.
08:05What it allows us to do is to stick a piece of video on the phone screen and
08:09then change it out at will without having to go back to After Effects.
08:13CINEMA 4D's and After Effect's tight integration together really makes this
08:16process a lot easier.
Collapse this transcript
Compositing 3D text
00:00Our Type Pass is going to be very simple to set up.
00:03The great thing about having it as a separate pass is that if we decide later
00:06on we need it to say something different, then it's really simple to change the type out.
00:10We'll only need to render that type pass out and not the whole stadium, and
00:13that's really what this is about is creating versatility in your composition
00:17inside of After Effects.
00:18Very often, you'll get an assignment and the title for the job will
00:22change halfway through.
00:23And by building your piece in a modular way like this, it makes it really easy
00:28to change that type out.
00:29You can say, hey, no problem, I'll change the type out, and you can do it really
00:32quickly without having to go all the way back to CINEMA 4D and rendering out
00:36every single piece of your project again.
00:37You can only render the type, and you'll be good to go.
00:39I am going to start off in this file by going into the Video folder and in the
00:43CINEMA 4D Imports, I'm going into the Type Pass. I've got this composition here
00:47called the ch01-08-Start Type pass.c4d.
00:50I am going to duplicate this and move it into my Pre-COMP's folder.
00:53So I'll hit Command+D or Ctrl+D on the keyboard, and I'm going to scrub down, move
00:58that into the Pre-COMP's folder.
01:00Let's twirl that open now. And I'm going to change the name on this and call it Type Pass Pre.
01:07And in the Type Pass pre-comp, I've got the same issue that I had with my phone
01:12in that my video is showing up over black.
01:16And that's because the compositing layers inside of After Effects don't have the
01:19alpha channel built into them.
01:20And so once again, we've actually rendered that alpha channel out in the form of the RGBA pass.
01:26So if I go back into my type subfolder here, I can look in the Special Passes,
01:31and there is my Type_rgba.
01:32So I'm going to drag that into the composition and put it at the very top, and
01:36I'm going to change the blending mode to Stencil Alpha. So way down here at the
01:40bottom is Stencil Alpha.
01:41And when I do that, you can see that with my Transparency Preview I can now
01:46see the transparency.
01:47I'm cutting out that type. I can composite together with the phone and put them
01:51on top of the stadium in my main composition.
01:53Now, the nice thing about this arrangement, aside from being able to change out at
01:57will without affecting the rest of the stadium, is that I can also affect the
02:00intensity of different elements within the type.
02:02Let's say, for example, I wanted to have my type be more reflective.
02:05I can actually take this Reflection Pass and just duplicate it.
02:09I hit Command+D or Ctrl+D, and my type just got more reflective.
02:13We can see I'd see more reflections in there.
02:15Let me scrub down, and I'll make this just a little bit larger.
02:18We're zoomed in pretty close.
02:19That's why the edges are a little bit fuzzy, but if I turn this Type_reflection
02:23off and on, you can see, just by duplicating that, I've made my type more
02:27reflective, and I've done that without having to go back to CINEMA 4D.
02:32And that's really an illustration, a very simple illustration, of the awesome
02:35power of this compositing process.
02:37Keeping our type as a separate pass inside its own pre-comp makes all this work
02:41in After Effects very flexible.
02:43This simple step will save you if your client ever comes back with
02:45a last-minute change.
Collapse this transcript
Compositing a dynamic 3D background
00:00The Stadium Pass is going to be broken up into two parts: the full stadium and
00:04then just the base that the phone rises out of.
00:07What this gives us the ability to do is control the intensity of effects that
00:10are going to be based on the platform that the phone rises out of.
00:13Now, the first step in this process is going to be isolating the stadium,
00:17and so let's go into the Video folder and go into the Stadium Pass subfolder and
00:22grab this composition, and we're going to move it into the Pre-COMP's folder.
00:26Before I do that, I want to duplicate it
00:27so I have myself a copy to go back to.
00:29So I hit Command+D or Ctrl+D on the keyboard, and let's drag this down now into
00:33the Pre-COMP's folder.
00:34And in the Pre-COMP's folder, I'm going to name this Stadium Pass Pre.
00:41Now the Stadium Pass Pre, if I open that up, that has all of our stadium elements in it.
00:46Right now, the stadium element has these lights in it, and I don't want these
00:50lights to be visible right now.
00:51We're going to be using a different layer in our final compositing process to
00:55make the stadium lights, so what I want to do is just cut them out.
00:58So I'm going to use an object buffer to cut a hole in this Stadium Pass, so that
01:03I don't see these lights anymore.
01:04I am only going to see transparency back there.
01:06So if I go into the Stadium Special Passes folder, so I am going to grab object
01:12buffer number 3 and drag it into the Stadium Pass Pre.
01:16When I do that, you could see I have this black-and-white layer now that is
01:18just the stadium lights.
01:20What I want to be able to do is to have this light-and-dark layer cut a hole
01:25in everything below it, and there is a special blending mode for that and
01:27that's Silhouette Luma.
01:28And so if I go down into the blending modes and go all the way to the bottom, and
01:33there is Silhouette Luma.
01:35When I do that, I've now cut a hole in this layer, and you are probably thinking,
01:38well, what's the big deal?
01:39The big deal is we're going to be generating glows based on the light pieces of
01:43information inside this render.
01:45And those stadium lights were the brightest thing in the whole render, and so my
01:49glows would have been based on those stadium lights primarily.
01:53By covering these guys up like that, it makes it easier to pull a glow based on
01:57just these gray values that are the parts joining up the stadium.
02:01So that's going to make it a lot easier.
02:03The next thing we want to do is to isolate the base, so that we can have
02:06control over it for our explosion effect that we're going to be creating when
02:10the phone rises up out of it.
02:11So if I go back now into my Pre-COMP's, and I'm going to take the Stadium Pass
02:16Pre, and I'm going to drag it onto a new composition button,
02:20that gives me a copy of it that's already pre-comped together.
02:23And what I'm going to do is I'm going to name this copy and call it Stadium Base Pre.
02:30Now the Stadium Base is just going to be the base that the phone rises out of.
02:35So I am going to scrub over here to the hero position, where the phone is
02:39prominent in the screen.
02:40We just want this little bit here, and we have an object buffer for that entire
02:43element, and so I'm going to grab object offer number 6.
02:46And if I go back into the Stadium Special Passes and grab object buffer 6 and
02:51drag that down in here, you can see that that's the stadium base right there.
02:56What I want to be able to do is to isolate the stadium base so that we can
02:59control the effects on it when the phone emerges out of it.
03:02So I'm going to use this object buffer as a luma matte for the Stadium Pass Pre.
03:07So I am going to click and hold on Track Matte and set it to be a Luma
03:09Matte Stadium_object_6.
03:11When I do that, that gives me just the stadium base all by itself.
03:15The next thing I want to do is I want to adjust the contrast of it so that it
03:19has much brighter verticals on there.
03:21So I'm going to select the Stadium Pass Pre.
03:24I'm going to go to the Effects > Color Correction > Levels.
03:28And in the Levels effect--I am going to enlarge this window a little bit here--
03:31I'm going to take it and push the contrast of it by bringing the highlights
03:35over here to the left just a bit, and I'll push the midtones just to the left a little bit more.
03:41What you can see that does for me is it gives me much brighter verticals.
03:44If I turn the Levels effect off and on, I am going to zoom in on that so you can
03:48see what's happening.
03:49Let me bring that up into full-screen here.
03:51So that's with the Levels adjustment.
03:52That's without the Levels adjustment.
03:54And remember, we're going to be using this base to generate a very special glow
03:58for our phone, and having this high contrast version of it will make generating
04:01that glow a lot easier.
04:03I'm going to just do one last thing and that's push the blacks just a little bit more.
04:07I don't really want all that noise in between the columns here. By pushing the
04:10blacks over just a little bit, that helps to isolate that stuff just a little bit more.
04:14There we go. Put it right on up there.
04:17Now that we've got all the pieces isolated, the process of adding glows to the
04:20stadium is going to be a lot more simple.
Collapse this transcript
Setting markers for major events
00:00Understanding when things are supposed to happen is the most important part of
00:03animation compositing.
00:05Not only are you concerned about what a signal frame looks like, but you are also
00:09worried about the order in which things happen.
00:11In this movie, we're going to make special event markers in our composition that
00:14will be a visual cue as to when important effects are supposed to occur.
00:18Now, I am here in CINEMA 4D for a reason.
00:19CINEMA 4D holds the key to all the information that we're going to need in
00:23After Effects, and that's in the form of the moment in time when a particular event happens.
00:27And so if I scrub backwards in time, the things that I am worried about are
00:31events like when does the phone appear, when does the camera start to move, when
00:35does the phone start to move towards the screen?
00:37And I'm going to make special notations on a piece of paper of when those events
00:41occur based on their frame number, and then I am going to use that information
00:44in After Effects to create event markers.
00:46So, for example, I am going to scrub through backwards in time to the moment
00:50where I first see that phone come up out of the platform.
00:52So if I scrub backwards in time to around frame 32, you can see, that's where the
00:58phone first peeks up out of the platform.
01:00So I write down 'frame 32, phone appears' on a piece of paper.
01:05I'll repeat that process for each of the special events.
01:08Now, I am not going through that portion here in CINEMA 4D.
01:10That's pretty self-explanatory.
01:12What I want to do now is take that information that I've already written
01:15down ahead of time, and
01:16we're going to go in After Effects now and make our markers.
01:18So I am just going to Command+Tab over to the After Effects window.
01:22And here inside of After Effects, I need to have a composition to work in.
01:26Up until this point, we've been working with just pre-comps, and I now need the
01:29final composition that I am going to be using for all of my compositing for
01:33this entire animation.
01:34So I'm going to click on the Working COMP's folder and click the New Comp's
01:39button. The reason I clicked on the Working COMP's folder first is so that this
01:42composition I create will automatically go right into that folder.
01:46So I click on this, and I am going to call this MMM-001--that stands for Mobile
01:52Media Moment and the first version, 001.
01:55So it's 960 x 540, 30 frames a second and 5 seconds long. That's exactly the
01:59right size for the composition, so I'll hit OK.
02:01Inside this MMM-001 comp, I need to bring in all of my passes.
02:06Now I am going to open up the Pre COMP's folder, and I'll start off with the
02:09Stadium Pass and bring that in, and I'll need the Phone Pass.
02:12Now, be careful; don't accidentally grab the Phone Screen PRE comp.
02:16We want the actual Phone Pass Pre composition.
02:19That's the actual phone;
02:20the Phone Screen PRE is the Fill that goes inside the phone's screen.
02:23So I bring that in and put it right above the Stadium, and I'll do the same
02:27thing for the Type now.
02:29And if I scrub forward in time, you can see that--let's go back to the hero.
02:33Now, I am a little bit too close in. I'll hit the Comma key on the keyboard to
02:36bring this up to a more reasonable size.
02:39Now I can see, I've got all my layers in there.
02:41Now what I need to do is to go to the moment in time when my events occur,
02:46but the timeline is currently set to show timecode and not frames.
02:50CINEMA 4D, I was working in frames and here it's timecode, so what I want to do
02:53is switch After Effects over to a timecode base, and so I am going to go to the
02:57File menu, and way at the very bottom is the Project Settings.
03:02And when I grab the Project Settings, I now see the settings for the entire
03:06project, and what I want to do is switch the Display Style for the Timecode from
03:10Timecode Base to Frames.
03:12So when I click that, I'll just hit Enter on the keyboard to accept this change,
03:16and you could see now I'm seeing the timeline displayed in frames here, and this
03:21will match the notations I made from my CINEMA 4D file.
03:24So the major moments are the phone appearing at frame 32. So if I go to frame
03:3032, I can click on this and hit 32 on the keyboard.
03:33I can go over here to the right side of the timeline and I'll drag a
03:37marker over. And if I hold the Shift key down, it will snap right to that moment in time.
03:43Now, I want to name this marker.
03:44I am going to double-click on it and call it 'Phone' and hit OK.
03:50And so now this Phone marker tells me that at that moment in time the phone
03:54comes up out of the platform.
03:56Now, I am going to repeat this process for the camera move, and the camera
03:59actually jumps back in response to the explosion from the phone, and that's
04:03going to need to happen at frame 38.
04:05First, navigate to frame 38, and then I'm going to grab the marker, I'll hold
04:10down the Shift key, and let it snap right there, and then I'll double-click on
04:13that marker, Camera Shake.
04:17I'll hit OK, and there is my Camera Shake marker.
04:19The next moment I'm really concerned about is when the type actually starts to come in.
04:25So if I scrub forward, I remember from CINEMA 4D that the type starts to come in
04:29right around frame 63.
04:31So if I go to frame 63, you can see that just before then, that's where the
04:35type animation starts.
04:36So here at frame 63, I'll make another marker and then double-click, and I'll
04:41call this one Type Start. Hit OK.
04:44The Mobile Media animates in on its own, and then the word Moment hits its mark.
04:49And when the Moment hits its mark, I am going to have an effect happen, and so I
04:53need to know when that actually occurs-- and that happens right around frame 91.
04:57So if I go to frame 91, I'll hit Page Down to get to exactly frame 91, and I'll
05:02add another marker, double-click, and call this one Moment Hit.
05:08And so now the Moment hits at frame 91. The next thing I am worried about
05:12is when the camera starts to move and when the phone starts to come towards the screen,
05:16and that's called the push in animation terms.
05:19And so I know that happens at frame 134. So if I go to frame 134 now, and I am
05:26going to set a marker for that and call it Push Start and hit OK.
05:32So those were all the most important moments in our animation.
05:35And knowing when these things will happen it is going to really help us when it
05:38comes time to start setting keyframes.
05:40I don't have to guess when something happens;
05:42I can look at that marker and say, oh, at frame 38 I know that this explosion
05:47needs to happen right now.
05:48Taking the time to set up these markers makes the animation process go
05:51much, much faster.
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3. Creating the Stadium Effects
Adding the Star Glow effect to a layer
00:00The animation compositing process is really all about affecting your image from
00:043D using filters and effects inside of After Effects.
00:08Now in this movie, we're going to be using a very special third-party filter
00:11called Starglow to create glows within our 3D image.
00:15Before I get started, I want to have a 3D camera in my scene that's going to
00:20allow me to add 3D layers that will move around, matching my 3D render from After Effects.
00:24Now in each of my pre-comps I have got that 3D camera, so I'm going to go and
00:28grab the one that's inside the Stadium Pass. And if I go under to the Pre-COMP's
00:32folder, I'll go under the Stadium Pass PRE.
00:35I'm going to grab the Camera, the Platform Disc light.
00:37I'm holding down the Command key or the Ctrl key on the PC to select
00:41multiple items without selecting one in between. And I'm going to copy all three of these,
00:46Command+C or Ctrl+C, and I'm going to go back to my main composition and I'm
00:50going to paste these down.
00:52What that does, it looks like nothing has changed, but now I have this three
00:55information, so it means any 3D layers that I create in here, like a solid, for
00:58example, is going to move around inside the scene the same way it would if it
01:03had been in CINEMA 4D.
01:05So now what I need to do is to add a Glow effect to just a base and I happen to
01:10have the Stadium Base Pre-COMP that we've created earlier, and I'm going to use that as the
01:13basis for that glow.
01:14So I'm going to bring that Stadium Base PRE into my composition and place it
01:18right above the Stadium Base.
01:20And now I'm going to use the Starglow effect, and I'm going to go to the Effect
01:24menu, to Trapcode and add Starglow. And it doesn't really look like much has
01:29happened, and the reason is when you first add it, it's based on the light and
01:32dark values in an image.
01:33And if the light and dark values aren't strong enough, you won't see the Starglow
01:37effect. And we're going to need to make some tweaks to the settings, but before we do, let's
01:40move to a point in time where we know we'll be able to see the glow results.
01:44And so if I go to right around frame 26 or 27, I can see the top of the platform,
01:50and this is right around the point in time where the phone emerges from there,
01:54and this is where we want our glow to happen.
01:55You can see a little bit of the edge of the glow there.
01:57What I need to do is adjust something called the preprocess on the Starglow
02:01effect, and what that does is open the Starglow effect up, allowing it to
02:05affect more of the image underneath.
02:07So if I twirl open the Starglow > Pre-Process effect, and I go to the Threshold
02:13value and I bring the Threshold value down, you're going to see the glow expand
02:16across the surface of this platform. And as I do that, the platform starts to
02:22look like it's glowing.
02:23Now, it's glowing with the wrong colors, but we can fix that really easy.
02:27The important thing to understand is what this threshold value is doing;
02:29it's expanding the range of values that the Starglow filter is allowed to affect.
02:35So as you can see, the glow is expanded across the surface, but it's really
02:38the wrong color glow.
02:39We want to have a much more fiery hot feel to our image, with lots of oranges and reds.
02:44And so what I'm going to do is change something called the Colormap.
02:47And so as I twirl open the Colormap A down here in these options, if I click and
02:52hold on this pulldown,
02:53there is some presets here.
02:54I'm going to select Fire.
02:56That changes how the glow looks, and I'm going to do that.
02:58There are two different colormaps, and I'm going to change them both to be Fire.
03:02There we go. And so now I can see I've got this really nice hot glow.
03:07Now, the streaks are way too long right now.
03:09I'm going to dial those down a bit.
03:11And so if I go up into the Streak Length option, and I'm going to drag that
03:16down, dial it down here, right around maybe somewhere between five and seven.
03:21And this is one of those sort of season- to-taste moments that you always see on
03:24cooking shows. And if I were really feeling spunky, I could go back to and crank
03:28this all the way up and have all kind crazy starry effects on there, but that's
03:32really not the style I'm going for.
03:33I wanted it to be a little more subtle.
03:35So I want to bring it down into the roughly 7 or 8 range.
03:39So it looks like it's hot.
03:40It looks like it's illuminated. It's got a very slight glow on it.
03:44Now my glow is bleeding onto these vertical pillars, and I don't want that.
03:48The other thing that's happening is if I solo this layer out, you can see the
03:51glow is happening right on top of here.
03:53What I really want is just the glow;
03:55I don't see the base platform. And there is a cool feature inside of the
03:58Starglow effect at the very bottom called Source Opacity.
04:02If I dial the Source Opacity down to zero, I'm left with just the glow, and I
04:07don't see the Stadium Base layer anymore.
04:09Now when un-solo my layer, I see the glow on top of the original image, but I
04:15don't see anything else except for the glow and the original image.
04:18So as you can see, the Starglow effect is a really powerful tool, and it makes a
04:22beautiful glow based on the light and dark values of our image. And this is
04:25really the first part in this process that we're going to use to create a
04:29spectacular-looking motion graphics piece.
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Creating a glow on the stadium background
00:00The simple glow set up that we used to create our glow for the Stadium Base
00:04platform is really going to be sort of the foundation effect that's going to be
00:07repeated throughout our animation.
00:10We can use that effect that we created for that base and copy and paste it on
00:14to our Stadium Pass.
00:15That will save us a lot of time.
00:16So what we're going to do in this movie is basically repeat that glow and then
00:19set up some keyframes so that the glow appears gradually over time.
00:23So let's start off by going to the Stadium Pass Pre. And what I want to do is I
00:28need to have a layer to apply the Starglow effect to, so I'll still be left with
00:32my original stadium, so I am going to duplicate this by hitting Command+D or
00:35Ctrl+D on the keyboard, and that gives me a second Stadium Pass Pre.
00:40Now if I go to the Stadium Base Pre, and I am going to select the Starglow
00:44effect that shows up in the Effects controls and I am going to copy it, and
00:48then I'm going to paste it down onto this second Stadium Pass Pre layer, and
00:52when I do, it looks as if nothing happened. And once again, that's because of the
00:57Threshold values and the Pre-Process settings of the Starglow effect.
01:00Remember, this effect is based on the light and dark values in the image, and so
01:04what we have to do is adjust the Threshold to expand the range of how the
01:08Starglow effect gets applied to the actual layer.
01:10Before I do anything though, I want to verify that the Source Opacity is still
01:14set to 0, because that's going to give me just the glow effect and not any of
01:19the stadium underneath it.
01:20And so let's go down to the Threshold and adjust the Threshold downward to
01:25expand the range of values.
01:27And so as I do that, you're going to see the glow start to appear on different
01:31parts of the stadium.
01:32I'll just go backwards and forwards and just reveal that slowly.
01:36You can see, somewhere in the 30 range, it starts to feel pretty good.
01:41It gets really, really hot in there.
01:43And that's what we're doing is we're creating that heat, that energy, for the
01:47phone to emerge out of.
01:49And so if I turn this Starglow effect off and on, you can see that the image
01:52looks really different now, and it just feels like it's on fire.
01:56Now just to review, the Source Opacity is set to 0, so if I solo this layer
02:01out, you can see it's just the glow, and that shows me where the glow is showing up at.
02:05So I'll un-solo that.
02:07And that's the great thing is by using this technique, we can now reveal the
02:11glow using some simple transparency keyframes.
02:14So I'll go to the Stadium Pass Pre, and I want this glow to show up right at
02:18the moment where the phone emerges from the screen, and we have a time marker set for that.
02:22So I am going to use the Plus key on the keyboard to zoom into my Timeline.
02:25And the phone marker is where I want the glows to actually be at their
02:30brightest, so I am going to go here and set keyframes throughout the Stadium
02:34Base PRE layer and the Stadium Pass Pre layer that has the glow on it.
02:37I'll like both of those layers and hit T on the keyboard to bring up the Opacity keyframes.
02:42So now I am going to set Opacity keyframes for both of those guys at that moment in time,
02:48and then I am going to backup about 10 frames or so to frame 22. Let's back
02:54up right about to there, and I am going to set these opacities to be 0.
03:00So now what's going to happen, is over the course of about 10 frames, our glow
03:06comes on and gets hotter.
03:08So you can see that the temperature rises inside the room as the glow gets
03:12hotter and the phone starts to emerge.
03:14Now don't worry that your phone is not actually coming out of that;
03:16we're going to fix that later.
03:17The important thing is what the glows are doing.
03:20Now the last thing I want to do is to brighten up this glow a little bit using
03:24some Blending modes.
03:25And right now our Stadium Base PRE and the Stadium Pass Pre that have the glow
03:29effects on them, their blending modes are set to Normal.
03:32And watch what happens when I set the Stadium Pass Pre. I'll just select just
03:36that one, and I'll set the Blending mode to Add, for example.
03:40It's a very subtle shift, but you can see that we're now seeing more of the
03:44underlying image, and it feels a little bit brighter in there.
03:46And I'll undo just so you can see what the before was like. See how much red
03:50or everything feels?
03:52When I Shift+Command+Z to get that back, you can see it's a very subtle effect.
03:56Blending modes really are the difference between a good compositor and a bad compositor.
04:02Good compositors really understand the process of blending modes and how to
04:05make them subtly enhance their images, and so using blending modes is always,
04:09always a good thing.
04:10You want to not overdo it, but just know when to apply them to get just
04:14right subtle effect.
04:15So I am going to repeat that process for the Stadium Base layer that has the
04:20effect on it. So I'll go here and change that Blending mode to Add. There we go.
04:25You can see it just got a little bit hotter right in this area here, and that
04:28just kicks up the intensity quite a bit.
04:31One thing I need to do, especially on the stadium there itself, my platform is
04:35feeling really, really hot and bright, and my stadium is still feeling a little bit dull.
04:39It feels warm, but it doesn't feel intense yet.
04:42And so if I select the Stadium Pass Pre layer that has the Starglow effect on
04:47it and I go into the Boost Light,
04:50the Boost Light kicks up the intensity of the actual Starglow effect.
04:55And what I do is take the Boost Light and I'll dial it up.
04:57I am going to crank it way up initially so I can see that affect.
05:01Watch as I crank it way up,
05:02you can see it gets much, much, much hotter.
05:04It's almost as if the stuff is starting to glow and emanate light.
05:08And so that's way too hot.
05:10I just wanted to exaggerate it, so you see what the Boost Light does.
05:13I am going to bring this down to about maybe 5 or so.
05:16And you could see, with the Boost Light at 0, you can see that it looks hot but
05:22the Boost Light at 5 though--I'll bring that up to about 5 again--has a much
05:29more intense effect, and that really feels and has the energy that I'm looking
05:32for here for this scene.
05:34This Starglow effect really helps us to kick up the intensity of our piece.
05:37And when you're working with filters, it's really important not to overdo it.
05:42We want to kick up the intensity we're seeing without really making the whole
05:46image feel like it's on fire.
05:48We just want to have it feel hot and warm and intense, okay?
05:51So use the filters, have fun, but don't overdo it.
Collapse this transcript
Revealing the background glow using a 3D layer mask
00:00So our stadium is looking pretty hot from a standpoint of the glow effects and
00:05raising the temperature and energy in the scene, but now what we want to have
00:08to happen is we wanted that glow to feel as if it's emanating outward from the
00:12point of origin, and that point of origin is where the phone emerges from the platform.
00:17So, what we are going to do is we are going to use a 3D layer here inside of
00:20our composition to cause that glow to be revealed from the central platform
00:26outward towards the stand and the crowds and the lights.
00:29So, I am going to start off by making a new 3D solid.
00:31So, I'll go to the Layer menu > New > Solid.
00:34Now, the color is not important, but the size is.
00:37I am going to make the width 960 x 960, so it's basically a square version of
00:41our composition size.
00:43Once again, the color doesn't matter.
00:44I am going to call this one Glow Reveal instead of Dark Gray Solid, and hit OK.
00:51Now, this covers up our composition.
00:53Next thing we want to do is make it a 3D solid.
00:55So I'll go to my Switches and modes and move over to Switches columns and
00:59click on the 3D Layer button,
01:01and my layer now moves.
01:04Now the reason it moved is because of the 3D camera that we have from our CINEMA 4D file.
01:08What we want to do next is we want this 3D layer to show up exactly in the same
01:12location as this Platform Disc light, right in the center of the platform.
01:17So in order to do that, I am going to use the parenting pick whip and parent it
01:20to the Platform Disc light.
01:22Once I've done that, I don't need the Platform Disc light visible in the scene anymore.
01:25I am just going to turn its eyeball off. And now I can go to the glow reveal,
01:29hit P on the keyboard, reveal the position keyframes, and zero them out.
01:33When I zero that out, it's going to jump to the same location as that
01:36Platform Disc light.
01:37So I will just type in 0, 0, 0, hitting the Tab key to move between those fields.
01:41Now, you can see it jumped to the right position, but now it's facing the wrong way.
01:45What I want to do is tilt this over, so that it's lying flat, or flush with the platform disc.
01:51So I am going to go to the Glow Reveal and hit R on the keyboard to bring up the
01:55rotation information.
01:57And on the x rotation, I am going to change it to -90, and that makes it flat over.
02:03Now, what I want to do next is create a circular matte on this layer,
02:07so I am going to double-click on the glow reveal, and that's going to bring
02:10it up in the Layer window. And I am going to enlarge this and then use the
02:16Comma key to get that smaller. And I am going to select the circular mask
02:20using the Ellipse tool.
02:22Because I am working inside the Layer window, I know it's going to create an
02:25actual mask for me instead of a shape layer,
02:27so I'm going to hold down the Command key just after I click.
02:31So I am going to click to start drawing a circle, I am going to hit the Command
02:35key while I am dragging, and then I am also going to hit the Shift key.
02:38And you notice that I clicked very close to the center. I am going to undo
02:42that, just so you can see me do it again.
02:44I am going to zoom in here, and I am going to click as close to the center as I
02:47can and then drag outward, and you see it's off-center, but when I hit the
02:52Command key, that forces it to draw from the center from the click point
02:55outward. And then I'll hold down the Shift key.
02:57That makes it constrain to a circle.
03:00And so I'll drag that out to about out there or
03:03so. It doesn't need to go all the way the edge.
03:04I just want it to go within the boundaries of the actual layer.
03:08That way if I make this matte have a soft edge, which I am going to do the next,
03:12it doesn't bleed over.
03:14So now what I want to do is bring up the Mask Feathering options.
03:17So if I raise this up and twirl open the Mask options, and go to the Mask
03:22Feather, and I am going to change it to, let's call it 50.
03:26That's pretty good.
03:27Now, I have got a soft-edge matte on there.
03:29Let's go back to our composition window and see what that's doing.
03:33So now you can see that we have this soft-edge mask that's sitting on top of our platform glow.
03:38What we want to do is we want to use this layer to reveal the stadium glow.
03:42I am going to do two things:
03:44I am going to twirl that closed and I'm going to drag the glow reveal layer down
03:48above the stadium pass that has the actual Starglow effect on it.
03:52When I do that, you can see the glow for the Stadium Base layer.
03:56What we are going to do is set the actual Stadium Pass to use this layer as an alpha matte.
04:01And so if I go into the switches, and I'm going to change this to be Alpha Matte
04:08and let's go to the Track Matte pulldown and go to Alpha Matte glow reveal,
04:13and you can see now that glow is now limited to the area shown by the
04:18actual Glow Reveal layer.
04:20The cool thing is if I go to the Glow Reveal layer, I'll hit S to bring up the scale.
04:25If I adjust the scale on this, it looks as if the glow is growing outward from
04:30the center of the platform, and that's exactly the effect I want.
04:34So, I am going to start off with the stadium glow reveal at about 45%,
04:39so our stadium glow is not visible at all. And I am going to move to the camera
04:42shake point, because that's where I want the glow to actually start to emanate
04:47outward from the platform. So now if
04:49I go to the glow reveal,
04:50I am going to set a scale keyframe.
04:54I am also going to hit R on the keyboard to bring up the rotation information.
04:57I will make this a little bit bigger.
05:00For the x rotation, I am going to set a keyframe as well.
05:03Now, if I hit the letter U on the keyboard, that's going to hide all that other stuff
05:06I don't need to see and show me just the parameters that have keyframes on them.
05:09And so now I can move forward in time to about frame 50 or so, 51ish, and at this
05:16point in time is where I want the glow to be fully revealed.
05:20And so I want to do two things:
05:21I am going to set the scale really big, about 300% or so, and then I'm also going
05:28to set the rotation to be zero.
05:31And when you do that, you can see that my glow is completely revealed.
05:34And let's make this a little bit smaller, so we can see the entire image.
05:38So now, over the course of this pullback, when they can reacts, the glow starts to
05:43reveal through the whole image.
05:44I want to do one more thing with these keyframes.
05:46I want to take this x rotation keyframe and I want to move this one keyframe
05:51about halfway through, and that's going to have it feel as though it's really
05:54emanating outward from the platform, and then revealing all of the glow in the background.
05:59Let's go and double-check our positioning here at the last keyframe.
06:03I think that's pretty good.
06:04One other thing you should always do when working with 3D layers is move
06:08forward and backward in time to make sure they're not doing weird things for you.
06:11And if we move forward in time, we want to go to the point where the camera is
06:16farthest from the phone. And you can see that as I move forward in time, my
06:21actual reveal layer--there is the mask for it--
06:24it's still visible.
06:25Here I want to make sure that it's so large that it never comes back into the frame.
06:29So what I'm going to do is go to the scale and I am going to double-click on
06:34the scale keyframe that I had at frame 51, and I am going to change this to be about 375.
06:39There we go.
06:40That's feeling better. That's okay.
06:42That little creep right there won't affect us all.
06:44The important thing is that it's not showing up anyplace inside the main image.
06:47So now I am just going to just go back and scrub through to review and make sure
06:51that everything is looking okay, and I can see that my animation is revealing
06:56that glow nicely. And that's really the whole point of this exercise is creating
07:00a look and giving the impression to the viewer that the energy is emanating
07:05outward from this platform, and I think we've done that nicely.
07:08So as you can see, animating this mask layer gives a really cool effect and
07:12really creates the impression that our energy is emanating out from the
07:14platform and we did it all with just a very few keyframes.
Collapse this transcript
Creating a glow using the Ambient Occlusion pass
00:00So the level of energy in our stadium is really looking great, but there is a
00:04particular zone that's really left out of the process so far, and that's the
00:07base around the platform.
00:09You'll see there is sort of a dark region here underneath the base where our pistons are.
00:13And what we want is we want to have these pistons not feel like pistons but
00:16tubes of energy pumping life into this platform, and so we're going to do that
00:21with a very special pass called the Ambient Occlusion Pass.
00:24That's going to give us a lot of extra detail that we can use as the basis for our glow.
00:27I'm going to go and show you the Ambient Occlusion Pass. If I go into the Video
00:32folder and into the Stadium Pass/ Special Passes folde,r I'll just double-click
00:36on that and here in the Footage window I leave the caps lock and in the
00:41Footage window, I want to scrub forward in time and you can see the Ambient
00:46Occlusion Pass on its own.
00:47It is really beautiful and it has been used for amazing effect on a lot of
00:50commercials over the time, and what it is, is the result of geometry intersections.
00:55Any place where two pieces of geometry come together in space a little gradient
00:59is applied and that makes an image look much more real. But we're going to use
01:02this as the source for a glow and it's going to create a ton of energy in just
01:07the pistons for our scene.
01:08What I want to do, is put this into a precomp though before I use it in my main
01:13composition. The reason for that is that's going to give me a lot more control,
01:16the ability to affect this later on, because I know I'm going to want to do that.
01:19And so I'm going to take Stadium_ao and drag it onto the New Comp button and
01:23I'll take this resulting composition.
01:25And put it in my Pre-COMP's folder and I'll call this Stadium_ao.
01:29Hit Return on the keyboard and change the name to Pre.
01:33And in the Stadium_ao PRE I'll open that up and you can see I'll just scrub forward
01:38in time to a point where our pistons are visible.
01:42And this is the Ambient Occlusion Pass in that precomposition.
01:46Let's go back to our main comp and take a look at the layers that we have there.
01:49Now what we want to have is we want to have this reveal in a very similar way
01:53to how the stadium glow is being revealed.
01:55But rather than redo all those keyframes we can just duplicate this layer setup
01:59and use these layers as the basis for Ambient Occlusion Glow.
02:03So I'm going to select both of these layers by hold down the Shift key and I'm
02:06going to hit Command+D or Ctrl+D on the keyboard and duplicate those layers.
02:10You can see our glow got a lot more intense.
02:11What I want to do now is I want to replace just the Stadium Pass PRE layer and
02:16I'm going to do that using something called an Option+drag or an Alt+drag.
02:19And if I go down to my Pre-COMP's and find my Stadium_ao PRE, if I select this
02:25Stadium Pass PRE, hold down the Alt key on the keyboard or the Option key on the Mac,
02:29and I'm going to drag this pass in to here.
02:33And when I let go, it automatically replaces the layer that was there before.
02:38Now my image turned white and the reason that it turned white is because of
02:42the Starglow effect.
02:43The Starglow effect bases its glow on light and dark values in the image and if
02:48you remember from our Stadium_ao PRE comp, most of the image is white, therefore
02:53most of the image is getting a glow right now and that's way too much.
02:56What we need to do is we need to reverse the effect of this.
02:59We want to have glow where there is black and no glow whether is white right now.
03:04So what we're going to do is we're going to invert this image using a filter
03:07here in After Effects. But we're going to do it in the precomp, so that we can
03:11go back to our main composition and not have to worry about that filter anymore.
03:15I'm going to select the Stadium_ao layer and go to the Effects menu and go to
03:20the Channel menu and do Invert and what that does is that reverses the image and
03:25gives me a negative value, and so now I can see I have black mostly and white
03:30only in certain regions.
03:31And what this does for me is it gives me the energy right where I need it, so any
03:35poster that is white now is going to get a glow.
03:37So let's go back to our main composition see what effect that had.
03:42As you can see I now have much more intense glow and that glow is happening
03:45primarily in the base regions underneath the platform.
03:49I need to make some adjustments to the Starglow effect though before I go forward.
03:53One of the downsides of the Starglow effect is that it creates these star
03:58patterns and that's why they call it Starglow.
04:00But if you use of star patterns a little too intensely or too long, they really
04:05start to feel like 1972 sort of disco ball feel and I don't want that.
04:08I wanted to dial down that Streak Length.
04:11And so I'm going to go to the Starglow effect and dial down the Streak Length.
04:14Let's cut it down to like maybe three or four.
04:16Start off with three.
04:18As you can see my glow got a lot less intense. The next thing I want to do
04:21is dial down the Boost Light. Let's bring the Boost Light back to zero for this layer.
04:27And now I have just the right amount of energy in the platform. We're looking at
04:31this at half res, so I'm going to bring this to full resolution so we can get a
04:36more accurate picture for what's happening here.
04:38Yeah, I think that's looking really good. You can see now we have a ton of
04:43energy in these tubes that is just pulsating.
04:46It's going to pulse right into this platform and that's all thanks to the
04:50Starglow effect using it on that Ambient Occlusion layer.
04:53The next thing I want to do is I've got a little bit too much glow happening up
04:56in the upper regions now.
04:57And if I solo out my Stadium_ao glow, you can see I have got lot more glow going
05:04on up here and I don't really necessarily want that. And I can control this by
05:07adjusting the Starglow options.
05:09So I'm going to go into the Pre-Process settings for the Starglow layer and I'm
05:14going to go to the Threshold and dial it down. I'm going to actually push it up
05:18a bit and that's going to limit where that glow shows up.
05:22You can see that farther up I push it, the less glow I get and I can push it
05:27too far and get very little glow, but I just want to bring it up into the 80 range or so.
05:32You can see I have a lot less glow up top here and now when I un-solo this,
05:37my glow up top is much, much less intense and I still got a nice hot energy
05:42going on down here below.
05:43So as you can see, the compositing process in After Effects is really about
05:48understanding what you're capable of.
05:50This Ambient Occlusion Pass on its own was a beautiful render, but by combining
05:54it with a glow effect I'm able to get a very interesting effect within my image.
06:01And that's all thanks to those compositing passes that we rendered from C4D.
06:05So as you can see that multi-pass compositing process gives you a ton of control.
Collapse this transcript
Using the Ambient Occlusion glow to create an energy animation
00:00Just before our phone reveals in the animation we want to create the effect
00:05and the impression on the user that the pistons are pumping energy into the platform.
00:10In order to do that we need to create a reveal on these pistons that's a little
00:14bit different than the reveal that we used for the stadium effect.
00:17And so we've already got our reveal layer, but what we need to do is adjust the
00:21keyframes and tweak it just a little bit to get the effect we're looking for.
00:24So what I am going to do is go to the Glow Reveal that's on the Stadium_ao PRE layer.
00:28I am going to select that layer and then hit U on the keyboard to bring up the keyframes.
00:32And then I am going to solo out the Stadium_ao PRE.
00:36That's going to give me much better feedback when I am scrubbing through this animation.
00:40And so I am going to back up in time to about here and just before the phone
00:45reveals, that's where I want the piston energy to peak, just before the phone
00:49comes out of the platform.
00:51But I can't see that energy and that's because of how the Glow Reveal is working.
00:56First thing I am going to do is kill all the keyframes on this Glow Reveal.
01:00And you notice it's the Glow Reveal for the Stadium_ao layer, not the other Glow Reveal.
01:04So now what I can do is scrub backwards and forwards in time.
01:08You can see my glow is gone all the way through that process.
01:11So right around here is where I want it to be revealed, so really all I need to
01:15do is reverse this matte here.
01:17In order to do that, if I go to the Stadium_ao PRE layer and go to the Track
01:21Matte pulldown and I select this and go Alpha Inverted Matte, now I can see the glow.
01:26I could see the glow every place except on the platform and that's pretty
01:29much how I want it.
01:30So that's the point in time where I want the glow to be revealed.
01:34I am going to set X Rotation keyframe and a Scale keyframe for that object at
01:37that moment in time.
01:39Now that's my ending point for the glow.
01:41So let's back up in time to about the point where we want the energy to start coming in.
01:46So I back up.
01:47You can see my glow fading out?
01:49I don't really want it to fade out, and that's happening because there is an
01:52Opacity keyframe on the Stadium_ao PRE layer.
01:55So if I select that and hit U on the keyboard, you can see there's my Opacity.
01:58I am going to kill the stopwatch on that and bring the Opacity up to 100%.
02:03Then right about the time where I want it to come in, it's going to be somewhere
02:08in this range here, about frame 19 or so.
02:12That's pretty good!
02:13I don't want my glow to be seen before then so I'll just truncate that layer by
02:17dragging it over to that point in time.
02:19You notice I didn't shift the whole layer.
02:20I just dragged the in point over.
02:22Now, what I can do is take my Glow Reveal and I need to do two things.
02:26It needs to expand outward and it also needs to rotate a bit.
02:31So I am going to start off with the expansion.
02:32So I'll take the Scale and scale it way up, so somewhere in the 300% range.
02:40Then I am going to rotate it up in the position back to 0.
02:44As you can see we're doing reverse of what we had before.
02:47So I am going to do it to just about there.
02:49So -43 or so ought to do the trick.
02:52You can see as I scrub forward in time, here comes that pulse energy right in,
02:58and you can see that pistons have the illusion that they're now pumping
03:02energy into that stand.
03:03I want the rotation to happen a little bit sooner.
03:06So I am going to bring that down, move that keyframe over here to about frame 23 or so.
03:11So what that's going to do is give us the illusion that the Glow Reveal
03:15is actually dropping into position first and then scaling inward towards the platform.
03:21So now as I look at this, what I am looking for is sort of the pacing on that.
03:27And as I scrub through the animation I can see that right about here where this
03:32keyframe is, I really want to have more of the actual pistons be revealed.
03:36And so I am going to take the scale and scale it down just a bit so that I can
03:41see more of that piston glow.
03:43That way they have not as far to travel to that 0 point here.
03:48Then the other thing I am going to do is just where the phone emerges I am
03:52going to set that scale to be 0.
03:53What that's going to do for me is make sure that I am not accidentally hiding
03:57any of the glow anywhere.
03:58So now it's going to drop into position and then hit its mark and then
04:03disappear completely.
04:05So now my entire glow is being revealed just the way I want it to.
04:09So as you can see the piston energy reveal that we used is quite a bit different
04:13than the stadium energy reveal that we used earlier.
04:15But what it does for us is it gives us the illusion that the pistons are pumping
04:19energy in that platform and that's going to cause that phone explosion to feel
04:22that much more intense.
Collapse this transcript
Creating a stadium light effect using object buffers
00:00The foundation of our stadium is almost complete.
00:03The last thing we want to worry about is the stadium lights and the pulses of
00:08energy that are actually traveling through the tubes.
00:11Both of these are going to be created using essentially the same technique, just
00:14with slightly different variations on the effect that we applied to them.
00:17So what I want to do is I am going to go into the Project folder and in the
00:22Video subfolder in the Stadium/ Special Passes folder, I am going to grab
00:26object buffer number 3.
00:27This is the object buffer that has our stadium lights in it.
00:30So I am going to drag that in and put it right above the Stadium Base Pre layer
00:36that we've got in here.
00:37And when I do that, it obliterates everything below and that's because this is
00:41just a black and white layer that shows us the lights themselves.
00:45This was an object buffer that we set up in CINEMA 4D.
00:48We're going to use this as the basis for another glow effect.
00:50So I am going to go to the Effects menu and going under Trapcode and add in Starglow.
00:55You can see that Starglow gives me that 1972 thing going on with those big streaks.
01:01So I want to do a couple of things.
01:02First thing I want to do is change the color.
01:04So I am going to go to the Presets in this Starglow and change it to White Star.
01:08I just want my stadium lights to be white.
01:10The next thing I am going to do is dial down the Streak Length.
01:12I don't want them to be really long.
01:15I want to bring it down to about 3 or so.
01:17So that gives them a nice bright feel but doesn't make that Starglow effect
01:21really feel overwhelming.
01:23Then I am going to dial down the Source Opacity because I want just the glow.
01:26I don't want the black and white background.
01:28So if I dial down the Source Opacity, now I end up with just those glows sitting
01:35on top of everything and you can see it really makes those things look hot.
01:38And I'll just turn that layer off, so you can see what it looked like before.
01:42Now we've got nice bright lights in the background.
01:44The next thing we want to do is add some pulses that are going to be pumping
01:48energy into the platform.
01:50And those are the little elements that we see inside the tubes down here
01:53below the platform.
01:55We have an object buffer for those as well and we're going to use a very similar technique.
01:58So let's go ahead and go to the Project window and that's object buffer number 4.
02:03If I bring in object buffer number 4, I am going to bring that and put it right
02:07above this layer here, the Glow Reveal.
02:09So it's below the Stadium Base and above the Glow Reveal.
02:12You can see there is my white object buffer.
02:15I want to use this as the basis for glow again.
02:18So I am going to go back to Effects > Starglow and that's going to give me that
02:21same disco feel, and I am going to start off by dialing down the Source Opacity
02:27this time so I don't have to look at the black background anymore.
02:30Then I am going to dial down the Streak Length.
02:34So I've got just a little bit. 3.
02:37Now, let's change the color.
02:40If we go to Colormap A and B, I'll twirl them both open.
02:45We want them both to be Fire. Here we go.
02:50You can see now I have a well-defined pulse of energy traveling through those tubes.
02:56I am going to set the blending mode for this though to Add and see how that does.
03:00I may not like it.
03:01Now, a lot of times when I am working, I'll shift the blending mode suddenly and I go, yeah, that looks cool.
03:06Maybe it doesn't, and so I always try it though just to see while things happen.
03:10That's beautiful thing about After Effects is it's nondestructive.
03:12So if I don't like it, I can always just go backwards.
03:14So I'll hit that on Add, and you know what?
03:16I actually kind of like that because that really helps to seat the pulses into the scene.
03:22Before it felt like they were kind of sitting on top and now it feels like that
03:25energy is right inside those tubes.
03:27So as I look at these pulses now I want to scrub backwards in time and see when
03:32they come on because remember the pulses aren't there all the time.
03:34I want them to reveal with the energy tubes.
03:37So if I go backwards in time, I am going to scrub just to about frame... yeah, there we go!
03:43So right where the rest of my tubes start in.
03:46What I am going to do is rather than go through the whole setup of having these
03:50things reveal with a mask layer, I am just going to turn them up in intensity.
03:55So if I go to the Opacity of that layer, I'll select the layer and hit T on the
03:58keyboard to bring up Opacity.
04:00I am going to set a keyframe for 100% right around frame, I don't know, 23 or so.
04:05I am going to set that keyframe and then back up in time about maybe 6
04:11frames or so. There we go!
04:14That's not so bad, around frame 17.
04:17I'll dial that down to 0.
04:18So now what happens is as I scrub forward in time, those guys come on.
04:24They sort of lead the energy in the tubes into the platform.
04:28The energy in our stadium is really finally looking fantastic.
04:32We've taken a drab CINEMA 4D render and turned it into something amazing, all
04:35with a few very simple techniques.
Collapse this transcript
Adding flash bulbs with the CC Light Rays effect
00:00The last step in our stadium compositing process is going to be to add some
00:04flashbulbs going off in the background.
00:07What that's going to do for us is to really give this a big-time stadium feel,
00:12making the crowd actually come to life in the background and having them focus
00:16on the type after it hits.
00:18In order to do this, we're going to use a built-in filter that's going to
00:21create a flashbulb effect and we'll position that flashbulb randomly
00:24throughout the scene.
00:25So let's start off by making a new solid layer.
00:28I am going to go to the Layer menu and go to New > Solid, and this layer I want to be black.
00:32So I'll click on the color swatch and drag it down here on the bottom-left to
00:35make it perfectly black.
00:36And I am going to rename this and call it Flash bulbs.
00:41And I want to make this the exact same comp size.
00:43So I'll click the Make Comp Size button and then hit OK.
00:46So that gives me a black solid that's on the top of my image right now.
00:50What I want to do is I want to go and add an effect.
00:52The effect that I want to use is called CC Light Rays.
00:56So the CC Light Ray effect is a built- in plug-in but I can't remember which
01:00submenu it falls under.
01:01So I am actually going to use the Effects & Presets search window to find it.
01:06So if I go over here and click in the Search field by the magnifying glass, I am
01:09going to type-in Light rays, and there it is, CC Light Rays.
01:14If I double-click on this, it's going to apply itself to the layer that I have selected.
01:17So I double-click and then there is the CC Light Rays effect.
01:21So what I want to do is dial the Intensity up to about 150% and then I am going
01:27to uncheck Color from Source.
01:29And what that's going to do is the Color from Source button tries to draw the
01:32color from the source layer, and because our source layer is black,
01:35we couldn't see the effect.
01:36I am also going to change the Shape from Round to Square.
01:39That's going to feel a lot more like an actual flashbulb going off.
01:42Then I want to rotate the Direction around a little bit.
01:46I don't want it to go straight up and down because I don't want it to look like a plus.
01:49I just want to have it just not quite where it was originally.
01:52And now I am going to dial the Radius up a bit because I want this to feel pretty heavy.
01:56I am going to bring it up in like the 60 range, 65 or so. There we go!
02:01I think that's looking pretty good.
02:03The next thing I want to do is I want this flashbulb effect to show up on top of
02:06my image and right now the black of the layer is blocking it out.
02:10There's a couple of ways to do this but the way I am going to do this today is by
02:13making this into an adjustment layer.
02:15So if I go to my Switches and modes and toggle over my Switches, I can turn this
02:19Flash bulbs layer into an adjustment layer by clicking on this column right here.
02:22And that's all an adjustment layer is, is a solid that's been converted
02:26into adjustment layer.
02:27So now any effect you apply to it gets applied to the image down below.
02:31So any layers that are down below this layer get this effect.
02:34What I am going to do is drag this down below the Type and Phone Passes so that
02:39they actually show up behind them and they don't affect those two layers.
02:43Now what I want to do is position these flashbulbs and right now it's only one
02:47but we're going to be creating more of them.
02:48So if I go to the Flash bulb's Center and I click on that, I get a crosshair.
02:53I am going to position this crosshair right about here.
02:55And now I don't want my flashbulbs to actually start happening until around
03:02frame 98 or so. But I am actually happened to be on frame 97 right now, but I am
03:06going to go one frame forward more than 98.
03:09So our type has actually already hit its mark and that's when I want the
03:13flashbulbs to start going off.
03:14After the type hits its mark, the flashbulbs are going to start popping like crazy.
03:18So now what I do is I am going to go to the Flash bulbs, and I am going to set
03:22keyframes for Intensity and Center at this point in time.
03:25Then I am going to hit U on the keyboard and reveal the light rays.
03:29In this layer I want my lightbulb to actually show up in a different spot each time.
03:35In order to do that, I am going to be keyframing the position over time.
03:38But I want the actual bulb to feel like it's flashing on and then dying out
03:41slowly so the Intensity keyframes need to be a little bit skewed.
03:45So if I back up one frame and I hit Page Up on the keyboard, I am going to do two things.
03:50I am going to set an Intensity keyframe of 0.
03:51That's going to make my flashbulb go away.
03:54I am also going to move the Center keyframe to this exact point.
03:59And then I am going to turn this into a Hold keyframe.
04:01The way I do that is by right- clicking on this and going to Toggle Hold Keyframe,
04:07and that sets this as a Hold keyframe.
04:09A Hold keyframe means that, the next keyframe I set, instead of doing a smooth
04:14transition from keyframe to keyframe, it's going to jump.
04:16And I don't want to see my actual flashbulbs move over time; I want them to
04:20magically appear in different locations all over this image.
04:23So now I am going to go forward about maybe 6 frames or so, 1, 2, 3, 4, 5, 6.
04:28I am hitting Page Down on the keyboard by the way. And I am going to set my
04:33Intensity back to 0.
04:34So now what I get is I have the effect of this flashbulb popping on and then
04:41dying out slowly over time.
04:43So what I want to be able to do is to have these flashbulbs go off all over the
04:47background in this image.
04:48In order to do that, I am going to be repeating these keyframes over and over
04:52again, probably about 7 or 8 times.
04:54Each time I do it I am going to move the position of the center of the light ray
04:58so that it shows up at a different place.
05:01Now that is going to take me a little bit of time to do and so rather than show
05:04you all that whole process here in the video, we're going to do a cross dissolve
05:08back to the finished keyframes. Okay.
05:11So now we're done with the keyframing process for the flashbulbs.
05:14So just to summarize what I did, I actually went through and randomized the
05:19position of these keyframes, just copying and pasting as I went, and each time I
05:22pasted down a new set of keyframes I changed the position.
05:25Then I duplicated the layer and quickly offset the keyframes and then just
05:29changed the position of these layers so that I had more flashbulbs.
05:33The idea here is that we're using the keyframes as much as possible and only
05:37changing one keyframe each time, and that makes the process go a lot faster.
05:42So our stadium background is pretty much done.
05:45The last step in the process I want to do is a RAM preview.
05:48Now this is going to take a few minutes in order to actually generate this preview.
05:51So we're going to cross dissolve to the finished RAM preview.
05:54In order to do the RAM preview I am going to click on the RAM Preview button up here.
05:57Before I do that though I am going to change my resolution from Full down to Half.
06:01That's going to give me a much faster RAM preview.
06:04So as I do that, I click on the RAM Preview button up here and then it's going
06:08to give me a green progress bar that's going to scroll across the top. Okay.
06:12So now you can see our RAM preview playing here and it is really looking cool.
06:18We've got excellent glow happening on our stadium background, we've got energy
06:22pulsing into the stadium platform that's going to be the impetus for the phone
06:25emerging out of it, and we've got those beautiful flashbulbs going off in the
06:29background, really, really kicking it up to the next level.
06:32The animation compositing process is really about control and breaking your
06:36process down into manageable chunks.
06:38Our stadium was done just this way.
06:41By building it layer by layer we've created a background that's both
06:45flexible and looks great.
Collapse this transcript
4. Creating the Phone Effects
Creating the phone reveal
00:00Our goal for the chapter is to create the effects that are related to the
00:03phone and its screen.
00:04The first thing we're going to need to do is to create the illusion that the
00:07phone is coming up out of the stadium platform.
00:09We're going to this using a 3D Solid layer that will act as a track matte for the phone.
00:14And really what this movie is about is the idea that you can use 3D solids to
00:19reveal 2D layers inside of After Effects, and this is a technique that I use all
00:24the time and really it makes a lot of very interesting effects possible.
00:29I'm going to start off by going into the Pre-COMP's and inside the Phone Pass Pre,
00:33I am going to scrub through this to show you what's going on.
00:37The phone is coming up out of nowhere right now, but the top of the platform is
00:42actually somewhere right in this area.
00:44And so what we need to do is to be able to see this phone come up out of that platform.
00:50Right now, it just sort of comes up out of the ground area and so I'm going to
00:54create a track matte for this that will give it the illusion that it's actually
00:57coming up out of the platform.
00:58So there is a piece of information that I need to have inside this comp and
01:02it's the disc light, and that disc light came in from CINEMA 4D when we did our
01:06phone import, and what that gives me is the actual position of the top of the platform.
01:11In CINEMA 4D I had a light that was in the top of the platform that was creating
01:14light illuminating the underside of the type in the phone and we're going to use
01:18that position information to be the basis for our track matte.
01:22So what I need to do is go into the Video folder and inside the Video folder I'm
01:26going to go into the Phone Pass folder and open up the original CINEMA 4D COMP
01:32that came in when I imported it, and there is a Platform Disc light.
01:35That's in there right now.
01:36I'm going to take that and the Camera.
01:37So I'll select the Camera first and then Ctrl+Click or Command+Click on the
01:41Platform Disc light and copy that to the clipboard, and back in the Phone Pass
01:46PRE I'm just going to paste that right down.
01:48And so now I've got the Platform Disc light and the camera and you can see that
01:52I have this light object here in the composition.
01:55And as I scrub through, let me scrub through to where the phone comes up.
01:58The place where I want the phone to be revealed is a basically right where it
02:01makes contact with that light.
02:03So what I need to do is create a 3D layer that's going to hide the phone until
02:07it passes just the edge of that light and then it is going look like it's
02:10coming right out of it.
02:11So let's start off by making a 3D solid and I need to make a 2D solid layer
02:16that converted into 3D.
02:17So let's make a Solid layer, Command+Y or Ctrl+Y on the keyboard, and then what
02:21I'm going to do is I'm going to call this one Phone revealer.
02:25The size isn't really important at this point. I think I'll just leave it the
02:28COMP size and hit OK. And the color is not important at all because we're going
02:32to be creating a matte on this, and actually using it as a track matte.
02:36So when I make this solid I want to add a mask to this, and I'll start off by
02:40making a ellipse and I'm going to draw an ellipse out on this.
02:44I'm going to hit Command+T or Ctrl+T on the keyboard and kind of position this
02:48little bit better on here.
02:49And then I'm going to soften the edge up.
02:52Hit Enter to confirm the transform that you just did.
02:55I want to go to the mask options and adjust the feathering.
02:58If I click on that option, I don't want it too soft. I will make it about 10 or so.
03:03That just gives me just a little bit of a soft edge so that the phone isn't
03:07being chopped off pixel for pixel.
03:10Now that I've got a soft edged map, what I want to do is turn this into a 3D solid layer.
03:14So I'm going to click on my Switches and Modes, and go over to the 3D button
03:18here and make that into a 3D layer. And it disappears on me, and that's because
03:22the space that we're in is a little bit different than the After Effects space,
03:26and so when I convert that into a 3D solid layer, it jumps to its original
03:30position based on its After Effects coordinates.
03:32If I hit P on the keyboard and reveal that, it's at 480x270.
03:36What I want to do is have this show up in the same location as the Platform Disc light.
03:40So all I really need to do is to parent this to the Platform Disc light and then
03:44when I zero out its position, it'll jump right to that location.
03:47So if I use the Parent pickwhip, and parent it right to the Platform Disc light
03:50and then go to the Position information for the phone revealer, I'm going to
03:55zero tab zero and then boom.
03:58It shows up right where I needed to.
04:00And the awesome thing is that if I just take this now, I'm going to make some
04:04tweaks to the actual matte. And if I click on the matte here, I drag this down,
04:09I'm going put it right about there.
04:11And so now as I scrub through this, I can't see the phone at all.
04:16It's behind this layer, until it reaches that point and it should come right
04:20about from behind it, and that's exactly what I want.
04:22Now there is a really great feature in the blending modes called a Silhouette
04:26Alpha and what that's going to do is chop off everything below this layer and
04:32I'm going to set the phone revealer to Silhouette Alpha. So I switch back my
04:34modes and go to blending modes,and Silhouette Alpha is a way down at the
04:38bottom, and so I'm going to go Silhouette Alpha and you're going to see that
04:41the phone is chopped off.
04:43Everything that shows up behind this layer now gets chopped off and so as I
04:47scrub back in time, you can see the phone now has the illusion that it is coming
04:51up out from behind that. And that's exactly what we want to have happen.
04:57This simple matte is a crucial step to setting up the big energy explosion that
05:00the phone creates and the idea of using a 3D solid layer as a track matte sets
05:05you up for all kinds of special effects that you can create in After Effects.
Collapse this transcript
Creating the phone reveal glow
00:00The phone really looks like it's emerging from the platform now, but it really
00:03doesn't feel too energetic.
00:05To set up the huge explosion that we're going to add later on, we really need to
00:08give our phone some energy.
00:10We're going to use the Starglow effect again to add some energy to the phone.
00:13So let's go into the MMM-001 Working COMP and this is where all of our
00:19compositing is coming together and if I scrub back in time, you're going to see
00:24that phone now emerge up out of a platform, and that's all thanks to that track
00:28matte that's in the Phone Pass Pre-COMP.
00:30If I use the page down key and just page through that, you can see that the
00:37phone is coming out, but it still looks the same as it did.
00:40It's coming out of this white hot energy environment, and so it really should
00:43have energy imparted into it as it passes through that boundary.
00:47So I'm going to use the Starglow effect and I'm going use it a couple times.
00:50The first -time I use it it's going to give a warm energy to it.
00:53The second time I use it, it's going define more of the shape of the phone.
00:57And so let's start off by giving it the warm energy.
00:59If I go and twirl these layers closed, I'm going to scroll down and find my Phone
01:05Pass Pre and there it is right there.
01:08Duplicate the Phone Pass Pre by hitting Command+D or Ctrl+D on the keyboard.
01:12When I do that, I now have a layer that I can apply my Starglow effect to.
01:16I go to the Effects and to Trapcode and to Starglow. And you see
01:22initially nothing happens.
01:23That's because the Starglow effect in its default settings is based on the light
01:27and dark values within the phone. Our phone is almost entirely black.
01:31So what I want to do next is change the basis for the Starglow. I'm going to
01:35start off by changing it from Lightness to Alpha and watch what happens when I do that.
01:41Now it's looking at the alpha channel for that layer and using that as the basis
01:45for the Starglow and that's giving me a much brighter affect. You can see it's
01:48completely overwhelming the phone.
01:50Now there are some really cool presets and the Preset pulldown, and we're going
01:54to use Warm Star as our basis.
01:57And now I want to make some tweaks to it.
01:59I am going to dial down the Streak Length.
02:02I'm going to bring this down. It starts off at 20.
02:03You can see it gives these really long streaks in there.
02:05That's a little too much for my taste and I am going to bring this down to about
02:08four or five. Sart off with four.
02:11That actually feels pretty good. I'm going to leave it there.
02:13Boost Light, I might want to kick that up just a bit. Watch what's happens.
02:16the Boost Light controls the intensity of the effect and as I scrub that forward,
02:21you're going to see the phone get brighter and brighter and brighter.
02:25I'm just going to crank this way up so you can see just how hard it can get.
02:28The problem with thought is that it sort of starts to kill the rays effect the
02:32higher it goes, and so what I want to do, instead of cranking it up that high,
02:35I'm just going to bring up to about maybe seven or eight.
02:37So I'm going to click on that and go seven and that feels pretty good.
02:42What I want to do next is to turn down something called the Source Opacity.
02:47When you add the Starglow effect to a layer, it sits on top of the existing
02:50layer, but there's a lot of times where you'd much rather have just the Starglow
02:54effect and this is one of those.
02:55By turning down the Source Opacity, I now will only see the actual Starglow
03:00effect and not the phone layer underneath.
03:02That allows me to change the blending mode of the entire layer and have some
03:05interesting blending effects with the layers below it.
03:08Before I change that layer though, I want to create the next Starglow effect.
03:11I'm going to duplicate the Phone Pass Pre layer one more time.
03:15I hit Command+D or Ctrl+D. And now for the Starglow effect that I'm going to use here,
03:19I'm going to change it from Warm Star to White Star.
03:24Now I haven't changed any of the other settings.
03:26It's still using the alpha channel as the input basis and you can see that
03:30basically it is just sitting on top of the existing Starglow effect and that's
03:33not really what I want to have.
03:35I want to add some shape to this phone.
03:36So in order to do that I'm going to change the basis from Alpha to Luminance.
03:41That's going to look at a more subtle variation on the light and dark values and I
03:45need to now change the Pre-Process.
03:47The Pre-Process controls the range of pixel values that the filter uses to
03:51generate the Starglow effect.
03:53So if I twirl this open, I've got some options here.
03:56The Threshold value controls the pixel values that it uses to generate that affect.
04:00Higher values limit the effect, lower values expand the effect, and I want to
04:05expand this effect almost all the way to zero, and in fact let's just put it
04:08down to zero and see how that does.
04:10I'm going to scrub it to the left and as I do that, you're going to see more of
04:14the White and the closer I get to zero, actually I will bring it all the way
04:18down to zero, there we go, and you can see that now that it's at zero I have a
04:22little bit of shape. And that's what it has done is that's given me some shape to
04:25my otherwise orange blob that I had created with the first Starglow effect.
04:30Now if I increase the Boost Light, that's going to brighten up that effect.
04:34I don't want to get it too bright, but I wanted to just expand it up just a little bit.
04:39I think that might be too bright. That's 15.
04:40Let's bring that down to more about 10.
04:43That's pretty good.
04:44Now what I can do is to change the blending modes for these layers to mix them
04:48back in the background a little bit.
04:49So I'm going to go to Switches and Modes column and they bring back by modes.
04:54This layer here is the orange Starglow and so I'm going to change that
04:58blending mode to Add.
05:00Now you can see that mixes that Starglow back, especially into that area where
05:06it intersected with the platform, and then I'm going to do the same thing for
05:10the Phone Pass Pre layer that has the white Starglow on it.
05:14So I'll change that blending mode to Add as well, there we go.
05:17Now you can see how it really burns into that orange effect.
05:20Now that it is doing that, it's burning in so hotly, I'm going to dial down the
05:24Boost Light so that it's not quite so intense.
05:27I will bring that down to about five, there we go.
05:30Now we got a little bit of that color back into it.
05:32It's a very subtle difference, but with a Boost Light at 10, it was
05:36completely white here.
05:37When I change the Boost Light back to 5, I got little bit more yellow in here
05:41and white only in the most intense parts of the image.
05:44Now though we got our glow in place, what we need to do is to make the glow
05:47disappear over time.
05:49When the phone emerges out of the platform, it's going to explode with energy
05:53and during that explosion the Starglow needs to disappear so that we're left
05:58with the clean phone at the end.
05:59So I'm going to use Opacity keyframe on these Phone Pre Pass layers to make the
06:04Starglow effect disappear.
06:06Now the place where the Starglow effect needs to start disappearing isat
06:09something called the camera shake point, and if I zoom in on the timeline--
06:12I'm going to use the plus key on the keyboard and hit that a couple of times.
06:16And you can see, I'm parked on the camera shake point.
06:18This is where the phone explosion is actually going to start. The camera jumps
06:22back from that point to show the explosion.
06:26And so that's where I want my Starglow effect to start disappearing.
06:28So I'm going to select this first Phone Pass Pre, hold down the Command key,
06:32and select the one right below it, and I'll hit T on the keyboard to bring up
06:36the Opacity effect.
06:38So now that I've got the Opacity visible, I'm going to click on the stopwatch to
06:42set a keyframe and with the stopwatch active, now I've got keyframes at this
06:46point in time for 100% opacity.
06:49Now with my Opacity at 100%, I want this to disappear over time and so let's
06:53scrub forward in time and see about where it needs to disappear.
06:56I'm going to use the minus key on the keyboard to back out just a bit.
07:00Now the place where the camera stops moving is somewhere right around in this
07:03range here and so I want the Starglow effect to be gone before then.
07:07So I'm going to scrub through and find that point.
07:09We'll go right about here I think. I think that's a good spot and I'm at
07:14frame 48 and I'm going to go the Opacity and set it to be zero for both of these layers.
07:20So I'll hit the Tab key.
07:21That's going to bring me to the next Opacity and I hit zero there.
07:24You can see each time I do that it sets the keyframe automatically.
07:27Now, as I scrub through the piece, the Starglow effect is really bright and
07:32then it dissipates right around frame 50.
07:37Adding these glows really helps to define the shape of the phone as it emerges
07:41from the platform, and the technique of using blending modes to dial in your
07:45effects really helps to add subtlety to your animation.
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Creating the phone reveal beams
00:00The platform that the phone emerges from is really the source of all of the
00:04action in the scene.
00:05It should feel as if it's pouring out visible energy into the stadium and
00:08nothing says visible energy better than volumetric light.
00:11Part of our rendering passes from CINEMA 4D was the Beams Pass.
00:15Visible lights interacting with the phone and type.
00:17We're going to use that pass now to create an illuminated look to our scene in After Effects.
00:21So here I am inside of the MMM-001 composition and this composition is where
00:27all of our compositing is coming together.
00:29And what I want to do is create this visible light coming out of the platform.
00:33And if I go into the Video folder in my Cinema Imports, I've got the Beams Pass.
00:38I'm going to bring-in the Beams_rgba clip and put that right above my Phone Pass Pre.
00:44When I do that now I can see these visible lights here in the scene.
00:48Right now they're just kind of stuck on top of everything and they're not
00:50really interacting with any of the imagery underneath it.
00:53So I'm going to change the blending mode and I'm going to use Add as the
00:55blending mode this time.
00:57And let's go and add Add to there.
00:59And you can see that as soon as I do that, it really kicks up how that interacts
01:03especially with the bright things that are behind it.
01:05The look isn't very intense and we're really trying to amp up the energy in the
01:09scene and take it over to the top.
01:11So I need to have more of these beams.
01:13And so I can just duplicate this layer to give the look of much more intense feel.
01:17So let's select that Beams layer and hit Command+D or Ctrl+D on the keyboard
01:21and you can see now I do that, boom!
01:23It is really, really bright!
01:25We're going to do this one more time.
01:26We're going to be dialing this back just a bit, but before we do that I'm going
01:29to duplicate this layer and that's going to create a really intense look.
01:32That's too intense right now, but we're going to adjust this a bit.
01:35So let's go back to the point where the beams need to really come on and that's
01:39where the phone emerges from the platform.
01:42So if I go back to the Phone marker here, at this point in time you can see how
01:47bright and intense this effect is.
01:49So what I want to do is to dial this back just a bit.
01:52If I layer these in one at a time, you can see it starts off with it sort of faint
01:57and with each successive layer it gets brighter and brighter.
02:01With all three in there it's too bright.
02:03So what I want to do is to just dial this back just a bit.
02:06So I'm going to go to each of these layers.
02:07I'll select all three of them by holding down Shift key, hit T on the keyboard
02:11to adjust the Opacity, and then I'm going to dial them down one at a time.
02:15I am going to bring this first one down maybe to about 50% and then I'll bring
02:20the second one down to about maybe 75%. There we go!
02:25That still gives me a lot of energy coming up out of the platform but we still
02:29are able to see some definition in the image.
02:31Now this is going to be the brightest point of the energy.
02:34When I'm animating a lot of times, I like to animate backward.
02:36So I find where the peak value is and I set my keyframes for that peak value
02:40and then I back up in time to find the lowest value.
02:44In this case the lowest value is going to be 0 because we want the beams to
02:46appear as if they're coming on when the phone emerges out.
02:49So we'll set our keyframes now for 100% or for the values that we have here for the Opacity.
02:55Then we're going to back up in time and set 0% keyframes so that the beams look
02:58like they're coming on.
02:59So I'll set my Opacity keyframes by clicking on the stopwatch for each of these
03:03three layers and then I'm going to back up in time.
03:06I use the Page Up key on the keyboard to back up about, let's call it 5 frames. 1, 2, 3, 4, 5.
03:13There we go!
03:14So now, I'll set 0% keyframes for all of these layers and go 0 and I hit Tab to
03:20get through each of these fields.
03:22And now my beams are completely off.
03:25So if I scrub forward-- and actually I'll just use the Page Down key and get through these.
03:30You can see that the platform starts to look like it lights up, and as we go
03:36forward to the Camera Shake point, that's about where we want the beams to
03:42start to die down again.
03:44So as the explosion happens and the camera leaps back from that explosion,
03:48we want to dial these beams back down to a more manageable amount.
03:51So in order to do that, I'm going to set Opacity keyframes at this point in
03:56time and all I want to do is I want to keep them at their same value, but
04:00just set keyframes.
04:01So, if I click over here on the Add or Remove Keyframe button and I'll
04:03just click on each of those three, and that sets keyframes for them at the
04:07Camera Shake point.
04:09Now, I want to go forward in time.
04:10Let's move our preview range over here just a bit.
04:14I'm going to go scrub forward and my explosion is going to die down somewhere
04:18around frame 55 or so.
04:21So I want to take these effects and dial them down.
04:24Now, I want the opacity of the very first one to go to 0 because we're not
04:28going to need that anymore.
04:30So I'll bring that down to 0.
04:32Then I'm going to bring the second one down to about maybe 10% or so. There we go!
04:38I'll leave the first one at 100%.
04:41I think that's going to give me the look that I want.
04:43I've got a little bit of buildup in the light beams but not so much that it
04:46overwhelms the phone.
04:47As the phone becomes more prominent player in the scene when the video comes on,
04:52I want the beams to die down even more.
04:53So I'm going to advance forward in time and adjust these keyframes one more time.
04:58So I want to have them slowly die down right after the type hits.
05:04Now this will be during the point in the animation where the flashbulbs are
05:07going off and so we really won't even notice that the beams are dying down
05:11because our eye will be so drawn to the flashbulbs.
05:13So I'll go to the Moment Hit and this is right around the time where our
05:17flashbulb start going off.
05:19I'm going to set keyframes for these other two layers that are still visible.
05:22So I'll set keyframes for those guys at that point in time and I'm going to
05:26scrub forward into the animation and I'm going to dial this down one more time.
05:31So let's bring this one down to 0.
05:33We'll bring this other one down to about maybe 50%. There we go!
05:39So now our phone is still a prominent player in the scene and we haven't even
05:43noticed the fact that the beams have gotten dimmer because the flashbulbs will
05:46be going off in the background.
05:48So now that I've got these beams into the scene I want to start to preview their
05:52motion and get a feel for how they're actually coming on and so we're going to
05:55use the RAM preview.
05:56Depending on the speed of your machine, this RAM preview could take a little bit of time.
06:00So I'm going to start the RAM preview and we're going to cross-dissolve to
06:03the point where the RAM preview is done and we're going to watch this
06:05animation playback.
06:07So in order to start the RAM preview, I'm going to click on the RAM Preview
06:10button, which is right here in the palette.
06:12And I'll click that and you are going to start to see the keyframes cache and
06:16there will be a green bar that's going across the Timeline.
06:19Now I can't see the green bar because I'm zoomed into my Timeline but eventually
06:23it's going to pass through this range.
06:24So as you can see, the beams really go a long way towards illuminating our phone
06:31as it emerges from the platform and they really add a lot of volume and depth to the scene.
06:37I'm going to enlarge the Timeline here and take a look at that region.
06:40One of the nice things about it, once you've RAM previewed something, you can go
06:43back and scrub through the animation.
06:45You can see that as our platform begins to illuminate, we've got energy now
06:50pouring into it and then we have the visible result of that energy pouring into
06:53it in the form of the beams that are going to come out of that.
06:57As I scrub through that, you can see the energy of the phone just coming out
07:01of that and it's white hot in there, not a place you'd want to be without sunscreen.
07:07This volumetric light effect really goes a long way towards adding energy and
07:11volume to our stadium and it's a great technique that you can use on a lot
07:15of different projects.
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Colorizing the energy beams
00:00The beams that we've added have really had a lot of energy into the scene,
00:04we may also add volume and depth to our image, but they are still white and
00:08although the white color of the beams does look very hot,
00:11it sort of stands apart from the rest of the energy in the stadium and I want to
00:14beam energy to tie itself back into the platform, and the platform color has its
00:18orange to it, and so we really want our beams to tint back to that orange.
00:22We're going to use something called CC Toner in order to do that.
00:25I'm going to go to the very base Beams layer and now I'm inside the MMM-001
00:30composition, which is where all of our compositing is coming together, and on
00:34this base Beams layer I'm going to go to the Effects menu and go to the Color
00:38Correction and then grab CC Toner, and CC Toner colorizes a layer based on the
00:45highlights, mid-tones, and shadows.
00:46Our Beams Pass is basically all highlights and so the mid-tones and shadows
00:51don't really have an effect.
00:52I'm going to start off though by changing the mid-tones anyway, just to make
00:55sure I don't have any errant colors in there.
00:57And the color that I want to pick is an orange and I'm going to pull that one
01:00right out of the composition. So if I click on the Eyedropper and I sample an
01:05orange color out of here, I'll grab something like that right there looks pretty nice.
01:09And this orange color now, I want to have in the highlights as well.
01:13Now watch what happens when I sample that color into the highlights.
01:17Now our beams really add heat to the scene. Not only is it adding energy but it
01:22is adding heat as well and so that really makes them blend in.
01:25I think that might be a little bit too much on the saturation.
01:29So what I'm going to do is click on the color swatch and bring the saturation
01:33down just a bit by sliding this over to the left.
01:35And then also bring it back a little bit more towards the orange. I think I
01:39picked something that was little too red before, and when I hit OK that kind of
01:43dowse it down a little bit.
01:44I won't worry about the mid-tones because the mid-tones really aren't doing that
01:47much in this image and I think that highlight color looks nice.
01:50Now you may have noticed that I didn't need to color the other beams and that's
01:54because they're on an additive mode and because they're white adding in to that
01:57base orange color they're getting colorize themselves, so I can just leave them
02:01at their actual values.
02:03The next problem I have with the beams is that if we go back to where they first
02:07come on at the 100% value, I can actually see the beams down here below the
02:12platform and that looks kind of weird.
02:15I want to have these things cut off at the base.
02:17In order to do that, if I were just to put a mask on this I have to go back and
02:21keyframe that mask over the time so that it would appear that the beams are
02:24coming out of this area here.
02:26But what I can do instead is use a 3D track matte to cut those beams off.
02:30That's going to move perfectly with my platform and we did that technique in
02:34another part of the course in order to reveal the phone.
02:37Now we're going to use that exact same technique in order to reveal the beams.
02:40So I'm going to make a new solid layer and I'm going to call it Beam Reveal.
02:43I'll just hit Command+Y or Ctrl+Y and I'll call this layer Beam Reveal and I'll
02:50leave it the composition size 960 x 540.
02:52The color doesn't matter. I'll go and leave it black and hit OK.
02:55And what I want to do is create a little oval sort of inversion on this using a mask
03:01and I'm going to add an ellipse to this layer and I'll start off by just
03:05clicking and dragging like that.
03:07Using the Move tool, let's get back to our Selection tool, I'm going to grab
03:11this top and I'm going to drag it down like that.
03:15I just want to create a bit of a curvature in that, and now I'm going to soften it up.
03:19And under the Mask options, I'm going to go to the feathering and I'm going to
03:22put that at about 50, here we go.
03:24That gives us a nice soft layer.
03:26Now what I want to do is to make this a 3D layer and so I'll go to my Switches
03:31and Modes and bring those to back to the Switches and click on the 3D switch
03:35and that makes it jump away.
03:36And so I need to parent this up to the disc light and you see there is my
03:41Platform Disc light and this Platform Disc light is in the exact same position
03:46as the platform itself, the very center of the platform.
03:49So if I take my 3D layer and parent it to the Platform Disk light, and then go
03:53to the position on the Beam Reveal and zero it out, zero, Tab, zero, Tab, zero,
03:58and now it jumps right to that position.
04:01This layer is in the center of the platform. I don't want it to be in the center
04:03of the platform. I want it to be out on the edge, so if I take this and drag it on
04:08its z axis towards us-- and this movement constrains it-- I'm going to put right
04:16about here so it feels like I said the edge of the platform.
04:19Now we're going to use this layer as a track matte for our beams.
04:23So let's bring this beam reveal down below the first two beam layers and above
04:28the Base Beam layer, and I'll go back to my Switches and Modes and in the Modes
04:32I'm going to set the Track Matte for this layer, for the base Beams layer, and
04:36this is one that I colorized earlier.
04:37I'm going to set this to be actually in Inverted Alpha. If I did the Alpha Matte
04:42it would cut off the beams and only show up here down blow, but if I do in
04:46Inverted Alpha, watch what happens.
04:47So I'll do Alpha Inverted Matte (Beam Reveal) and you can see that my Beam
04:52Reveal layer disappears because it's off now.
04:54It's been used as a track matte and this got just a little bit softer, so what
04:58I'm seeing here left over is the residue from these other two beams.
05:01So I just need to duplicate this beam reveal and use that as a track mMatte for
05:05the other two layers.
05:06So I'll hit Command+D or Ctrl+D on the keyboard, drag that up above, and
05:10then I'm going to go to the Track Matte for that one and do Alpha Inverted Matte again.
05:15And then repeat that one last time.
05:18Drag that right there and do an Alpha Inverted Matte and you'll see now my beam
05:23is gone completely and it's just showing up inside the platform.
05:27And the great thing is as I scrub through the animation you can see that
05:32it's moving with it.
05:33Now I think my layers might be just a little bit off. I'm going to adjust the
05:37matte on this one and bring it down just a bit and I'm going to do the same
05:42thing on the others. I will select them and I'm just eyeballing this.
05:45And you know there is sometimes where you need to be precise and other times
05:48where you can be much more artistic.
05:50And I'm just sort of adjusting these things.
05:52You can see as I adjust this it kind of opens that area up underneath the
05:55phone a little bit.
05:56And I think that's going to look just right.
05:59So as I scrub through this, I'm just watching it to make sure that my beams don't
06:04do anything weird and I think they're looking a lot nicer now.
06:06Even though the beams had tremendous energy in the stadium, their color really
06:10made them stand out. By colorizing the beams we've brought the energy of those
06:14beams back into the energy at the stadium and really blended everything together
06:18in a much more interesting way.
Collapse this transcript
Creating the energy burst
00:00So our phone has tons and tons of energy, but one of the problems with the
00:04energy that we've added to the phone is it's very localized the phone itself.
00:08And we want this energy to expand outward into the scene to really feel like an explosion.
00:12To do that, we're going to create a 2D layer and add a mask to our phone.
00:17And we're going to use that mask to give the impression that this energy from
00:21the 2D layer is traveling outward from the origin of the phone.
00:24Now, you'll probably ask yourself, well, Rob!
00:26Why would you use a 2D layer for this?
00:28We've been using 3D track mattes in the other movies up until this point.
00:32Well, back in the day before After Effects even had 3D layers, this is a
00:36technique that I would use to actually create the illusion of glows and effects
00:39and stuff like that.
00:40We had to create masks on layers by hand.
00:43Sometimes I like to do that because it gives me a little bit more control
00:46and makes it feel a little bit more organic than the raw precision of placing 3D solids.
00:51So what I want to do is in the MMM- 001 composition I am going to make a new
00:56solid layer, so Command or Ctrl+Y on the keyboard.
00:59And we want to make this orange so I am going to click on the color swatch.
01:02I am going to pull up an orange here, a nice rich orange, not too much red to it.
01:07There we go! That feels pretty good. And I'll hit OK.
01:11And I am going to call this layer Phone burst.
01:16I'll make it the same size as the composition and hit OK.
01:18The Phone burst layer is at the very top of the stack right now and I need to be
01:23able to see my phone.
01:24So I am going to drag the Phone burst layer down below my phone.
01:27This is just temporary until we get it in position, and then we'll move it back up again.
01:32So I am going to drag it, drag it right down below the Phone Pass Pre.
01:38So now I can actually see my phone.
01:40Now the place where we want this to happen is at the Camera Shake point where
01:44the phone is emerged from the platform and then the explosion happens and that
01:49triggers the camera to jump back from the phone.
01:51So if I drag my camera to that point in time, I am going to solo out these layers.
01:57I can't really see the shape of the phone because of all the glows and stuff
02:00that we have on top of it.
02:01And I am going to start by soloing the Phone burst and then I am going to
02:06solo the Phone Pass Pre.
02:07Now I can easily see the shape of those guys.
02:10On the Phone burst I am going to create a mask.
02:13And to do that, I am going to click on the Pen tool here.
02:17When I do that, I want to activate RotoBezier.
02:20RotoBezier is a feature in After Effects that makes very smooth flowing
02:24paths automatically for you, so you don't have to deal with the hassle of Bezier handles.
02:28So I am going to click that and when I start to draw, I am going to zoom-in on
02:33this layer, get in there nice and close.
02:35I'll Spacebar and move around here.
02:38I am going to start drawing this around.
02:40It doesn't really matter which corner you start on because we're going to draw a
02:43complete circle around our phone.
02:45So if I grab this here and here and as I go around, you don't have to be
02:50super-precise because remember this is going to immediately start to expand
02:54outward for the phone.
02:55So really all we're trying to do is capture the impression of the shape.
02:57That's one of the nice things about this technique is you're not
03:06really rotoscoping.
03:07You're just sort of capturing the shape initially and then expanding on it from there.
03:15So I've got the Phone burst masked off, and if we just look at that layer you
03:20can see that it shows up as an outline of the phone.
03:24If I zoom out from my composition I am going to hit the comma key on the
03:26keyboard to get back out again.
03:28You can see that it's captured the phone shape pretty well.
03:31I'd like to have this mask animate.
03:33In order to do that, I have to activate the mask keyframes.
03:37So if I go to the Phone burst and if I hit M on the keyboard, that reveals the mask.
03:42And I'll turn on the stopwatch for the mask path and that allows me to set
03:46keyframes for the mask path at that point in time.
03:48So now any changes that I make to the mask from this point forward will be
03:52automatically keyframed for me.
03:54We want our mask to start expanding outward.
03:56The point where we want it to stop expanding is right around frame 55 or so.
04:01We don't have to set up a keyframe on every single frame.
04:04We just need to capture some key points.
04:07So if I go to my Phone Pass and I'll turn that back on again, as I scrub forward
04:11in time you can see the phone is rotating.
04:14So if I go forward a few frames to where the phone is about like that, I am on frame 42,
04:18and I am going to take the mask and position it,
04:22I can move these points one at a time, or I could hit a Command+T on the
04:25keyboard and that's going to give me the Transform Handles for this mask.
04:29When you hit Command+T, it's actually Command or Ctrl+T is the shortcut for the
04:34Type tool unless you have a mask selected already.
04:37In that case it's the shortcut to bring up the transform handles for that mask.
04:41So just be careful with that.
04:42I am going to rotate that around and then expand it outward.
04:48And once again, I don't have to be super-precise with this.
04:51I just want to basically capture the shape of the phone because I am going to
04:54make it larger than the phone is anyway. There we go!
04:59When I am done with the transform handles I'll hit Return on the keyboard.
05:02That commits the Transform.
05:04Next thing I want to do is grab those handles right there and kind of drag them
05:07out and then grab those and drag them out.
05:10So now as the phone explodes out of that, you can see this will start to expand outward.
05:18Right here in the middle I want to make some adjustments and I am going to
05:22bring these out here and this one out here so that we have a gradual
05:26progression in our phone edge. There we go!
05:34That's much better.
05:36Now I'll move forward in time again. There we go!
05:41And somewhere right about here we're going to expand these out one more time.
05:48Then once I've got it sort of roughed-in, I want to just expand it a little bit more.
05:53But rather than move these points one at a time again, I can select all the
05:56points by hitting Command+A or Ctrl+A and I can now use the transform handles,
06:01Command or Ctrl+T, to bring those up.
06:03I am going to scale this outward.
06:05But if I just drag one of these corners, it's going to scale from the other corner.
06:09If I hold down the Command key or Ctrl key while I am dragging, then it will
06:13expand that mask evenly from the center anchor point.
06:17So I'll go to about there and now as I scrub through my animation, you could see
06:22that the energy expands outward from that phone.
06:25So now I am going to go to my last frame which is about 55 or so.
06:31That's where I want the phone explosion to be gone from the scene.
06:34I am going to use the comma key and back out twice, so I have a much smaller screen.
06:39Now, I'll hit Command or Ctrl+T again and I am going to expand this outward.
06:43Hold down the Command key and have it go all the way off the page.
06:48Now what happens is as I scrub through you can see that it starts at that
06:52phone and then boom!
06:53Explodes outward from the center.
06:56So now what I do is I am going to feather this mask.
06:59it's got a very hard edge on it right now.
07:01So if I go to mask options and adjust the feathering, and I'll bring the
07:05feathering to say I don't know, let's make it to 100. Yeah!
07:09That feels pretty good actually.
07:10And I might want to keyframe that feather over time because I'd like to have it
07:14be a little bit tighter on the phone.
07:16So in fact, I'll do that.
07:18At the point where the explosion first starts, I am going to keyframe the Mask Feathering.
07:23So I am going to bring this down to about maybe 10 and set a keyframe for
07:27the Mask Feathering.
07:28And then I'll advance forward in time and right about the point where my mask
07:32is going to start to expand outward, I am going to bring that Mask Feathering to about 50 or so.
07:36I'll just type-in 50.
07:37Then at the point where it's completely expanded, I am going to make that 100.
07:44So now what's going to happen is the explosion will start very tight on the
07:50phone and then feather off as it expands outward.
07:55If I turn this on right now, and I'll un-solo all the other layers, you can
08:00see that my Phone burst is covering everything up.
08:02What I want to have is I want to have this interact with all the elements in the scene.
08:06But right now it's below most of the elements.
08:08So I am going to take this and drag it to the very top of the layer stack at
08:13the top of the composition Timeline and I am going to change the blending mode.
08:17I am going to change the blending mode to Add and watch what happens when I do that.
08:22Now it's over the top of the image and you can see that orange energy
08:26completely consumes the rest of the image.
08:29As I scrub through there, as it travels outward, it really adds a lot of heat
08:35that's emanating from the phone itself.
08:37Now I want this heat to dissipate over time.
08:40So right about here as the explosion is starting to reach the edges of the
08:44frame I want it to start to disappear.
08:46So I am going to move to that point in time and then set Opacity keyframe for the entire layer.
08:51So I'll hit T on the keyboard to bring up the Opacity option and I'll activate
08:55the stopwatch and then I'll go to my out point, line it up with that keyframe,
09:02and I am going to change the Opacity to 0.
09:04So now as it explodes outward from the phone, it expands and then dissipates.
09:14Now, at the point of the Camera Shake where the explosion starts to happen,
09:19I don't want to see this layer until exactly that point.
09:22So I am going to move the in point for the layer.
09:24Now I am not shifting the whole layer; I am simply editing the in-point for the
09:28layer and I am only moving the in-point.
09:29I don't want to move the keyframes at all.
09:31So I am going to drag that to the right and have it start right there at
09:34that moment in time.
09:36So now if I deselect that and scrub through, let me zoom in a bit so we can see
09:39the whole thing, and I'll zoom- in and fill the screen with it.
09:42So now, as our animation comes up, this energy expands outward from the phone.
09:50You can see this orange glow that just really overwhelms the whole image as if
09:56our phone has an energy beam radiating from it.
09:59After Effects has a lot of really complicated tools.
10:03But sometimes I like to go back to the old-school favorites and add some
10:07effects with those.
10:08And this very simple technique of using a 2D solid layer with an animated mask
10:14really adds a lot of energy to our phone, and we did it in a very short, simple way.
Collapse this transcript
Using Trapcode Particular to add sparks to the phone reveal
00:00Our phone explosion is missing one last ingredient and that's sparks.
00:04These sparks will help establish definition scale and movement of the burst of
00:07energy created by the phone.
00:09We are going to use Particular, an amazing third party particle generator
00:12to create that effect.
00:14So, here inside of After Effects, I am inside of the MMM-001 Composition and
00:19this is where all of our compositing is coming together.
00:22And I want to add these sparks and I want to have them come out right at the
00:26point where the phone emerges and the explosion happens.
00:30In order to do this, I am going to use the effect Particular.
00:33Now, Particular is a third-party particle system and it needs to be added to a
00:37layer in order to be visible in the scene and now I'm going to add that to a
00:41solid layer and the color of the solid layer doesn't matter.
00:44So, let's make a new solid, Command or Ctrl+Y on the keyboard, and I'm going to
00:48call this one Particular.
00:52Now you can call it anything you want. I usually name my layer exactly what it is.
00:56That why I know how to find it in the layer stack, but you could call it sparks
01:00or anything you like.
01:01Now, I am going to make it the Comp Size and hit OK and let's back up.
01:05I am hitting Comma on the keyboard to backup so I can see the entire frame.
01:08And now this Particular layer needs the Particular effect and so when I go to
01:12the Effects menu and I am going to go to Trapcode and add Particular into the
01:16scene and Particular is added to the layer and the layer becomes invisible.
01:20That's why the color wasn't important.
01:22I am going to solo this layer out for just a second and I'm going to turn off
01:27the Transparency Grid so I can see black here.
01:30Now, one of the things about Particular is that it uses the 3D Camera data in
01:34the scene but it does it in a way that's really not very controllable.
01:37I've actually never like that but fortunately for me and fortunately for you,
01:41there is a great way we can utilize some information that we already have in our scene.
01:45You can tell Particular to actually look at a light in the scene and use that
01:49light as the basis for the emission of the particles and the light we are going
01:53to use is the Platform Disc light.
01:55Now, normally with Particular, if I go to the effect and then if I go to the
01:59Emitter options and I'll change the Position XY of that effect.
02:03Let's move it way over here.
02:04You can see there is the Emitter right there and it's kind of in a weird spot.
02:07I don't really need to worry about where that point is anymore.
02:10I'm going to start off by changing the name of the Platform Disc light, so I
02:14will select that layer and go Shift+ Command+Y or Shift+Ctrl+Y on the PC and that
02:20brings up the Light Settings.
02:21I am going to change the name of that light toEmitter and that
02:26name is very important because Particular looks for that name on a light in the
02:29scene and it uses that name to find the light source.
02:33So, if it's not called Emitter, it won't be able to see the light in the scene. So, I will hit OK.
02:38And now when I go back to my Particular control to select that layer and I am
02:42going to go to the Emitter options and change the Emitter Type from a Point
02:45source to a Light and when I do that, Particular automatically jumps the
02:52location of the light source and that makes it really easy.
02:56So, now as I scrub through my scene, you see those particles sticking right to
02:59that light in the scene and that's awesome.
03:01It makes it really easy to position your Particular emission point.
03:05The other cool thing about Particular, aside from it being really flexible, is it
03:09has some really cool presets already built into it.
03:11So, underneath the Animation Presets for Particular, I am going to go to the
03:15pulldown and I'm going to grab way down here, about halfway down, the WeldGold_HD.
03:23And when I select that, my Particular just disappeared and that's because this
03:28preset actually does not use an emitter as a light source and so I have to go
03:33back and change that one option.
03:34So, if I go back to the Emitter options, you can see it change the Emitter
03:37Type back to Sphere.
03:38So, if I change that Emitter Type back to my Light then my sparks jump right to
03:43that light source again.
03:45And as I scrub through the scene, you can see those sparks are sticking right there.
03:49Now, we still need to make a few tweak to the sparks but you can see that they
03:52are already looking really cool.
03:54The next thing I want to check in the Particular options is how long my
03:58particles are living for.
03:59Now, these sparks are intended to seem like welding sparks that come off a
04:03welder when you see welding two pieces of metal together and they're living
04:06for a very long time.
04:07I really want these sparks to just burst out and then die off very quickly.
04:11So, if I go down in the Particular settings, underneath the Particle options,
04:16these allow you to control how your particles look and also how long they live.
04:19You can see that my particles are living for 1.5 seconds right now.
04:23If I change that to a half second, .5, that's going change the density of particles
04:29but also they are going to live as long and as I scrub through you can see that
04:34they're not falling down as far either.
04:36The next option I want to change is the Gravity.
04:38I don't really want my sparks to fall down.
04:40I want them to spread outward from the source of the explosion.
04:44And so if I scroll down under the Physics options, I can change the Gravity.
04:48The gravity is at 600 now.
04:49That's the default and I am going to change that.
04:52Let's bring this to about 50.0.
04:56Now when I do that, you see that the particles are now no longer falling;
05:00they are spreading outward from the source and when the camera moves, the motion blur
05:04on the particles makes them appear to twist a little bit.
05:06And I think that looks really cool.
05:07That's going to look awesome when our explosion actually happens.
05:10Now, as I scrub through this, I want the particles to actually start appearing
05:15right at the time of the explosion.
05:17What I need to do is to set keyframes for the amount of particles that the
05:20particle emitter is spitting out and then adjust those keyframes over time and
05:24that's going to make the particles look like they're exploding on.
05:27So, as I go, I'll scroll up here to the Emitter options and I'm going to set a
05:31keyframe for Particles/sec up here in the Emitter options.
05:35And I'm doing this at the point of the Camera Shake and I'm going to zoom in on
05:38the timeline and take a look at that. I'm right on that Camera Shake marker.
05:42So, at the Camera Shake marker, I am going to set a keyframe for Particular.
05:47Now, I am going to make it about 2500, so a lot more than the 500 that we're there.
05:52And you can see that the explosions are lot more intense at that point.
05:58And so now I want to backup a few frames.
05:59Let's use Page Up on the keyboard, 1, 2, 3, 4.
06:02That's about right.
06:04And I am going to set my Particles/sec to be 0 but I need to set them to be
06:09a keyframe first, so I am going to stopwatch this and that activates the keyframe.
06:14I am going to hit U on the keyboard and then I am going to move this
06:17keyframe that I just set.
06:18I had forgotten originally to set the keyframe at the Camera Shake point and so
06:22what I have done now is I have set a keyframe for that here and I am going to
06:25back that up in time.
06:25Now, normally I wouldn't do it that way. I would have remembered to set my keyframe
06:29there but I forgot this at the keyframe so now I am correcting that problem.
06:33So, now that I'm at the right point of time, I am going to set the Particles/sec
06:36to be 0 and now my particles explode outward from that source.
06:44Now, I don't want the emitter to keep spitting out particles forever; I want it
06:48to be a burst of particles and then the particles should die off naturally.
06:52And so in order to do that, I am going to keyframe it the other way, bring it
06:56back down to 0, and the place where I want it to stop, that's right around frame
07:0040 I think I will have it stop.
07:02And so at that point I am going to set the keyframes to be 0 for particle emission.
07:08And now what's going to happen is that as that as the particles jump out then
07:14they die off and they continue on their course, and then they die on their own
07:20natural lifespan progression and that gives the illusion that the particles are
07:24bursting outward from that center.
07:26Now, the next thing I want to do to these particles is I want them to brighten
07:28them up a little bit, kick them up and out so to speak, and I am going to use the
07:32Starglow effect once again.
07:33Let's twirl close our Particular and I'm going to apply the Starglow effect to
07:38the Particular layer.
07:39So, I go to the Effects options under Trapcode and do Starglow and the Starglow
07:43effect once again comes in with these really long rays on here.
07:46I don't really want that.
07:47The other thing I want to do is I want to base the glow on the alpha channel, not the lightness.
07:52And so, if I go to the input channel under the Starglow and tell it to look at
07:56the Alpha, it's going to be a much more intense glow effect.
08:00The next thing I want to do is change the settings.
08:02I am going to go to the Presets and click on that and do Red as the preset.
08:07And you can see that it gives me a nice red glow on there.
08:10They still look a too long though, so I wan to dial the streaks down to about 5.
08:13There we go and we can see what it looks like.
08:17So, now let's take a look at what our sparks look like with all the other layers.
08:21And so I'll uncheck the Particular layer as the Solo option. That reveals all of our layers.
08:27And so you can see the particles are going to now emit from that point of source
08:35as the phone comes out and then they're going to die off.
08:38I think I have set my keyframes a little bit too late.
08:41What I really wanted to have them do is I want them to come out right about here
08:45where the phone is actually starting to emit out of the platform and I think
08:52that's going to look a little bit better.
08:53What I am going to do is select the keyframes on this and I am going to
08:57drag them back in time.
08:59Now, the place where I want to drag them back to is-- I am going to back up
09:01and find that point.
09:02I wanted to really peak right around here, so I am going to grab that and drag it.
09:07Now what that does this is it sits on top of the phone emission and as it comes
09:13out of there, you can see it lines up perfectly with the phone coming out of the
09:18platform and it really feels like those sparks are being caused by the phone
09:22coming out of the platform itself.
09:24So, now that we have got our sparks in the scene what I want to do is to do a RAM Preview.
09:29I don't need to preview the whole animation.
09:30I really want to see the portion of the timeline where the sparks are.
09:34So, first thing I am going to do is zoom out of my timeline a little bit and
09:38enlarge the preview range.
09:40And then I just want to hit the RAM Preview button and I am going to watch the
09:43green progress bar and I am going to let it get to the point just after the
09:46sparks are gone and then I'm going to stop it by pressing any key.
09:50It's going to RAM Preview automatically once I stop that RAM Preview process.
09:54So, I click the RAM Preview button and it starts to cache the frames and this
09:59first part goes pretty quick because there is not many effects on, and then it
10:03start to slowdown a little bit as the effects become more prominent.
10:06So, here comes our explosion.
10:11Now, our sparks are gone and there goes our big phone explosion.
10:17So, once that dissipates, let's take a look at this intro.
10:20I am going to hit Return on the keyboard just to stop it.
10:33So, the sparks really add a lot of detail to the point of impact when the phone
10:38first makes contact and pushes it's way about to the platform.
10:41I really love Particular.
10:42It gives you a lot of flexibility in After Effects and it allows for tremendous
10:46control over your image.
10:48You can add all kinds of effects.
10:50Take a look at the presets and have some fun.
Collapse this transcript
Creating the phone screen video
00:00The last step in our phone process is going to be to refine the video that's
00:04in the phone screen.
00:05Right now our phone screen video, it simply pops on and we need to refine that
00:10so it feels like it's flickering on over time.
00:13We are going to do that inside of the Phone Pass Pre composition, so let's go
00:15in there right now.
00:16So I am going to go to the Pre-COMP's folder and I'm going to double-click on
00:21the Phone Pass Pre, and not the Phone Screen Pre but the Phone Pass Pre.
00:26And so when I do that, I can now see my phone floating in the transparency grid here.
00:31As I scrub through in time, my video for the screen comes in at frame 120.
00:36If I scrub into that range, I can see that my video isn't visible.
00:40The reason it's not visible is because earlier in the course we added a
00:44Platform Disc light to our composition in order to parent up the phone revealer to it.
00:49When we did that, the 3D light of the Platform Disc light started to have an
00:53impact on the Phone Screen Pre layer, which is a 3D layer also, and because that
00:573D light is now supposed to be hitting it but they're not lined up quite right,
01:01the Phone Screen Pre layer is now dark.
01:04And so all I need to do to fix that is to simply turn off the Platform Disc light.
01:08Now, I don't delete the Platform Disc, because I have other layers that are
01:11dependent on it, so I will simply turn that off and now my phone screen video shows up.
01:16The next thing I want to do is to control how it comes on.
01:19Right now, it just pops on immediately when it hits its start time at frame 20,
01:23and I would like to have that flicker on as if it were gradually getting power.
01:28So, in order to do that, we are going to use transparency on the Phone Screen Pre layer.
01:32So, if I select the Phone Screen Pre and hit T on the keyboard and bring up
01:36the Opacity option, I'm going to activate the stopwatch at the starting point for that layer.
01:41Now, I want this effect to happen over about 20 frames.
01:44We are going to keep an eye on that.
01:45We want to be done with these keyframes at about frame 139.
01:49So, if I go to the Opacity and activate the stopwatch for it, I am going to set
01:54the Opacity to be 0.
01:55And what I want t to do is I want to give the impression that it's
01:58flickering on. So each time it flickers, it's going to be a little bit
02:01brighter than the time before.
02:03So, it's going to go dark to sort of dim, to very dim, to a little bit more
02:07bright, back down to dim, little bit brighter, dim, brighter, dim, brightest, so
02:13that it's almost a stair step effect.
02:15And so what I want to do is go to the Opacity option and I am going to page down
02:20about maybe three frames or so, four frames, 1, 2, 3, 4.
02:23And I will set the Opacity to be about 15%, so I will just type in 15 there.
02:28And you see my video layer starts to become a little more visible.
02:33And then as I page down, 1, 2, 3, 4, I want to bring it back down to about half
02:39that value, so about 7%, so I will change that to be 7.
02:43And then I am going to go forward another four frames and then I will change
02:47that to be 30, so about twice what the previous value was, and then I will go
02:53down again and bring it back down to about 20 frames this time.
02:56Each time it dims down, it is going to get a little bit brighter, so
02:58that's going to be 20.
03:00And then go forward and this time it's going to go to about 75, and then forward
03:07a little bit more and we are at 139 right now.
03:11We are going to have to tighten these keyframes up just a bit. We will fix that.
03:14We are going to go down to about 50 and then we will go forward a few more
03:18flames and up to 100% brightness.
03:21So, now as I scrub through that range, you can see that my phone starts to flicker on.
03:26But the problem is that it's really not a flicker.
03:29It's more of a gradual brightening and dimming and we can fix that though by
03:32making these keyframes in the Hold keyframes.
03:35A Hold keyframe holds its value until the next keyframe comes up and then it
03:39immediately switches to that new value.
03:42So there's no gradual transition in value.
03:44It's a very hard step from one value to another and that's going to make our
03:48flicker look a lot more convincing.
03:50So, if I select these keyframes, I just drew a rectangle around them, and I
03:55right-click and go to Toggle Hold Keyframe,
03:58when I do that these are now all Hold keyframes, and as I scrub through that,
04:03it's going to feel a lot more like a flicker.
04:05Now, it's still happening too slowly; we need to shorten these keyframes.
04:09So, before I try to do anything, I am going to zoom into that area of the
04:12timeline, so I will use the Plus key on the keyboard.
04:15And now, with all these keyframes selected, if I hold down the Option or Alt Key
04:20and drag to the left, I can squish these keyframes down.
04:23What we are doing is time scaling all of the keyframes.
04:26And I am going to bring them down to about 138 or 139.
04:30And the exact number isn't important, as long as they're just before the frame 140.
04:36That's going to give us the right amount of time for our flicker.
04:38So, now when I scrub through, you can see our screen flickers on and then it starts to move.
04:45So, that's it for the Phone parts.
04:47Let's take a look at this with one last RAM Preview.
04:49I am going to switch over to the main composition, MMM-001, and I'm going to hit
04:56the RAM Preview button and let it cache those frames.
04:58Now, once again, how long that RAM Preview takes depends entirely on your computer.
05:02So we're going as fast forward through this RAM Preview process and come back
05:06when it's just about done.
05:11Wow! That animation is really coming together.
05:13And a lot of these effects, we've added quite a few of them in this chapter,
05:17they're all really simple techniques.
05:19The important thing to remember is to build gradually on your design and add
05:23the effects as you go.
05:24Don't try to do all in one step.
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5. Creating the Type Effects
Creating the type glows
00:00Our type is revealing in a much more subdued way than the phone came in.
00:04This is on purpose.
00:05If the type had just as much impact as the phone, the animation would be
00:09overwhelming in its intensity.
00:11When the type hits its mark though, we still want to draw some attention to the event.
00:14We're going to do that with the subtle Edge Ray effect using a combination of
00:17Trapcode Shine and Starglow.
00:19Now I am in my Timeline and I'm parked at the Moment marker, and you can see our type,
00:25Mobile Media Moment. It's sitting on top of the Edge Rays.
00:28The first thing we're going to do with our type is we're going to bring them
00:30down below the rays, the beams that are coming up out of the platform.
00:33That's going to make them feel a lot more seated in the image.
00:37So I'm going to scroll down, and there is my Type Pass and these are all my Beams.
00:43I'm going to twirl everything closed so I don't have to look at those parameters
00:46anymore and I'm going to take the Type Pass and drag it right down below the
00:50Beams and above the Phone Pass. And you can see as soon as I do that, the type
00:54feels like it's really stuck inside the image now.
00:57Now our type needs to have a little bit of a glow on it.
01:00We're going to do that with the Starglow effect.
01:03So the first thing I need to do to add the Starglow is duplicate my Type Pass Pre.
01:07Now I could add the Starglow right to this Type Pass layer, but that doesn't
01:11give me a lot of control and by adding it to its own layer, that allows me to
01:15make the effect much more subtle and interesting.
01:17So I'm going to duplicate the Type Pass Pre by hitting Command+D or Ctrl+D on the keyboard.
01:23And now with this layer selected, I'll go to the Effects menu and go to
01:26Trapcode and then to Starglow and now when I add the Starglow effect, let's
01:32solo this layer out.
01:34I'm going to click the Solo button for that layer, so we can see just that layer.
01:38Now the Starglow effect is based on the light and dark values inside of an image
01:43that you apply it to and right now our Mobile Media Moment type doesn't have a
01:47lot of light and dark values.
01:49I'm going to zoom in a little bit on the Mobile Media Moment type so we can see
01:53the Starglow effect.
01:54I'm going to hit Period on the keyboard to zoom in.
01:56That's a little bit too close.
01:57So I will hit the Comma key to back out one level and then I'm going to just
02:01hold down the Spacebar to bring up my Hand tool and bring they type right in the
02:04center of the screen.
02:05Now we've also been previewing our images at half resolution and that's making
02:09my type a little bit crunchy right now.
02:10So I'm going to turn that up to Full and so that I can see my effect a little
02:15bit more accurately.
02:16Now the next thing I need to do is to adjust the Starglow effect so the
02:20Starglow looks at the light and dark values in an image.
02:22But right now our type doesn't have a lot of light and dark values.
02:25It has light and dark values on the edges, but that's not quite enough for the effect.
02:29So I'm going to go into the Pre- Process option and in Pre-Process controls
02:34how Starglow look at the source image and it opens up the range of values
02:38that it can consider.
02:39So by adjusting the Threshold downward, I'm going to expand the range of values
02:43that Starglow can consider and as I drag that down, I'm going to bring that
02:47down probably around 20 or so.
02:49There we go and now we've got this crazy disco ball effect going on in our type.
02:54And that's way more than we need, but it allows them to see what were actually
02:59working with the effect.
03:01Now we can dial down the effect and it's going to look a lot nicer.
03:04So the default colors are not what I want to have. There is a lot of green in those rays.
03:09So I'm going to switch my preset to something that has a lot more warmth to it.
03:13If I click on the Preset pulldown and go to Warm Star, that warms up those rays
03:19and changes the color.
03:20Now the rays are way too long so I'm going to dial them down in intensity.
03:24So I'm going to go to the Streak Length and bring that down to about 3 and you
03:27can see they are just right at the edges now.
03:31The next thing I want to do is adjust the Boost Light.
03:33The Boost Light will crank up the intensity in the brightest parts of the image.
03:38So I'm going to bring it to about 3 now and it's getting really, really hot.
03:42The next thing I'm going to do, I'm going to adjust the Threshold up just a bit.
03:45My type is feeling a little bit soft and so I'm going to bring the Threshold up.
03:49That's going to limit how the effect is being applied.
03:52It was applying too much of the image at that Threshold amount and now as I
03:56do this, it really kind of tightens it up and only does it on the very
04:00brightest parts of the image.
04:01Now the last thing I need to do to the Starglow is to adjust the Source Opacity.
04:06The Source Opacity is what the Starglow is sitting on top of.
04:09Right now, it's sitting on top of an exact copy of my Type Pass Pre, but I
04:13really only want the Starglow effect and I don't want the type layer below it.
04:17So if I adjust that Source Opacity down to 0, you'll see that now I'm just
04:23seeing the Starglow effect.
04:24I get black underneath it.
04:26Now I can add my Type Pass Pre.
04:28I'm going to add the Solo button for that one and that's going to give me my effect.
04:32This is a much more subtle look than we had before and it allows the a lot more
04:36control over the glow effect.
04:37Now that we'll have the Starglow effect added, we're going to add this subtle
04:41Edge Ray effect using the Shine filter that happens when our word Moment Hits.
04:46So in order to do that, I'm going to duplicate this Type Pass Pre layer one more time,
04:49Command+D or Ctrl+D, and that brightens up our Starglow because now we have
04:53two Starglow effects.
04:55So on this layer, I'm going to delete the Starglow effect, Delete, and that
04:59makes my type show back up again and we're going to go to the
05:02Effects > Trapcode, and add in Shine.
05:04Now Shine has some similar settings to Starglow and what we want to do is to
05:09first off adjust where it's coming from, and then we do that using the Source
05:13Point and we want this glow effect
05:16to feel like it's coming from right behind the logo, and so by clicking on
05:20the Source Point and bringing the Source Point right up here, that's going to
05:24adjust where that Shine effect happens from, and I'm going to bring this down just a little bit.
05:28The really cool thing is you can see that effect in pretty much real time and I
05:32can adjust it right from the fly.
05:34I'm going to have it coming from right below the base. There we go.
05:37Now it feels like the light source that's creating these rays is right behind the type.
05:42The default colors for the Starglow are little too red for my taste and for this image.
05:47So I'm going to go into the Colorize option and we're going to change that
05:50by making the shadow color this same sort of orangey yellow value and so I
05:55will just click on the Eyedropper and select that and that's going to
05:58brighten up that edge ray.
05:59So now it more closely matches the glow that we have on our type.
06:02Next up, we want to adjust the Boost Light.
06:05Boost Light controls the intensity of the effect, not so much the visibility of
06:10the rays, but how intensely are they interacting with the source image, and so
06:14we adjust the Boost Light upward,
06:16you can see that we really crank up the brightnesses of those rays and I'll
06:20bring it up to about 10 or so, and I'll dial it back down to maybe 7.
06:23I think that'll be a little bit more subtle. And these edge rays are much longer
06:28than we're going to actually need.
06:29All I'm doing right now is sort of adjusting the base parameters for them and
06:33we're going to be keyframing these over time so that the edge rays sort of
06:36emerge on when the word Moment hits.
06:39So let's go ahead and do that process now.
06:41I'm going to unsolo all of these layers.
06:43I'll be able to see the glows here in the image.
06:48Now these are what the glow value is going to be at their brightest point when
06:51the word Moment hits and then they're going to taper off to something a
06:54little bit more subtle.
06:55So let's set keyframes for Opacity for these layers at this point in time.
06:59So the Type Pass Pre layers that have the effects on them are these two
07:03right here. I'll hold down the Shift key and select both of them and hit T on the keyboard.
07:06So let's bring up the Opacity and set keyframes right there.
07:10So now what I'm going to do is to back up in time to the point where I want the
07:14edge rays to start appearing, and so let's back up.
07:17The word Moment becomes visible and starts to fly in right about here.
07:21So about just before it hits its mark, which is right around frame 85 or so,
07:26I'm going to set these values down to 0 and so let's go bring the Opacity of
07:33both those layers to 0, and the type is going to fly in and gradually become more intense,
07:40hit its mark, and then the edge ray should dim out, and they should dim out over
07:44about maybe 15 or 20 frames or so.
07:47So right about the time that the Flash bulb start coming on and we can set
07:52these values back down a bit. And rather than set them to 0, I want to
07:56adjust them visually.
07:57Now I do want the edge rays to go away completely.
07:59So I know I'm going to set that value to be 0, and then I'm going to adjust the
08:04intensity of the glow, and I'll bring that down to about may be 50%. There we go.
08:09So now our type has a very subtle glow effect on it that doesn't overwhelm the
08:14legibility of the type.
08:16So now I think I've got that effect just about dialed in, but you should always
08:19RAM Preview your animation to check the actual timing of it.
08:23Now rather than RAM Preview the entire Timeline, I'm going to adjust the Preview
08:27range and bring that over to just before the type starts, and then I'll hit the
08:31RAM Preview button and let it preview just those frames.
08:37Okay, I think that's about enough frames to give us a feel.
08:40Now one thing I noticed, if I stop the RAM Preview action and let it play back,
08:44that looks pretty awesome.
08:46My palettes are kind of overlapping the window now.
08:48I'm going to just enlarge that a bit and enlarge this a bit. And I don't have
08:54enough screen room here in order to see the entire image.
08:56So I'm going to hit the Comma key on the keyboard to back down just a bit and
09:01also re-center this in the frame, and then I'm going to start my RAM Preview
09:04again so that I can see the entire animation.
09:10So our type now has a really nice subtle shine effect on it that happens when it falls.
09:16This is sort of a season to taste moment.
09:18You guys can feel free to adjust the values that we use on this effect and
09:22really either dial it up or down, based on your personal taste.
09:25That's one of the great things about these effects is they're completely
09:28nondestructive and so we can have a lot of fun experimenting.
09:31We can push them over the top.
09:33We can make them more subtle.
09:34It really depends on your style.
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Adding the type glint
00:00Once the type is hit and the animation is settled, we want to remind viewers to
00:04read what's important on the frame.
00:06In this case it's the type.
00:07We'll use a copy of the type layer and a track matte to create a glint or a
00:11shimmer of light on the face of the type.
00:12This will draw the viewer's eye up to the type without overwhelming the rest of the image.
00:17I'm inside of the MMM-001 composition and this is where all of our compositing
00:22is really coming together.
00:23And the Type Pass Pre layer that we have here is the affected layer that has
00:29the Shine effect on it.
00:30Now we're going to make a copy of this and delete the effects off of it so that
00:34we can use this as the basis for our glint.
00:37First thing I am going to do is select that layer, hit Command+D or Ctrl+D on
00:40the keyboard, and now it's also got keyframes on it for Opacity.
00:44So if I hit the letter U on the keyboard, that reveals the Opacity keyframes,
00:49and I'm going to turn the stopwatch off and bring the Opacity of the layer back up to 100%.
00:53Now that makes our Shine effect really visible.
00:58We don't want the Shine effect anymore, so I'm going to delete it from the layer.
01:01That leaves us with just a plain old type layer.
01:04Now what we're going to be doing is using a moving track matte to create a
01:08shimmer of light that's going to pass right across the surface of this type.
01:12In order to do that, we're going to use the layer that we have, but we're going
01:14to change the blending mode.
01:15Now, watch what happens when I change this blending mode from Normal to Add.
01:21Our type gets much brighter.
01:23Now, if I create a very slim matte with a very soft edge and use that as a
01:27track-matte for this brighter layer, it's going to give me the illusion of a
01:31light beam passing across the surface of the type.
01:33So I'm going to make a new solid layer, Command+Y or Ctrl+Y on the keyboard, and
01:38I'll call this layer Type Glint mask and hit OK on the keyboard, and now that
01:45gives me a solid layer and the color of the layer is important because we're
01:48going to be using this as a track matte.
01:49So now I want to create a matte for this layer.
01:53And I'll use the Ellipse tool and I'm going to make a very long slender oval on this.
01:58So I'll drag it right down the center here.
02:00That's pretty good right about there.
02:02Now I want to soften up the edges of this oval.
02:05So I'll go to the Mask options and twirl that open and adjust the feathering.
02:09Let's start off with about 50.
02:11We want to use this as a mask for the layer, but it's not at the right angle.
02:16So I'm going to select the entire layer and use the Rotate tool, W on
02:20the keyboard, and rotate the whole layer around and I accidentally
02:24selected the particular.
02:26You guys just saw a particular behavior in After Effects.
02:29I had the Type Glint mask layer selected, but when I clicked the mouse I
02:32didn't actually click on the layer; I clicked away from it and it selected the layer below it.
02:36So I'm going to undo.
02:37Command+Z or Ctrl+Z. I'm going to click the Type Glint mask layer again and
02:42this time when I click I'm going to select right inside the mask and then drag.
02:46That's going to allow me to rotate this whole layer.
02:48I'm going to put it at about there.
02:51It's at an angle compared to the type.
02:52You never want your glint to be exactly perpendicular to the letters.
02:56I want it to travel at an angle across the face of the word, and so that's a
03:00pretty good angle for us right there.
03:02Now, what I need to do is to move this Type Glint mask down to just above my
03:07additive type layer.
03:08So let's twirl all these values closed, so we can get a little bit easier view of
03:13our Timeline,and I'll bring this down to just above the Type Pass Pre.
03:18And so when I do that, the Type Glint mask is now above that and I can set this
03:23to be a Track Matte for this Type Pass layer and this is the additive layer.
03:28So if I go to the Track Matte options, and tell it to be an Alpha Matte "(Type
03:32Glint mask)", look what happens.
03:33I now have this slash of brightness across my type.
03:37And the cool thing is if I animate the position of this Type Glint mask, it's
03:41going to give the illusion that I have a beam of light passing across my type.
03:46So I'd like the beam of light to start around frame 108.
03:49That's a really nice sort of pause after the Shine effect has gone away and now
03:54our glint can draw the viewer's eye back up to the type again.
03:58So I'm going to scrub my Timeline to about frame 108.
04:01Then I'll take this layer.
04:03I've still got my Rotation tool active so I'll go back to my Selection tool and
04:07take this layer and drag it to the left just off of the type.
04:12Now, I'm going to set a keyframe for Position.
04:15So if I select the layer and hit P on the keyboard and I'll set a Position
04:18keyframe for around frame 108, and then I'm going to move forward in time to
04:23frame 126 or so. 125. Let's go 126.
04:27And at this point in time I'm going to drag the layer across and that's going
04:30to set a new keyframe when I do.
04:32And you can hold the Shift key down if you wanted to or I can just eyeball it.
04:37In this case an eyeball is just fine.
04:39So now when I get across there, I'm going to have a glint passing across my type.
04:44So I'm going to RAM preview this and take a look at what that glint looks like moving.
04:48So to start the RAM preview process I'm going to click on the RAM Preview
04:51button right here and how long this process takes depends entirely on the
04:55speed of your computer.
05:00Okay, so you can see from that RAM preview that the speed of the glint traveling
05:04across the type is really fast and that's going much quicker than I'd like.
05:08So I'm going to adjust the keyframes to slow that glint down.
05:12So in order to do that, I'm going to take the first keyframe and drag it to the left,
05:17so I'll bring that back.
05:19I'll scrub through the Timeline.
05:20I think I want to have it right about here.
05:22So I'm going to drag that keyframe right over to that point in time.
05:25That's going to affect my RAM preview.
05:27Then the last keyframe, I'm going to just drag it to the right, to right about
05:32here, just before the push start happens.
05:35So I drag that over here.
05:37So now I'm going to do another RAM preview to check the speed.
05:40But before I do, I'm going to change the resolution from Full to Half.
05:44That's going to give us a much faster RAM preview.
05:52The simple movement of that glint across the type adds a lot of production value
05:56and also helps draw our eye up to the type with a really simple effect.
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6. Final Touches and Rendering
Creating a camera shake effect using precomps
00:00At the moment the type explodes out of the platform, the camera leaps backwards
00:04as if struck by the shockwave of the explosion.
00:07The camera move that I created in CINEMA 4D does move backwards at that moment,
00:11but it's not with nearly enough intensity.
00:13I did this on purpose.
00:15If I'd shaken the camera in CINEMA 4D and then decided later that I didn't
00:19like that shake, then I had to go all the way back to CINEMA 4D in order to change that shake.
00:23This would cost hours of rendering time.
00:25To avoid that cost of the render time, we're going to shake the camera in After Effects.
00:29It doesn't look quite as good, but it's much more flexible and that's
00:33what we're after here.
00:35In order to shake this, I want to have to shake the entire frame.
00:38And rather than try and grab all the layers and keyframe everything
00:42independently, it's much easier to simply precompose this entire composition
00:46into a new comp and then shake that.
00:49So what I'm going to do is go into the Project window and in the Working Comp's
00:53folder I'm going to take the MMM-001 composition and I'm going to drag that
00:58down onto the New Composition button.
01:01What that's going to do is to nest this composition into another comp that's
01:05exactly the same size and length as the MMM-001 composition.
01:10That doesn't seem like a big deal, but what this allows us to do now is
01:14treat this as a clip.
01:16And so now I can scale and rotate and position this clip as if it were a single
01:20source and I don't have to deal with all those layers.
01:23That's the big advantage of precomposing.
01:26The point in time that I want the camera shake to start is that the camera shake marker.
01:31So let's zoom in on that area. I am going to move to that point in time and
01:34then use the equals key on the keyboard to zoom into my Timeline just a little bit more.
01:39At this point in time I want to set keyframes for position, scale, and rotation.
01:44And so I'll hit P and then hold down the Shift key and hit S and R and that's
01:49going to bring up the Position, Scale, and Rotation parameters for this layer.
01:54Now I'll set the stopwatch for all three layers and I just clicked and dragged
01:57across all three of those stopwatches.
01:59So what I want to do is to first figure out when I'd like the effect to stop.
02:03And I know that I want to have the effect stop somewhere around frame 57.
02:08The camera shakes, but it doesn't shake for very long, and I want also that effect
02:13to diminish over time.
02:14So I'm going to set a marker here in the Timeline, so I know where I'm trying to get to.
02:19Let's enlarge the Timeline a little bit or expand outward.
02:22And around frame 57 is where I like the camera to stop, so it's right about there.
02:26So if I bring my time slider over to frame 57 and make a marker right there,
02:32I know that my keyframes need to end right there. So that gives me a point of reference.
02:36Now I can go back to the original point and I'll use the Page Down key.
02:41The first thing I want to do is enlarge the layer.
02:43So I want to Page Down about maybe two or three frames and I'm going to grab the
02:47transform handle and hold down the Shift key and make it larger.
02:51Then I'm going to get the Rotation tool by hitting W on the keyboard and rotate my frame.
02:59And I think I want to have it rotated a bit more.
03:01I don't have enough room here in the viewport so I'm going to make my Timeline
03:04just a little bit smaller.
03:06And then let's adjust the scale a bit more.
03:08So I'll hit V to give my Selection tool back and I'll hold the Shift key down
03:12and enlarge it up a bit.
03:13And then let's rotate it just a bit more.
03:16And the thing I don't want to do is this. I never want to break the illusion of the frame.
03:21So when I rotate it, I'm going to rotate it just to the point where it's about to
03:24break the frame and leave it there.
03:26I can also position it in space as well, so I'll hit V to get the Selection tool.
03:31I'm going to move it over and down a bit.
03:33You have to be careful. See, I don't want to violate that frame edge.
03:37So I'm going to bring it over this way. There we go.
03:40So that's our first shake point. So it's going to hit that mark and jump.
03:44And now we can start to rotate it back the other direction.
03:47So let's go up forward about the same number of frames. But each time I do this,
03:52I'm going to do it just a little bit less, so that the effect gradually
03:56diminishes until we get back to the original position, scale, and rotation.
03:59So let's get that rotation there and I'm going to bring it back just a little
04:04bit more and then rotate it.
04:09That's pretty good and right about there and I'll scale it down just a bit.
04:16Let's rotate it up so I don't accidentally violate that frame. There we go.
04:19So now we can check that.
04:21It goes boom, boom, and then we are going to go back again.
04:26And I'm going to repeat this process and rather than hear me mumble, I'm just
04:31going to skip ahead in time until the point where I've got these keyframes
04:35just where I want them.
04:36Then we'll RAM Preview and take a look at the shake.
04:38So I've got my keyframes now and you can see that I have also stretched them out a bit.
04:43I noticed as I was doing this process that I had the keyframes a little bit
04:46too close together.
04:47And so I spaced them out a little bit more so that I didn't have quite so much
04:51shake and so many different vibrations within that span of time.
04:54So now what we should do is check our shake to make sure that it feels right,
04:59and so I'm going to expand my preview range here.
05:03And what we'll do is we're going to start a RAM Preview and let it go all
05:07the way to the point just after the shake and stop it and then we'll watch
05:10it a couple of times.
05:20So you can see from that that this is a pretty convincing shake effect. As our
05:24camera scrubs through this area, boom!
05:27It really has a lot more impact now when the explosion happens.
05:32Some of these frames though still aren't feeling quite as impactful as I'd like them.
05:36So I'm going to make a couple of quick adjustments and then we'll tweak the RAM
05:39Preview one more time.
05:40So I going to zoom in on that area, hitting equals on the keyboard, and I'm
05:43going to go to this keyframe.
05:45One of the things you will notice is that the keyframes are not exactly on
05:50the frame marker, and that's because I time stretched these keyframes when I was working.
05:55And so when I make a new keyframe here, it's going to jump to that position and
05:59what I want to do is just to make the scale a little bit bigger and you'll see
06:02that as I do that, I end up with an extra keyframe here.
06:05And so what I want to do is to position all these other keyframes on this point in time.
06:11And so I'm going to delete that scale keyframe and grab these and move them over a bit.
06:16If you're working at home and following along, you may not necessarily have to do this step.
06:20It's only because I had used the Option+ Drag tool to time stretch the keyframes
06:25while I was working.
06:26And sometimes when you do that, they come up not exactly aligned on a frame.
06:30So I'm going to make this scale a lot bigger and rotate it quite a bit more so
06:39that I have a much bigger initial impact.
06:44And then I want to go forward in time and I'm going to just move these
06:48keyframes over so I don't have that same issue again.
06:51I'll leave that frame alone and I'll go to the next frame, which needs to be
06:55a little bit bigger.
06:56And I'm going to hold the Shift key down to scale it up and rotate it into position.
07:00There we go.
07:02This kind of exaggerated it a little bit and lined those frames up.
07:07So now it's going to go boom, big, small, and then big again, and then back
07:14down to small, and then gradually taper off.
07:18So now we still got quite a bit left on our RAM Preview cache and so I'm going
07:22to back out just a bit in the Timeline and then we'll RAM Preview this one more
07:26time and take a look at the changes that we just made.
07:37Excellent! I'm really happy with this camera shake.
07:39That little tweak that we added just now really kind of kicked the impact up a
07:43notch and technique like this really saves a lot of time and energy.
07:47If the client came back to me and said, "You know what Rob, we're really not
07:50feeling that camera shake. We want to take it out."
07:53If I had done that inside of CINEMA 4D, I would really have a big problem.
07:57I'd have to go all the way back to CINEMA 4D, re-render my files, rechange
08:00out all the cameras.
08:02It dramatically affects my animation.
08:04By doing the camera shake here in After Effects, if someone comes back and
08:07says they don't like or they want to see a change, it's very, very easy to swap it out.
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Adding depth of field with the Lens Blur effect
00:00When you shoot images with a real camera, there is an effect called depth of
00:03field that's present in all photographs.
00:05This refers to the amount of subject matter that is perfectly in focus, starting
00:09from the foreground and traveling backwards into the image.
00:12Depth of field can add tremendous amounts of realism to any scene if
00:15used correctly in 3D.
00:173D renders though are not produced by real cameras and as a result they
00:21don't have this effect.
00:22Fortunately the programmers of both CINEMA 4D and After Effects have given us
00:26the tools to create this effect right inside of After Effects.
00:29The depth of field that I'd like to create in this image is going to be based on
00:34the platform as the central focus point for the image.
00:37So I'd like to have things that are going backwards into the image out of
00:40focus as they get further and further away from the platform.
00:44We created when we rendered from CINEMA 4D something called the depth pass and
00:48we're going to use that depth pass to drive an affect here in After Effects.
00:52So let's go into the MMM-001 composition and that is right here.
00:58And the MMM-002 composition is the camera shake, and I'm going to rename that
01:02right now because that's a little bit confusing.
01:04So I'll select this composition, I'm going to hit Return on the keyboard, and
01:08I'll change that to MMM-001- Shake, as in camera shake.
01:14Now I can tell those two compositions apart.
01:16So inside of the MMM-001 composition, as this is where I want to add the camera
01:21shake, so let's raise the timeline up a bit.
01:24Inside the MMM-001 composition is where I want to add the depth of field effect,
01:29and the Depth of Field is going to be based on the depth pass from CINEMA 4D,
01:34but I know from previous experience that sometimes I like to tweak the depth
01:38matte, and so I always pre-compose it, and put it inside its own composition.
01:42That gives me a lot of freedom and if I wanted to make changes to the depth pass later.
01:45So let's go into the Video folder and into the Stadium Pass folder and inside
01:52the Special Passes folder in there is the Stadium Depth.
01:55And let's take that and drag it onto the New Comp button.
01:58And let's take this Stadium Depth and bring it down and put it into
02:02the Pre-COMP's folder.
02:03Inside the Stadium Depth, I want to scrub forward in time to the point where the
02:09camera settles, and I can see that I've got a pretty good looking image. The way
02:14the depth matte works is it's a grayscale image and CINEMA 4D when you
02:18render, projects a fog into the scene and the presence of the fog is based on a
02:23focal point for the camera.
02:25And things that are sharpened and focus are not going to be enveloped in this
02:29fog and things that are out of focus will be enveloped by the fog.
02:32And that fog you never really see, but it's present here in the form of the depth matte.
02:35And so the way that depth matte works is that After Effects is going to be
02:38using the light and dark values in here, to determine what things are in focus.
02:42Now things that are perfectly black are going to be in sharp focus and things
02:45that are of grayscale values or white are going to be out of focus.
02:49And so you can see that our platform and the elements that project out from it
02:54are going to end up being in perfect focus and that's going to really have to
02:58draw our eye towards the type and blur out the background of the image.
03:02So let's go into the MMM-001 composition now and I'm going to drag in the
03:07Stadium Depth composition and we're going to put that, it starts off at the
03:13top here, but we're going to drag it to the very bottom of the layers stack, so
03:16all the way down, and right below the Stadium Pass Pre.
03:20Now what we need to do is the Stadium Pass Pre,
03:23if I solo that layer and turn it off and on, that has holes in it.
03:30I want to make sure that these holes of ever become visible again and I don't
03:33to want to accidentally see the depth matte below that.
03:35So I'm going to add a solid layer to my composition and put it right
03:39between those guys.
03:40That way it almost acts as a basic grounding for the whole image.
03:44So let's start off, I'll un-solo that and I'm going to make a new solid, Command+Y
03:48or Ctrl+Y, and let's make it black.
03:50We will just leave the name Black Solid and I'll hit OK and I'm going to drag
03:55that Black Solid layer all the way down to the very bottom of the layer stack
04:00and put it just above the Stadium_depth pass.
04:02And the Stadium_depth pass now is right underneath that black solid and
04:07there's no chance me ever seeing that Stadium_depth pass, because the Black
04:09Solid is covering it up.
04:10What I need to do is to add the depth of field using an adjustment layer.
04:16An adjustment layer is a special layer in After Effects that affects all
04:19the layers below it.
04:20And it's really handy because you can add these adjustment layers and then
04:23it controls their intensity by just simply adjusting the opacity of the adjustment layer.
04:27So let see what that means.
04:29I'm going to make a new adjustment layer so I go Layer > New > Adjustment Layer,
04:34and that shows up at the very top of the layer stack, and I want to add
04:38the effect to that layer.
04:40The effect that we're going to use is the Lens Blur effect and so I'm going to
04:43go to the Effect menu and go to Blur & Sharpen, and go to Lens Blur, and when I
04:49add Lens Blur to the scene, the whole image blurs out.
04:52But there's a really cool feature in the Lens Blur effect called Depth Map
04:56Channel and what I need to do is to tell it which layer to use to generate that depth map.
05:01So I go to the Depth Map Layer pulldown and this is a listing of all the layers
05:05that are in this composition.
05:07Well, way at the very bottom is the Stadium Depth and so when I select that
05:11it's now going to use the light and dark values to generate that Blur effect,
05:14and so let's see what happens.
05:15You can see that everything is blurred out. Now I have a problem though.
05:21The things that's the platform is blurred out, but also my phone, and so what I need
05:25to do is adjust the position of this adjustment layer and I need to put the
05:29phone and the type above that, so we're going to take the adjustment layer and
05:34drag it down in the layer order so that the type is above it.
05:39So let's go down and raise that up.
05:42So there's my Flashbulbs.
05:43I'm going to put these right above the Flashbulbs and below the Phone Pass.
05:47And when I do that, you can see now the background is blurred out but the
05:51foreground is in nice sharp focus.
05:53Now I'm going to adjust the Iris effect.
05:55That controls the intensity of the blur and it's at 15 right now.
05:59That's the default value, and I'm bringing that down to about 10.
06:01So now it's a little bit blurry, but not completely blurred out.
06:06I don't want to have a total blur on the background.
06:09One of the things that depth of field tends to do is to make images look
06:12smaller, and so I want to be careful. The larger the depth of field, the smaller
06:16the foreground objects are going to look.
06:18And so we are going to be very careful with that and apply very subtle effect.
06:22So now I'll turn the adjustment layer off and on so you can see what it look
06:25like before and after.
06:26And so if I just turn that off, you can see it's a very subtle effect but it
06:30does help to draw the eye towards the focal point of frame and that's really
06:34what this is all about.
06:35I don't want this Lens Blur to be visible all the way through the animation.
06:39I don't want it to come on really until the type hits while the
06:43flashbulbs are going off.
06:44That's going to help to draw our eye towards the center of the frame.
06:48So let's go forward to the Moment Hit marker and I'm going to move my time
06:52slider to right there.
06:53And what I want to do is to set keyframes for the opacity of this adjustment layer.
06:58So I'm going to select the adjustment layer and hit T key on the keyboard to
07:01bring up the Opacity.
07:03And I'm going to turn on the stopwatch for Opacity, and that sets a keyframes
07:06for 100%, so that's where I want my blur to go to.
07:10I want to move this forward in time. I'm going to put it to about frame 106 or
07:16so, right above there.
07:19And then the moment and the type hits, I want it to be zero and that's going to
07:22turn the Blur effect off.
07:23So if I go to the Opacity and change it to zero, that sets a keyframe for that.
07:27You can see the blur effect is off. Now what will happen is that the blur effect
07:31will come out slowly as we move through these keyframes and by the time we get
07:36to this keyframe it will be fully on at 100%.
07:39You can see now it's blurring out that stuff in the background but our type
07:42is nice and in focus.
07:44So once again let me turn off the adjustment layer, so you can see a before and after.
07:48When I turn off the adjustment layer, you can see that background is in very
07:52sharp focus. When I turn that on again it gets subtly out of focus and that
07:56really helps to drive the importance of the type in the phone.
08:00This subtle Lens Blur using the depth pass adds a lot of realism to the scene.
08:04it also helps to draw attention to the type.
08:07But be careful with it.
08:08The more shallow your depth of field is, the smaller your entire image will feel,
08:11and so you really want to use it with caution.
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Transitioning to full-screen video
00:00The next step in the evolution of our project is to combine this animation with
00:05the raw snowboard render.
00:07The movement that we have on our camera has it coming to screen and then
00:10hitting the screen and that's really the transition point for us to get to full screen video.
00:14And so we're going to combine this video with our full screen video in a third
00:18composition and that will become our final rendered composition.
00:21So over here in the Project window I am going to go up to the very top and I
00:26have a folder here called Render.
00:27This is a folder that I put things in when I know it's the final composition in
00:32the pipeline that's going to be rendered out for the client.
00:34And so I click on this folder and I am going to hit the New Composition button,
00:39and I am going to call this one MMM- 001 and then RSMB as in ReelSmart Motion
00:45Blur and then render.
00:46We're not going to be adding our ReelSmart Motion Blur in this particular movie.
00:50We're going to do that in the next movie, but I want to make sure to notate that
00:54on the name of the composition right now.
00:56This composition needs to be long enough to account for the length of our
00:59animation plus the snowboarder video, so I am going to make it 300 Frames long.
01:03And you can see I've already got a composition 960x540, 30 frames per
01:07second, 300 frames long.
01:09I am going to hit OK.
01:11Now, we've got our composition open.
01:13And the two parts that we need are the composition that has the camera shake on
01:17it and then the full screen snowboarder video.
01:20Let's close up that video folder.
01:22And in the Working COMP's folder I am going to grab the shake composition and bring that in.
01:26And then in the Pre-COMP's folder I am going to get the Phone Screen PRE and bring that in.
01:31Now, I need to know where the Phone Screen is going to start.
01:33What I need to do is to go into the actual Phone Pass Pre and find out where
01:39that Phone Screen starts.
01:40And so if I go into the Phone Pass Pre, I can back out in time here, I can see
01:45that here's my Phone Screen Pre layer and the video comes on at Frame 120.
01:50You can see I moved the time slider there.
01:52It shows me Frame 120 is where we're coming in at.
01:55So now, After Effects does a really cool thing.
01:58If you have compositions that are all linked together, it keeps the timelines of
02:01those and the time markers of those compositions all lined up.
02:04So if I go back to my ReelSmart Motion Blur render fold composition, I can go
02:08into that composition and it has already moved it to Frame 120 for me.
02:12So now I can select my Phone Screen Pre and then hit the left bracket on the
02:15keyboard just above the Return key, and that automatically pops my layer in
02:20point to the current time marker.
02:21So now what I can do is check the transition from the animation where the phone
02:25hits the screen to the full screen video.
02:28So I am going to go forward in time to just before the phone hits and I'll use
02:32the Page Down key to go forward.
02:34So I am going to Page Down until the phone hits.
02:39And there is the last frame of the video.
02:41And when I go forward, you can see there's a jump.
02:44I am hitting Page Up and Page Down to get back and forth.
02:47This is the last frame in the animation where the phone hits the screen and this
02:50is the full screen video. What's happening?
02:52There's two things going on.
02:53It's being colorized and also it's not the right size and position.
02:57So we're going to need to do some tweaks inside the precomps in order to
03:02make this video line up and also to change the color of it back to the more original color.
03:07We're going to go into the MMM-001 composition and inside there I am going to
03:12go to the last frame.
03:13I will hit End on the keyboard.
03:15You can see that our video is in fact a little bit orange, and what's causing
03:19that orange are the light beams that we added to make our platform feel like it
03:22was emanating light.
03:23And so what we want to do is to keyframe the opacity of the light beams over time.
03:28Let's make this window just a just little bit larger.
03:31If I grab all three of these beams, I will hold down the Command or Ctrl key to
03:35select all three of those and hit T on the keyboard, I can see that at this
03:39point in time these two layers are all 0 and this third layer is at 50% and
03:45that's the layer that's colorizing my video.
03:47So if I turn that layer off, you can see my video goes back to clear and so
03:52that's what I want to do. I am going to keyframe this Opacity.
03:55So I am going to back up in time, about five frames so I will Page Up, there
03:59we go, 144. I think that's good.
04:01And I am going to set an Opacity keyframe by clicking on the Make Keyframe
04:05button, go to the end of the composition again, and I am going to change the Opacity to 0%.
04:12So now that Opacity for that Beams layer will gradually turn to 0 and our video
04:18will become the correct color.
04:20Now what we need to do is to go into the Phone Pass Pre and make some tweaks in there.
04:26So we're going to go into the Phone Pass Pre composition and there's two tweaks
04:31we need to make here.
04:32The first tweak we need to make is the Opacity of the reflection.
04:37The reflection at the very last frame needs to be out of the way.
04:40It needs to be off.
04:40And so at that point in time we need to make it 0% Opacity. So let's hit T on
04:45the keyboard for that layer.
04:47We've got the Phone_reflection there selected.
04:48And I am going to set a keyframe for that by clicking on the stopwatch.
04:54That keyframe is 100% at the end frame.
04:56I am going to move this keyframe back to about Frame 146 or so and then let's go
05:02back in time. You know what, let's move it to about Frame 144.
05:05So I am going to move it to that point in time right there.
05:08Now I will scrub back to the end of that actual layer.
05:12And be careful. There's a slight discrepancy in the length of this composition.
05:15It's one frame too long and that was because of a render setting that we
05:18had set in CINEMA 4D.
05:20It's not a big deal for the compositing process, but it's something to be aware of.
05:23And so what I need to do is if you hit End on the keyboard, it takes you to
05:27this transparent frame, and I am going to hit Page Up on time.
05:30That's the actual last frame of our actual animation.
05:32And so I am going to set the Opacity keyframe to be 0 here. So I'll set that to
05:36be 0% and now my reflections are out of the way.
05:40The last thing I need to do is to adjust the Position, Scale, and Rotation of
05:45our snowboard video so that it more closely lines up with the boundaries of the frame.
05:49That's going to make that transition to the full screen video much smoother.
05:52So let's find our Phone Screen PRE.
05:55That's this layer right here and I want to adjust the Position, Scale,
05:58and Rotation over time.
05:59So if I hit the P on the keyboard and that brings up the Position.
06:02If I hold down the Shift key and hit R for Rotation and S for Scale, that brings
06:07up all those parameters.
06:09I only need to change the Position, the Scale, and then instead of the
06:13Orientation, we're going to change the X and Y and Z Rotation.
06:16And I think we're probably only going to have to change Y but I'll set the
06:19keyframes for all of those.
06:21Now, I am going to back up in time about to Frame 144 again-- And actually I am
06:25going to do it right about Frame 146.
06:29And at Frame 146 I am going to set keyframes again and these are going to be our
06:34starting point keyframes.
06:35So now let's click to the next keyframe button and at this keyframe let's
06:40adjust our video so that it more closely matches the actual boundaries of the frame.
06:45So to do that, I am going to make this a little bit smaller and the first thing
06:49I am going to do is adjust the Rotation to try and get this line here parallel
06:54with the top of the frame.
06:55So if I go to the Rotation, I'll scroll down here and grab the Y Rotation, and
07:00if I actually scrub that forward, I can see that I have to go into the positive
07:05range to try and get it.
07:06Now, I don't have to get it exact. I just need to get it close enough and I
07:10think I just about hit it with 2 degrees.
07:13Now what I need to do is adjust the Scale down.
07:15I am going to click on the transform handle and start to drag and then I'll
07:18hold the Shift key down and scale this into position.
07:22What I am looking for is the top and bottom of the frame to line up and that's
07:26pretty close right there.
07:28Now, the next thing I need to do is move it over to left so I don't have this
07:30black gap over here.
07:31So I will take this X handle and just drag it to the left so that our frame
07:38edges are even on both sides.
07:40And I think I've got that pretty close.
07:42The way we can check it is by going back to the final composition and then
07:46paging up and down through the frames to check the smoothness of the transition.
07:50So let's go back to that composition and I am going to Page Up a few frames.
07:55And now I'll Page Down again and look at our video and you can see that's a much
08:00smoother transition. There we go!
08:04And I think that's going to work just fine.
08:06Checking the accuracy of that transition is really a crucial step and one that
08:09can't be overlooked, but as you can see, the effect of going from full screen
08:13animation to full screen video really creates a dynamic transition.
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Using the ReelSmart Motion Blur effect
00:00Our work is almost done.
00:02The last step in the compositing process is going to be to add something
00:05called motion blur.
00:06Motion blur is actually a visual artifact that occurs when the camera takes an
00:11image and an object moves through the frame while the shutter is open.
00:16It's actually a really desirable effect in a lot of cases and it adds realism,
00:20especially to 3D images.
00:223D images are generated without motion blur normally and it can be very
00:26time-consuming in a 3D render engine to add that motion blur back in.
00:31So there's an excellent third-party plug-in called ReelSmart Motion Blur that
00:35allows us to add in this motion blur artifact without having to do it in the 3D
00:39render and so it makes it much easier to adjust the intensity of it and also to
00:45turn it off or on if we decide we don't like it.
00:47So we're going to do that in this step.
00:50So I'm inside of the render composition and I've got my Shake layer selected,
00:55and I'm going to go to the Effect menu and go to the
00:59RE:Vision Plug-ins and add ReelSmart Motion Blur.
01:01There are several different versions here.
01:03We're just going to use the basic version.
01:05And when I add that, I'll scrub through to a point in the animation where, for
01:10example, camera shake is happening.
01:12Let's scrub to that point in time, which is right about here, and I'm going to
01:17turn the filter off and on so you can see the effect.
01:19You can see our image is very blurry.
01:21And if I turn it off and on, there is a lot of blur that's happening to the image.
01:27Let's zoom in.
01:29I'll zoom in so you can really see what's going on, just especially up here in the corners.
01:35What it's doing is it actually analyzes the direction that pixels travel from
01:40frame to frame and it blurs them based on the blur amount value.
01:44And so we want to have this effect. And the default value for this is
01:48actually pretty good.
01:49There is an issue with ReelSmart Motion Blur that I know about from experience
01:52and it's caused when objects get too close to the camera in the actual frame.
01:57So I'm going to use the Comma key on the keyboard to back out.
02:01I'm going to go to the very beginning of the animation.
02:04You can see that there is going to be some weirdness that happens over time.
02:08So what I want to do is to keyframe the intensity of the ReelSmart Motion Blur
02:12effect so that it starts off at 0 and goes up to 0.5, and I want that to
02:18happen to over about 10 frames.
02:20So let's go to the ReelSmart Motion Blur Amount and I'm going to go Page Down
02:25until I get to frame 10. There we go!
02:309, we started at frame 0, so that means 9 is the actual 10th frame of the animation.
02:34So I'm going to click the stopwatch here.
02:36So that's where I want my animation to go to.
02:39Now if I hit the Home key, I'm back at the very first frame and I'm going to set
02:43the motion blur amount to be 0.
02:45So now what will happen is as I page down through the animation, the motion blur
02:51effect will come on slowly and we'll get a lot fewer of these weird blur
02:55artifacts that happen to swish the image around because the blur filter can't
03:00deal with all that intense motion so close to the frame.
03:02So I'm going to repeat that process at the end of the animation.
03:06So if we go all the way to the end-- and I can select this layer and hit O on the keyboard.
03:11That takes me to the very last frame of that animation.
03:13You can see there is all that swishing that I was talking about.
03:16I'll zoom in on that so you can see it.
03:19That's a weird artifacting that occurs.
03:20We don't really want that to be visible on our video because that's going to
03:23make that transition really weird.
03:25So I'm going to back up 10 frames, Page Up for about 140.
03:33I'm going to set a keyframe for the motion blur amount.
03:36So if I select this layer and hit U on the keyboard and I'm going to add a
03:40keyframe for that, and now I'm going to hit O on the keyboard to get to the last
03:44frame of the actual layer, and I'll set the Blur Amount to be 0.
03:49Now, if I page up and down through that, you'll see that the Blur Amount starts
03:53to dissipate over time.
03:55That makes our transition into the full screen video much more smooth.
03:59So that's the last step of the compositing process.
04:02The ReelSmart Motion Blur filter should always be the last thing on so that it
04:05affects all your layers in a single precomp at once.
04:07Now, normally at this point in the process I would do a RAM preview.
04:11But in the next movie, we're going to be doing our final render so we can see
04:14our animation in all its glory.
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Putting together the final comp
00:00At the end of the day, it all boils down to your final render from After Effects.
00:04This is how the world will finally get to see all that hard work.
00:08So here in the project, I've got my final render folder in my
00:11MMM-001-RSMB-render composition and this is the composition that I want to
00:17actually render for output.
00:20And so what I am going to do is go to the Composition menu and tell it to Add to Render Queue.
00:25When I do that, the Render Queue is going to pop to the foreground and you can
00:29see down at the bottom I am going to raise this up, so it's closer to the
00:32middle of the frame.
00:34And here in this window, I've got an actual item listed in the Render Queue.
00:38Now, in the Render Queue, there is really no limit to how many items you can
00:41stack up here and they will all be listed numerically.
00:43There are three components to this item.
00:45First up are the Render Settings and they tell you the quality of the render.
00:50The next step is the Output Module it tells you what kind of format and what
00:53size frame we are going to be rendering.
00:56And then the Output To settings, that tells you where the render is going to go.
00:59I am going to start off by checking where my render is going to go.
01:02Normally, After Effects remembers the last place you rendered to, so I am going
01:05to click on this and I'm going to go to the Exercise Files and I am going to
01:10make a new subfolder in the Exercise Files and call it final render.
01:16When I hit Create, that makes a new subfolder and I'm going to just leave the
01:20name as it is and hit Save.
01:22I have told it where to go.
01:24I just want to confirm these settings.
01:26The Best Settings and Lossless are the default settings for rendering out of After Effects.
01:30And what that means?
01:31If I click on the Best Settings option, this is a summary of all of the settings
01:34that are there in the Best Settings option.
01:37The most important one is the Quality and the Resolution.
01:40I have got it set for Best and Full and that shows me the actual
01:43final resolution, 960x540.
01:46Everything else I am going to leave it to defaults.
01:47I am just going to hit Cancel because I don't really want to change any of this information.
01:51And then the Output Module shows us what format is it going to and if I click
01:56on that, you can see that it's going to be rendering to a QuickTime movie and
01:59the format for the QuickTime movie is going to be Animation codec, and that's
02:02what Lossless means.
02:03It means lossless quality, no compression added, and that's exactly what we want.
02:08It's a common mistake that I see a lot of junior After Effects artists make
02:11is they try to render H264 right out of After Effects and there are two
02:15things wrong with that.
02:16First of all, the render settings for H264 in After Effects are really confusing
02:20and that's just an issue with the interface that they have.
02:22But more importantly, it makes your renders take a lot longer because not only
02:26does After Effects have to render the image,
02:27it then has to compress it.
02:29And then what happens if you don't like the compression?
02:31You can't undo it because you have to go all the way back to the render process.
02:35So the correct way work is to render to an uncompressed format and then
02:40compress your render using a third- party utility like QuickTime Pro or
02:44Compressor or some other utility.
02:46So I am not going to change any of these options either and I don't need audio.
02:50This is where you'd add audio in if you had it in your video.
02:52And there is audio in the snowboard video, but it's really not that important,
02:56so I am just going to leave it out for now.
02:57So I will hit Cancel because I don't want to change any of these settings and
03:00I'm just about ready to render.
03:02The last step in the process before you render is to close all of the open windows.
03:07After Effects when it starts to render will redraw the frames of the open
03:11composition that you are trying to render. And you don't want to do that.
03:14That gives it one more thing to think about.
03:16So what I'm going to do is click on one of these tabs that's behind the Render Queue
03:19and then go up to the File menu and do a Close and I will just close each
03:25of these windows, there we go.
03:32Now that I have got no compositions open, if I go back to the Render Queue, I'm
03:36almost ready to render.
03:38The very last thing I should do before I render is save and you should never
03:42start to render without saving first.
03:44I am going to save this file as a new name.
03:47File > Save As. I'm going to call it 06-05-working.
03:52And now I am ready to render, I've got my files queued up, I have saved my
03:56project, I have closed all the open windows, and now I am going to hit the Render button.
04:00Now, how long this render takes is entirely dependent on your computer system.
04:04We are going to fast-forward through the render process and come back when the render is done.
04:11(Ding!) So that sound you just heard means your render is done and it is the sound that
04:15every After Effects artist lives for.
04:17A happy render time is a happy render artist.
04:20So now let's go out to the Finder and take a look at what we did.
04:25So in the Exercise Files in the final render folder is our MMM-001-render movie.
04:30So I am going to double-click on that to open it up in QuickTime. And here I am
04:36in QuickTime Player and I'm going to hit Play.
04:39Before I do that, I am going to let it loop, so I am going to go to the View
04:42menu and tell it to loop.
04:45And we will just let that playback a couple of times and enjoy the animation
04:48that we worked so hard on.
05:07All that hard work really paid off with a pretty cool animation.
05:10The render process is really the final culmination of all the hard work that you
05:14have done and you need to pay special care to the render settings to make sure
05:17that you get what you expected out of After Effects.
05:20And as you can see from our final render, all of that hard work we did with the
05:24camera shake, the motion blur, the subtle glows and effects, adds a tone of style
05:29and dynamic energy to what was really a pretty boring animation.
Collapse this transcript
Conclusion
Next Steps
00:00I hope you enjoy watching CINEMA 4D: Rendering Motion Graphics for After Effects.
00:04Now if you're looking for information on how to take your After Effects work to
00:07the next level, there's some really great places right here on lynda.com that
00:11you can find information.
00:12Ian Robinson's course on the Principles of Motion Graphics will give you a
00:15great overview on all kinds of information about the graphic design process for motion.
00:22It primarily uses After Effects and it's at the intermediate level, so if you
00:25haven't already been through the Essential Training series for CS5, that will be
00:29another great place to start.
00:30Now if you're looking for more information and trying to take your CINEMA 4D
00:34work to the next level, you can check out my CINEMA 4D:
00:37Designing a Promo series right here on lynda.com.
00:39In that series I'll walk you through the entire process of creating a 15-second
00:44animated promo from start to finish, using both CINEMA 4D and After Effects.
00:48Now if you're looking to find more information about CINEMA 4D, you can go to
00:51the CINEMA 4D R12 Essential Training series and in that series I'll walk you
00:56through CINEMA 4D from top to bottom, covering quite a few topics that weren't
01:00covered in this course.
01:01And if you just look into pure creative inspiration and a lot of really great
01:05eye candy, there is no greater site than Motionographer.
01:08Motionographer is a blog that has a daily listing of amazing animation and motion graphics.
01:14With all of these amazing web sites an inspiration available to you on Internet,
01:18your motion graphics can really be taken to the next level.
01:20Thanks for watching CINEMA 4D: Rendering Motion Graphics for Aftereffects.
Collapse this transcript


Suggested courses to watch next:

CINEMA 4D R12 Essential Training (10h 1m)
Rob Garrott

After Effects CS5 Essential Training (8h 39m)
Chad Perkins


CINEMA 4D: Designing a Promo (7h 0m)
Rob Garrott

Photoshop CS5 Essential Training (11h 15m)
Michael Ninness


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