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CINEMA 4D and After Effects Integration

CINEMA 4D and After Effects Integration

with Chris Meyer and Trish Meyer

 


CINEMA 4D and After Effects Integration was created and produced by Trish and Chris Meyer. We are honored to host their material in the lynda.com Online Training Library®.

Chris Meyer—a long-time user of both programs—explains how to move 3D worlds from Maxon's CINEMA 4D into Adobe's After Effects and add additional 3D elements that blend perfectly. Chris shows how to transfer 3D cameras, lights, and position data from CINEMA 4D to After Effects; create track mattes to composite new elements into the middle of a scene; and take advantage of multi-pass rendering to quickly remix and even recolor lights, shadows, reflections, and more. Paced comfortably for beginners, this course also reveals numerous advanced tricks and techniques, such as the use of blending modes and how to cast shadows from new 3D layers in After Effects onto rendered 3D elements from CINEMA 4D. Exercise files accompany this course.
Topics include:
  • Locating objects for export from CINEMA 4D
  • Adding layers to a composition after importing into After Effects
  • Separating lights in CINEMA 4D and remixing in After Effects
  • Understanding the problems with shadows during integration
  • Refining 3D shadows in After Effects

show more

authors
Chris Meyer and Trish Meyer
subject
3D + Animation, Video, Compositing, Visual Effects
software
CINEMA 4D R11.5
level
Intermediate
duration
1h 27m
released
Jan 26, 2010

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Introduction
Overview
00:03Hi! I am Chris Meyer of Crish Design and in this set of tutorials, I want to go
00:07over the core concepts of how to integrate a 3D world from Maxon Cinema 4D into
00:13Adobe After Effects.
00:15Now regardless of what 3D program you are using, there are a few things you
00:18need to get across.
00:19You need to know your camera movement in your 3D program, so you can match it
00:23with an identical camera in After Effects.
00:25If you can also bring across lights, that's a bonus.
00:28You need to know the position of any object in your 3D world that you intend
00:33to add a layer in After Effects right on top of, for example, the face of a video wall.
00:37And if anything every moves in front of that object, or otherwise, it has an
00:41irregular shape, or it has cropped off edges, you need to create a matte in your
00:463D program that will then matte that added layer in After Effects, to best
00:51integrate it into the world.
00:53Cinema 4D makes all of those easy and builds an After Effects project for you to boot.
00:58It really helps push the process along.
01:00Now beyond those core ideas, we are going to move into a few other advanced concepts.
01:05One is Multi-Pass Rendering, the ability to breakout individual properties like
01:09shadows, specular highlights, reflections and blend them in post in After
01:15Effects, rather than having to tweak your 3D render over and over again.
01:19Maxon Cinema 4D goes one step further and actually allows you to break out the
01:23contribution of each individual light in the 3D world and change their colors, or
01:29each individual shadow, individually.
01:31It's really powerful.
01:32Now speaking of shadows, the hardest thing in this integration is getting
01:36shadows from your new objects in After Effects to fall on objects already you
01:41rendered in your 3D world.
01:43I will show you the trick to that as well.
01:45Let's go ahead and take a quick look at the world you'll be going around in.
01:47and we'll move on from there.
01:49Here I am inside Cinema 4D and this is the scene you are going to be using most of the time.
01:54This is a very simple video wall scene where we have a set of boxes, intending
01:59to match the idea of nine TV screens tied together.
02:02We have some text floating in front of it, indicating the night of the show.
02:06And you'll notice that it is indeed in front of the video, so we need to cut
02:10out any video applied to this wall to make it look like it was actually behind this word.
02:17Additionally, we have the camera movements in the scene.
02:21Additionally, we have three lights in the scene:
02:23a top light, a key shadow light, and a side fill that's also going through a
02:27go-go sort of screen, another texture from iStock that's giving us this interesting
02:32pattern on the back wall.
02:34And we are going to be able to bring those lights from Cinema into After Effects as well.
02:39So any new layers we add in After Effects get the same lighting effect as we set
02:44up inside Cinema 4D.
02:46Now for these particular lessons, I am going to be using Cinema 4D version 11.5
02:52and Adobe After Effects version CS4.
02:55That's the file format I use when I save the project files that come along
02:59with this training.
03:00However, these core concepts have been valid for the last several versions of
03:04Cinema 4D and for After Effects.
03:06So, even if you can't open the files, you'll be able to apply these concepts to
03:10older versions and future versions of the software.
03:13So with that, let's dive in, let's get set up, let's have some fun.
Collapse this transcript
Installing the CINEMA 4D plug-in into After Effects
00:04Cinema 4D can export a special format After Effects project, which you can then
00:09import into After Effects. For that to happen, you need to install a plug-in.
00:13To find that plug-in, when you installed in Cinema 4D, you'll find a folder
00:17called Exchange Plugins.
00:19Go underneath the aftereffects folder, choose the one appropriate for your
00:24operating system, for example, I am on OS X. CS3-CS4 is the version of After
00:29Effects I am using, and then I have a zip archive that I can double-click and decompress.
00:36Next, I need to install that plug-in into After Effects.
00:40So I go to my After Effects folder, open up Plug-ins, go to Format and drag the
00:46C4D.plugin into my After Effects Plug-ins Format folder.
00:52Next time I start After Effects, I can now import those special projects that
00:56Cinema 4D can export.
00:58Now if you have an older version of Cinema 4D or After Effects, or you just want
01:02to make sure you have the latest version of the plug-in,
01:05you can also download it online.
01:08Go to the maxon.net website, click on Downloads, go to Updates, click on Plugins
01:20and inside that, you'll find Adobe After Effects.
01:23Click on that and then you'll see version of these plug-ins, which you can
01:26download for different versions of Cinema and different versions of After
01:30Effects, in case you are still using an older version of After Effects, such as 6, 5, or 7.
01:34Download that and then install it in the same folder I just showed you.
01:38Okay, now that you've done that, we can get started.
Collapse this transcript
1. Exporting from CINEMA 4D
Locating objects
00:03We are going to start in Cinema 4D.
00:05If you have downloaded the files that came with this project, Open, inside the
00:11Chapter 1 folder, Cinema 4D folder, the file, videowall_1_starter.
00:18This is the same scene as you saw in the introduction.
00:21I will go ahead and render this scene.
00:23You'll notice first that this wall's face is about 50% gray and that was done on purpose.
00:29When we go composite video on to the face of this wall inside After Effects,
00:34it's actually very useful if this wall is roughly 50% gray, as opposed to white,
00:39black, or any other color.
00:41By doing that, we'll be able to use Blending Modes to factor in how light
00:45changes across the face of this wall, from a little bit brighter here, to a little
00:49bit darker here, some shadow here.
00:52So, before we even got to this point, I spent some time with the texture on this
00:57wall's face, so that it would render at about 50% gray.
01:00Okay, we need to know where the face of this wall is and I have actually
01:05created a null object called 'box group' that holds all of these different
01:10components of the box.
01:12Now I have put the null for this box group down at the base of this wall.
01:18I did that to make it easier to position this box group to sit right on my floor.
01:23In reality, when it comes time to export the position of an object into After
01:27Effects, it's far better if that group's null is the one in the corners or
01:32dead-center in the face.
01:35Note, however, that these axis arrows are flush with the face of this box.
01:40It's crucial that these axis arrows for this layer are flushed with exactly
01:47where we want to our video to be added in After Effects.
01:50If you want to move it, you select the appropriate Axis tool and you can go ahead
01:55and move your axis arrows to where they need to be.
01:58But I am actually going to leave them here at the bottom just to show you how to
02:01correct for issues like this later on in After Effects.
02:04With box group selected, I can do one of two things.
02:08The old fashioned manual way is to go down to position coordinates and look at
02:12the X, Y, and Z position and transcribe them, and also transcribe any rotational
02:18offset for this box group.
02:20However, since we are using Cinema 4D and After Effects, we don't need to do this manually.
02:25We can have Cinema 4D save a solid or a null object for us that remembers these coordinates.
02:32To do that, I select the box group and go underneath Tags>Cinema 4D
02:38Tags>External Compositing.
02:41That's the tag you add to say "In another program, I need to know where this object is."
02:47Select External Compositing and down here, underneath Attributes>Tag>Tag
02:53Properties, I have got a few options.
02:55Now by default, this will create a null object inside After Effects.
03:01A new little wrinkle they've added in recent versions of Cinema is that you can save it
03:04as a Solid instead and you can even set with the X and Y size of that Solid is.
03:10Now I am going to be replacing this solid with a video layer from After Effects,
03:14so the size does not matter so much.
03:16But I know when I built this wall face that I made it roughly the size of a square
03:21pixel and to see video.
03:23So, I am just going to enter those numbers here.
03:25Color doesn't matter unless you want to color code your objects.
03:27I am going to go ahead and make it 50% gray just to remind myself that that is
03:32the color of the wall face itself.
03:33Now notice too that you have Anchor Point choices here.
03:37This allows you to choose whether to place the anchor point of your null
03:41object, or your solid, in the center of that new layer or in one of the corners as I mentioned.
03:46I am going to leave it in the center for now, and fix my little offset later
03:49on in After Effects.
03:50Now these two other properties, Children and Cache, really have to do with
03:55whether or not you have created a grouped object, and whether or not you are
03:58using something like particle systems or a Cloner or some other system that
04:04makes multiple objects or merges objects together.
04:07If I wanted to create a solid of null object for every item inside my box
04:12group, I would check the Children option.
04:15But I only want it for the face, so I am going to leave that unchecked.
04:19Cache comes into whether or not to calculate all the particles that might have
04:22been created, the cloned objects that might have been created.
04:25Again, I don't have that situation, so I am going to leave that off for now.
04:29By the way, if there is ever a property in Cinema you are unsure off,
04:32right-click on it, select Show Help and it will open the online help for Cinema
04:38to the page that describes what that parameter is.
04:41It's one of my favorite parts of Cinema 4D.
04:44Okay, we have added a tag that's going to remember where this box group face
04:50is and next thing I need to do is include that in the After Effects project
04:54Cinema is going to create.
04:55I am going to discuss this in more detail later, but let's quickly go
04:58through the motions.
05:00I am going to go open my Render Settings, choose the Save panel and twirl down the
05:06Compositing Project File option.
05:09Inside there, I am going to make sure I have enabled Save the compositing file
05:14and most importantly, include the 3D Data.
05:18The 3D Data is going to include things such as my camera movement, my lights and
05:23these additional nulls or solids I have been creating with tags inside Cinema.
05:27You also pick your target application. In addition to After Effects, other programs
05:31are supported as well.
05:32Obviously, we are using After Effects here.
05:35You can manually save a project file, which comes in handy if you change
05:39something after the fact.
05:41But whenever you do a render, this project file will also get saved for you automatically.
05:45So you don't need to remember how to do this, and that's the position of the wall face.
05:51Now let's move on to how do you create a matte that indicates just where
05:55that face is?
Collapse this transcript
Object mattes
00:03Next, we want to create a matte that shows us just where this video wall
00:08face is, just where our video in After Effects is supposed to appear and exclude
00:13everything else, including any objects that pass in front of this video wall's face.
00:20To do that, I did a little bit of work on my model.
00:23I went ahead and selected all of the pieces that are part of the video wall face
00:28and grouped it underneath a null object called box faces.
00:33This is very important because any piece of geometry that I have attached to
00:37this null is going to be factored into the track matte I am about to create.
00:42So, make sure you set this up properly and think about every element that
00:46should be part of that wall face and exclude any part that should not be part of that wall face.
00:52With that done, I'll select my box faces, not the entire group, but just the
00:56faces and I will add a new tag.
00:59Tags>Cinema 4D and this time, Compositing tag, not External Compositing, that was
01:07for location, but Compositing. That's what creates the matte.
01:12Once that's been added, I go look at the Attributes and what I am interested in
01:16is the Object Buffer.
01:18What Cinema calls an Object Buffer is a hold out matte or a track matte,
01:23whatever you want to call it,
01:24that represents just where this object is visible in the scene from frame to frame.
01:31I am going to enable one of these buffers and select a buffer number.
01:36The number doesn't really matter, but you do want to keep track of what buffer
01:40you've assigned to what object, particularly when you have multiple buffers in one project.
01:44I only have one buffer in this project,
01:47so Buffer #1 is fine.
01:49Okay, that's half of the task.
01:50The other half of the task is actually saving it.
01:53So, I am going to back up to my Render Settings, click on this icon and switch
01:58to the Multi-Pass pane.
01:59I am going to enable Multi-Pass,
02:02currently, there is nothing underneath here, and add a new multi-pass layer to be
02:07rendered and saved out as a file.
02:09Underneath Multi-Pass, I'll select Object Buffer.
02:13This is the matte we've just been talking about.
02:15Object Buffer, the default is Group ID #1, perfect in this case, because that
02:20matches the buffer number.
02:22Again, make sure that the buffer number you chose down here matches what you
02:26actually render, and that's pretty much all there is to it.
02:29Now underneath Save, you want to make sure that you are indeed saving your
02:33regular image, but that you are also saving your multi-pass images.
02:38Both of these will need to get saved when you render and we'll discuss rendering
02:41here in just a few moments.
02:42Now there's lots of properties you can add to a multi-pass render and all
02:47these different things like the Ambient, the Diffuse, the Specular, we will
02:50discuss all of those in a separate movie.
02:52The important thing is is to get that matte, we needed at this Object Buffer.
Collapse this transcript
Save and render
00:03Okay, we've setup where the location of this video wall face is.
00:07We've created a matte that matches just where the video wall is present or
00:11visible in the scene.
00:13Now we need to make sure we save the rest of our data and actually render the project.
00:17One thing that's absolutely crucial is you want to remember the camera move.
00:21This way, whenever you add a layer in After Effects, you'll have a matching
00:26camera that has the exact same angle of view, the exact same movement, the exact
00:30same perspective distortion, so any layers you add in After Effects will act
00:35just as if they were in this exact same scene in Cinema 4D.
00:38Another nice thing to have is the location and any animation of any of the lights
00:44you have in the scene.
00:45That way, the lights that you have used to illuminate your Cinema scene can also
00:49be duplicated and used to light any new objects you add in After Effects.
00:54Again, this means the perspective looks the same, the lighting looks the same
00:57and the shadows are cast in the same direction.
01:00To make sure this data, the lights and the camera is saved, we need to go back
01:04into our Render Settings again.
01:06As we discussed, underneath the Save tab, is a section called
01:10Compositing Project File.
01:12You need to make sure that Save is enable, that you've selected After Effects
01:17and that you've selected Include 3D Data.
01:20Otherwise, it will remember just to render and your Multi-Pass layers, but it
01:24will not include any of this important information like cameras, lights and
01:28those additional null objects that we set up to tell us where our various objects were.
01:32Now there is one additional parameter in here, called Relative.
01:36This is basically a numbering thing.
01:37If you are rendering just a portion of your Cinema timeline, Relative says "Well,
01:42"just start the numbering fresh, just for the segment that I am rendering."
01:46In my case, I am rendering my entire Cinema timeline, that's not so important.
01:50If you ever forget what this is, again, right-click and select Show Help.
01:54Now before we render, we need to make sure everything else has been set up correctly.
01:58For one thing, Cinema is very picky about the file path.
02:03You need to make sure that you are saving this to the correct file path.
02:06In this case, I'll go ahead and make a new folder called 'videowall renders',
02:12I'll call my file videowall.mov and save it inside that folder.
02:17You need to do this for your normal render file and also for your multi-pass
02:22renders, in this case, our object buffers, those holdout mattes or track mattes
02:26we were wanting to create.
02:28So I'll click on that path as well, give it a name such as 'videowall' again.
02:33Make sure it's in that folder I just created, and rather than give it a
02:36special name here, I am going to enable Layer Name as Suffix.
02:42That means the name of this particular layer, such as object buffer, will be
02:45appended on to videowall and it will be automatically in the movie's name.
02:50Multi-layer File only applies on rendering something like a Photoshop
02:54multi-layered file, not important.
02:56Format depends on how you like to render your files.
02:58Some people prefer something like a JPEG sequence, or say TIFF sequence.
03:05I personally prefer QuickTime Movies.
03:07Just for the sake of this project to save space on your download, I happen to be
03:12using Photo JPEG at a quality around 85.
03:15Photo - JPEG in 95 and 99 is of very, very high quality.
03:18If I want to make sure it was lossless, I would something like the
03:22Animation codec and increase the quality all the way up to best, which is
03:26100%, no compression.
03:28But I am happy to JPEG just for the sake of this tutorial.
03:31I want to point out a couple of more things up here underneath Output.
03:35Whenever I render a project from any 3D program, Cinema or otherwise, I like to
03:40keep the Pixel Aspect ratio at 1, no non-square pixels.
03:44Programs like Maya and Cinema do have ways of trying to compensate for
03:48non-square pixels when it comes to these more involved After Effects projects. I
03:53have had troubles with them in the past.
03:54It's safest to stay at 1.
03:56So I am using After Effects CS4's official square-pixel size for D1 720, 534 and
04:04to whatever size your project is going to be.
04:06I will show you later in After Effects, how to scrunch this down to fit a
04:11non-square pixel render.
04:13Another thing I do out of superstition is I like to keep my Frame Rate at a
04:17whole integer number, like 30.
04:19Those working in PAL with 25, you never have to worry about this.
04:24In countries like the US with NTSC, our Frame Rate is actually 29.97.
04:29I will keep at an integer number like 30 and again, I'll show you in After
04:33Effects how to correct for that and bring it back down to the correct NTSC
04:36rate. Otherwise, I want to go ahead and render all of my frames.
04:40If I was doing just a custom frame range, I might want to use that relative
04:44numbering checkbox I showed you back underneath the Save dialog, but since I am
04:48rendering all frames, I will have no issues.
04:50The rest of the settings like General, Anti-Aliasing, Options set up as you
04:54choose for your render. I tend to really like to anti-alias things very
04:58smoothly, I'll put up with the extra rendering time.
05:02Now that I have my Render Settings all set up, it's time to go ahead and
05:05render this project out.
05:06I will go ahead and click in my render to Picture Viewer icon and you'll see
05:11my render has begun.
05:12Now a really handy thing to check out in this picture viewer is to click
05:15underneath the layer button and look at Single-Pass.
05:19This would show you each pass in a multi-pass render.
05:22Here is my so called Background, my primary render of the scene and here
05:27is my Object Buffer.
05:28This is that special matte that I created.
05:31It's showing just where the video wall is visible and it's black anywhere the
05:35video wall should not be rendered,
05:37for example, these cracks in between the individual video wall screens and where
05:42the word, Thursday, is obscuring a portion of the video wall.
05:47So, this a good way to check to make sure your object buffer is
05:50rendering correctly.
05:51So let's go ahead and let this render finish and we'll go ahead and show how to
05:56import it into After Effects and take advantage of these multiple passes.
Collapse this transcript
2. Importing into After Effects
Preparing the project
00:03Okay, now that we have rendered our project from Cinema, including all that
00:06extra data such as the cameras, the lights and on solids showing where the
00:11face video wall is,
00:13let's go ahead and work on those layers inside After Effects.
00:15First off, make sure you install the Cinema 4D plug-in, like we discussed back in introduction.
00:21If you've downloaded the files that along with this training, go ahead and open
00:26Chapter 2 > After Effects > videowall composite_starter.
00:31The reason to start with that is we already have a couple pieces of video for
00:35you, courtesy of iStock, which we will be including on our video wall.
00:39Next, to add your Cinema 4D project, you don't use Open, you use Import.
00:44You need to import the special .aec file that Cinema 4D creates.
00:50So I will do Command+I in Mac, Ctrl+I in Windows, select the videowall renders
00:55folder that we created and inside you'll see created a videowall.aec project for
01:01us, along with these different layers that it rendered.
01:03So, I will select that project and click Open.
01:07Inside a folder named after the project videowall_1_starter, you will find an
01:12After Effects composition and that composition will include several objects.
01:16It will include the video wall background render, the final render of our scene.
01:21It will include a solid layer that represents where we want to add additional
01:26layers in After Effects along the face of that video wall.
01:29Note that we had centered the anchor point for that layer, but it's initially
01:33been set up at the bottom of this wall.
01:35We will fix that there in a minute and we also have camera data and light data.
01:39If I go ahead and select any of these and press U, you will see that it
01:44also has keyframes for any animation in this scene.
01:47In this case, the camera was indeed animating.
01:49So there is a keyframe for every single frame of the camera move.
01:54It may be a little excessive, but this is the way 3D programs tend to export
01:57their keyframe data.
01:59They bake it on every frame rather than trying to give you ease in and ease out
02:03that might go wrong.
02:05Now in the case of our lights, they were not actually animating, but something
02:09Cinema does is it goes ahead and creates keyframes for these parameters anyway.
02:13If you plan on moving these lights yourself later, you might want to turn off
02:18these old keyframes just to make sure that you don't get some erratic motion as
02:22it starts at the original position and returns to the original position.
02:25Twirl these up for now and go back to our Project panel.
02:31There is another folder in here called Special Passes.
02:35This includes any addition renders that Cinema created beyond its
02:39normal background render.
02:41One is a copy of the full video wall render, videowall_rgb.
02:46It kind of anomaly of cinema that it renders its separate RGB movie, but does
02:51not actually use it in the project file.
02:53I guess you can kind of have around for reference, but it's somewhat redundant.
02:57Of more interest is this videowall _object_1 movie.
03:02This is that special hold out matte that shows only where a video wall face is
03:07visible in the scene from frame to frame and this going to come in very handy later on.
03:13First, let's prepare our video footage that we going to using in this scene.
03:16Let's start with the parasailor.
03:19I'll double-click it to open it in its QuickTime viewer.
03:22This shows me what the footage looks before the After Effects Interpret Footage
03:27dialog, which is very important, and I notice some interlacing along the parasail
03:31here and down in the leaves over in this corner.
03:35As I step through the frames, using the left and right cursor keys,
03:38I'll notice that some that some of the frames do not have interlacing,
03:41there is no comb teeth effect here, while other frames do.
03:46This indicates this movie has 3:2 pulldown in it.
03:50It's a special way of taking 24 frames per second material and spreading those
03:54frames across normal NTSC video rate of 29.97 frames per second.
03:59We have created extensive training elsewhere on both the subjects of fields and
04:02on pulldown, but I'll show quickly how get rid of this here in After Effects.
04:06I will go ahead and select my footage and then open its Interpret Footage dialog.
04:12This is a very important dialog that determines how any Alpha channel is
04:17interpreted, Frame Rate, how you deal with Fields and Pulldown, even how do you
04:21deal with Color Management.
04:22Very important. Many people overlook this.
04:24There are a couple of areas, which are important.
04:27One, After Effects has already detected that this is normal NTSC D1 footage
04:32and has separated the field, Lower Field First. That's great.
04:36If there is no pulldown in this footage, I will make sure that I checked
04:40Preserve Edges as that improves the quality of deinterlacing footage.
04:45It will look better if you are going out to the web or other progressive scan destinations.
04:49It will also look better when you're scaling and moving things around on objects.
04:52But in this case, I am going to get rid of those fields altogether.
04:55I want to guess 3:2 pulldown. As long as the footage is not fading up from black
05:01or it doesn't have an edit in it or something strange is going on,
05:04After Effects will determine the phase of split, the interlaced, and the whole
05:08frames, the ones that look progressive and remove them, getting them back to my source
05:13footage, which is very cool.
05:14Now there is another thing I need to take care of in this particular project.
05:18You may remember that I told Cinema 4D to render at 30 frames a second, not 29.97.
05:27Therefore, my composition is at 30 frames a second.
05:31If we are going to add a video to this composition, it needs to have the same
05:37frame rate as the Comp.
05:38There are two ways of doing that.
05:40One is go back into the Interpret Footage dialog and conform the frame rate to 30.
05:47This works fine. If you have a Video Only layer, you're done.
05:52If however, there was audio associated with this layer, what you would want to do
05:56is change the Stretch Speed of that video to 99.9%, which will, in essence, speed
06:05it up from 29.97 frames a second to 30 frames a second.
06:10I'll cancel that because I don't want to do that to my 3D render.
06:13That's only what I might do to my video.
06:15I'll close the Stretch dialog for now.
06:17As long as I am here, I'll take care of my windsurf footage. Command+Option+G on
06:22Mac, Ctrl+Alt+G on Windows is the shortcut to open Interpret Footage.
06:27I'll bump it up to 30 frames a second.
06:29I see it's already separated Lower Field First and I'll Preserve Edges.
06:34Back to the parasail.
06:35Hold on the Option key on Mac, or the Alt on Windows.
06:39Double-click and open it in its special footage panel and now as I use the Page
06:44Down and Page Up keys to step through the footage, you'll see that no
06:48interlacing comb teeth at present.
06:50I just get nice, clean, whole frames and that's what I want to do for any
06:55footage that I composite.
06:56I would like get back as close to that source footage as I possibly can.
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Adding layers
00:03Okay. Here is the solid that was created for the box group and notice that Cinema
00:08even gave the solid the same name as that group that I applied the Compositing tag too, very handy.
00:15Now to place this footage exactly where this solid is, I will select both my
00:21target and the footage I want to swap in.
00:24I can do one of two things.
00:25I can hold down Option on Mac, or Alt on Windows, drag down in my timeline
00:30panel and it will automatically swap in for me, or the other shortcut is to
00:36have these two footage item selected, hold down Command+Option on Mac,
00:40Ctrl+Alt on Windows and hit the Forward Slash and that will also do the
00:45replacement for me, very cool.
00:47There is something else very important to note here.
00:49Note that this layer that I have added in After Effects needs to have its 3D
00:54layer switch enabled.
00:57That way, it will capture any effects of the cameras and lights, which have been
01:01brought into this new project.
01:03However, notice that any renders that came out of Cinema 4D do not have the
01:103D layer switch set.
01:12This is because they already have been calculated with the camera move and the lights.
01:16They don't need get the camera and lights a second time.
01:20It has already been baked in so it remains a 2D layer.
01:23That becomes quite an issue later on when we talk about issues like shadows, but
01:27we will cover that considerably later.
01:29Let's get back to this scene.
01:32Now that we have our video added to this scene at the position and at the
01:37rotation that matches where the video wall face is, as I drag my current time
01:42indicator through this project, as the camera moves in After Effects, it matches
01:47any perspective distortion that was happening in the Cinema 4D render.
01:50I will go ahead and view this at 100% just so you see without aliasing.
01:59Drag through and you see it stays stuck to the front of that wall.
02:03However, it is in the wrong position.
02:06Now, remember, I noted earlier this Cinema has this habit of adding keyframes to
02:10things. I am going to turn those keyframes off for now so I don't accidentally
02:15induce some wandering or motion into my project.
02:18I want to first move this video to be centered up on that video wall.
02:23To do that, first I am going to knock down the transparency a little bit.
02:26I press T to reveal transparency and I scrub it so I can see the video wall
02:31through my video layer and now I will press A for anchor point and I will scoot
02:36this anchor point down to the bottom of this video layer.
02:39By doing that, the video will appear to rise in the scene.
02:43So I will scrub the Y value and I will move my video up until I kind of like how
02:49it's centered or framed on that screen.
02:51I notice that Cinema also had keyframes and anchor points, I am going to disable
02:55that so again, I don't accidentally animate the position of my footage, unless I
03:00intend to indeed move it across that video wall's face.
03:03Now my video is a little bit bigger than my video wall face, which is actually
03:07a good thing because I get to crop off, if anything is off here, an action, say, for any other gunk.
03:12I could go ahead and type Shift+S to reveal scale and scale it down to
03:17more closely fit, or scale it up to go ahead and frame my footage a little bit differently.
03:22I will go back to 100% and again, I can go ahead and slide my anchor point if I
03:27wanted to, just to frame the resulting composite a little bit different.
03:30I will look at it later here in the scene and that's kind of a nice ending.
03:34So, I will go ahead and frame it off to the side here.
03:35Now if I wanted to, I can even try to reduce the scale and even do masking to try
03:40to make that video be exactly the same size as that video wall, but I have got
03:44something far better for that task, my object buffer.
03:46Now I will select my video, press T to reveal it's opacity, crank it back up to
03:51100% so I can see it fully opaque.
03:54Then I want to grab my video wall render.
03:58This was created by applying the external compositing tag to my video wall
04:02face inside Cinema and then doing a multi-pass render of the object buffer.
04:07Drag it down to be exactly on top of my video.
04:11It's white where we want to see the video wall.
04:14It's black where we should not see the video face.
04:18Outside the video wall, the cracks between the screens where it's obscured by the
04:22type, we should not be seeing any video in these parts and you will see that it
04:26has the camera move already in it.
04:29Because of this, it needs to remain a 2D layer. It already has 3Dness baked into it.
04:36We don't want to do that again.
04:38Now to use that as a matte for the video layer underneath, we select the video
04:42layer, not the matte, but the video layer.
04:45Then Toggle Switches/modes.
04:46The shortcut is F4.
04:49Then we set the Track Matte popup for the video to be Luma Matte, using the video
04:55wall above, and you will see the video is now perfectly cropped, even down in the
05:00cracks between the screens, to fit on that video wall's face.
05:04As I drag through it, you will see that my cameras indeed match between my Render
05:09in Cinema 4D and the imported camera in After Effects, which is affecting the
05:13video. The video stays stuck onto that face.
05:16It's perfectly cropped out and the text does indeed appear in front of the video
05:20as if it has been rendered that way.
05:22So, that's our basic composite.
05:24We have got the video on the face of that wall and it has been cropped.
05:29But, as you can see, this image could use a lot of improvement.
05:33That's what we are going to do next.
Collapse this transcript
Refining the composite
00:03The first thing I notice is that this video is looking a bit underlit.
00:07It could be brighter.
00:09Well, there's a few different ways of improving this.
00:11First off, I could go to my main key light, press T reveal its intensity and
00:17crank it up until it illuminates the video more to my liking, because after all,
00:22this video is now a 3D layer in After Effects.
00:24It's affected by these 3D lights and these lights are a copy of the lights that
00:29existed inside Cinema.
00:30So, that's one way.
00:32Another approach is to select the video itself and change how it reacts to lights.
00:37I will press AA to reveal its 3D specific parameters, namely it's Material Options.
00:43I will scroll down so I get to see them all.
00:45The default settings for Diffuse and Specular are 50%, which is frankly a bit underlit.
00:51So, they're doing this so you don't over- light a scene, but it's underlit in most cases.
00:55So, if you like, you can increase the Diffuse reaction and Specular reaction
01:01to get the brightness back up to where you want it to be so the video looks
01:04nicely illuminated.
01:06And you can balance these off against each other to decide whether you want even
01:09overall illumination or if you want something that has more of a hot spot up in
01:13this corner and moves in as the light moves.
01:17Another approach, if you are unhappy with this lighting, is just to turn off this
01:21layer's reaction lights altogether.
01:23You see this line that says Accepts Lights.
01:26If turn it to Off and now it doesn't matter what that light is doing, how
01:32intense it is, what my Material Options are.
01:35This video will look exactly like it does if it was only a 2D layer
01:40instead of a 3D layer.
01:41But why are we in 3D if we didn't want some of the imperfections of the way
01:45lights fall off things like that.
01:46So I am going to turn it back on, I am going to go ahead and put this back a mix
01:50I prefer, which is more like 50% and 100% and then I am going to go play with the
01:55intensity of the light to get the amount of lighting that I like.
01:58Again, if I want to see what the video looked like unmolested I could turn
02:02Accepts Lights off and go, "Well, that was the original."
02:05Here I have got about the same average illuminance to the video, but now I have
02:08got a nice natural fall off, based on the lights in the 3D scenes.
02:11I prefer this look.
02:12Twirl these up to clean things up.
02:16The next thing we are going to do is better blend this video onto the surface of that wall.
02:22We have already played some fun games with the lights themselves, but you notice
02:25my shadow here is missing.
02:27This is because my video is completely obscuring the video wall face that had the shadow.
02:33Well, the way we can get that shadow back is to use Blending modes and this is
02:39why we made that video wall face 50% gray.
02:42There is a set of modes: Overlay, Soft Light, and Hard Light, which react very
02:48strongly to the grayscale levels of the underlying layer.
02:5250% gray is kind of a pivot point.
02:55Anything above that gets brighter, anything darker ends up in shadows.
03:00I am going to start with something like Overlay mode and now you will see
03:03my shadows come back and I have picked up more of light fall off across the
03:07face of this video.
03:08Overlay is usually good starting point, but I find I often end up using Hard
03:12Light for these because it just gives me a more intense effect.
03:15You see I have got blacker blacks, a little bit richer colors here, compared to
03:19using Overlay mode, which is getting a little washed out by the light hitting the gray surface.
03:24So I am going to go back to Hard Light and if I want to, I can further play
03:29around with my light intensity to get this illuminated the way I want to,
03:32even blowing it out.
03:33I will put it somewhere around there and go later in my project and see what I like.
03:38Yeah, I have got a little bit of a hotspot there.
03:40I've got my shadows, so I like this looks.
03:43Now this is just a piece of video.
03:46I can swap that video out.
03:47I will select a new piece of video I might want to use, such as the windsurfer,
03:52hold down Command+Option on Mac, Ctrl+ Alt on Windows, press the forward slash
03:57and now I have replaced it with a new piece of video.
04:01This video does have cuts in it.
04:03Since the video is just basically sitting there on the wall, I have all the
04:07flexibility to just go ahead and trim this by sliding my edits and coming up
04:13with a different piece of exposure for how this video plays back on that wall.
04:17And if I don't like the framing, I will go ahead and type A for anchor point
04:22and I will slide it to frame a shot more to my liking. There we go.
04:28If I like I can even apply effects, I might apply Effect>Color
04:32Correction>Levels, look at the histogram and say, well, you know the black point
04:37is lacking a bit here.
04:39White point is lacking a bit here, play with the contrast like a good 50% gray
04:44mix, just right around there, check it later in the shot, see how that works out as well.
04:51And I can even apply other effects, such as say, Color Correction, Hue
04:55Saturation, and if I like, bump up the saturation a little bit or even Hue shift
05:00to get a little more of a indigo sky. There we go.
05:03That's the really cool thing.
05:05This is just a piece of video in After Effects at this point.
05:09You can swap it out very quickly.
05:11You can apply effects very quickly and render very quickly.
05:15If you were doing this all in 3D, you would have to take your video, trim it,
05:20color correct it, render it out as a movie, reapply it as a texture map in 3D,
05:25re-render the 3D result, then bring it back in.
05:28That's a lot more steps.
05:30Applying videos directly inside After Effects allows you to accommodate things
05:35a client changes much faster and that's the reason we went through all this trouble.
05:39Now that said, to be honest, it is not perfect.
05:43One shortcoming we have, even though the logo is reflecting off the
05:47floor as part of that 3D scene, this video, which I added after that fact, is
05:52not reflecting off the floor.
05:54After Effects itself does not natively support 3D reflections.
05:59However, there is a number of different ways of faking reflections in After Effects.
06:03There is even a great plug-in, Zaxwerks Reflector, which can be used to go ahead
06:08and render reflections of 3D geometry in After Effects.
06:12So there are further ways you can perfect the scene to make up for the
06:14shortcomings of doing part of it in After Effects and part of it in a
06:173D program.
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Rendering for video
00:03Now you might remember from earlier that one of the things we did in the 3D
00:07program is we did render this as Square Pixels and added an integer Frame Rate of 30.
00:12And I'll go ahead and open Composition> Composition Settings and see that Cinema
00:16did indeed create a comp at 720, 534, Square Pixels, which is indeed the Square
00:23Pixel size After Effects recommends in CS4, for D1/NTSC video.
00:28And it does indeed have a Frame Rate of 30 frames per second.
00:32I need to convert these in the non- square pixels for my final render and I need
00:36to convert this Frame Rate down to 29.97.
00:39I don't want to do that work in this composition, because I have all sorts of
00:43problems with lots of keyframes on my camera and other things have might have
00:47problems with the distortion.
00:48So, to prepare this for final output, I am going to go ahead and select my comp,
00:54with my composite, and rename it something useful.
00:56So, just videowall_composite and I'm going to drag it into a second comp.
01:01I'll drag it down into the New Composition icon, type Command+K on Mac, Ctrl+K
01:06on Windows to open up the Composition Settings, rename it something like final
01:11render, select an appropriate preset, such as NTSC D1, 720, 486 non-square
01:19pixels now and a correct frame rate at 29.97.
01:23Click OK and you'll see that my comp is little bit larger now than my Output
01:27Comp and I have a frame rate issue, so let's fix those one at a time.
01:31First off, I need to scale down my nested composite to fit inside this New Output comp.
01:39I can either do this manually, or what's far better is to right-click on the
01:44layer, Select Transform and Fit to Comp Height.
01:50That will conform it to the right Height, scale the Width by the same amount,
01:55and now I've got a perfectly fit video inside my output comp.
01:59Now a warning, if you have read the After Effects manual, I know a few of you
02:03have, you might be tempted to collapse transformations.
02:07Press F4 and here this Collapse Transformation switch.
02:11And what you are told in the documentation is this improves your quality.
02:15Well, it has some unintended consequences.
02:18If you turn it on, in this case, that 3D layer, back on the precomp, is expecting
02:23to find a camera, in this comp, to render it.
02:27That's part of collapsing.
02:28You bring things in pre-comps forward to the current comp.
02:32Well there is no 3D camera in this comp, so it doesn't know what to do with that video layer.
02:36So definitely do not collapse transformations when doing this sort of composite.
02:41Okay, the second thing we need to fix is that Frame Rate issue of 30 verses 29.97.
02:47To do that, we need to open up the Speed column.
02:50So, I'm going to go ahead and right- click on this Column Header, select
02:53Columns>Stretch and I'm going to stretch this comp by 100.1%.
03:011001, over 1000 is exactly the ratio of 30 over so called 29.97 frames per second video.
03:12So, this would give us exactly the slow down we need to bring our Frame Rates in line.
03:17I will click OK.
03:20You might have noticed that this end moved out just a touch, since the video is
03:23now playing slower and filled out my entire composition and now I've got a lovely
03:28composite, which is ready to be rendered straight to my D1 output.
03:32And of course, you can modify these instructions, depending on what
03:35formats you're working in such as PAL, maybe HTV, which has its own
03:38anamorphic considerations.
03:40Regardless, render Square Pixels, and enter your Frame Rate in your 3D program,
03:45Cinema or anyone, then fix it in the second comp inside After Effects. And there you go!
03:51You got your basic videowall_composite.
03:53That's the core steps you're going to need to know and repeat in virtually any
03:58project that combines these two programs.
04:01But you can go much further than that.
04:03That's what we're going to play with next.
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3. Multi-Pass Renders
Multi-pass renders in CINEMA 4D
00:03Next, I want to show how to take advantage of some of the those options we saw
00:06in the multi-pass dialog, inside Cinema's Render Settings.
00:09If you've downloaded the files that came with this training, go ahead and
00:13Open/Chapter 3/CINEMA 4D/videowall_3_starter.
00:22And this is very similar to the scene you've already seen, with our camera move, etcetera.
00:29I've already added the external Compositing Tag for the box group, the
00:33Compositing Tag with object Buffer 1 for the box faces, and all my other setups.
00:38To get more properties out of this render, let's go to Render Settings and go
00:43back underneath Multi-Pass.
00:44We're going to deal with the idea of separating Lights later and we
00:49currently have our one Object Buffer that we set up to matte out the videowall face.
00:53So, underneath Multi-Pass, let's go ahead and click on the Multi-Pass button and
00:58add some more properties.
00:59I'm going to add Ambient, because I do have self-illuminance happening with the text layer.
01:05I'm going to go ahead and add Diffuse, which is the flat overall coloring or
01:11shading of my objects.
01:12I'm going to add Specular, which are those little specular highlights, hot
01:17spots, special areas and lighting that really pop out in a seen.
01:21And we are going to add Multi-Pass> Reflections, so we are going to separate out
01:25those reflections over in the scene.
01:27And finally, we're going to add Multi- Pass>Shadows, so we can go ahead and treat
01:32the Shadow Density separately in the scenes.
01:34So, these are all of the individual special passes I'm asking Cinema to render
01:39for me with this project.
01:41I have to remember, in the Save dialog, to indeed set my paths for my renders.
01:47This is particularly important if you've moved a project between computers.
01:50My paths on my computer are going to be different than your paths on your computer.
01:53I'm going to type in 'multipass renders' and save to that box.
02:01Do it for the normal regular image and do it for the multipass images.
02:05You can save them in a separate folder if you want to.
02:08I'm going to throw everything into my Multi-Pass Renders folder.
02:10Click Save. I have enabled use the Layer Name, the type of pass, Ambient,
02:15Diffuse, Specular, et cetera as the Suffix to my Multi-Pass render name.
02:20As before, I need my Compositing Project. I want to save it in After Effects
02:24and Include my 3D Data, so I do get across my null objects, my camera moves, my lights, et cetera.
02:31And once we've got that, I'll click on Render to Viewer and see what's going on.
02:35I'm going to open this up a little bit, so you can see things with better fidelity.
02:39There is 100%.
02:41Currently, I'm looking at Layer>Image, so I can see how my Render is
02:45developing. I'm going to go into Single-Pass mode, so that I can start to
02:49isolate the individual elements in my Render and see what special passes
02:54are being rendered.
02:55And this is the Background, which is the overall render, but I've got my
02:58flat, Diffuse lighting, my Specular highlight, just the hot spotting lights on the wall,
03:05my Shadows, which show just the dark areas of the shadows, otherwise the scene is white.
03:10You'll see the gray there for backing shadow.
03:13The Ambient light, I have some very, slight self-illumination on the videowall
03:18face, to get it more even in its lighting, and a little bit around the edge of this
03:22type, you can see the edges there.
03:24And finally, reflections.
03:26These are the reflections of the wall and the type for Tuesday off the floor of my room.
03:32That's what's all being rendered at the same time for me in Cinema.
03:36In addition to all of these layers, it has also saved for me a .ace After Effects
03:42project file that will reassemble all of these layers into a composite.
03:46And I'll show you that, as soon as this render is finished.
Collapse this transcript
Blending the passes in After Effects
00:03I'm back here in After Effects.
00:05If you've downloaded the project files that came with this training, go ahead
00:08and do Command+O or Ctrl+O to open.
00:11Go up to Chapter 3 folder/After Effects/videowall composite3_starter.
00:18Open up and that brings in the same two video sources we had earlier to play with.
00:22Now, I want to import my multi- pass render and again, it's important.
00:26You don't do O to Open, but you do Command+I or Ctrl+I to Import a Cinema .aec file.
00:33Command+I, I'm going to go to my multipass renders folder. There is my .aec file.
00:41You see all of these other layers.
00:42Videowall.mov is my normal render but there is the ambient, diffuse,
00:46object buffer, reflection, rgb, which is redundant to the whole render,
00:50shadow and specular.
00:51So, I'm going to go ahead and import just the aec and it will bring in all of
00:56those other special passes for me.
00:58Here is my videowall object.
01:01There is my normal render.
01:02Here is the RGB render, but also inside the videowall folder, I have my ambient,
01:08diffuse, reflection, shadow and specular properties.
01:12Let's open up this comp and see what's all in here.
01:14Here is my Camera and lights, as I expected.
01:18This particular project in Cinema, I used a null object instead of a solid to
01:23note where the videowall's face is.
01:25That's why that looks a little bit different.
01:27Here's these individual properties. Let's solo them.
01:29Reflections, you see a little bit down here in the bottom.
01:34Ambient, just that self-illumination on the wall or around the text edges.
01:39Shadow, normally a white render, the black with the shadows are supposed to be factored in.
01:45Specular, that hot spot, and all these are factored on top of Diffuse, the flat,
01:50overall lighting of the scene.
01:51What's really instructive is to click on Toggle Switches / modes, again, F4 is a
01:56shortcut and see the Blending modes used to create this composite.
02:01Reflections are typically done in Add mode.
02:03If you find the reflections are too strong, you can try something weaker like
02:06Screen but Add tends to work better for things like this.
02:11Ambient is also added.
02:13It's another form of illumination, which is added into the scene.
02:17Shadow is Multiplied.
02:19It actually darkens the scene.
02:21That's why it was mostly white.
02:23When you multiply white, you have no change, but when you multiply black, it
02:27darkens the underlying composite.
02:29Specular highlights are also added onto the underlying footage and there is our
02:34Diffuse down at the bottom.
02:35Now the really cool thing about this is not only can I change the modes, I can
02:41change the transparency of these layers to change how they're blended.
02:45I'll Type T for Opacity.
02:47Let's say that I want less Reflection.
02:49That's too much reflection.
02:50Let's go ahead and reduce its Opacity to reduce the amount of reflection in the scene.
02:56No reflection, just to hint, full strength reflection.
03:01Ambient light, where I got some self- illumination on that wall, if I find the
03:04wall a bit too flat, I want something more dramatic on in or if I want to use my
03:08lighting inside this scene to help boost it, I can pull out the Ambient
03:13lighting, or just factor it back in as much as I like, maybe around there.
03:17Shadows, same thing.
03:19Here are my Shadows.
03:21If that's too strong, I can go ahead and pull them back out of the scene.
03:25There is no Shadows present or just a hint of a shadow.
03:30And same thing with the Specular highlight, a little hot spot on the wall
03:33I can reduce, or put back in.
03:36Now the problem with Opacity, and with this approach in general, is that they
03:40all come at 100% and you can't go greater than 100.
03:44However, there are things you can do to heighten these effects.
03:49If you're already inside After Effects, you can pick something like the Specular
03:52highlight, duplicate the layer and now you've got double the Specular effect.
03:57Type T for your duplicate and decide just how much extra specular do you want to match in.
04:02So, there I have gone basically to 100 plus 16 or 116% Specular, versus what
04:07came out of Cinema.
04:08So, I can do that to over-amp the Specular.
04:11Let's say in the case of the Shadow.
04:13The shadow wasn't dark enough.
04:14I can do the same thing.
04:15I can duplicate it to darken my shadows or keep the one original layer.
04:20Let's say that I don't like black as my shadow. Well if I wanted to, I could
04:24even colorize my shadow, just to add more of a surreal look to the scene.
04:29In that case, I would use something like Effect>Color Correct>Tint.
04:36Leave White at White, but Map Black To a different color, so just say something in a
04:42more of an Amber sort of look here.
04:44Let's go ahead and go a little darker, pull it back down on that sort of look.
04:49Now I've got a tinted shadow in the scene rather than my normal straight black shadow.
04:56In the case of reflections, they default to being perfectly sharp.
04:59Let's say I want a blurry reflection.
05:02I will go ahead and pick my Reflection Pass and go Effect>Blur & Sharpen.
05:08Pick something like Box Blur, which is very flexible.
05:11I can either increase that go get a boxy sort of blur on my reflection or maybe
05:16increase the Iterations a little bit to get a smoother blur to the reflection.
05:19But now I've got that classic blurred reflection look, rather than a perfectly
05:24clear sharp reflection.
05:25Now, this is very cool because I'm doing all this mixing and matching after the
05:30fact, inside After Effects.
05:33I'm not having to go back into the 3D program and re-render.
05:37Again, this is a fantastic way to accommodate client changes.
05:42Indeed, if I know I'm going to be working this way in the future, what I
05:47might do is go back to my Cinema project, in CINEMA 4D and over-amp some of these properties.
05:54For example, let's go ahead and go to my key light, open up its properties, look
05:58at Shadow and I might even make the Shadow Density say more than 100% inside
06:03Cinema because I can always cut the Opacity back inside After Effects.
06:09Same thing for Reflections, I've got my Texture on my white flooring.
06:14Open up the Texture Settings, go to Reflection and increase the Mix Strength
06:21for my floor or do other things to go ahead and really amp up the look of this project.
06:26I can always back it down in After Effects far easier than I can duplicate and
06:30mix in more of an effect in After Effects.
06:32So, I might purposely overplay things in 3D, just so I can pull them back later
06:37or keep them hot, if that's what the client wants.
06:39Now, this approach, of just doing a Multi-Pass on Ambient, Diffuse, Specular,
06:45Reflection, Shadow alone gives you a lot more flexibility, whether you're doing
06:49motion graphics or visual effects, but you can take this to the next level and
06:53even control the individual intensity of each light and the color of each light.
06:58I will show that one next.
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4. Remixing Lights
Separating lights in CINEMA 4D
00:03If you have downloaded the project files that accompany this training, go ahead
00:06and go into Cinema and do File>Open.
00:10Move up a couple of levels to chapter 4, open the Cinema folder, and pick
00:16Videowall_4_starter.
00:18This is similar to the wall you've seen, but I've just gone ahead and done
00:21something a little more interesting with it, in terms of giving it some colored lights.
00:24I am going to render it quickly, so you can see what it looks like.
00:27Since I know I am going to be doing a multi-pass render, I've gone ahead and
00:30darkened my shadows more than I normally would.
00:33I've gone ahead and increased my reflections more than I normally would.
00:37I'll go up to my Render settings and you'll see I've already added Diffuse,
00:42Specular, Shadow, Reflection, Object Buffer, and Ambient, just like we have for
00:46the previous passes.
00:48Now the next level of multi-pass rendering is playing around with the lights as
00:53individual objects, as individual layers and components inside After Effects.
00:58So, click on the Multi-pass header and set Separate Lights to one of these choices.
01:04I'll pick All of the lights to go ahead and separate them out.
01:07As you can see, you can also target lights if you'd like to.
01:09Let's do all three lights in the scene.
01:12Underneath Mode, you have a few different choices.
01:14The first one, 1 Channel will give you one movie for each light.
01:21And that movie will contain the Diffuse and the Specular and the Shadow
01:25contributions of that light.
01:28Going a bit further, two channels, you'll get two movies per light.
01:33One that's Diffuse and Specular, one that's just a Shadow contribution to that light.
01:40And then there is Three channels, three movies per light, where you break out
01:45Diffuse, Specular, and Shadow individually.
01:48Let's go ahead and take advantage of that.
01:50By the way, I tend to enable shadow correction since I have situations where
01:54like the video wall touches the floor, the Shadow correction helps to fill
01:57in things like that.
01:59Now since I am already rendering Diffuse, Specular and Shadow per light, I no
02:05longer need to render those in my multi-pass render.
02:08They'll just be black because I already have those qualities rendered per light.
02:13I don't need it for the overall scene.
02:16So, I am going to go ahead and select Diffuse, delete it, Specular, delete it,
02:20and Shadow and delete that as well.
02:22I don't need those extra passes because I am getting them per light.
02:25The last thing, as always, is go to the Save dialog, make sure your paths are correct.
02:30I want to go ahead and go to my folder here, Cinema4D/Chapter 4, good.
02:37Make a new folder called something like Separate Light Renders, Create, and save
02:44my regular render, as well as my multi-pass render into that folder.
02:48Make sure you Compositing file is indeed checked on, After Effects, Include 3D data. Life is good!
02:55Let's go ahead and render this to see what it looks like inside the render viewer.
02:59As we're going here, you'll see we have our Reflections as before, Ambient as
03:05before, the Overall Background Buffer, and the Object Buffer, but now I've
03:11got separated lights.
03:13There is a Top light, the Key light, which is mainly hitting the Face, and then the
03:17side fill, which is a different color light.
03:20And inside those lights, I do have Shadow, Top light Specular, you don't really
03:26see it, since it is on top of the wall, and Diffuse for that light.
03:30These are all of the independent movies that Cinema is rendering for me.
03:35Now this is going to take a little while, I won't make you sit through it.
03:38Let's jump ahead and now see how all this comes into After Effects.
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Remixing lights in After Effects
00:04Once the render is done in Cinema 4D, you can to return to After
00:07Effects and in this case, we're not going to bother with the video, so just
00:10start with the blank project.
00:12Again, do Command+I on Mac or Ctrl+I on Windows to Import your Cinema render.
00:16Let's go to the Project we just created.
00:18It's in Chapter 4/Cinema/separate light renders and there is our .aec, which
00:25Cinema created for us.
00:26So I'll select that and do Open.
00:30Take a second to think about it, because it's a more complex project. Twirl it down.
00:34Now we see not only do we have our Ambient and Reflection passes, and Special
00:40Passes of our normal background and our object buffer,
00:43we now have folders for each of our lights that were rendered in Cinema, and
00:48inside each of those folders is a pre- composition for that light, I'll open this
00:53up a little bit more.
00:55And then the separate Diffuse, Shadow and the Specular highlights, which you can't
01:04see in this render, for each of the lights.
01:07Let's go ahead and open up our big composite.
01:11Again, on this project, I just use a null object instead of the solid for where
01:15the video wall goes.
01:16This contains that important information of Position and Rotation, which you can
01:21copy and paste to your video later on.
01:23It has our Reflection pass. There's the Tuesday reflecting off the floor, our
01:30Ambient pass, a little bit of extra ambient effect around the edges of the text,
01:33but now we have precomps for each of our lights.
01:39There's the top light, there's the key + shadow light and there is the side fill
01:45light. Notice that they're each different colors.
01:48This gives us a lot of flexibility.
01:50I'm going to lock this window down.
01:53I'm going to create a View>New Viewer and drag it off to the side here, so I've
01:59got two comps side-by-side and we'll just go ahead and scale as necessary, so we
02:04can see them both at the same time.
02:08There. And now we'll start looking at our individual lights, double-click.
02:13This is the composition for our top light.
02:19There's the Shadow's contribution.
02:22There's the Specular, which you don't really get to see since it's off at the top
02:24of the wall, and there's the lights contribution.
02:27As you see, as I turn off the Diffuse in that lights precomp, that yellow light
02:32disappears from our final comp on the left.
02:34There it is with just the key light and the fill light and there's with it on.
02:40The really cool thing about this is I can really start playing around the
02:44individual parameters.
02:45Let's say I don't like that color of yellow.
02:48Since that light is isolated in this precomp, I can go ahead and apply an effect
02:54to the colorization of the Diffuse Channel of just this light.
02:58I will go to Color Correction.
03:00I will go ahead and pick something very simple like Hue/Saturation and as I
03:04play around with the Master Hue, maybe you get something into a little cooler of a blue
03:09look, you'll see how the Master Render changes, just that lights contribution has changed.
03:15It's very important and it's very cool, by the way.
03:18I didn't have to re-render anything in 3D.
03:20I'll go back up and double-click my key+shadow. I might think my shadow density
03:26is a bit too much there, so I can type T for Transparency, back it off to be a
03:31less intense shadow, maybe around there, and you'll see the shadow is reduced
03:36in my final composite.
03:38And like we did earlier, if I wanted to, I could even colorize that shadow by
03:41applying tint and changing the black part of that shadow.
03:43I'll go back and open up my side fill.
03:47This has yet a different color.
03:48I basically like it, but maybe I want to kick it up a little bit, make it a
03:50little bit more saturated.
03:51So I'm going to go ahead and pick that Diffuse Channel again, go underneath Effect,
03:56get Hue/Saturation, maybe increase the Saturation a little bit and now I've got
04:01a little more contribution in the final.
04:03And if I don't like how the light fall off work or how the middle grays work, I
04:07can even go apply an Effect like Color Correction>Levels and play with the
04:11Histogram to maybe boost up the middle grays for that light, and there's its
04:16contribution in the final.
04:18Very cool. I can re-blend my lights and the characteristics of each light
04:23separately without going back into 3D.
04:25This will save you so much time and frustration, when you're trying to get that
04:30final 10% or even 1% out of a render to make it look good.
04:34I'll go ahead and go back to my main comp here and I can still play around with
04:38things like how much reflection that I have, pull it out, put it back in, even
04:44apply an Effect like Blur and Sharpen> Fast Blur and give me soft, just a little
04:49bit of a soft reflection.
04:52I'll close this comp for now, and I'll get back to my full view.
04:55And that's how you can change the final composite of your render without having
04:59to go back into a 3D program.
05:01Again, very powerful.
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5. Shadow Catchers
The problem with shadows
00:03So after you've learned all of these techniques, the day will come when you are
00:06going to create a nice room in Cinema, you are going to export everything
00:10correctly into After Effects,
00:11you are going to add a 3D layer in After Effects and you are going to go,
00:14"Something is wrong, something is missing."
00:17Well namely, there's no shadows in this scene.
00:21This text is not casting any shadows on this floor or back wall.
00:25Before you panic, there are a few things you should check out first in After
00:29Effects, because shadows are a little bit tricky.
00:31First off, you need to make sure that your lights have been set to Casts Shadows,
00:34that this little check mark is on, but as I go through my lights, I am finding
00:38that Cast Shadows is turned on for all my lights. Okay.
00:43Ah! Well the second problem is is that layers themselves default to not casting shadows.
00:49So I will select my 3D layer, type AA and look at Casts Shadows, oh, I have set
00:55that On and I am still not getting shadows.
00:59Hm. Let's twirl that up.
01:02Okay, well the third possible problem, it's rare but it can happen, is that the
01:06layers receiving shadows are not set to receive shadows.
01:09So I will select my 3D Render, type AA, and I am not getting 3D Parameters. Oh!
01:17You know why?
01:18Let's Toggle Switches/Modes.
01:20My 3D Render is not a 3D layer, and if I was to turn on the 3D layer switch, it
01:27would just go off into space. What's happening?
01:31Well, 3D Renders already have Camera movement and any perspective
01:37distortion built into them.
01:39You don't need that camera move affecting them again in After Effects.
01:44So the 3D layer switch must stay off for 3D renders.
01:48And the catch 22 is is that 3D layers in After Effects cannot cast shadows onto
01:552D layers, they can only cast shadows on the 3D layers.
01:59Well, you might say "Oh I can fake this, I am going to go ahead and go
02:02"underneath Effect and Perspective, and use one of these shadows like Drop
02:06"Shadow or Radial Shadow."
02:08But frankly those aren't going to work because you want shadows on the
02:10back wall, and on the floor and on the window and they are all in
02:13different positions.
02:14So to make this work you need to learn one more technique.
02:18The technique of shadow catching, and that's what we are going to cover next.
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Catcher locations in CINEMA 4D
00:03We are back in Cinema 4D and if you've downloaded the project files and sources
00:07that came with this training, go Open, make sure you are in the Chapter 5
00:11folder/Cinema 4D/room_5_starter and Open.
00:17Here I have created a different room just to keep things a bit more interesting.
00:20I have got a floor, a wall, a window that's juts out slightly from that wall,
00:26I'll give a quick render here.
00:28Why that's important is that if shadow was being cast against this wall,
00:32it would appear a little bit differently on this window than it would on the back wall,
00:36so a little bit more of an advanced case.
00:39In our previous examples, we have been mapping video onto walls.
00:43Well in this case, we need to map our shadow catcher layers onto these walls.
00:48So just like the video wall case, we need to setup External Composting tags for
00:54these three surfaces.
00:56One thing we need to know is how big they are.
00:59So let's start with the floor. Here is my floor object.
01:03I need to figure out how big it is so I need how big of a layer to put on it in After Effects.
01:07So I am going to select my top of floor layer and note there's 3096 wall units by
01:142048, so that gives me its size.
01:17I select my floor, apply a Tag>Cinema 4D>External Compositing. This gives me
01:26either a null object, or in newer versions of Cinema, a Solid that's placed right in
01:32the middle of that floor and fortunately, I already have my axis arrows placed
01:35square in the middle of the floor, right on the top of the floor.
01:39I need my shadow catchers to be white.
01:42So I am going to change these solids to be white in color, or you can replace
01:46them with a white solid in After Effects and what I'd love to do is type in the
01:51size of my floor straight here in Cinema.
01:54The problem with that is Cinema currently restricts these solids to be no larger
01:59than 1000 pixels on a side.
02:01So unfortunately, I just need to make them 1000 x 1000 here in Cinema, then what
02:06I get into After Effects, I will go ahead and expand them out to the right size.
02:10But I've already written down somewhere what size this needs to be, 3096 x 2048.
02:16Let's pick my next object, the back wall.
02:19Again, I need my axis arrows to be flushed with the face of that wall because we
02:25want the shadows cast flush onto that wall.
02:28I want to figure out how big that back wall is.
02:30I am going to click on back wall, note that it's 3096 wide by 1024 tall, good.
02:38I will select my back wall again and apply Tags>Cinema
02:42Tags>External Compositing.
02:44I will make it a Solid again. I will make it white since shadow catchers need to
02:49be white, and again, I'd love to make it the size of that wall, but I have to
02:53settle for just 1000x1000, as of Cinema in version 11.5. Finally, I want to create
02:59a separate little shadow catcher just for where that window is.
03:02So to do that, I select my window boolean.
03:05That's how I created this window in the first place.
03:07I want to check its size,
03:10so I see the window main was 448 x 384, good to know.
03:16Select that window, make sure my axis arrows are flush with the face of that window.
03:22It looks like it is except for taking that bevel into account, so I will make
03:27sure I've got my Axis Move tool here and I will move it until it's just flush
03:33with the face of that window. That's good.
03:35Select it. Tags>Cinema Tags>External Compositing, make it a Solid, make it white in color.
03:43This time, I can actually type in the numbers, and rather than typing in
03:47exactly the size of the window, it's good to have a couple of extra pixels
03:51left over because I am going to trim them with object buffers. We will get to that in a second.
03:55I am going to type in something like, say, 452 wide, just to give myself a little
03:59extra and 390 tall, so my solids a little bit bigger than this window.
04:05For this window, I really need to think about my Tag Properties.
04:09For one thing, it was created as a boolean, one cube was cut out of another cube.
04:16I don't want the cache calculated in that point because otherwise, I am going
04:21to get solids for all these components that made up that boolean and I don't
04:25want that in this case.
04:27I am going to settle, in this case, making a solid just for the face of this
04:31window and use that as a Shadow Catcher, but if I was really trying to get the
04:36last little bit out of my composite, I would want a solid for every facet of
04:41that window, so I can catch shadows in all those different dimensions.
04:46If you are working on a critical project, that's what you would want to do. Okay.
04:51You could just have these white solids for the back wall, for the floor and for the window.
04:56But the problem is is we do have some cut outs, some holes where shadows should not appear.
05:02Whenever we have cut-outs or we need to worry about trimming a layer, that's
05:05when we want to use object buffers.
05:07So let's go back to these guys again.
05:09I'll select my floor, and this time I will add a Tag>CinemaTag>Compositing,
05:14not External Compositing.
05:15I will go to my Object Buffer and make sure that I have assigned one Buffer, a
05:21unique buffer, to mask out just where that floor is visible in the final render.
05:26I will go to my back wall, apply a Tag>Cinema Tag>Compositing.
05:32Underneath Attributes>Object Buffer, I am going to turn on another Buffer
05:37with a different number to create a unique matte pass just for that back wall.
05:44And finally, I am going to go to my window boolean just this window object here in
05:48the middle, and again apply Tag> Cinema Tag>Compositing, Attributes>Object
05:55Buffer. This time, Enable Buffer 3.
05:58So I have a third unique matte pass that shows me just where this window is
06:04visible in the final composite.
06:06Now that I have got those, I need to go to my Render Settings, enable
06:11Multi-Pass, add some Object Buffers, Buffer 1, Buffer 2, make sure I increment
06:19the number to number 2, and Buffer 3 and increment, finally, to Buffer 3.
06:25I will go back to my Save, make sure I save these to a path that is actually on this computer.
06:31I see that I am in my Chapter 5 folder, so I am going to create a New Folder
06:35inside for my renders called shadow catcher renders, Create, Save and do the
06:43same for my Multi-Pass.
06:45Make sure it goes in that same folder.
06:47I've got my Compositing Project File turned on to Save, After Effects
06:51and Include 3D Data.
06:53And now that I have got all that set up, let's go ahead and render it.
06:57Now you see that I am getting not only my Background render for the entire wall,
07:02but individual Object Buffers, a floor, for the back wall, without the window,
07:08and for the window itself. Pretty good.
07:10Well this is going to take a while to render, so I am not going to make you sit
07:14here and wait. When this is done, we will jump into After Effects and see how we
07:17need to build our Shadow Catchers as part of that scene.
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Catching shadows in After Effects
00:03My render in Cinema 4D is done.
00:05I am back in After Effects with a new project.
00:08I am going to do Command+I on Mac, Ctrl+I on Windows to import.
00:12I'm going to select the folder for my shadow catcher renders.
00:15You'll see, again, Cinema has created a .aec file for me, my backgrounds and my
00:22three object buffers for my shadow catchers.
00:24So I will go ahead and select aec and Open.
00:28Once I bring this into After Effects, we'll look at our composition, I'll
00:32deselect and you'll see, in addition to my 3D render, I have solids for my floor, my
00:38back wall and for my window cutout.
00:42Here is the render just as seen unmolested.
00:45The lights are animating a little bit in the scene, in addition to the camera
00:48moving, and we'll verify that by selecting the camera, these different lights,
00:53pressing U to reveal their keyframes and you can see the motion going on, the
00:57camera eases to hold at five seconds, while the lights keep drifting.
01:01And finally, our Special Pass renders, our three object buffers, the floor, the
01:07back wall, minus the window, and finally, the window by itself.
01:12Let's go to the scene and start setting it up and this is going to take a little
01:17work, but we're going to do everything three times for our three surfaces.
01:21First, let's make those three solids the correct orientation and the correct size.
01:25Now, for some reason, Cinema brings in that solid facing straight forward.
01:29It doesn't realize it's supposed to be laying flat on the floor, but that's okay.
01:32I see it's my red or my X arrow that I need to rotate it along.
01:36That's the axis I want to flip it on.
01:38So, I'll type R for rotation and orient it 90 degrees so that it lays flat along the floor.
01:48Next, I need to change its size, underneath Layer>Solid Settings.
01:53I know that this floor is 3096 pixels wide.
01:57I like to have a few extra pixels on the edges to trim off, just to keep
02:00things nice and clean.
02:01I'm going to make it 3100 wide.
02:04For the Height, I know it's 2048 in Cinema.
02:07Again, I'll just round it up to 2050, click OK.
02:10Now I have a surface that covers the entire floor.
02:13Next is the back wall.
02:14Twirl up the floor, select the back wall, again, choose Layer>Solid Settings,
02:20the shortcut is Command+Shift+Y on Mac, Ctrl+Shift+Y on Windows, and change its size.
02:26Again, its 3096 wide, I'll round that up.
02:29It's 1024 tall and I'll round that up to, say, 1028.
02:33Now, I have something covering the entire back wall.
02:36And the Window Boolean was already the correct size, so there is no need for me
02:40to do anything further with that.
02:42The next thing I want to do is trim those shadow catchers, so that they exactly
02:46confirm to the surfaces they are sitting in for.
02:49So in the case of the floor, I'll pick my shadow catcher 1, this render that
02:54matches the floor, drag it just above the floor, hit F4 to open up the modes
03:01panel and say use that as a luma matte and there is the floor trimmed.
03:06I'll pick up my shadow buffer number 2, drop in front of the back wall, set the
03:11back wall to luma matte and it will matte that out.
03:15And finally, I am going to grab my third buffer, drag it above my window, set it
03:20to luma matte as well, and now I've got that cut out as well.
03:25Okay, so I have these three solids, each sitting in for my surfaces in a
03:30very rough fashion.
03:31Before we really see how to make these shadows work, I need to create
03:34something that casts the shadow.
03:35So I am going to select my Text tool, have a nice bold font, such as Arial
03:40Black, I'll pick a color such as some sort of medium gray so you can see what it looks like.
03:45I have a nice big font size picked already.
03:47Let's just start typing, such as shadows: catch me.
03:56Press Enter, then press V to return to the Selection tool.
03:59I need to go back to Switches down here in the timeline, so I'll press F4, but I
04:04need to enable the 3D layer switch for my text.
04:08I do so and it kind of defaults down in the floor.
04:11Let's go ahead and pull it up out of the floor, push it back a little bit, pull
04:17it over a little bit and pull it up a little bit.
04:20Again, layers in After Effects do not cast shadows by default, so I need to
04:25select it, type aa to reveal its Material Options and turn on Casts Shadows.
04:31The shortcut is Option+Shift+C on Mac, Alt+Shift+C on Windows.
04:35So now, my text is casting shadows.
04:38I see a bit of this shadow down here on the floor, but the wall has this very
04:41strange look about it.
04:43Well, this is because these solids are catching lights and catching shadows.
04:49We want our shadow catchers to only capture shadows, not light.
04:57The light's already been factored into the 3D render.
04:59It's only the shadows we want to add.
05:02So to do that, I am going to start with my floor, select it, type aa to
05:07reveal its options.
05:10Keep on Accepts Shadows, but turn off Accepts Lights.
05:16That way, it is just a 100% white solid and if you forgot to make your solids
05:21white, just go ahead and change your color in Solid Settings, and that has
05:24captured my nice black shadow.
05:26We'll do the same to the back wall, aa, Accepts Lights off.
05:33Now I see black shadows.
05:35And for the window, aa, Accepts Lights off.
05:40So again, this is very important, Accepts Shadows on, Accepts Lights off.
05:45That's one of the main secrets to this trick.
05:48Okay, I now have black shadows on white walls, but what I really want to see are
05:52my original walls underneath.
05:53Well, this is where blending modes come back to rescue again.
05:57Remember when we did multi-pass renders that Cinema put the Shadow layer in
06:01Multiply mode so the white was unaffected, and only the dark areas were
06:06darkened on the render?
06:07Well, we want to do the same thing here.
06:09Once again, press F4 to return to our modes and now for the Window Boolean, I
06:16will set its mode to Multiply.
06:20Now, the window comes through as just the shadow.
06:23Go to the back wall, same thing, Multiply mode.
06:28There is the back wall with its original rendered color but with my shadows added in.
06:34Finally, floor, set it to Multiply mode as well, and there is the floor with just
06:40the shadow from the text.
06:42And to show you that this is interactive, I am going to pull the text around and
06:46you'll see how as I pull it closer to the lights, the shadows grow in size and
06:51also travel across the floor.
06:52As I drag it up over this window,
06:56you'll notice how the shadows do, indeed, break up across this window.
07:01They are falling on the front surface of that window separately than they are
07:05falling on the back wall.
07:07So, that's another important trick.
07:09We have a little bit of artifacting here on the edge, but frankly, that's a lot
07:13better than no shadows at all.
07:15Well, by the way, speaking of artifacts, sometimes when you do this sort of
07:19trick with object buffers, if you render this with an Alpha Channel, you
07:23might see a white fringe in here, in an interface between the Alpha Channel
07:28and the object buffer.
07:29If you ever see that white fringe, select the object buffer layer, not the shadow
07:35catch layer, but the object buffer, that's causing you some grief and giving a
07:39white fringe, and apply the Minimax effect to it, Minimax.
07:47Apply it to your object buffer, set it to Minimum rather than Maximum, set it
07:51to a small Radius of 1 and that will clean up any white fringes you see on the inside.
07:57It does have the cost though of shrinking your shadow catcher and also creating
08:02a bit of an edge here right around this fall off.
08:04So only use it if you see an artifact.
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Refining the shadows
00:03So, I now have objects added in After Effects casting shadows, apparently on my 3D scene.
00:11But what they're really being cast on are just those shadow catcher layers that
00:16I've created with a combination of the 3D program and solids in After Effects.
00:21Let's tweak this out a little a bit.
00:22Okay, the shadows are quite dark.
00:26There's a few ways of fixing that.
00:29One, each light, I'll double click one, has a Shadow Darkness parameter.
00:36So if you had a particular light that you thought was casting a particularly
00:40dark shadow, first I'd isolate which light is causing me the grief, like that one
00:45right in the middle I don't like so much.
00:48Double click it, decrease its Shadow Darkness to, say, 50 and now its shadow
00:53has much less effect.
00:54You can also type AA, reveal it in the timeline and interactively scrub it.
01:00That - or like that.
01:05And by the way, the Shadow Diffusion parameter for each light affects how
01:09soft the shadow is.
01:11So, I can soften up those shadows to create something blurry, or go down to 0 and keep them sharp.
01:17By the way, Shadow Diffusion does really add to your render time,
01:20so use it judiciously.
01:23Another approach is to take the layer receiving the shadow, the shadow catcher
01:29and reduce its opacity, so there's less shadow to add in.
01:33In this case, the back wall's at issue.
01:36I'll press T to reveal its opacity and scrub it down, basically fading out the
01:42shadows on the back wall.
01:44You see, I haven't touched the window yet, so it's 100%.
01:47There's the back wall.
01:49Okay, somewhere in there, maybe I'll leave it a little bit different just so I
01:53accentuate this difference between falling on the window and falling on the back wall.
01:57The third way to affect this and it's not really the right way, but it is
02:01another approach, is to select your layer casting the shadows.
02:05Again, type AA to reveal its parameters and play around this Light
02:09Transmission parameter.
02:11What Light Transmission says is, "Is it 0?"
02:13The shadow is black.
02:16At 100, the shadow is the color of the layer casting the shadow.
02:21So, you can modify, or colorize, or alter your shadows by playing with
02:25this parameter as well,
02:27but normally you will leave that at 0 to get dark shadows.
02:29Now, I want to emphasize that this is completely interactive.
02:33This is a 3D layer in After Effects.
02:37It reacts to the camera move and the shadows move as the rest of the scene changes.
02:42I could even add animation to that text and it would be reflected in these shadows.
02:48For example, if I were to open up my Animation Presets, go down to Text and go down to 3D Text,
02:56I can have a lot of fun applying one of these different effects.
02:59For example, I know that Flutter is a particularly fun animation, so I'm
03:03going to double click it.
03:04It's applied to the Text layer.
03:05I'm going to go ahead and hit 0 on the numeric keypad to RAM preview.
03:14As it starts to render, we'll see this big shadows as the text flies or
03:19flutters down into position.
03:20Isn't that cool how it's going on these different surfaces including the floor
03:24in addition to the back wall and then as the text settles into position, the
03:35shadows create the normal pattern that we had when the text is at rest.
03:41Last character falls into place there.
03:43I press the Spacebar and let's see that in real time. Kind of fun!
03:49I'm going to press Command+Z or Control+Z on Windows to undo and try a different one.
03:54For example, I know this one on Path down here that we can also have a lot of fun with.
03:58Press 0 to RAM Preview and as the text starts to flutter in, you'll see it casted
04:04shadows on the back wall and floor, while it also forms a line along this path
04:13in my window, and it's almost done forming here.
04:19And that's a lot of fun as it moves across the window here.
04:25And you see how, particularly this A breaks up depending on when it hits the window,
04:28which is further forward, or the back wall.
04:30And again, I want to emphasize these are fully interactive layers,
04:34that's the reason you're breaking up your workload this way, Text>Path options
04:39and I can go ahead and scoot along the First Margin, so it goes further along the
04:44line, or just go ahead and pick up the whole layer and scrub its position over an
04:50X to more artfully position it against the wall.
04:54Press End and the animation will end up here.
04:56So, that's pretty cool!
04:58Now I have gone ahead and done a couple of modifications to this project.
05:01I've gone ahead and move the last keyframe from moving along the path down to 5
05:05seconds and eased into it, couple of other tweaks, and here's a RAM Preview of
05:09the final animation, a lot of fun!
05:14And during the RAM preview, I'm noticing little things like the text could be a
05:18little smoother here in the shadows.
05:20There's ways of fixing that.
05:21For example, if you open the Composition Settings, go to the Advanced Tab, look
05:26underneath the Advanced 3D, Rendering Plug-in, click on Options.
05:29If you make the Shadow buffer larger, such as maybe 1500, it will slow down your
05:34render, but it will sharpen up your shadows.
05:38You see how much cleaner they are and you get less shattering and there you go.
05:42That's the last piece of the puzzle to get really good Integration between
05:45CINEMA 4D and After Effects.
Collapse this transcript
Conclusion
Wrap-up
00:03And now you should have a good grasp of the core concepts you need to master to
00:07integrate a 3D world from Cinema 4D into the world of After Effects.
00:12Not only does it make it easy for you to set up things like Camera data, null
00:16objects or solids for where you want to place new objects in After Effects,
00:20create mattes to mask out those objects, do multi-pass renders and a few other
00:25tricks like setting up the shadow catchers I just showed you.
00:28It makes really easy in that it puts it all into an After Effects project for you
00:32with the layers already in place.
00:34It makes it much faster to get going and start adding any elements that you need.
00:38As part of this, I do want to thank Adobe for After Effects, Maxon for lending
00:42Cinema 4D and also for iStockphoto who also gave us the textures and videos that
00:47you are using in this tutorial.
00:48Hope you find it useful.
00:50Look forward to creating some more tutorials for you in the future.
00:53Have fun!
Collapse this transcript


Suggested courses to watch next:

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

After Effects CS5 Essential Training (8h 39m)
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After Effects CS5.5 New Features (1h 42m)
Mark Christiansen


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