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Element 3D Essential Training

Element 3D Essential Training

with Chad Perkins

 


Element 3D is a third-party plugin that allows actual 3D models to be created from scratch or exported to Adobe After Effects, and rendered and composited at a high level of quality and impressive speed. Element 3D Essential Training walks you through the entire workflow and feature set. Author Chad Perkins starts with an introductory project to get you comfortable with the overall workflow in Element 3D, including transforming objects, applying materials, and lighting scenes. The course then details how to create 3D text and shapes, apply translucency and reflections, animate objects, and polish your projects with effects like ambient occlusion and motion blur. The course concludes with an advanced project that leverages each of these techniques.
Topics include:
  • Assigning objects to groups
  • Adjusting basic object transform properties
  • Creating 3D objects from text and masks
  • Working with bevel presets
  • Creating custom materials
  • Adding illumination
  • Creating bumps with normal maps
  • Using replicator shapes
  • Animating with the animation engine
  • Creating a shallow depth of field

show more

author
Chad Perkins
subject
Video, Motion Graphics
software
After Effects CS6, Element 3D V1
level
Appropriate for all
duration
4h 57m
released
Feb 11, 2013

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1. Introduction
Welcome
00:04Hey folks! My name is Chad Perkins. On behalf of lynda.com,
00:07welcome to this training series.
00:09We're going to take an in-depth look at Element 3D from the ground up.
00:14First of all, what is Element 3D?
00:17Element 3D is a plug-in for Adobe After Effects created by the hero of the After
00:22Effects community, Andrew Kramer from videocopilot.net.
00:26After a simple starter project, and some explanation of basic features, we'll
00:30look at how Element allows you to create simple 3D objects from scratch, such as
00:35text, and extruded masks.
00:37We'll even look at how you can use shapes from Photoshop and Illustrator to create
00:413D objects in Element.
00:43But you could also import 3D objects.
00:46Yes, you heard that correctly;
00:48you can now, with Element, import 3D objects into After Effects, and we'll look at how to do that.
00:55Element also allows you to create and apply materials to 3D objects.
00:59We'll look at how to do that from scratch to really improve the quality of our
01:04renders in After Effects.
01:05We'll also look at some tricks to fake more complex materials.
01:09But Element is even more than this;
01:11Element is also a 3D particle generator, allowing you to quickly create an
01:15array of 3D objects.
01:17We'll see tons of examples of this in action, and really get a firm hold on how
01:21to use this replication system in practical ways.
01:24We'll also look at evil, stampeding, tiny cows.
01:28We'll also be learning a bit about cinematography, so that you can use After
01:31Effects' lights and cameras to get the best possible renders out of Element,
01:36including how to get the ever popular shallow depth of field look.
01:40On top of all of this, Element also has a powerful animation engine, which allows
01:45you to animate between 3D objects.
01:47This can create some amazing results that we'll look at, like this.
01:51(music playing)
01:54Also, really cool text animations, like this. (music playing)
02:00Throughout this training series, we'll also be looking at how easy it is to
02:03integrate 3D footage into live action shots using Element.
02:09Finally, we'll wrap everything up by looking at a little project I made
02:12entirely in After Effects using Element 3D.
02:15(video playing)
02:41We're going to start from scratch, and learn a ton in this training,
02:44so let's get to it.
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Using the exercise files
00:00If you're a premium member of the lynda.com Online Training Library, or you've
00:04purchased this training on a disk, then you'll have access to the exercise files
00:07to accompany in this training.
00:09Here's how these are organized.
00:11In each Chapter, you'll find the corresponding projects that go with that chapter.
00:16So, if you're watching Chapter 06, you'll find the projects that go along with Chapter 06.
00:21Now, only the projects are in these chapter files. All of the media is located
00:26in these separate folders inside of the Media folder.
00:29Now, if you are a monthly or annual subscriber to the lynda.com Online Training
00:33Library, then you won't have access to these files, which is a kind of a bummer
00:38actually, because if you go into the 3D Files in the Media folder, there's a
00:42bunch of really cool 3D models, such as the spaceships and things like that,
00:46that are in the public domain, and are free to use for commercial projects, or
00:49personal projects, or whatever you want.
00:51So, there's that, and let's go ahead and jump into the training.
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2. Creating Your First Project
Creating 3D lightbulbs
00:00In this chapter, we're just going to get comfortable with Element as we work
00:04through a little project.
00:06I am going to right-click in this composition; that's the Intro Project Step 1 composition.
00:11I'm going to create a new Solid layer.
00:14Now, it doesn't matter what color it is, but go ahead and make sure that you
00:18click the Make Comp Size button, and we will rename this Element.
00:23Go ahead and apply the Element effect in the Video Copilot category to this
00:28layer, and here we have what seems to be the very simple controls in the Element effect.
00:36But we really get to the heart of the effect by clicking this Scene Setup button.
00:43That launches the big interface of Element 3D, and this is really where you do a
00:48lot of work with Element.
00:50Now, throughout this project, you'll notice that I don't explain what I'm doing too much.
00:54I kind of want to just get you familiar with the feel of Element, and we'll
00:59explain all this stuff in detail as we go throughout the course.
01:03But again, this project is just to get started with this little project.
01:07You'll also notice that I have additional models here in the Model Browser that
01:11you will not have, and I have additional materials and presets here that you
01:17will not have as well.
01:18These are additional packs that I've purchased from Video Copilot, which I highly
01:21recommend, and we'll talk about later.
01:24Now, back up to my Model Browser here, I'm going to click on the Starter_Pack,
01:28which you will have. This ships with Element as well.
01:31And what I want to do is I go over here to the bulb model.
01:36Not to bulb_white, and not to bulb_on; there are three bulbs here.
01:39I just want to click on bulb 1; click once.
01:43This adds this model to my scene, and I can click and move this around.
01:48You can see that it's a three-dimensional light bulb. It has a little bit of
01:52a reflection going around the top of the light bulb here, which we can totally change.
01:57And as I move around, again, you can see little filaments inside moving around,
02:00because this is a three-dimensional light bulb.
02:03I'm going to go ahead and click OK in the upper right-hand corner here.
02:07This will accept that, and apply this light bulb into my scene.
02:12And if I zoom out in my project, so we can see everything here,
02:15you could see that it's in my scene.
02:16But the real magic is if I go up to the Layer menu, create a new Camera, and
02:22I'll just go ahead and accept whatever default settings are here, and click OK,
02:27and then I'm going to click on the Unified Camera Tool.
02:30And if I go now, and click and drag around, you can see there I have an actual
02:36three-dimensional object in my scene.
02:39You can see that the reflections are alive, and you can see how fast this renders.
02:44It's absolutely incredible.
02:46And that's all it takes to add 3D objects to your scene.
02:50Now, what I'm going to do is select that Camera again, hit the Delete key to
02:54delete it, then go to File > Increment and Save, and this creates the next step,
03:00which will be the starting point of the next movie, when we add the turned
03:05on light bulb.
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Turning on the light
00:00So, continuing on where we left off our little project with our 3D turned off light bulb here,
00:05I'm going to go back to Element, click the Scene Setup button to again open the
00:10Scene interface, where we have our scene here, which basically consists of
00:15this one bulb. I am going to go back over to my Model Browser, click on
00:19the Starter_Pack, and there's also this bulb_on model, so I'm going to click this;
00:24that adds the bulb_on to our scene.
00:26Now, that did not replace our bulb. If we click on the bulb here, we can see
00:30it, and then bulb_on, we can see that there.
00:33So there's two different objects in our scene,
00:36and we want to be able to control them independently, and actually we want to
00:40animate between these two objects.
00:42So in order to do that, we need to put these objects on different groups. I want
00:47my regular bulb to be on Group 1, and that's active here; we can see that. But
00:52right now, bulb_on is also on Group 1, and we don't want that.
00:56So I'm going to click on that to disable it from Group 1, I'm going to click on
01:01Group 2 to enable the bulb_on onto Group 2, and now we'll be able to adjust
01:07them and animate them separately, and I'll show you what that looks like. We'll
01:11go ahead and click OK here.
01:13Now, when we click OK, and we come back to our scene, we're only seeing the lit up
01:17light bulb, because that is the one on top of the other light bulb, but if we
01:23want to adjust these, we come over here to Group 1, and Group 2.
01:27Now, remember that the turned off light bulb was in Group 1, so all these
01:32controls are going to adjust the turned off light bulb.
01:36Group 2 controls the turned on light bulb, and all these settings control that
01:41light bulb. And we'll talk about groups later on in detail, but what I want I
01:46take a brief look at is this Animation Engine.
01:49If I open this up, this Animation Engine basically allows us to animate
01:54from one group to the next. So to see this, I'm going to enable this, and now
01:59we're only seeing Group 1, but we're having our start group, by default, be Group 1;
02:04that's the turned off light bulb.
02:06The finish group is Group 2, which is the turned on light bulb, so it's going to
02:12animate between these two groups from the turned off light bulb to the turned on
02:16light bulb, and then we can go to the animation slider, and we can click and drag
02:20on this percentage, and this turns on the light bulb.
02:25Now, it doesn't really turn it on; it's really just animating between these two
02:28groups, which is a turned off to a turned on light bulb. So then let's actually
02:33see what this looks like. I'm going to go out to about a second in time, click the
02:36stopwatch for animation at 0%, I'll go out to about a second, and I'll turn that
02:43up to 100%. Now if we go back to the beginning of our animation, we have
02:49nothing for a second, and that turns on over a second.
02:51Of course, we could select our layer, and press the letter U to see all of its
02:56keyframes, and we could drag those together if we want this to be an instant
03:00turn on here, like that.
03:03Either way, though, we now created two 3D light bulbs that animate
03:08between themselves.
03:09It's an absolutely incredible thing. Usually, when I have to turn something on, I
03:14need some very light music, and candlelight dinner, but with Element, it's
03:17really, really easy.
03:18In the next movie, we'll look at a few finishing touches that we can add to
03:22this project.
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Adding the final touches
00:00As we've gone throughout this chapter, we have seen the power, at least, the
00:04potential power of using this Element effect. It's incredible.
00:07We have actual live 3D objects that render fast, and animate between each
00:13other in our scene.
00:14There is a tendency, because Element is so cool, to just leave it as is; to
00:19just let Element do all the work, but we can't do that.
00:22As artists, we need to contribute something to this, and not let Element get all of the credit.
00:28So let's add a little bit of polish here.
00:30What I'm going to do is I'm going to go the Layer menu at the top, and choose
00:35New > Adjustment Layer.
00:36And what I'm going to do now is apply the Glow effect, because I think we could
00:41actually create a better looking glow than what's there. I'll take up the
00:45threshold maybe a little bit, maybe increase the radius, actually maybe
00:51I'll take down a little threshold, and make this a little bit brighter, as if
00:55it's really lit up, kind of like that.
01:02It really does look lit up. That's good.
01:05And what's really cool is that Glow uses the luminance of the object based on
01:12our threshold value to determine when it's lit up. So when this light bulb is
01:16turned off, there will be no glow, and all of a sudden, blink; glow.
01:20Now, another thing that I want to do is add a background here.
01:23So I'm going to go to the Layer menu again, and choose Layer > New > Solid.
01:27Let's actually go ahead and click on the color swatch here. I'm going to make
01:32this kind of a bluish color to complement with those yellow tones in light
01:39bulb, and I'll drag this below the Element layer, so we have a nice little
01:44background there. Just a single tone is not that attractive here, so what
01:49I'm going to do is go up to the masks at the top.
01:52I am going to choose the Ellipse Tool, and I'm going to double-click the Ellipse
01:56Tool, and I'm going to select the solid here, open up the Masks settings, and
02:04for Mask Feather, I'm going to increase the feather a lot. There you have our final project.
02:12Now we have this cool light, it turns on, it glows really cool, and actually I
02:18might just drag these together, so that kind of pops on a little bit more. There
02:22we go. And we have this cool background. The colors look good together.
02:27This is something we could really be proud of, and again, not let Element get all
02:31the credit for our work.
02:34So as you can see, Element has some phenomenal tools for creating and animating
02:393D objects, and this is just a warm-up.
02:41We have so much other great stuff to look at.
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3. Overview of Element 3D
Overview of the Element 3D workflow
00:00Now that we've had a chance to play around with a project in Element,
00:03in this chapter, we are going to look at a big picture overview of the
00:08workflow in Element.
00:10It is, after all, a little unconventional.
00:12So in this movie, we'll just look at a big picture overview, and then we'll get a
00:16little bit more specific in the next few movies in this chapter.
00:19Let's go ahead and come down to the create new composition button here at the
00:23bottom of the Project panel.
00:24Create a new composition using the HDV/HDTV 720 29.97 preset. I'll go ahead and
00:30click OK. I'll right-click, and I'm going to choose New > Solid. I'm going to make
00:36this the size of the comp, and click OK. It doesn't matter what color it is, and
00:41we'll go ahead and apply Element to this solid.
00:45Now, in most cases, you're going to want to go straight for the Scene Setup button.
00:50However, if you are using custom materials, which we'll talk about later, or if
00:54you're creating your own 3D object from a custom text layer, or from a mask,
01:00which again, we'll talk about later also,
01:02then you start here.
01:05But other than that, you'll want to come straight to the Scene Setup button to
01:08open the scene interface, and this is where we will do a lot of the, at least, the
01:14initial setup in Element.
01:16And so then we come over here to the Model Browser, and we can go and click
01:20on one of these folders, if we have them, and click to add a 3D element into our scene.
01:27So I have clicked on Alarm Clock, and now the alarm clock is in our scene.
01:31Here in the Scene area, in the Element interface, we have the model -- that's the
01:38alarm clock -- and we assign it a group.
01:41We could really have as many 3D objects as we want in a scene, but to have
01:46individual control over each element, we'll need to assign them a group, and
01:51there's only five groups.
01:53So essentially, for every instance of the Element effect, you could have five
01:58independent groups of 3D objects, and once they're on a group you don't have too much control,
02:04so probably best to constrain yourself to use one 3D object for each group;
02:09that's five groups total.
02:11Now, here below the 3D object, we have the different textures applied to the object.
02:17So, when we apply a 3D object, it's essentially just a naked model, and it
02:23looks shiny, or like it has clock hands, or whatever, because of the different textures applied.
02:31We can, of course, let's say, for example, I will click on Main here, come down to
02:35the Presets area, and maybe I'll change this to a flat color. Just drag and drop
02:41that on top of the main texture, and that changes it. Or I could click on Black
02:46Hole, and drag and drop, and that changes that.
02:49We'll, of course, talk much more about each of these steps later, but this is just
02:53the general workflow.
02:54We open this up, this interface, we apply the 3D objects, we clothe it in the
02:59material that we want,
03:00we could adjust things like the environment, and lights, which we'll talk about
03:03later, and once we get that set up, then we click OK.
03:07Now we could come back here, and we open up the corresponding group to adjust
03:12the 3D model. So our 3D model here is on Group 1, so I'd open up Group 1, and
03:17here we actually have a Particle Replicator which creates multiple instances of our object.
03:22So if I wanted to create multiple clocks, I could increase the number of
03:26particles. I could change the array.
03:30So, for example, the current Replicator Shape is Point. I could change this to
03:34Sphere, making a sphere of seven clocks.
03:39And of course I could play around with this. I could scale the shape up and down,
03:44and I could rotate these, and do any one of a number of cool changes. We could
03:48pilot a camera around this scene; whatever we want to do.
03:51And then we could animate these; adjust all the different groups. We could
03:55also animate between different groups, and that's a pretty cool trick we'll talk about later.
04:01And then we come down to the Render Settings, and the Output, and we add some
04:05finishing touches to make everything look beautiful.
04:08So that is the overall workflow of Element 3D, in a nutshell. And again, as we go
04:15throughout this course, we're going to be getting much more specific in
04:18detail about each little step.
04:21We can perfect every little piece of the puzzle.
Collapse this transcript
Previewing 3D objects
00:00In this movie, we're going to look at how to preview 3D objects in the Element
00:043D scene interface.
00:06And we're going to start from scratch again, so go ahead and create a new comp
00:10using the HD same preset, 720 29.97; click OK. right-click, create a New > Solid,
00:17click OK, apply the Element effect, click Scene Setup, and here we are again.
00:24And again, as you can see here, I have a couple extra model packs. I have Projectile
00:29Weapons and Motion Design that you won't have unless you purchase them from
00:33videocopilot.net. But I could go through here, and I am going to click on Icons
00:38here, and we have 30 icons that ship with videocopilot, which is pretty cool. I'm
00:42going to click once to get the Atom model in here.
00:45Now, this is a great way to preview materials and 3D objects, to kind of get of
00:52look around them. So what we could do is click and drag with our left mouse
00:56button to rotate around this 3D object, which is pretty cool, and we can kind
01:01of see a little bit of the reflection of the environment, which we'll talk about
01:04later in this chapter.
01:05We can see that in there, so as we move that around, you can see that we're
01:09reacting with the environment, which is pretty cool.
01:12If you click and drag our right mouse button, we could actually move the
01:16environment around. That will make more sense when we actually talk about the
01:20environment later on, but just be aware of that.
01:23If we zoom with our scroll wheel, if we have wheel on our mouse, we could
01:27actually zoom in and zoom out of this, and so if we want to zoom in, and get close,
01:34and see the details, which you'll find with these models that ship with Element
01:38are actually really good, so we can get a close-up look there.
01:42I'm actually going to zoom out little bit. We could also hold the middle mouse
01:45button down to pan up, down, left, right, if we want to move the whole scene
01:51over without rotating.
01:53So again, rotating around, moving up and down, left and right, with the middle
01:57mouse button, move the environment with the right mouse button, and we can zoom in
02:02and out with that mouse wheel.
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Applying materials
00:00In this tour, we're going to look at how to clothe our 3D objects in different
00:05materials. Let's go ahead and go and create a new comp with this HDV/HDTV
00:11720 29.97 preset. Click OK, right-click, make a New > Solid comp size, click OK,
00:18and add Element to that.
00:19We can go ahead and click on Scene Setup button, and we want to go over here to
00:24the Model Browser, and we actually want to click on Primitives.
00:26There's 54 basic shapes that come with Element, and these are extremely helpful;
00:33everything from basic shapes, like spheres, and boxes, and blobs, to stuff like an
00:39empty room, which you can clothe with your own textures, and make really cool.
00:43So a lot of really great stuff here; water drops.
00:47And what I want to do is actually click on this blob object; click on blob, and
00:52now we have this blob in our scene.
00:54None of these Primitives here, or the Icons for that matter, have any textures
00:57applied to them, so they're almost just like naked 3D objects, and again, we need
01:02to clothe them with materials. You could see over here in our scene, we have our
01:06blob, and we have a material with zero textures on it.
01:10Now, we could click on this material, and now we could actually use our own
01:16textures for these materials. We could also just click, and let's say Diffuse
01:20Color, if we want to make this red, or if you want to do something like that, and
01:25we'll have a whole chapter on materials later on, but that's just kind of like
01:29how to get started there.
01:30If we go over here to Presets, Element comes with a big load of really cool
01:35presets, so we can, say, drag and drop black hole, for example, onto our object.
01:40Just click and drag and drop that onto the object. Or alternatively, you can
01:44drag and drop it over to the materials area in the scene, but make sure that
01:50you drag it on exactly the texture that you want to replace, because some of
01:53these objects get quite complex, and have a lot of different textures here, and
01:58so you want to make sure that you're dragging and dropping it on to the right one,
02:02so you don't want to replace the wrong texture here. But if I click and drag
02:06around, as you can see, we have some interesting Fresnel action going on around
02:09the edges. It basically means that we could have a different texture in the
02:13middle, and a different texture on the edges, which creates a very cool effect like
02:18that. Ah, I love that.
02:20Another one of those Fresnel textures; the Glow Glass also looks really cool, or
02:25the Outside Glow, kind of like the opposite, where we have a glow on the outside.
02:30Personally, I like the look of these materials so much, I often start with one
02:34of these as a jumping off point. So, if I want something shiny, for example, click
02:38and drag Shiny, and then I can adjust this to my liking, but again, I use these
02:44kind of like a jumping off point.
02:46And again, as we'll talk about later, there's also custom shaders, they call it Pro
02:50Shaders, that you can also buy additionally from Video Copilot, but I think the
02:5421 materials that it ships with for free are actually very awesome as well.
02:59That's how you apply a preset material to a 3D object in Element.
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Using lighting presets
00:00As After Effects users, we know full well the power of light, and when it comes
00:06to 3D objects, the difference that light makes becomes even more significant.
00:11This chess set looks pretty cool here.
00:13This is made with Element 3D.
00:15It's one of the preset models that it comes with it, actually.
00:18And as we turn on this light, give that a little bit of direction,
00:21you can see that it makes a significant difference in at least the mood of the
00:25scene, if not the realism as well.
00:27And so Element 3D has a series of Lighting Presets that it ships with,
00:33that'll kind of get you started with lighting,
00:34so let's take a look at those.
00:35I'm going to select the Element layer here.
00:37I'm going to go into Scene Setup, and if we're looking -- I'll go ahead and click
00:42my chess_board here,
00:43wait for that to load; click that around.
00:46I'm going to actually zoom in to that just a little bit if we want to there.
00:50And what we could do here is, in this dropdown, this Default Lights dropdown here,
00:54we have a series of lighting presets that we can use.
00:58So, we could click on Dramatic, or Cinema, or even something crazy, like Underwater.
01:04Now I will go ahead and click OK here,
01:06and when I do, and I come back to my scene, you'll notice that the lights have gone away.
01:11Well, we can adjust the default lights there, or the lighting presents there;
01:15it's kind of just a temporary way to look at our own model.
01:18We could also come in here to Render Settings, inside the Element effect,
01:22and we could open up Lighting, and then we find those same Lighting Presets here
01:28in the Add Lighting dropdown.
01:29So, if we want to choose Dramatic, for example, we can choose that here, and now
01:34it stays in our scene.
01:35Look how beautiful that looks.
01:37That's just incredible.
01:38And then if we want to, we could actually, make sure that Use Comp Lights is selected;
01:43that's actually the default,
01:44and we could supplement the lighting here with a comp light.
01:50So again, we could add more to our scene using the comp lights, and
01:55these lighting presets.
01:57A lot of times, I will use these lighting presets, honestly, if I am just kind of --
02:01I want to get a feel for what I could do with these 3D models; of how I want
02:06to light these things.
02:07After Effects is not really designed to be a 3D program,
02:10so these models don't really react to After Effects lights the way regular
02:14objects would. It's kind of wonky sometimes,
02:16and so sometimes I will just go through here, and look at these different
02:20lighting setups to see, you know, what do I want to do with this 3D model?
02:24What kind of lighting setup do I want to what I have?
02:27And I will just be inspired by that, and I will add comp lights to
02:31supplement that as I see fit.
02:32So, you don't have to use these lighting presets.
02:35By default, this is set to None,
02:36but you can add these additional lighting presets if you'd like to.
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Using the environment
00:00The last important component of Element that we're going to look at in this
00:05chapter is the environment.
00:07So, let's go ahead and click the Scene Setup button here in Element to open
00:10the scene setup; the scene interface here.
00:13And we'll go to Primitives, and I'd like you to scroll down here, and we want to
00:18click on the round_box.
00:21And again, when you bring in these icons, or primitives, they don't have any
00:25textures applied to them; we can see a faint reflection, but let's go ahead and
00:29apply a reflective material here.
00:30Let's go to the Presets, and then grab this Chrome, which is one the most
00:34reflective presets out there.
00:36Drag and drop this onto our round_box to apply that material.
00:41And as we click and drag around here, we can see this cool reflective texture.
00:46What it is actually doing is reflecting the environment.
00:50So, that's how we create reflections in Element.
00:53Now, if we click the Environment button, we actually see the environment in the
00:57back, and basically it's a map.
00:59It's a big image that's being projected onto this cube; our object here.
01:04And again, if we right-click, we can move that around.
01:07You could see it's moving in the background.
01:09So, it's changing how this image falls on the reflection of our cube.
01:15Now, we could actually change the environment, which is pretty cool.
01:18I'll click the Environment button, so that you could see we have a huge
01:21collection of images that we can use in environment maps that ship with Element.
01:26And then, we also have a bunch of controls over here, if we want to tweak it further.
01:30We could also use custom layers as environment maps, and we've looked that before;
01:35we set that up in the plug-in back in the regular After Effects interface.
01:39But let's say, for example, I'll use Garage,
01:41and now our reflections look completely different, and because this object, or
01:47this material is so reflective, this different material, or different environment
01:51has completely changed the look of our object.
01:54And we have this Garage here, and I could change this to Garage Blurred. Oops!
01:59There we go, Garage Blurred,
02:00and now it's a much softer. If we click OK, much softer reflection, much less
02:05distinct, which can be a good thing.
02:09And I'll go ahead and turn back off the Environment,
02:11so we can focus just on this texture here.
02:13Go ahead and click Environment again.
02:15I'll click this dropdown.
02:16We could also Load from file, so keep that in mind.
02:19There are some cool textures here. There is a Garden.
02:23So, pretty much anything you want to reflect, any type of environment, or color
02:26scheme you want to reflect, you would find here.
02:28I really like the Studio here,
02:30like this Studio_Warm_Blurred is probably one of my favorites.
02:33Maybe I'll just go to regular Studio_Warm, click OK, and you just see it
02:38looks so incredible.
02:40So, go and click OK here,
02:43and just know that if you'd like to adjust this even further, you can do that
02:47here in the Element plug-in, in the Effect controls panel. I could open up
02:52Render Settings, then Environment, and I could show it in background here with this
02:57checkbox if I want to do that,
02:59or I could rotate the environment, and that again gives us a different look.
03:03So, if I want to position this, so maybe like the cool ceiling lights are right there,
03:08I can do that; rotate it as desired.
03:12So, it's pretty cool.
03:15So, the environment does play a big role in our reflections, and because of
03:20the limitations of the system that Element was built on, there aren't any real reflections.
03:25So, if we have two, three objects here in Element, there is no way, as the time of this
03:30recording, to be able to reflect those objects onto each other.
03:33So, you kind of have to fake it using this environment, and that's okay, because
03:37human eyes are really not very good at distinguishing between reflections.
03:43They get soft, and blurry, and it kind of doesn't matter what the reflections
03:47look like that much.
03:48So, as long as they're kind of in the ballpark, which you can do by using
03:52different environment maps, then it is close, and it seems like a
03:55believable reflection to us.
03:56So, it's not that big of a limitation,
03:58but again, this whole environment thing does play a big role in our work
04:01in Element 3D.
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4. Working with 3D Objects
Assigning groups
00:00In this chapter, we're really going to dig in deep, and look at using 3D
00:04objects in Element.
00:06First step, we're going to be looking at groups, and using groups.
00:10So, you can see here in the Element plug-in, we have group controls for
00:15five different groups.
00:16And groups really are the fundamental, or one of the most fundamental concepts in
00:21working with Element, but they're also one of the most confusing.
00:24Let's go ahead and click the Scene Setup button, and get into this here.
00:27Let's go ahead and go to the Starter_Pack in the Model Browser, and scroll all
00:31the way down, and go ahead and click on the paint_can,
00:34click on the soda_can, and then click on the telephone_pole.
00:38So now we have these 3D models in our scene, and you can see here that these
00:43are where we assign different groups for each 3D object.
00:48As you can see, the Group number 1 is illuminated for all 3D objects as they
00:53are brought in, by default,
00:54so they're all put on Group 1.
00:56Now, I like to think of these groups as buckets that hold 3D objects.
01:01There are five different groups.
01:03You could put as many 3D models into one group as you want,
01:06but if you want to move, scale, rotate, or otherwise transform pretty objects
01:11independently, you'll want to make sure that each 3D object is on its own group.
01:17If I keep all these three objects on Group 1, and I click OK, and I go back to
01:23the main part of the interface, you could see, we only see one object at a time.
01:27They're all on Group 1, and so all of Group 1 controls of three models.
01:32So we really have to go in here and play around to even see those 3D objects, and
01:36again, we cannot adjust them independently if they're all on the same group.
01:40So what we'd want to do is go back to the Scene Setup here, and what we need to
01:46do is, let's say, for example, telephone_pole we want to keep on Group 1.
01:49What we have to do for soda_can is disable it from Group 1, and enable it for
01:54another Group; let's say, Group 2.
01:55Same thing with paint_can. We want to disable it for Group 1, and enable it
02:00for, let's say, Group 3.
02:02Then if we click OK, we can adjust -- well, let's see; we have Group 1 here, and I'll go
02:08to the Particle Replicator, and we can move the position here,
02:11so that we move the telephone_pole in Group 1, in Group 2, we adjust the
02:17position of the soda_can,
02:20and then Group 3, open up the Particle Replicator, and adjust position of the paint_can.
02:26So now all three of these objects still exist in the same world, but we have
02:30absolute independent control over each one, and that is the purpose of groups.
02:36A little bit of later, we'll also talk about how we can animate between
02:39different groups, and that gets really cool, and kind of complex as well.
02:43But just remember, if you want autonomous 3D objects that we can adjust
02:48independently, they need to be assigned to their own group.
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Adjusting basic transforms
00:00In this movie, we're going to look at adjusting basic transform.
00:03We have scale, rotation, position, and all that kind of stuff, and on the surface,
00:07that sounds really simple, but in Element, it's kind of not.
00:10So, let's go ahead, and we'll apply Element to this Element layer,
00:15and you can see that I've applied a background here that's currently hidden.
00:19Go ahead and click Scene Setup, and go to the Starter_Pack in the Model Browser
00:24area, and scroll down a little bit, and add each of these rocks: rock_01, click on
00:30rock_02, and click on rock_03.
00:34Now, we want to make sure that these rocks are not on the same group, because we
00:40want to adjust them independently.
00:42So, I want rock_01 on Group 1, and that's great.
00:45I want rock_02 on Group 2, so we need to enable it for Group 2, and disable it for Group 1.
00:52We want rock_03 on Group 3, so we enable it on Group 3, and disable it from Group 1.
01:00So now, rock_01 is on Group 1, rock_02 is on Group 2, and rock_03 is on Group 3.
01:07Once that's all set up, go ahead and click OK.
01:11Now, it seems like we only have one rock, because they're all in the same spot,
01:14but remember, Group 1 is going to control rock_01, Group 2 is going to control
01:21rock_02, and same thing with Group 3.
01:24Now, in each of these groups, you'll notice three different categories.
01:27We have Particle Replicator, Particle Look, and then also this thing
01:31called Copy/Paste Group.
01:32Copy/Paste Group; you really don't need to worry about for right now.
01:36We'll talk about this in a later movie.
01:38This is really just a utility.
01:39But to control Particle settings, we use Particle Look, and Particle Replicator.
01:43Later, we'll talk about the Particle Replicator, which allows you to create
01:47almost like a little particle system with 3D objects.
01:51And so the Particle Replicator contains the properties to control the entire replicator.
01:57But this is where it also kind of gets confusing, because if you want to adjust
02:01position, we don't do that in the Particle Look section;
02:04we do that in the Particle Replicator section.
02:07So, I'm going to go to Group 1, and I'm going to change the Position XY of this rock.
02:14I'm going to move it over, and I'll move it back using Position Z. There we go.
02:22Over a little bit more maybe.
02:24Now, if you want to adjust the size of the rock, we can't do that in the
02:28Particle Replicator section;
02:30we have to go down to the Particle Look section for that.
02:32So, I could take this down a little bit, or make it bigger if I wanted to there.
02:37I'm going to close up Particle Look, and Particle Replicator, and actually all of Group 1.
02:41We'll do the same thing for, actually, we will leave Group 2 in the middle, and
02:45then we'll take Group 3.
02:46We'll move that rock over to the right.
02:49You notice that there is an effect control point here,
02:51so we could move that over if we wanted to use that.
02:55But the Position Z, if I move that back a little bit, will affect that,
03:00so now it's kind of off a little bit from the effect control point. It's kind
03:05of offset a little bit.
03:07I might choose to move that back even further here. There we go.
03:14So, those are the basic transforms.
03:16Another thing I just wanted to point out really quick; this really doesn't have
03:19too much to do with the tutorial, but lighting really makes a huge difference.
03:23I mean, these rocks are great. The texture, and obviously the 3D surface of these
03:26rocks is just really high-quality, and amazing, but once we add a light here,
03:30which I added a little green key light, and kind of a back light a little bit on
03:35some of these rocks, to kind of go in with the background a little bit, looks really great.
03:40And I've also added another light that's kind of like a pinkish fill, ambient
03:44light thing going on here from the top, just to kind of blend in, and become kind
03:49of like a contrast with the key green light.
03:53And when you put these together, it really makes a big difference in the
03:57realism of our scene.
03:58So again, here are the rocks before, and here are the rocks after, and of course
04:03we have this camera in our scene.
04:05We could select it, unlock it.
04:06Select the Unified Camera Tool, and move around here, which is really cool as well.
04:13So, those are the basic transforms, and again, it gets a little bit confusing,
04:17especially when you get into something like rotation, because in the Particle
04:21Replicator section, rotation controls the entire group, which again, we will talk about later.
04:26But then in the Particle Look section, there's also rotation, which controls the
04:29rotation of the individual object.
04:33Now, this becomes especially confusing when you start dealing with animation,
04:38because these properties are not really named.
04:40For example, this property right here is just called X, so if I set a keyframe
04:44for X here, and X here, and I come back down to my layer, and I press the letter U to
04:49reveal the keyframes, I just see those two properties that just says X and X. I
04:54have no idea what these are referring to.
04:56So, it does become a little bit of a challenge more than it might be in other
05:01third-party effects.
05:02If you're just tweaking settings, and you're not animating anything, no big deal, but again,
05:06if you add animation or expressions to the mix, you've got to be really careful
05:09to take note of what you're doing here.
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Isolating model components
00:00In this tutorial, we're going to look at hiding and isolating different
00:04components of 3D models.
00:05Sounds kind a boring, right?
00:07Well, there is actually a lot of really cool stuff you can do with this.
00:12So, I am going to go to Element.
00:14I have already applied it for you. Click Scene Setup to go in here.
00:18Let's go to the Starter_Pack in the Model Browser, and just to understand
00:21this concept, let's go down to the paint_can, and click it once to apply it to our scene.
00:27And we have here this paint can. We click and drag around. We can see it doing
00:31its paint-canny thing.
00:32I have some blue paint here, and a lid,
00:35but we might not want a lid, and we might not want that paint spill.
00:41So, if we look over here, we can see, underneath the paint_can model, the
00:45different materials that are applied to it.
00:47And what's really cool is that Element has to apply different materials to
00:53a model, it makes it a separate isolated component.
00:56So if we want to take off the paint lid, for example, we click this little
01:01button here, and this will, they call it mute, but we're basically disabling that object.
01:07So now we can see in here, and we have no lid, and here we also see the really
01:13high quality of the Video Copilot models.
01:17You know, when they modeled this lid, they could have just stopped here, and not
01:21gone on with everything underneath it,
01:23but they made it so that when we take off the paint, there is actually
01:27paint underneath, and the paint spill goes around the edge, which looks a
01:31lot more believable.
01:32Now, here is the paint_can_paint. I'll disable that. and now we have an empty paint can.
01:39And there's the paint_Drip; if we want a clean paint bucket, I could click on
01:43the paint_Drip to disable it, and now we have a fresh, clean, empty paint can,
01:50which is really cool.
01:52So, that's one of the benefits of isolating these different model components,
01:57but it gets better.
01:58I'm going to click this little X here, and I'm going to go, let's say, to the
02:02chessboard. I'm going to click the chessboard, and now we have this chessboard in our scene.
02:07As we can see, there are three different models here. We have the white pieces,
02:11we have the brown pieces, and we also have the chessboard.
02:15Well, the cool thing is that once you have these different objects separated
02:20into materials like this, then you could actually animate them independently by
02:25separating them out to groups.
02:26Let me show how you do that.
02:28If you right-click on the model, and choose Duplicate All, we'll now have
02:32two chessboards, and I am going to right-click again, and choose Duplicate Model again.
02:37So what I'm going to do here is, on the top chess_board, I'm going to deselect
02:44the brown pieces, and the chessboard, and I'm going to leave this on Group 1.
02:49Now I am going to go to the next instance of the chessboard, and I'm going to
02:53click it to activate it, and it has everything on it; all the pieces.
02:58So, now we are going to turn off the white pieces, turn off the board, the
03:04chessboard, and we'll also deselect this from Group 1, and enable it on Group 2.
03:10Finally, we'll come down here to the third instance of the chessboard, which
03:14again, contains everything.
03:16We'll take this off of Group 1, and put it on Group 3, and we'll disable all of
03:21the pieces, so we just have the board.
03:23So now, because of our wizardry with isolating components, we've made it so that
03:29we have a board separate on Group 3, we have the brown pieces on Group 2, and
03:35the white pieces on Group 1.
03:38And now if we click OK, we could come in here to our scene, we could come to
03:43Group 1, for example, and we can move the white pieces independently of the brown
03:50pieces, and the chessboard.
03:52So, as you can see, this ability to isolate different components of a 3D model
03:58comes in real handy, especially when you're using the really high-quality models
04:01that come from Video Copilot.
04:03It's just little features like this that add so much functionality to your
04:07experience with Element 3D.
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Working with multi-object objects
00:00All right folks; this is really cool.
00:02We are going to be talking about multi-object objects.
00:04Let me show you what I'm talking about.
00:06I'm going to click on Scene Setup in Element, and first, just to show you
00:11the difference here, I am going to go to Primitives, and I'm going to load up a
00:16sphere into our scene.
00:18Now what I am going to do is go to this little arrow right here, and I'm going to
00:23click it to get this flyout menu, and I am going to choose Wireframe, so we can
00:27see what this sphere is made of.
00:29Now, we are not seeing the back-facing polygons here, but we can kind of see it's
00:33just a simple sphere. Nothing big here.
00:35So, we are going to go ahead and click this X to close this out.
00:39In contrast, let's go over to the Starter_Pack group, and I'm going to click
00:43on ball_fracture, and wireframe is still active, and so we can see what's
00:48going on with this sphere.
00:49We could also see that inside of this sphere, there are all kinds of cracks and
00:54fractures. That's because this sphere happens to be a multi-object object. In
01:00other words, there are many components and pieces inside of this one sphere.
01:05Now, you might find this in other models as well, such as the floor_fracture;
01:09it's almost like a pre-cracked floor with many pieces.
01:14But if I go back, and I deselect Wireframe, so we're looking at the regular view,
01:19we just see a regular box, or a regular sphere, as it were. Maybe a little
01:25lumpiness here, we can see there is something going on beneath the surface,
01:29but we are not going to be able to do anything with this in the regular Element
01:33interface as is, or at least that's the way it might appear if we didn't know
01:37about this great multi-object feature in Element.
01:39So, I am going to go ahead and click the X on the floor_fracture to delete that,
01:44I just want the ball here.
01:45I am going to go ahead and click OK.
01:48Now, if I open up Group 1, and I open up the Particle Look section, you notice
01:52there is a little parameter here; a little area called Multi-Object. And
01:55actually I am going to hit the little Tilde key to maximize this, so we
01:59can see what happens.
02:00So, I have Multi-Object, and by default, it's disabled, so we have no access to
02:04those little pieces.
02:06But if I Enable this, you see that now we all of a sudden have tons of
02:11parameters to play with that give us access to, and let us play around with,
02:16those little sub-object pieces.
02:19So, I am going to Tilde key again, so we can see my little ball, and
02:23really just to see what's going on here, I'm going to increase the Displace
02:27value, and then bam! Look at that. All those pieces just expand. They get
02:35displaced in a uniform way.
02:36Of course, we're going to be talking much more about displace and scatter in the
02:40next movie, but I am just showing you that that is what we have here.
02:44We can actually go to a negative value, it makes this collapse on itself, but
02:48it's all these different pieces, which is really cool.
02:50We could adjust the size of the pieces independently; if we want to create these
02:54little particles, like gravel, we can do that.
02:56We can make these super huge pieces, I'll just go ahead and right-click on
02:59that, and Reset that.
03:00We could also rotate the pieces along one direction; along the Y-axis, for
03:04example, or along the X-axis. I'll go ahead and just zero those back out. Oops!
03:10There we go.
03:11There is also -- oops!
03:12I went to the Layer menu on accident.
03:14We also have the Rotation Random, so we can make each piece kind of rotate in a
03:19random way, which could look kind of creepy, depending on the lighting, and what
03:22object is moving around. That's kind of interesting.
03:24And there is also, again, Displace, and Scatter, which we'll get to. One of the
03:30cool parameters here is Position Noise.
03:31If I increase the Amount of Position Noise, it's basically just kind of
03:36like a randomness pattern that goes through these pieces, and moves them in a
03:40different direction.
03:42And if I use Evolution, you can see that it's just kind of like wobbling
03:46around, almost like there is music playing, or there is some kind of
03:50shockwave going through it, or something like that. A really interesting effect.
03:54Again, this whole thing is all possible just because we enabled Multi-Object.
03:59So we have access to all these different components, these pieces of this sphere,
04:03or the floor; whatever has multi-object parameters to it.
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Using Scatter and Displace
00:00In this tutorial, we're going to look little more closely at the scatter and
00:04Displace features of the Multi-Object functionality in Element. Here's a
00:09little example that I created using Scatter and Displace.
00:15So, in the last movie, we kind of looked at just basically how to use the core
00:21features of Displace, what that can do, and the obvious thing is that you can
00:25blow up objects, and scatter those pieces, and that looks all fine and dandy,
00:30but there is a difference between scatter, and displace, and you can use it to
00:34create cool gathering effects like this as well, which is what we are going to look at here.
00:40I have also added some cool other effects, like depth of field, ambient occlusion,
00:45and lighting, all that kind of stuff.
00:47We'll talk about that later on, but for right now, again, scatter and displace is
00:50the order of the day.
00:51So I am going to go over to Scatter and Displace Start.
00:54I have already added a Light, and a Camera, and an Element for you,
00:57but we need to set this up.
00:59So, I'll go to Scene Setup, and go to the Starter_Pack, and add that chessboard
01:03again, and what we are going to do is use the Multi-Object feature.
01:06So, you don't need to separate these into separate components and different
01:10groups like we did last time,
01:12so we'll leave this all on one group, Group 1, and click OK.
01:17Now, you instantly notice the light here; the different that that light makes.
01:21There is before, that's how it is regularly; just one little parallel light
01:25makes all that difference. It's beautiful.
01:26And we are kind of zoomed down here pretty far, but I am going to leave it like
01:31that, so we can really see what we are doing here.
01:34I am going to open up Group 1, open up Particle Look, open up Multi-Object,
01:37and Enable Multi-Object, and then again, we have all of these new parameters
01:43in the Multi-Object area.
01:45Now, you'll notice that there is Displace XYZ, and there is also Scatter XYZ.
01:51There is also a Displace Amount, and a Scatter Amount.
01:55Now, the difference between displacement and scatter is that displacement is more uniform.
02:02So let's say, for example, I'm going to displace X here.
02:05As I displace this X, you see that it's a uniform adjustment, or uniform
02:10displacement along the X-axis.
02:12I'm just going to undo that.
02:15But as we scatter X, it goes also along the X-axis, but it's all over the place.
02:21All those different components are going all random.
02:25So it's a same thing on every axis.
02:27So, Y is the same way; displace is uniform, and Y scatter is just kind of
02:34all over the place.
02:35Now, something to be aware of is that when you displace an axis, or whether you
02:41scatter an axis, the transformation happens from the center, so that might not be what you want.
02:50So, in this case, as I scatter Y, the chessboard goes up through the pieces, and
02:58you might not want that.
02:59So, in this example, the final example, I had to deal with that as
03:04I was dealing with scattering the pieces along the X axis, and the Y axis,
03:09and displacing them.
03:10So, if I select this Element layer, and press the letter U to see all of its
03:14keyframes, you can see that I scattered the pieces along the X and Y-axis; that's
03:18side to side, and up and down.
03:20And what happened was that these pieces were intersecting the chessboard.
03:24So then what I had to do is to displace to compensate for that.
03:29So, if we go back over to Scatter and Displace, you will notice that I have
03:33scattered these pieces along the y-axis, but again, the chessboard goes
03:38through the pieces,
03:39ao to correct that, I need to go back to Displace, and adjust the Displace Y, and
03:46so those pieces are no longer intersecting.
03:49So, I find that even if I want to just scatter pieces randomly, I'll often use
03:54Displace as well to help offset things that are messed up with Scatter.
03:59So again, these kind of work hand-in-hand. It's kind a push-pull type of thing
04:03sometimes as you're working with Displace and Scatter.
04:06If you're looking for something clean, and more uniform, Displace is the way to go,
04:10and again, if you want crazy chaos, Scatter is the way to go.
04:14Now I am just going to reset the Scatter and Displace Y parameters, and you'll
04:20notice that there is a Displace, and a Scatter, and this is kind of like Displace XYZ
04:26and Scatter XYZ all in one.
04:28So, if I Displace, then it's kind of like a uniform spread apart, which is, again,
04:34good for, like, a uniform kind of gathering like that. Let's undo that.
04:39And of course, Scatter is the same thing, except it's super chaotic, and all over
04:43the place, so everything just kind of goes all random.
04:46But again, once you scatter something, or even displace it, it's frozen like that
04:51in time, so you could go over to a camera move, for example, I'll select the
04:56Unified Camera Tool, and click around, and we can actually move through this,
05:03because it's just frozen that way in time.
05:06So, it's a great way to create maybe stopped time, or maybe Matrix-like effects, where
05:10objects kind of explode, or maybe they gather together. Kind of a cool trick.
05:19But again, just remember if, when you are scattering things around, if things
05:24don't quite line up like this, you might need to offset things with some extra
05:29displacement to get things the way that you want them.
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Changing an object's anchor point
00:00Another really important part of working with 3D Objects, especially when
00:03you're going to animate, is working with the object's anchor point, and that's not
00:08super clear where that is in Element,
00:10so that's what we are going to talk about in this movie.
00:13We have this little project; I have this telephone pole, the one which ships with
00:17Element, tracked to a live-action shot here, and I want to make it seem like it's
00:22toppling over, like it's going to fall over, and of course, my shadow is fake here,
00:26so when I drop this down, it's not going to look right with the shadow.
00:33But also, it spins from the center, because by default, when you create a 3D
00:37object in Element, it puts the anchor point right in the center, so if we want
00:41to have this topple over, it's not going to work.
00:43So to remedy this, let's go head and click the Scene Setup button, then click on
00:48the object itself, and then when we see the options down here, we will see the
00:53Anchor Point dropdown, and like I said, by default, this is in the Model Center.
00:57We want this on the bottom.
00:59You could choose the models anchor point, if you've set it up somewhere else in
01:04the original modeling program; 3D program.
01:07We also have these orthographic views.
01:09So we're going to use Bottom, and we're going to click OK, and then I need to
01:14reposition this at the Particle Replicator stuff. Put that back into place right
01:21about there. That's good. Then we can go to the Particle Look section, and
01:27now I could adjust Z Rotation, and make this thing topple over, and look right.
01:32Of course, we have some shadow issues to deal with, but the point is, the anchor
01:36point is in the right spot, and now we can animate this correctly.
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5. Creating 3D Objects
Creating 3D text
00:00So far we've been looking at 3D objects that come with Element,
00:05but now we're going to look at creating 3D objects from scratch in Element;
00:10truly one of Element's greatest benefits.
00:13Now, what we're going to look at in this movie is the ability to create 3D text
00:18from scratch, which is absolutely incredible.
00:21Now, the text we're going to be creating isn't going to look quite this great,
00:25but towards the end of this training series, I'm going to show you how to add
00:30all the polish that I added here; all the shadows, and everything else that
00:33makes this look great.
00:34And we'll talk about how to do that later, but as you can see, this is
00:38really high-quality.
00:39This is only 50%. If I zoom in, we can't really see everything,
00:42but you see the shallow depth of field, you see the bevels, and the lighting on the
00:45bevels. It just looks incredible, and it renders remarkably fast as well.
00:50So let's get to the 3D Text Start composition, and let's go head and create some new text.
00:57I'll choose the Horizontal Type Tool, I'll just go head and click, and because
01:03this is so magical, I'm just going to create the word MAGICAL. I'm going to choose
01:11the Selection tool, and move this into the center of the frame,
01:16and I'll go over to my Character panel here, and scale this up.
01:19Of course, you don't have to have this font. It doesn't really matter. Whatever
01:23font you want to use will work fine for this trick. Actually, I'll make this a
01:27little bit bigger, just so we can see what we're doing here.
01:31Even a little bit too big for this composition, but just so you can see what's going on.
01:37Now, I've already added the Element 3D Effect for you on the Element 3D layer,
01:42and what we need to do, before we click the Scene Setup button, is we need to go to
01:47Custom Layers, Custom Text and Masks, and in a Path Layer 1, we need to choose
01:53the Text we just created, which is the MAGICAL text in my case.
01:58Now, once we've done that, we really don't need this text layer on, so I'm just
02:02going to turn off its visibility, but as long as loaded into Element here in the
02:06Custom Layer section, we're good to go.
02:09So I'm going to go head and click Scene Setup, and nothing will be different; it
02:14will be blank. That's totally fine. Don't worry. Just go ahead and click the
02:18Extrude button. Click Extrude, and it will automatically look in the Custom Layers area for the layers
02:25to make 3D, and there you have it.
02:28Click and drag, and now we have full three-dimensional text right here inside
02:35of Element. It's just that easy, and it renders just that quickly, which is really remarkable.
02:41Later in this chapter, we'll also talk about Bevel settings. I'm going to use my
02:45scroll wheel, and zoom a little bit closer, so we can see its edges. By default,
02:49it creates a nice smooth edge,
02:50but you might want a rougher edge, or a bevel on that, and the Element 3D allows
02:55you to do that as well.
02:57And of course, we're not really talking about materials yet, but you can go over
03:00here down at the Material and Bevel Browser, go over to Presets, and we can click
03:04on some of the materials that come with Element 3D.
03:08And we can drag and drop -- let's say, for example, Glass. We'll drag and drop
03:13Glass on this, and now we have this beautiful, glassy MAGICAL 3D text, which is really cool.
03:20Go and click OK, and then there it is in our scene, and we can select this camera,
03:26or better yet, choose the Unified Camera Tool, and click around. We could zoom in
03:32with that right-mouse button,
03:34and we have 3D text in our scene from scratch, and this renders faster, and looks
03:40better than any other solution I've ever seen for After Effects, which is
03:45absolutely incredible.
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Creating 3D shapes
00:00In addition to allowing you to create 3D texts, which we just saw in the last
00:06tutorial, which is amazing in and of itself, Element also allows you to take
00:10masks, and to create 3D objects with those masks.
00:14So, what are we going to do is we are going to create these little snowflakes, and
00:18this is all just one instance of Element; as you can see, the text, and the
00:23snowflakes are all three dimensional, and these snowflakes were created using
00:29masks in Element, which we will see. Pretty incredible stuff.
00:33So, let's go over to the 3D Shapes Start comp. I am going to choose the Selection
00:37tool back again, and we are also going to learn a few other steps along the way.
00:41For example, we are going to be using one instance of Element --
00:44we have already gone into Custom Layers, Custom Text, and Masks, and set up 3D text,
00:50but what happens when we want to create multiple objects?
00:53So, if I look down here, we have multiple solid layers. Each one has a mask on it.
00:58Note that Element is going to use the first mask on the layer, so if you have
01:03dozens of masks, it's not going to work out as you plan,
01:06so I recommend putting one mask per solid layer. Snowflake 3 is the
01:12mask that we want to use as kind of like this main staple snowflake right there.
01:17I am going to choose the Element layer, and for Path Layer 2, I am going to
01:21choose snowflake 3, which again is that main snowflake.
01:25For Path Layer 3, let's say we will use snowflake 2, and then for Path Layer 4,
01:31we will use snowflake 1.
01:33Now we are ready to go,
01:34so I am going to click the Scene Setup button, and again, we already have the 3D text, so
01:40that's already assembled there for us.
01:43Now what I am going to do is I am going to click the Extrude button.
01:47Now, what happens is that it uses the top custom path when it extrudes.
01:53The top custom path was, of course, the text.
01:55So now we have the 3D text, with the material on it, and now we have this new 3D text.
02:01So to change it to be my snowflake, what I need to do is make sure that this new
02:06one is selected here, this new Extrusion Model, I'm going to come down to Custom
02:10Path, and I am going to change Custom Path to Custom Path 2.
02:13Now it's going to be that snowflake, and while we are here, let's go ahead and
02:18disable it from group 1, and put it on group 2.
02:21Now we will click Extrude again, making another 3D object, which, again, is the
02:25text, and I will change Custom Path to Custom Path 3, which is the next snowflake. And
02:31to do it again -- actually, let's change the group. Disable from group 1; put it on group 3.
02:36Extrude again, change this, yet again, to Custom Path 4, and we will take it off
02:42group 1, and put it on group 4.
02:45So now we have our 3D text, as well as our three snowflakes.
02:50I am just going to double-click on this extrusion model with this big,
02:54beautiful snowflake selected; I'm going double-click on that, and I am going to type
02:59in Main Snowflake, and that's how we rename it.
03:02I will just go ahead and call this Snowflake #2, and I will double-click on
03:10this last model, and call it Snowflake #3, and there we have all of our snowflakes.
03:17I can go over here to Presets, in the Material and Bevel Browser.
03:21 I will just go ahead and drag and drop Chrome, and I'll drag and drop it on each
03:27one of these objects to put any material on it. We will talk about materials a
03:32little bit more in the next chapter. And there we have it.
03:35We can go ahead and click OK. This will put all these snowflakes in our scene,
03:39but I want to talk about something else here.
03:41As you can see, if we look really close -- I am going to use my wheel mouse to zoom
03:46in here -- we get a little bit of weird texture here. You can see that weird
03:50triangulation in that one little spot there on this model.
03:53So I am going to make sure that the Main Snowflake is selected, and I want to
03:57scroll down here to these options, and we have Tessellation options.
04:01By default, the Path Resolution is set to High, but I know there are a lot of
04:06times -- matter of the fact, I would probably say most of the time -- when you
04:09extrude a mask, or text, you will have these quirky little anomalies like this.
04:15It's kind of hard to see, but it's definitely there.
04:18When you go to render, it just creates a weird ugliness that is very distracting.
04:23So we will change the Path Resolution to Ultra, and a lot of times that fixes
04:28things; doesn't seem to be making that much difference in this case, and we
04:32could try Extreme if that doesn't work.
04:35Now, in this case, that actually isn't helping.
04:39All of those quality settings are really not doing too much for this snowflake.
04:43So what we could do is change the material. We could also try rotating the
04:48object, because it doesn't have any problems here on the back side apparently.
04:53If we move this around, I don't see any issues there.
04:56And we could also go in and adjust the Bevel settings, which also might be
05:00causing that problem.
05:02Notice that there is bevel on the front here, a beveled edge there, and there is
05:06not one on the back.
05:07We will talk later in this chapter about how to adjust bevel settings.
05:10We could actually put a bevel on the back, so when we rotate it, it looks
05:14the same as the front.
05:15But we are going to go ahead and deal with that for right now, because these easy
05:20methods aren't getting rid of it.
05:21If find that probably about 60 to 70% of the time, changing the path resolution
05:25option here in the Tessellation section will fix little weird problems like this.
05:30Let me go ahead and click OK, and now as you can see, we have our snowflakes.
05:34Now, the reason these are all in the right spot is because I went in ahead, and I
05:38adjusted some of these Element settings, using the replicator that we will talk
05:42about a little later in this training series.
05:44Now we have all of these cool 3D snowflakes because of those masks.
05:50Now, in the next movie, we are going to talk about how to get more of these masks,
05:54and basically more of these 3D shapes into After Effects using Photoshop.
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Using Photoshop to create 3D objects
00:01In the last tutorial, we made some cool 3D Objects out of masks, these little
00:04snowflakes, kind of what you see those here in the background texture, and I
00:08actually got those from Photoshop.
00:11So what we are going to do is we are going to look at how to create these 3D
00:15Objects, the 3D shapes, using Photoshop.
00:17What I am going to do is I am going to go down to these Shapes tools towards the
00:22bottom of the tools panel in Photoshop.
00:25We don't want to use the rectangle up here; that's not what we are looking for.
00:29We want to go all the way down, and click and hold down your left mouse button
00:33until you see this little fly out menu here; choose the Custom Shape Tool.
00:37Now, you can also use these objects, and bring these shapes in to After Effects,
00:41but After Effects kind of already have these same shapes.
00:44So, I am going to choose the Custom Shape Tool, and then we come up here to
00:48the shape area, click this little triangle, and now we have a library of
00:53shapes to choose from.
00:54These all come with Photoshop.
00:56To get even more, I am going to go to this little sprocket, with another down
01:00facing arrow, and I am going to choose All.
01:02You see, these are all different libraries of shapes that come with Photoshop,
01:06and all of these shapes can be used in After Effects with Element 3D to create 3D Objects.
01:13So I am going to choose All, so we see all of the shapes, and I am not going to
01:18Append the shapes; I am just going to Replace the shapes, and click OK, and now we
01:22can see all of these shapes -- I will just stretch this out a little bit here --
01:26all of the shapes that come with Photoshop that, again, can be turned into 3D
01:31objects using Element.
01:33What am I going to do is I am going to choose this little hand here, this left
01:37hand, go ahead and click up here to close that window, and then I will click
01:42and drag to create my hand. As you can tell here, I could stretch this, and
01:47make it all distorted,
01:48ao I am going to press the Shift key to constrain the proportions, and I am also
01:52going to use the Spacebar; if I hold the Spacebar and the Shift key at the same
01:56time, then I could actually move that hand where I want.
01:59Doesn't really have to be centered or anything like that; just wherever you want
02:03to put it. You just want to make sure it's all on the stage, and then I'll let go, and
02:07now we have our path.
02:09Now I need to copy it in order to get into After Effects, and before I do that,
02:13I need to select it.
02:14So I am going to go over here and choose this tool here; this is the Path
02:19Selection Tool. Not the same thing as the Selection Tool up here, so we need
02:22to select, again, the Path Selection Tool. Not the Direct Selection Tool; don't do that.
02:26It's the regular Path Selection Tool. Click it to select it, and you get all
02:30these dots here; that's how you know it's selected, and then we can press
02:34Command+C, or Ctrl+C on the PC.
02:38And then we can go back over into After Effects, and here's what we have to do;
02:43it's a little tricky, a little weird, but just stay with me. I am going to go
02:47to Layer -- actually, let me select this comp first. Layer > New > Solid, and go
02:53ahead and click OK here.
02:56And before we just go pasting, we actually need to do a really weird trick first.
03:00We need to select the Pen Tool, and click once to create just a point there, and
03:06then we can press Command+V on the Mac, or Ctrl+V on the PC to paste that mask.
03:14Now we can turn off the layer, go back to the Element layer, choose that layer,
03:23that White Solid layer. I should have named it better; I apologize. Forgive me.
03:27I am going to choose that as Layer 1 there, and there is already 3D set up in the
03:32effect, so we don't have to go in and do all that, and here we have this totally
03:373D hand, thanks to Photoshop.
03:40Open up Group 2, and in rotation, we can rotate this around; as you can see, we
03:45have a three dimensional hand set up for us, because of Photoshop.
03:51We can even go in, and later we will learn about beveling; we could bevel
03:55around those edges, and make this smoother, so it looks even more like a hand, or
03:59whatever shape you want to use.
04:00It's really a great resource, if you have Photoshop and After Effects, to be able
04:04to have this huge library of 3D shapes, or potential 3D shapes at your disposal,
04:09because of Element 3D.
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Working with bevel presets
00:00One of the things that adds a lot of character to the 3D objects that we create
00:04in Element is to be able to add bevels to the edges.
00:08This can make things smooth, or otherwise add more texture, again, to these edges.
00:14If I zoom in here, you could see a little more closely what this bevel is doing. It's pretty cool.
00:22What I am going to do is, in this Bevel Presets Final comp, I'm just going to
00:26click Scene Setup, just so we can see it without the lights, and we could see
00:30what's going on with this beveled edge.
00:33I'm going to zoom out using my wheel mouse, and so you could see this edge; this
00:37is just one text layer,
00:38but with this bevel, it adds, again, a lot more interest to what we can do with this 3D text.
00:47Very cool!
00:47So, let's look at how to do that.
00:49I'm going to go ahead and click this little X here to cancel out of this, click
00:53Yes, and let's go over to Bevel Presets Start, where we have just the plain text.
00:58And it's holiday season, hence the inside joke here.
01:02I'm going to go ahead and click on Element, and go back to our Path Layer 1, and
01:07we'll choose Potter for Path Layer 1.
01:11For Path Layer 2, we'll choose the dash.
01:14For Path Layer 3, we'll choose savings and loan.
01:17Now we can go back up to Scene Setup,
01:21and we'll go ahead and click Extrude three times.
01:25And on the first one, actually, we'll just double-click that to rename that.
01:30We'll call this Potter.
01:32And then on the second one, we'll change the Custom Path to Custom Path 2, and
01:38double-click again on Extrusion Model to call this dash.
01:42And then on the final one, we'll change the Custom Path to Custom Path 3, and
01:50we'll double-click on Extrusion Model, and we'll just call this S&L, and click OK.
01:59So now, if I go ahead click on Potter, and I zoom in here, we could see that
02:05default beveled edge.
02:06In next few movies, we're going to dig a little bit deeper into bevels, and
02:10how to tweak them, and customize them.
02:12For now, we're just going to go over to Presets, and we're going to do
02:16this really easy style.
02:17So, for those styles, you don't want to spend a bunch of time playing with
02:21bevels, because there are a lot of choices that an Element 3D gives you.
02:25So, I'm going to go over to Bevels here.
02:27We have a series of the Bevel Presets that ship with Element,
02:31and everything from a really simple stuff -- maybe Round_White, where we have just kind
02:36of a bloated bevel around the edges; just kind of interesting.
02:41We also have more complex stuff, such as the Gold Stripes. A bunch of different
02:49bevels here. A lot of complexity.
02:51There is also Century, which seems like a very classy setting. Very nice.
02:58And you can see, there are just tons of different settings that you can choose from.
03:03The Detective one is actually the one that I used on the previous example.
03:07So, you can go ahead and click OK here, or we could also apply this same
03:13Detective setting to the dash,
03:15and we could also go over to the Savings and Loan, and apply, maybe, Easy_Read on
03:21that, or another setting if we wanted to.
03:25Now, one of the things that we can do -- we're going to talk about, again, more
03:29about customizing bevels in the next couple of movies, but while we have this
03:33selected, you notice that when we applied it to the Potter text, it worked
03:36perfectly, like it was built for it,
03:38but when we apply it to the much smaller Savings and Loan text, it just looks all wonky.
03:43Look at that; it just doesn't look very good at all.
03:47You can see the potential is there to be great, but itjust doesn't look that impressive.
03:50So, what we can do is, with this Savings and Loan text selected, we come down to
03:55Bevel Scale, and click this, and drag it to the left to reduce the Bevel Scale.
04:00So again, we're scaling down the bevel,
04:04and at some point, we will get to a happy medium, where the Bevel Preset looks
04:11like it fits this text.
04:15And as we zoom in with our wheel mouse, that's actually looking pretty decent there.
04:20Maybe it's a little bit too small, but I think that that works.
04:24Now, we're seeing some of these problems that we talked about before, where
04:28we're getting these really weird triangulations on this text.
04:33It is just not converting over to 3D very good, because of the way that the font is.
04:39So again, we can go and scroll down to Tessellation, and change the Path Resolution.
04:44Let's just jump right to Extreme.
04:46And it doesn't seem to be doing much of anything, and that happens sometimes.
04:53It does look a little better in the E over here.
04:56The A still has some weird triangulation on the inside, but all in all, it
05:01looks pretty clean,
05:02and our dash, and our Potter look great!
05:07Another thing I should also point out is that in addition to having the Bevel
05:13Presets, these Bevel Presets also contain materials.
05:17So our text is now black, and silver and black, and it was just white before.
05:23So, we really didn't add any materials; we just added these Bevel Presets, and it
05:27gets Materials come along with the package.
05:28And in the next chapter, we'll look at how to tweak those materials,
05:31so it doesn't even have to stay like that, but it's just kind of nice that we
05:35can get these looks right away, just by dragging and dropping on to our text.
05:40And once we click OK, then we now have all of these different pieces, which are
05:47still loading here, and there they are in 3D.
05:51Now, one of the things I neglected to do, if I go back into Scene Setup, is I didn't
05:55put these on different groups.
05:57So, we'll keep Potter on group 1, dash off of group 1, and onto group 2, and S&L off of
06:02group 1, and onto group 3.
06:05Now, we can click OK.
06:06We could actually turn off the Visibility of the Potter, dash, and
06:11savings and loan layers.
06:13And now we can go to group 2, and reduce, or rather, increase the Y Position for
06:20the dash on group 2.
06:22And now on group 3, we increase the Y Position for the Bedford Falls Savings and Loan.
06:28And there we have a much more professional, cleaner text, because of the beveled
06:34edges, and it just adds a lot more personality to it, and also power, because
06:39this is, like, a fake bank logo that we're doing here.
06:43So again, these bevels can do a lot for your text, and for your 3D Objects,
06:49because of the way it plays with the edges.
06:52In next couple of movies, we'll dig much deeper into how to create these custom
06:57bevels and adjust them on your own.
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Tweaking bevel settings
00:00So, working with Bevel Presets is cool, but if you really want to unlock the
00:04power of the bevel, then you need to be able to start from scratch, and work with
00:09your own custom bevel settings.
00:10That's what we're going to talk about in this movie, and also in the next movie.
00:14Now, the first day that I had a chance to play with Element, I was really inspired by
00:19all of the choices that you have when you bevel,
00:22so I made this 3D text, and I made this little animation. We kind of are
00:27flying through this wall, and then we turn around, and see that it's just this 3D text.
00:33And really what this is,
00:34this is one single layer of text itself, one little component of text, and one
00:40instance of Element,
00:41and what I did is I played with the bevel settings; I extruded them.
00:45And so all of these ridges and valleys; this is just from the text, from
00:51extruding it, and adjusting the bevel settings.
00:54Now, we're actually going to make this in the next movie, but I just wanted to
00:58share with you first that there is so much potential here when you're talking
01:02about bevels. It's more than just curving the edges slightly.
01:06So, let's go over to Bevel Settings Start, and I've already created that text for you,
01:12but we're going to again start from scratch here.
01:15So, go ahead and click on the Scene Setup button in this comp,
01:18and we're going to be focusing on this Potter text, so I'm going to use this
01:22scroll wheel to zoom in close.
01:24I'm actually going to go to this T, and I'm going to hold down the middle mouse
01:28button and move that over, so we can really get in there, and see what's
01:33going on with this text.
01:34I also want to apply material to this that will allow me to see what's going
01:38on with the bevel a little more clearly.
01:40So, I'm going to go to Presets here in Material and Bevel Browser,
01:44and in the regular Materials, I'm going to apply Gold_Basic; just drag and drop that.
01:48So now we've applied that the Gold_Basic material to this text.
01:53Now, what we want to do is actually click on the texture.
01:56That's where we get the detail of all of these Bevel settings here.
02:01Now, just to be clear, a bevel is just this little ridge in the front of the text.
02:09If we take Bevel Depth to 0 -- I am going to click in there, type 0, and hit Enter --
02:17you can see this is what text looks like when it has no bevel.
02:21It does seem rather flat, and lifeless, almost like something you'd find in Circa
02:261990s computer graphics.
02:28It just doesn't look quite right.
02:31So, as we increase the Bevel Depth, you could see that it's actually creating
02:36an extra ridge in front of the text, and this is the bevel; this extra portion there.
02:43Now, you'll notice that as I went backwards on accident there that this
02:46actually can recede back, and go backwards, like a negative bevel, and that also could
02:53create an interesting effect.
02:55A lot of these settings actually go to negative value,
02:57so again, there is a lot to play with.
03:00I'm going to take this back to its default setting of 1, and click OK.
03:05And before we get any further, I want to share with you this idea of a curved bevel.
03:10By default, this setting, the Bevel Curve, is set to 1.
03:15If I take this to 0, then we get a chiseled edge.
03:20That could look pretty cool in its own right. For a bank logo, which
03:24essentially this is, that actually might look more preferable.
03:28I could also take the Bevel Curve to a negative, so there is kind of like a
03:33concave surface on the ridges of these bevels, which is interesting, and from this
03:39angle, from this almost profile shot, you can see the difference of the curved
03:44bevel for the positive Bevel Curve value, and a negative Bevel Curve value.
03:49I'll take this towards a slight positive. If you're getting to where you see
03:55kind of a choppiness, a lack of smoothness in this bevel curve, you could just
04:00increase Bevel Segment to smooth that out.
04:03Now, I'm going to go ahead and click, and rotate this, and then zoom out.
04:07The bevel section here, when we click on our material, is also where we adjust
04:12the extrusion value.
04:14So, if we want our text to be much thinner, then we'd take the Extrude value down.
04:19If we increase the Extrude value, obviously, it gets much thicker, and we create
04:23this cool warp through time effects.
04:26So, if I again expand this quite a bit, and then zoom out, you see we have really
04:33long text, which could be very cool, especially if we had a wide-angle lens. Very cool!
04:38I'm actually going to click here, and take this back down to about 1, and roll around
04:44here, so you could see that beveled edge a little bit.
04:46Bevel Size is another setting; be careful with this. This basically takes
04:50all of the Bevel settings, including extrusion, and increases that.
04:56So everything kind of gets bigger there. And so a lot of times, if you have
05:01applied Bevel Preset to your text, and it doesn't look quite right,
05:05especially with the Bevel Presets, if you play around with the Bevel Size, that can help fix things.
05:10Now, if I click on the actual object itself,
05:13so if I click on the word Potter, I see kind of like the master settings,
05:17and then I have this Bevel Scale, which also, again, controls the scale of all of
05:22the Bevel settings, including extrusion as well.
05:24So, you can see that as I increase this, the bevel and the extrusion is getting big.
05:29I'll take this back to 1, and you'll see everything is kind of back to normal.
05:33But if you apply a Bevel Preset to smaller text, like this Savings and Loan,
05:37again, we can adjust the Bevel Scale to fix that if it's not working out quite right.
05:42So, take that down to a really small amount, and it looks much better.
05:47I'll go back to the Potter text, and actually click on the material to get
05:53back the Bevel settings.
05:54Now, we notice that we have this cool bevel here --
05:58it's not that cool; I'm kind of exaggerating a little bit, but it's okay.
06:01It looks pretty decent.
06:02And actually, I'll take this Bevel Curve down the 0,
06:05so we have, like, this cool chiseled edge.
06:08If we're going to do some kind of animation where we saw the back of our text,
06:12there is a noticeable difference between the plain old back, without a bevel, and
06:17the cool, chiseled, beveled front.
06:19So, what we can do on the back of a text here is, if we check Bevel
06:24Backside, we'll see this.
06:25Check Bevel Backside; it will apply the same Bevel settings to the front and
06:29the back of the text.
06:31Now, if you're not going to see the back of the text, don't check that settings.
06:35It's just going to be more work for the computer to process,
06:37but if you are going to see it, that will definitely help things look more
06:41beautiful behind the scenes there.
06:44Now, when we talk about materials in the next chapter, we'll see that if we
06:49right-click on a texture, we can save a Material Preset.
06:53Now, unfortunately, there's no way as of the time of this recording to save your Bevel Preset,
06:58but there's not too many settings, so if you have to write these numbers down,
07:02it's not the worst thing in the world.
07:04And if you go over to the Preset Bevel shapes, there're a lot of really cool
07:09bevels here, and these could be jumping off points.
07:11So, you can start with one of these that you're closest to, and then tweak it from there.
07:16I should also point out that when you use an existing 3D objects,
07:19so if I were to create, or maybe go to Starter_Pack, or go to the icons, they're
07:24probably better example, and if we were click on the biohazard logo; that's
07:28kind of Bevel here,
07:30but if we go to the Base_Material here, we won't see any Bevel settings.
07:35So, the Bevel settings are only for things that you've created yourself
07:39with masks, or with text.
07:42Now, in the next movie, we're going to look at another interesting aspect of
07:47these bevels, which is the ability to create multiple bevels.
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Adding multiple bevels
00:00As promised, in this video, we're going to look at how to create multiple
00:04bevels, and also a few creative reasons why you might want to do that,
00:08one of them being this cool effect here.
00:10Maybe it's just me; maybe that's not that great,
00:12but I think that's so cool to be able to create this cool texture with multiple bevels.
00:17Anyways, go to Bevel Offset Start, and let's go ahead, and select the Element
00:20layer, click Scene Setup,
00:22and that's all that we're dealing with here; just some 3D text.
00:25Regular old 3D text.
00:28First, I'm going to show you the real use for multiple bevels,
00:32and that way, if you don't want to see my stupid little example, you could just
00:35close the tutorial, and move along.
00:37But let's go ahead and we'll click on this shiny texture,
00:40and as you could see here, we just have this one texture, we have our Bevel settings,
00:44but what really makes this cool is when we actually click on the model itself,
00:48then we could see that there is a Bevel Copies dropdown.
00:52By default, it's set to 1.
00:53If we take this up to 2, it actually creates a second texture on this object.
00:58It looks kind of funky right now, because they are overlaid on top of each other,
01:02so we're getting some weird graphic stuff there.
01:04What I'm going to do is click Bevel 2, this new texture, and I will Extrude it a little bit.
01:10And let's go ahead and increase the Bevel Size.
01:13Now, we've completely dwarfed our original texture.
01:16So, I'm going to move this white texture back,
01:20so I'm going to click on Z Offset, click, anddrag to the left, and now
01:24we're moving this back.
01:26And so now you can see that this original black material is kind of like an
01:31inset bevel of the new white material that we've added.
01:36I'll go ahead and, making sure that the white is still selected, the white
01:39texture, I'll click Extrude some more, and Z Offset that back a little bit again,
01:45and let's expand edges.
01:47So, we talked before about Bevel Size; that basically makes the bevel bigger, and
01:51kind of makes everything swell up a little bit,
01:54but if we just increase Expand Edges, that doesn't make things go out in
01:59front, it just expands the edges, which for creating bevels can sometimes work really great.
02:05Sometimes you get really weird little artifacts like this, because as you
02:10expand the edges, the model starts to kind of wrap around itself as these edges overlap.
02:15So you do sometimes get some weird things like that.
02:18As you could see, it's only on the W, and not on the other letter.
02:21So, it's only an occasional thing, but we definitely don't want that,
02:24so I am going to take that down a little bit.
02:27But I can play with Bevel Size, and Expand Edges, and Extrude until I get
02:31the look that I want.
02:32I can also go back to the Black Texture, and increase the extrusion there, or I
02:37might want to maybe decrease the Bevel Size there, or maybe curve this a little
02:43bit more or less, because of this now stacked up texture.
02:48Let's go ahead and keep the party going.
02:50Let's go back to the main model here, the top, and then we'll change the Bevel
02:54Copies to 3, and now we have three objects.
02:56So, I can click on the third bevel, which actually, I'm going to give this a
03:00different material here.
03:01I'm going to go to the Presets > Material and Bevel Browser.
03:04Now, we'll go ahead and drag and drop Chrome.
03:06Now, you want to be careful;
03:08a lot of the times when we've been adding materials so far in this chapter, or
03:12in this training series, we've been just dragging and dropping right here.
03:15What that will do is that will add the material to everything in your scene, or
03:19everything on that group.
03:20So, I'm just going to hit Command+Z on the Mac, or Ctrl+Z on the PC to undo that,
03:25and what I want to do instead is drag and drop this material over here in the
03:30Scene panel onto the bevel 3,
03:34and now it just applies it just to this one little object.
03:37So now I could extrude this a little bit, and let's take down Bevel Size,
03:44and I can take down Expand Edges to a negative value.
03:48Now this is kind of like a subcomponent of the black texture.
03:52So now we have a really interesting layered bevel effect.
03:56Actually, let me Extrude this a little bit more. A much more interesting layered
04:01bevel effect, because of this multiple Bevel Copies thing. It's very cool.
04:08Now, what I did, if you're interested in my cool little trick before was -- I'm
04:13going to go ahead and click on the Bevel 2, and actually, while were at it,
04:17let's go ahead and apply Chrome texture to that as well.
04:19What I did is I just extruded it a lot, a lot, a lot, and took down the Z Offset
04:27quite a bit. And actually, let me zoom out, so we can see what we're doing.
04:32And then what I did is I went back to the main model, and made another bevel
04:38copy, and we'll go ahead and apply Chrome to that as well, and again, Extrude that.
04:45So, the same type of thing, where we're extruding a lot, and then we decrease the
04:50Z Offset, so it goes behind everything,
04:55and after a while, you have this really cool texture that doesn't look like text
05:02at all, but could allow you to do some pretty interesting things.
05:05Later when we talk about the Replicator, we could actually use this as maybe a
05:09background, or a wall, make a wall of it.
05:11You never think that it's text, but using the variety that comes with text, we
05:17could make again a very interesting wall, or floor pattern, or something else.
05:22So, really cool idea, it's really fun to play with,
05:24and again, we can make as many copies of this going back in Z space as we want.
05:28Well actually, there is 5 here if we're going to make just bevel copies, but
05:33then when we get into the Replicator section, we'll see that we can replicate
05:37this, and make as many copies as we'd like.
05:39So again, bevels are a really fun thing to play with, and they're great for
05:44creating more interesting text effects, of course,
05:47but because of these multiple copies, we could also create really interesting
05:51textures, like this here.
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Importing 3D objects
00:00Another one of Element 3D's great miracles is that it can actually import 3D objects natively.
00:08It imports OBJ files, which is a standard universal 3D file format, but it also
00:16imports C4D file; that's Native CINEMA 4D project files, which is absolutely
00:21incredible; it's almost unheard of.
00:23However, there is a little bit of a gotcha here. There is some stuff we have
00:28to do to set this up.
00:29I have this model here, this is the bucket original file, and I want to import
00:33this into After Effects.
00:35You can see it's a bucket original.c4d.
00:37If I go over to After Effects, and Element, click Scene Setup, and I'll go
00:43ahead and go to the Model Browser, in the right-hand side of the Model Browser,
00:47there is a little arrow here.
00:49Click that, and choose Import 3D Object.
00:51In the Media folder of the Exercise Files, you'll find the 3D Files folder, and
00:57inside of that, choose bucket original, and click Import 3D Object.
01:02Now, this doesn't look at all like the bucket. It's not tapered like the
01:05bucket, it doesn't have the handle like the bucket, and it just doesn't look all that great.
01:11As a matter of fact, if you try to import CINEMA 4D objects, you might not even
01:17get anything at all, let alone something that doesn't look right.
01:20So, there are a few things you've got to do.
01:23So back in CINEMA 4D, here's what we have to do.
01:25When we have objects such as this group here, the bucket itself actually is
01:29using a taper modifier,
01:30so what I need to do on the bucket, I need to go over to the Objects Menu, and
01:36choose Current State to Object.
01:38That creates a duplicate of the object that I can actually use in After Effects.
01:44So, things that are unique to CINEMA 4D, that are not geometry, such as modifiers,
01:51and unique CINEMA 4D objects, many of which you'll find up here in this bar, it
01:57doesn't really read very well by Element 3D.
02:00So, delete this bucket, and then use this new bucket.
02:06For the other objects, like this bucket bottom, this is actually a disc
02:10object; this is also not recognized by Element.
02:13So, what I need to do is go to the Objects dropdown again.
02:17I could choose Current State to Object, or I could make it editable, and it
02:21becomes a polygon mesh, and then it will be read by Element.
02:24Another huge point, another huge thing that we have to do here is we have to go
02:29over to the Edit menu, and go to Preferences, and go to the Files section here,
02:35and there's this option that says Save Polygons for Melange.
02:38And Melange is kind of like a way that CINEMA 4D files can speak to other programs.
02:44So, you need to make sure that this is checked, and this is one of those things
02:48that will prevent you from seeing nothing if you import a C4D file.
02:52So, I have that selected, and that's fine,
02:54so when I save it, this option will make sure that it speaks to CINEMA 4D.
02:58One other thing that's important here is that you'll notice that I have separate
03:02materials for each of these objects.
03:05It's important that everything that you want to be grouped into a different
03:09object, that you give a different material to.
03:12That's how Element knows how to interpret these different objects as
03:16separate components.
03:17Now, just to be clear, it's not the object that Element 3D sees; it's the material.
03:25So, right now, we have two materials;
03:27we have Wood, and Metal.
03:29So, right now, what's going to happen is that Element 3D is going to see two
03:34different objects. All of the objects that have Wood, that's the bucket, and the
03:37bucket bottom; it will group those together as one object.
03:40And then it sees Metal, so we have the handle, and the bucket binding, and
03:46Element 3D will see those as one object.
03:48So, if we want the handle, for example, to be different, we have to duplicate this
03:53Metal texture, and create something different, because again, nothing comes in,
03:57none of your materials come in when you import this into Element,
04:00Sso it doesn't do any good to really worry about the materials.
04:03Really, when you're taking an object from CINEMA 4D into Element, you're really
04:07just concerned about using these materials as kind of like an object selector, or
04:12in other words, something that will enable you to select an object.
04:15So, if I want the handle, again, to be a separate object, I've got to create a
04:19different material for it.
04:21Now, let's go back in to After Effects, and we'll go ahead and delete
04:25this bucket original.
04:27We'll go to the Model Browser, and click the Import 3D Object again
04:31from that flyout menu.
04:32And this time, we'll click the regular bucket; one that I've saved correctly
04:36with the Melange, and the whole bit.
04:38I click Import 3D Object, and everything comes over just fine.
04:43We have the Wood, and the Metal,
04:45but again, all Wood objects are on one component, and all Metal objects are on one component.
04:52And because of that, we only have access to all Wood things, and all Metal things,
04:58but from this point forward, this is a regular 3D object.
05:01You can go to the Presets area, and I could drop some Chrome on the Metal, and
05:06I don't have any wood textures that ship with Element, but I have some gold;
05:11we'll make a gold bucket.
05:12I've seen stranger things.
05:14And now we have this really cool golden bucket that we were able to import into
05:21Element, and use just as any other 3D object.
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Using expansion packs
00:00Another cool thing to be aware of when you're working with Element 3D is that
00:04Video Copilot, the creators of Element 3D, have a bunch of extra expansion
00:09packs that you could buy.
00:10So with models, for example, you'll see these blue folders;
00:13that's an indication of an expansion pack that I've purchased,
00:16such as Motion Design. Open that up and there are collections of broken glass,
00:20and cloth, and a bunch of different subjects like that. There is also a
00:26projectile weapons pack that I've purchased, as well as over here in the Presets
00:31panel, you'll see that I've got some materials called Pro Shaders.
00:35And these objects are actually ridiculously cool.
00:39I purchased these the day that Element went on sale, and when you buy an
00:44expansion pack, or something like that, you never know exactly what you're getting.
00:49Sometimes it could be garbage, or whatever, but I'm happy to report that these are
00:53actually ridiculously amazing.
00:56I'll click on the crossbow, for example, and here is this really detailed
01:01crossbow that has an arrow in it, and the arrow is actually a separate component,
01:07so you could animate that independently. It's actually incredible.
01:12Or, for example, this handgun up here; 45 millimeter handgun. Just
01:21incredible. I'll go ahead and increase the brightness, so you can see the
01:24details, and it's just beautiful.
01:28All the details in this gun. And they really thought of everything. All these
01:31little layers here; the trigger, for example, is its own separate component that we
01:35could put them on its own group.
01:37And we also have this top little component, so we could slide this little gun top -- I
01:43don't know what that thing is called, but whatever that is, you could slide it, and
01:46make it look like it's going off, which is really incredible.
01:49I was blown away by how many really good models --
01:52a lot of times when you buy packs like this, there's usually a couple good models
01:57that they could put on the advertising, and then a bunch of junk,
02:00but these are all really cool, and it's from a range of subjects. They really
02:05thought of everything. And same thing with the Pro Shaders, and the Motion Design
02:08pack. I've just been so happy.
02:10And the reason why these are so cool, or another reason why I really like them,
02:14is that they come in an Element 3D format, so the textures are already applied.
02:20Even when you have something like the exhaust of this rocket, with all of the
02:25textures, it's all set up, and ready to go instantly, and when you import 3D
02:30models, you import OBJs, or CINEMA 4D, you kind of have to reapply all the
02:35textures; it's really a great situation.
02:37So, when you are here on Video Copilot, you can go to videocopilot.net/products,
02:43and here you can purchase, of course, Element 3D. You can also purchase the
02:48Pro Shaders, which again, are 200 really well-designed materials, and we'll take a
02:53look at those in just a moment.
02:55The Motion Design pack, which has a bunch of kind of random elements that are
02:58really handy. Weapons, and food, and music themed stuff,
03:03and again, from my experience, these are all really incredible, and well worth
03:08it, from my experience.
03:09I'm not a salesman for Video Copilot. I don't get anything from you buying them, but
03:12it's definitely something to be aware of.
03:14Let's go back here in After Effects. I'll go ahead and delete these other objects,
03:18just to clean things up a bit.
03:19I'll go into Motion Design,
03:21and again, we have all kinds of really interesting objects.
03:25We have Greebles, which are just kind of these really intricate, detailed objects,
03:30and if we close up on them, it could look like we're looking at a city, or
03:34something. Really interesting.
03:36I'll take down the brightness back to 100%, and let's go ahead and open up the
03:41Pro Shaders if you have that.
03:43You could see that there is concrete. You could apply it, and you get concrete texture there.
03:47There is also a some organic ones, like electrons, that's kind of weird;
03:53frog_skin, and also if you go down, there is tiles. I am going to apply some
03:59interesting tiles to this. So, a lot of really cool materials and shaders that
04:04are just ready to go, and they are fully tweakable, as we'll talk about that in the next chapter.
04:08There are some translucent ones, which are also very interesting.
04:11So, just some really cool stuff to play around with. So again, if you are really
04:15into Element 3D, and what it can do for you, I highly recommend checking out some
04:19of these really great expansion packs.
04:21Again, you kind of can't know what they are like until you use them, but from
04:25what you can see here, and I could tell you from my own personal experience, they
04:29are actually amazing.
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6. Working with Materials
Creating custom materials
00:00In this chapter, we're going to look at the exciting world of materials.
00:04Materials are the textures and other things that we do to clothe our 3D models.
00:11Think of 3D models as skeletons and materials like textures and skin and muscle,
00:18and everything that we put on the surface of the object, and just like with
00:22human bodies, the covering makes a huge difference.
00:25So, we're going to start with this plain old basic model, and we're going to add
00:29some basic materials to it and talk about basic materials in this movie, and in
00:34the next tutorial, we're going to make it look beautiful.
00:37So, let's go ahead, and start in the Custom Material START composition, go ahead
00:40and select the Element layer, and click the Scene Setup button.
00:43And here, we have the plain old bucket from the last chapter, you might
00:47remember, we imported this as a CINEMA 4D object.
00:50I coated this in gold which was a horrific and embarrassing mistake, and now
00:54we're going to rectify that a little bit.
00:56So, go ahead and select the wood texture, scroll down here, and we get to
01:00the Basic Settings.
01:02So, the Diffuse Color for all intents and purposes, is the base color of the object.
01:07So, go ahead and click the Diffuse Color swatch to the right of the name Diffuse
01:10Color. And we'll change the Hue Slider here to about an orange and click in
01:17somewhere in this neck of the woods, kind of towards the center, to pick a wood
01:22color that you're happy with and click OK.
01:25Now, one of the cool things here, is if we look in the Material and Bevel
01:29browser, we know that if we click on Presets, we have all these presets to choose from.
01:34But, if we go to the Scene Tab, we can actually see the materials in our scene.
01:38And we get these kinds of sample spheres of materials which is really helpful
01:42as we're customizing our materials, and we'll get into that a little bit more in just a moment.
01:48Now, I'm going to click the Metal texture, and I'm going to come down to the
01:52Diffuse Color and we'll give that a metallic gray look, and click OK.
01:58Now, both of these materials as you can see here are completely flat, and
02:02that might be okay for the wood texture, but that's absolutely unacceptable
02:06for the metal texture.
02:07What metal absolutely needs is specularity, and specularity is basically what
02:12happens when there is little highlights on an object.
02:16So, if we increase the specularity by bumping up the Specular value--let's
02:20go ahead and take that to about 1 or so-- we could then see it update here on
02:25the sphere. And now we're seeing this specular highlight here, that bright little highlight.
02:30And then, because we can see the sample here, we can customize it and know what we're doing.
02:34Now, I'm going to make this a little bit brighter, and I am also going to
02:38adjust the shininess.
02:39The shininess is basically the size of that specular highlight except it's backwards.
02:44So, the higher the Shininess value, the smaller the little highlight, and when
02:50we have a really shiny texture, and the highlight is very small, it kind of
02:54tends to look plastic.
02:55Now, if we want something to look more metallic, then we could take this down
03:00to a smaller value which spreads out that specular highlight, and gives us a
03:05more metallic look.
03:06That's probably a little too hardcore;
03:07we could bump that up just a little bit.
03:09And now, we have a fairly decent shiny metal texture.
03:14We can even give a little bit of specularity to the wood if we wanted to.
03:18Most subjects or most materials have a little bit of specularity.
03:22Now, that looks pretty good.
03:23We can drag around here and we see that we have a fairly decent basic bucket.
03:29Go ahead and click OK.
03:30And let's look at another example here, a little more complex example.
03:34If we go to car START, actually let's go to car FINAL first, this
03:38composition down here.
03:39Now, one thing I want you to notice about this example is that this car paint
03:43job here looks completely fake, there's no specularity, and you can see how it
03:46looks really cartoony and flat without that.
03:49Later in this chapter, we're going to take a deeper look at how to get
03:53complex materials such as car paint, and we'll revisit this example, make it look better.
03:57But, for now, this is a good practice to work on an object with complex materials.
04:01Go over to the car START composition, and we have here this car that has no materials.
04:08So, go ahead and select the Element layer, and press Scene Setup, and you could
04:13see all the different objects that we can color and texture.
04:17I'll leave you to do most of this on your own, but there are a couple of things
04:20I want to share with you.
04:21Go ahead and click on Car_paint, and scroll down to Basic Settings again.
04:24Go ahead and give this a red diffuse color, somewhere in that neck of the
04:30woods, be about 170 or so as a red value, and then green and blue can stay at zero, click OK.
04:37One of the things that's really interesting about metal.
04:43Now, the car paint is a little bit different because it has this interesting
04:47shellac feature over it. It's really actually much more complex than just paint on metal,
04:51but, it essentially is metal.
04:53So, one of the attributes of metal that's interesting is the specular color.
04:57With most objects--let me just bump up the Specularity here--as we increase the
05:02Specular value, we can see those specular highlights coming on the paint job.
05:06One of the things that's interesting about most objects is that the color of the
05:10specular highlight comes from the light.
05:12But, when we're talking about metal, the color of the secular highlights is the
05:18color of the object.
05:19So, one of the things that makes this look kind of like a fake plastic car is
05:24the fact that these highlights are white, so it says that this is not metal.
05:28So, if we click the Specular Color, and make a brighter version of that red, now
05:34this looks more like a metallic surface.
05:37Now, of course, we're going to talk a lot more about this car paint texture
05:41later on in this chapter.
05:42But, one other thing to be aware of is that you might spend a lot of time
05:46creating a beautiful material.
05:47And when you do, I recommend that you right-click on the Material slot here, and
05:51choose Save as Material Preset.
05:54I could then call this Chads Red Paint, or something like that, and I can
06:00choose where to save it; I'll click OK.
06:03And then, anytime I use Element, from now on, I can go to Presets, and
06:08there's Chads Red Paint.
06:09I can drag-and-drop it and use it on the windows or on the whole car,
06:14whatever I wanted to do.
06:15And that's always going to be there for me.
06:18So, just be aware, when you take a lot of time to create custom materials, it's
06:22a good idea to save them for reuse.
06:24Now, I'm going to go ahead, and cancel out of that by clicking this X. Yes, I do
06:29want to cancel without saving.
06:30So, that's all for basic materials.
06:32But, in the next movie, we're going to dig a little bit deeper, and learn how to
06:35create and apply custom textures as maps to objects.
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Using custom textures
00:00One of the things that really helps to sell the believability of a material is
00:05when we use custom textures.
00:08These are basically images that we put on objects, and it adds a really high
00:14degree of photo realism, such as we see in this bucket here, and that's what
00:18we're going to be doing in this movie.
00:21And we're actually not going to be importing images, which you can totally do
00:24and the workflow is exactly the same as what we're going to go through in this
00:28tutorial, but we're going to be creating this texture from scratch in After Effects.
00:32So, what I am going to do is go over to the Custom Texture START comp where we
00:37see our humble bucket from before, and we are going to make it beautiful.
00:41I am going to right-click in this area in the timeline, this blank spot,
00:45and choose New>Solid.
00:47I will call this Wood Texture, and go ahead and apply the Fractal Noise effect
00:57to this solid. And let me give you some settings to use here.
01:03We are going to increase the Contrast to 150.
01:06I am going to take the Brightness down to about -15.
01:11And here is the real important part, I am going to open up Transform, uncheck
01:17Uniform Scaling, and I am going to stretch this texture out vertically.
01:21And I actually want to stretch this texture out a lot.
01:24So, I am just going to click in here, and type-in 9000, and that will give us
01:30these beautiful straight lines.
01:33Now, I want to make sure that when I use this as a custom texture, that Element
01:38sees the Fractal Noise pattern, and not just the white solid it's applied to.
01:42The way to do that is to right-click on the layer, and choose Pre-compose.
01:47This kind of bakes in the texture, so that all Element can look at is this
01:52Fractal Noise pattern.
01:54So, I am going to call this PRECOMP Wood Texture.
01:57Make sure that Move all attributes into the new composition is selected.
02:02I can deselect Open New Composition, and I will click OK.
02:06Now, I will turn off the visibility of this layer, because I don't need to see
02:10it, I just need Element to see it.
02:12So, I am going to select the Element layer, open up Custom layers, open up
02:16Custom Texture Maps, and take the Layer 1 dropdown to this Wood Texture.
02:21Now, we can use this as a texture inside of the Scene Interface.
02:28So, beware that if you wanted to use any other texture, this is how you do it.
02:32So, if you imported it, you brought it into your composition, you could
02:36use JPEGs or PNGs or TIFF files, whatever you want to do, you can use from
02:40this dropdown here.
02:42So, I will close up Custom Layers, click Scene Setup, where we have our bucket,
02:46and I will go ahead and click on the Wood Texture.
02:50And up here at the top, we have Textures.
02:52This is where you could use custom maps or textures to control different
02:56properties such as Reflection, Specularity, or other things.
03:00It's pretty advanced.
03:01But, we're going to stick to the Diffuse texture for right now, that's where we
03:04put the basic texture of objects.
03:06Where it says None Set, go ahead, and click it.
03:09And then from this dropdown, the Load Texture dropdown, we'll go ahead and
03:13choose Custom Layer 1 or PRECOMP Wood Texture, and click OK.
03:19Now, we are not seeing it except for at the bottom of the bucket because the
03:23mapping is a little weird.
03:24So, we've got to go to the bucket, just click on bucket, the top level of all
03:30the properties here where we get a bunch of different properties for our whole model.
03:34I need to change the texture mapping.
03:36A lot of times these objects come in with their own coordinate systems and
03:41textures don't apply quite right.
03:42So, what we can do is change the texture mapping from the UV Coordinates to Box
03:47(Preserve Aspect Ratio).
03:49This is going to retexture the object as if it were a box, which it's similar,
03:54it's straight up and down and flat on the top, and so it works better.
03:57We can see the details, the textures, and it just looks beautiful.
04:04Now, if we go back over to our Wood Texture, we have a few parameters we can adjust.
04:08Here we have the Influence essentially of this texture on the Diffuse Channel,
04:15or the diffuse part of the texture.
04:17So, if we want this color to have more influence, we can take down the value
04:23here. As you can see, now it's kind of fading the Opacity, the influence, if you
04:29will, on the texture, we're seeing more of this color.
04:31I could also take up the Diffuse Color influence here.
04:37And that works if we take down a little bit, the Diffuse value here.
04:43All in all, that looks pretty great.
04:45So, I am going to go ahead and click OK, and now we have our bucket which looks fantastic.
04:51Now, it doesn't quite look this good because I used a couple of other bells and whistles.
04:56I used a shallow depth-of-field with the camera, and I also used some cool lights.
05:00So, I have a Key Light here.
05:02And you could see that with shallow depth- of-field our buckets look the same here.
05:06But, I have the Key Light coming from the back and I also have a Fill Light from
05:11the front, and you put those together and this looks much cleaner.
05:14But, even without lights, it's very obvious how much improved our model was
05:20because of the use of image-based textures.
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Working with reflections
00:00One of the best material attributes in all of Element is Reflection.
00:06Now, the reflections, as well as some other objects and elements that we'll
00:10talk about later on throughout this chapter, the Reflections in Element 3D are not exact.
00:15So, we can't have this ground bouncing up and reflecting on the bottom part of this object.
00:22It just doesn't work like that.
00:24But, the good news is, is that reflections don't have to, the human eye is very
00:28forgiving when it comes to reflection.
00:29So, the reflections that we have here in Element 3D will work fantastic 99%
00:33of the time for you.
00:35So, what we're going to do is we're going to learn how to apply basic
00:39reflections, and also how to customize those reflections.
00:42Let's go over to the Reflection Basics composition, select the Element
00:47layer, click Scene Setup.
00:49Nothing has been done here yet by the way.
00:51We'll go ahead and click on Icons, and we'll scroll down, and go ahead and
00:57click on the Wi-Fi logo;
00:59little Wi-Fi symbol here.
01:01It's important to know that when you bring in one of these base models, it
01:08actually has a base material already applied to it.
01:10If we click that material, we will see that the Diffuse Color has been changed,
01:15there is some specularity, and there is also some reflection.
01:19We don't want any of that stuff, we want to start from scratch.
01:23So, I am going to right-click on this material, and choose Reset.
01:26Now, we have a true base material, no reflection, no, nothing.
01:31So, let's scroll down with this Base Material selected.
01:35And we don't want to play with the Diffuse Color or any setting like that, we
01:39want to actually just come right down here to Reflection.
01:41And as we increase the Intensity, notice that, that's all we have to do, we just
01:46have to increase the intensity of the Reflection.
01:48What we are doing is that we are increasing the intensity of the reflection of
01:53the environment into this model.
01:57So again, as we talked about before, we could click on the Environment button
02:00here, and this is the default environment which is what we're seeing now
02:04reflected in our object.
02:05But, we can click this dropdown, and of course change the Environment map.
02:08I can click on Roof for example, and maybe Roof_blurred would look better in
02:14this case, a little softer So now we have a completely different look to our
02:17object, because again, it's just reflecting the Environment map, and that's
02:22controlled just by the Intensity.
02:23Now, of course, we can add a color to this.
02:26So, we can click on the Color Tint, and maybe add a red color.
02:30And so now, we have a reflection, and also a red tint to that reflection.
02:36Obviously that's a little hardcore;
02:38we might want to increase that, maybe just to have that influence it just a little bit.
02:44But, that's the basics of how to add reflection.
02:46All you have to do is just increase intensity and be aware of the environment map.
02:50Now, I am just going to go ahead and click X here to cancel out of this; click Yes.
02:55And I am going to go over to Reflection FINISHED.
02:58Now, here is our final project here, and we have some lights to add a lot here.
03:03We have an ambient light to kind of give it some fill, and we have this key
03:07light, this parallel light which kind of mimics the sunrays, and that direction.
03:13But, the problem is, is that if we go over to Reflection START, this is how the
03:18reflections are by default, and when you have default reflections, we can't
03:24have lights applied.
03:25These lights have no influence because the reflection is so strong.
03:28So, if we go to Element, click the Scene Setup button, and then we click on this
03:34Chrome texture, scroll down back to Reflection, we take the intensity of the
03:39reflection down a little bit, maybe to about 25 or so, and click OK.
03:46And now, we have a much darker reflection, there's still a reflection.
03:50You can still definitely see this background texture in that, which we'll
03:54show you how to do later on in this chapter, and these lights now have a
03:58little bit of influence.
03:59Now, it's not that much, so we could go back to Scene Setup, and again take the
04:06intensity of the reflection down a little bit.
04:09Also, the Diffuse Color is black which also changes the way that we receive light.
04:16So, I'm going to increase a little bit the Diffuse Color so it's not pitch
04:21black, and click OK.
04:24And now, as we click the Parallel Light, you could see that we have
04:27more influence here.
04:28So, as we go back to Scene Setup, this is basically how I work with textures,
04:32especially as we get into more complex textures. I often just go back and forth.
04:36I play with the Diffuse Color, the Color Tint and the Reflection, the amount of
04:39intensity of the reflection, and the Specularity and so on and so forth until I
04:44get the texture that I am looking for.
04:46I might click the Diffuse Color here, and get a kind of more of a cyan color.
04:52Click OK, click OK here.
04:54And now, we have a little bit more of these bright cubes.
04:59And so it's starting to look better, definitely some more work to be done.
05:02But, the point is, is that if we want to work with reflections, we have to be
05:06aware that lighting which is another really important key ingredient in getting
05:11realism for Element 3D, lighting is inhibited sometimes by reflections.
05:16So, be aware that sometimes, if you're working with reflective surfaces and
05:20lighting, that you might have to mitigate; take down those reflections a little
05:23bit so that the lighting can work.
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Adding illumination
00:00Illumination is another one of those material attributes that I just love.
00:04We can see that the centers of these spheres here are illuminated with this
00:08really cool blue that pops through lights, and just looks really awesome.
00:14Having illuminate texture works great for motion graphics and other elements
00:19where you just want to be glowy, but things like neon or other things where to
00:23need lights to pop or other materials to just kind a pop regardless of the
00:27lighting, illumination is great for that.
00:30So, let's take a look at this.
00:31I'm going to go over to the Illumination START composition.
00:35We have plain old black spheres, and we need to make them cooler with Illumination.
00:42So, go ahead and select the Element layer, click the Scenes Setup button and
00:47let's go and click on the material and we will scroll down here, pass
00:52Reflection, pass Refraction down to Illumination.
00:55This is really easy to setup. All you have to do is click on the Color
01:00swatch. Pick the color that you want. In my case I want a bright blue. And I
01:04find that for Illumination, unless you have some specific needs obviously,
01:07but usually I like to use the upper right-hand corner of the Color picker,
01:12which is going to get you the most vibrant saturated and brightest version of
01:17that particular color.
01:19So, go ahead and click OK and then we just have to increase the Intensity.
01:23Super easy, and then if we go back and click OK, we can see that at all of all
01:29our spheres are lit up.
01:32Now of course, you can use the glow effect to enhance this, make this look
01:36better, but I actually want to do something else to make this look cool.
01:39I am going to click on Scene Setup again, click on the Material, go back down to the
01:43Illumination settings.
01:45And I want to talk about one of my favorite properties here, it's called
01:49Fresnel, it's spelled like it's Fresnel, but it's actually pronounced
01:54Frenel, it's French.
01:56And what this does is it allows you to push the Illumination to the outside of
02:02the object as we increase the Fresnel setting. So you see, we are pushing the
02:06Illumination outwards and we can also use a negative value to pull it inwards.
02:12And so, now we have the Illumination just in the core of the object. We can tweak
02:18it with the Fresnel Bias Parameter.
02:20So, if we want this to be in the center, but if want it go out a little bit less
02:24or a little bit more, we could do that.
02:27We can also again make it go all the way out to the edge at the value of 1 and
02:32adjust the Fresnel bias that way as well.
02:34So, it's just right on the edge where it goes almost all the way in.
02:38So, playing around with the Fresnel settings gives us really cool options, where we
02:43have kind of these Crystal Ball effects.
02:45Some of the presets actually that comes with Element 3D, such as the outside
02:50glow, or the two color red, or the regular two color, deal with this Fresnel,
02:56where they have the Fresnel in the Illumination, which really creates very cool looks.
03:02So, I'll go back to click OK and of courses this now using the preset that I just added.
03:08But again, we have the specularity still on the sphere and the reflectivity
03:12on the outside, and the core is illuminated, we also have some of the blue from that texture.
03:18So, again it's not only a way to create more complex materials, but it's a way
03:22to create more beautiful and interesting stuff with Illumination as well.
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Customizing the environment
00:00All right, folks, just a quick movie here on how to make your own Custom Environments.
00:04In one of the examples that we saw a little bit earlier in this chapter, one of
00:08the things that make it work is I actually use this background texture as the
00:12reflection map, as the environment basically, inside of these, on top of these cubes.
00:18So, let's see how to do.
00:19If we go over to the Custom Environments START you'll see that I've used one of
00:23the stock reflection maps that come with Element and it's just really mismatched
00:28and we can see how badly that composites here.
00:31So, we actually want to use this dirt field background layer as the environment
00:36map, but I want to blur it a little bit.
00:39So, what we are going to need to do is duplicate it, which you can do by
00:44selecting the layer dirt field.movie and pressing Command+D on the Mac or
00:47Ctrl+D on the PC, then right click on the layer, choose Pre-Composed, and you
00:54can choose either Leave all attributes, or Move all attributes.
00:57It doesn't matter in this case.
00:58I am going to label this PRECOMP new environment and choose Open New
01:05Compositions, so we can look at, click OK.
01:08And let's go ahead and apply the Fast Blur Effects, so we can soften this. Apply
01:13to that layer, and we will increase the blurriness to about 20.
01:21Now, I will go back to my Custom Environments START. Here this blurry background is
01:24visible, which I don't need, so I am going to take off the visibility of the
01:28PRECOMP new environment layer.
01:29I'll go to Element and what I will do is I will open up Custom Layers >
01:36Custom Texture Maps, and from the Layer 1 drop-down I'll choose PRECOMP new environment.
01:42Close that up and then click Scene Setup and here we have again this
01:48background that does not work.
01:50I'll go ahead and click the Environment button, because we don't need to change
01:54any Reflection settings;
01:55that's not what we are going to do here, we are just going to change the
01:57Environment and that will change the look of our object.
01:59Click Environment and from this drop- down I'll go down to the bottom and below
02:05all the Preset Environment Maps, we have our own PRECOMP new environment,
02:10click OK, click OK here.
02:12Now we are seeing this texture reflected in our cube.
02:18Now all is fun and good, or so it would seem, but as we rotate around this
02:22object, we are going to see little quirks like, little anomalies where things
02:27are pinched, and they are cut really weird, and it's not seamless, and it's kind of ugly.
02:32Now a lot of times that doesn't matter too much depending on your object.
02:36But if you really need the flexibility to move around 360 degrees, then this is
02:42not going to be good.
02:43The reason why the default Environment Maps that ship with Element don't have
02:48this issue is because these are what are called Equirectangular Map.
02:52It's basically a 360-degree photo of an Environment;
02:57you can almost like these trademarks little arches as they create a seamless map
03:03and so there are no seams.
03:05Hence the description of a seamless map, and it totally works, but this is a
03:10special kind of map, I don't have that, I just want to use my background.
03:14So, as you can see when you use your own custom background, it's not an
03:18Equirectangular Image, then you do get these little pinched and problematic areas on your maps.
03:25But if I click OK we now have a much better composite as this background is reflected.
03:30If you want to tweak this further, you could open up Render Settings, open up
03:34Environment, open up Rotate Environment, and we can adjust the X Y and Z
03:39rotation, so that we can place this map on our object exactly where we want it to be.
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Faking opacity reduction
00:00The OpenGL engine that Element 3D is based on is obviously incredible, very
00:04powerful, very fast, and has a lot of benefits.
00:07But, as I mentioned throughout the training series there are some limitations.
00:10It doesn't do accurate shadows for example.
00:13It also doesn't do accurate reflections.
00:16It also doesn't handle Opacity changes very well.
00:20But, they have added a fake way to force the Opacity of objects.
00:25So, we're going to look at it to create this example.
00:28(video playing with music)
00:38So, I'm going to go ahead and go to the Opacity Start Comp where you could like
00:42the before version of this without Opacity.
00:46You could see how these spheres are getting in the way of the text and just
00:49looks really clunky.
00:51Not really good at all here.
00:54So, I am going to go ahead and select the Element layer, click Scenes Setup, and
00:58this is all you have to do.
00:59I want to click on the Material for the sphere.
01:02The extrusion model is actually the text
01:03so, pay no attention to the extrusion model.
01:06So the material on this sphere--
01:07scroll all the way down--and you'll see a Force Opacity.
01:14What this does if we take this down is it's essentially Opacity of the entire
01:18material, the object that
01:20that material is applied to.
01:21If we click on the Environment map, we can see it a little more clearly that we
01:26now have some transparency. It's not perfect.
01:28It's not really accurate Opacity.
01:31You can't really map the Opacity like you can in 3D programs and more advanced
01:363D Environments, but this can get you out of some pitches.
01:39Again, it doesn't always work like you would expect it to, but it does make a
01:43big difference, especially in this case. I'll click OK.
01:46Even that little bit of opacity that we lowered makes these spheres into bubbles.
01:51And in this case and in other cases, it makes things a lot more beautiful.
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Faking complex materials
00:00Earlier in this chapter we looked at this SUV model and as we mentioned
00:05there's really no way that you're going to get this red texture to look like a
00:10real car paint job.
00:12It just when you're talking about car paint jobs, you need something in a 3D
00:17program called Subsurface Scattering.
00:19It's for complex materials that have layers with them like the shellac and sheen
00:24of a car paint job or like human skin where there are multiple layers of tissue
00:30or when you're talking about marble or milk or something like that.
00:33But, there is a way where we can fake it with other materials.
00:37If I look at the Complex Mats FINAL composition, here I've tweaked things a
00:43little bit and this material looks a little more complex and it gets a little
00:47bit closer to achieving that subsurface scattering look in 3D programs. And again
00:51this functionality is not built into Element right now.
00:54This is just a trick that I want to show you where you can fake more complex
00:59materials like this so you don't have to have this car with this cartoony red or
01:04simple color scheme to it.
01:06Let's go ahead and select the car layer in the Complex Mats START Composition
01:11and I will go ahead and click this Scene Setup button.
01:13Now, really, all we care about is the car paint texture on the SUV.
01:19Let's ago ahead and select that.
01:21Now, one of the cool things about this tutorial, we are going to learn a little
01:23bit about Materials as well. It's kind of fun.
01:26So, let's go and just make sure that our Diffuse Color is in the right spot and
01:31it is, this red color is good.
01:33But, of course, we want to change the Specular Colors, because this is in metallic texture.
01:36So, go ahead and click on the Specular Color.
01:38I'll give the numbers to dial in here.
01:39We want to leave red all the way up to 255.
01:42Well, let's take green and blue to 90.
01:46Get that light red color, click OK.
01:49For Specularity or for Specular value, go ahead type .55.
01:54As you could see here, this is the car paint texture that we were working with.
01:58So, we can see a representation of what that looks like there.
02:01We want to increase Shininess or rather decrease Shininess to .06.
02:06That makes us so we have more of a glossy sheen rather than a pinpoint
02:09plasticky highlight.
02:12This is what we did before.
02:13Nothing cool just yet.
02:14But, here is where it gets interesting.
02:16Scroll down to Reflection and what we are going to initially do is we are going
02:20to color the Reflection 10.
02:21So, click on Reflection 10 and we are going to type in actually a blue-color.
02:25So, we are going to type in 157, 220, and then leave blue at 255 and click OK.
02:32Then we want to take up the Intensity just a little bit and actually, just overdo
02:35it right now so we could see what's going on.
02:38So, reflection is when an object obviously reflects the outside surface.
02:43Refraction, which we are about to talk about, is when the opposite happens. The
02:48inside reflects what's going on rather than when light passes through an object,
02:53rather than on the outside of the object.
02:57What we are going to do is we are actually going to use opposite colors from our red.
03:01We're going to use is blue for Reflection and Refraction.
03:04Not exactly opposite colors, but they are really different and it's going to
03:07create a really unique look here.
03:11Again, here's without the intensity super cartoony and with just a little bit of
03:15that and actually let's even dial that down a little bit more.
03:18Maybe just 12% there.
03:19We have a little bit of blue sometimes in this paint job.
03:25It already looks more realistic.
03:27Now let's add some Refraction.
03:28Let's go ahead and click on the Color Tint here and look for the red value.
03:33Let's go ahead and make that 125.
03:35The green value 190.
03:37We'll leave blue to 55. Click OK.
03:41Now if we increase the Intensity again just you can see what's going on here,
03:45this is the opposite of the Reflection.
03:49So, I am going to undo that by using Command+Z on Mac or Ctrl+Z on the PC.
03:54Let's take the Refraction down just a little bit, may be just 2% is enough. And
04:02now we have a much more Complex Material that we did before.
04:08Let's click OK to see this in our scene and now again, you could see the before
04:13and after. It looks much more realistic.
04:16Again, this is not accurate subsurface scattering.
04:18So, I just want to manage some expectations there.
04:21But this does look significantly better.
04:23Now, if we go back to the Complex Mats FINAL Comp one of the things I also did is
04:29I added a few warm lights.
04:31I added this warm spot key, and if I double-click this here, you can see
04:37that I'm actually using a somewhat warm light and that adds even more
04:42variation to the colors.
04:43So, we have red here in the Diffuse Areas.
04:46We have kind of an orange color where the light is hitting it and then we also
04:50have blue in areas that are not being hit directly by light.
04:55Add to that and under light fill and a parallel backlight and we have a pretty
05:01decent looking shot here.
05:03Pretty good faked car paint material.
05:07Now, let's go back to Complex Mats START really quick.
05:11Let's open up the output and then open up Multipass Mixer.
05:18If you want to have a final pass at your object, you can use the Multipass Mixer
05:25as a final pass over all of your object.
05:30So, let's say you want to take all the reflections down a little bit.
05:33We want take this down 2.6, we could turn that down just a little bit.
05:38If we want to take down the Refraction or if we want to take down the Diffuse
05:42color all the way or little bit or wherever we want, we can do that with these
05:47options. Or if everything is too specular, we could take down Specularity here.
05:51The Multipass Mixer is a cool way to have master controls for all the 3D
05:57objects for each instance of element so that you can dial back some of these
06:02settings if you want.
06:03As you can see even if there are some limitations to Element, which there are,
06:07there are a lot of incredible tools here that if used creatively can help you
06:13get the results that you need.
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Obscuring objects with materials
00:00Most of the time of course we use materials and textures to clothe objects and
00:05make them look beautiful or more realistic or whatever.
00:08But sometimes, sometimes they are used for very useful purposes that you might
00:14not think materials would be used for.
00:17Say for example, we have this thing where we have asteroids circling around
00:23an image of a planet.
00:26We actually are going to use materials to make this happen.
00:30Not that probably doesn't seem that cool until we actually go in and look at
00:35this project and see what's happening and see the challenges that we face and
00:39how these materials are going to help us solve them.
00:43It's a really interesting lesson in more intermediate and advanced materials.
00:48I am going to go over to Obscuration START the composition here.
00:54I want to just show you the problem, the dilemma that we face.
00:59Before we do that we need to know about our project here.
01:02You realize it is really not the most interesting thing.
01:05We need to understand what's going on here so we realize the challenge that we are facing.
01:09So we have this image of a planet here of Callisto, which is the moon of Jupiter.
01:13I could turn that on and off.
01:15This is a flat 2D TIFF image.
01:18I have on the Element layer an asteroid.
01:22The asteroid circles around and I obviously want it to go around the planet, but
01:28the planet is on a different layer.
01:30I can't use masks, because I need it to go around.
01:34I need this to be a flexible option where it seems like it's going around the planet.
01:40So, I can animate however I want and not have to worry about the masks.
01:44In a lot of cases masks aren't feasible.
01:47So, what I need to do here is create a material that will knock out the asteroid
01:57as it goes around behind the planet.
02:01So, here's how we are going to do this.
02:03Click the Scene Setup button and what we are going to do is we are going to go
02:09to Primitives and we're going to take a sphere here.
02:13Now there are three spheres.
02:14There is regular old sphere, it's a middle of the road Goldilocks sphere.
02:19There is also an HD sphere and a low poly sphere.
02:22So, this regular old sphere is right in the middle.
02:25That's what we want.
02:26Click that to add that to our scene.
02:28We want to do is first click OK, make sure it's on Group 1, because our rock is
02:32on Group 2, click OK.
02:35We want to do is use the settings of Group 1 to move this sphere so that it is
02:41exactly the size and shape of the planet.
02:44That's going to be the mask.
02:46We want to make sure that it's lined up.
02:48If it's not perfect, we can go back and fiddle with it and adjust this.
02:52It doesn't really sound like life and death or something.
02:54We will line that up best of our ability.
02:57Go ahead and click Scene Setup again.
02:58Now, what we want to do is come over here to the material of the sphere, scroll
03:02down for the material options here.
03:06What we want to do is enable Matte Shadow, click OK.
03:11You could see Matte Shadow material enabled, which makes it completely invisible.
03:16Even if we turn on the environment we will see nothing there.
03:19So, we click OK and now the material is gone.
03:23But if we go back to our rock which is on Group 2, adjust the Y rotation.
03:28Now, when that rock goes around the sphere it forms a mask and blocks it out.
03:37Now, as you could see here I did an awful job of lining up the sphere.
03:42I am going to zoom in so we can see it's a little bit more closely, because
03:45it's in shadow here.
03:47What we need to do is go back up to the size of the Group 1 particle which is
03:52the sphere and reduce it a lot.
03:55Probably to about 9 or so.
03:57Now, I will go and move that back into position.
04:03Let's try rotating that rock again.
04:07If I have to and if I am really having a tough time seeing this and lining this
04:11up, I can go back and take off Matte Shadow so I could line this up a little bit more easy.
04:16Yes, it's off kilter a little bit.
04:18So, I could go back and turn this Matte shadow off to realign, but I am a little
04:23too stubborn for that actually.
04:24I could go and just move this over and that's going to work right there.
04:31So, now when I rotate around, it works perfectly.
04:35It goes around the other side and it appears to wrap around this planet, because
04:41of the Matte Shadow material that we added.
04:43This is really important for compositors if you are going to be compositing 3D
04:48objects into photos or live-action video, you want to make sure that you've got
04:53this idea of the Matte Shadow down pat.
04:56You also use Matte Shadow to generate ambient occlusion shadows which we will
05:02talk about ambient occlusion a little bit later on in this training series.
05:05If you want the shadows, but you don't want the object that the shadows are
05:09falling on, then you could use a Matte Shadow object for that as well and that's
05:12really its intended purpose.
05:14But, I just want to show you here that you can do a lot when compositing 3D
05:18objects and regular old layers that are anywhere else in the layer stack by
05:24using these Matte Shadow objects.
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Creating bumps with normal maps
00:00In this more advanced tutorial, we are going to take a look at how to create a
00:05displaced surface like we are seeing on the face of this ogre.
00:08Usually we could paint texture like that in but it just doesn't look the same.
00:13If we can have this normal bump map as it's called, it can help the surface
00:18appear like it's really got a lot of fine details and texture to it.
00:23Now, this is little bit more of an advance concept.
00:25You will need 3D skills to do this, in our case here, this 3D model has this
00:31normal map, and this is not something that you paint in Photoshop that you
00:35can create from scratch on your own, it needs to be generated by your 3D application.
00:39So, we are going to be using this map to tell Element where to displace the
00:44surface of this ogre's face.
00:46I will go to the Normal Map START, the composition here and you will notice
00:51--here is something interesting--here a little extra tip along the way is that we
00:54don't have any images in our composition, and yet there is an image for the
01:00texture of this ogre's face.
01:02So, I am going to show you a little secret here, I am going to click on Element,
01:04click on Scene Setup and I am going to click on the texture for this ogre's
01:10face, and we have the diffuse texture already loaded in, and so go ahead and
01:14click on Normal Bump.
01:15This is where we put that surface displacement, also called a Bump map.
01:19In most applications you can actually use a black and white image as a bump
01:23map but here it has to be normal map, kind of like the weird one I just showed you.
01:29So, I am going to click on None Set and typically what we have been doing is
01:33going to this dropdown and choosing a Custom Layer.
01:35But, what you could also do is click here where it says Load Texture to load a
01:40texture from your hard drive.
01:41So, navigate to the Media folder in the Exercise Files, navigate to the Images
01:45folder in there and select normalmap.png.
01:48Now, this really cool trick of just loading it in, in the quick style in the
01:53Texture Channel dialog box here, only works with JPEGs and PNG files.
01:58All other files like these Tiffs or the CR2s you will need to load in the
02:03regular way using Custom Layers and then selecting it from the dropdown.
02:07So, let me go ahead and click OK, and this is kind of hard to see, so what I am
02:13going to do is I am going to change the lights from Default Lights to Stylized,
02:17and now we can see that displacement in the surface a little bit more.
02:21As before we can control the influence of this map by using this slider here. So
02:26if we want no influence, take it down to 0% and you see as we increase this, it
02:31gets more and more ridiculous.
02:33So, I am going to take this to about 40 or 50 somewhere in there. Maybe 60, that
02:39looks okay; looking pretty good. And we can click OK, and now there is this
02:45displacement on our object.
02:48Creating this kind of displacement where we would have all these little vertices
02:52sticking out, it is really difficult to do through modeling and it would make
02:56our model much more robust and hard to work with.
02:59So, these maps are kind of a great way to cheat that.
03:02One of the things about this is that, this is not really changing the model,
03:06this is really a trick that this map is doing with the lighting.
03:10So, if I select my camera, an Unified Camera tool, you could see that this
03:14surface looks really messed up and really detailed, but as I rotate around, you
03:19could see that the edge is smooth.
03:22So, it's really not affecting the mesh at all, the 3D model, it's really just
03:27again a light trick that makes it look like there is a bunch of detail here and
03:33it definitely adds to the complexity, the apparent complexity of the model, but
03:37really it's not doing anything to the geometry of the actual object.
03:41And that is how you work with Normal Bump Maps inside of Element.
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7. Particle Replicators
Replicating 3D objects
00:00In this chapter we are going to look at the exciting world of 3D
00:03object replication.
00:04We are going to be looking at this example to take a trip back to 8-bit video games.
00:09We have one single ring here, boom!
00:13And it explodes and becomes many rings.
00:16So, what we are going to do is we are going to use Element to replicate that
00:20single three-dimensional ring and blow it up into a bunch of different rings.
00:24Now, this is not exactly a particle system per se, usually particle systems have
00:29things like birth and death so that you control how many particles are being
00:33emitted and they are constantly being emitted.
00:35And with Element that's not really the case, we are taking one object and we are
00:40basically duplicating it a bunch of times.
00:42So, I'm going to go ahead and minimize this and go over to the Practice
00:46composition. So we could just kind of get a look at this before we see this in
00:49action in our project.
00:52So, in the Practice composition, select the Element layer and go ahead and click
00:55the Scene Setup button in Element.
00:57And let's go ahead and go to the Icons folder and let's add a few of these
01:02little circular icons.
01:04So, I am going to click on fastforward, play, pause and radio_active, why not.
01:11And what I am going to do is I am going to go over to my Presets in the
01:14Material and Bevel browser.
01:16I am going to give each one of these its own material.
01:19I'm going to probably stick to reflective material.
01:21So, I am going to drag-and-drop Chrome, and then on the pause_button, which is
01:25not actually spelled correctly, it kind of driving me crazy little bit, but it still works.
01:30I am going to drag-and-drop Gold_Basic.
01:32For the play_button, I'm going to try Glow_Glass and then on the
01:39fastforward_button I'm going to use Shiny, there we go.
01:44Now before we click OK, it's really important to note that I've left all of
01:48these objects on the same group. They're all on Group 1.
01:53And the reason I want to show you that is because you could do something
01:57cool with this, one second, I will click OK, and now we seem to have just
02:00the one object initially.
02:02But let's go up here to Group 1 and open this up and again everything that we
02:06are going to be doing is on Group 1. Actually I am going to resize this so we
02:09can see more options, because this start getting really hairy, really quick.
02:14And we have this Particle Replicator inside of Group 1.
02:16And actually I should tell you that Element 3D was actually designed to be a
02:20Particle Replicator.
02:21As they were developing it they realized you know what we have got something
02:24really great in our hands here, so let's add more bells and whistles.
02:28But initially this is the core of what Element was designed to do.
02:31So, this is very full featured.
02:32I am going to go ahead and increase the Particle Count, because by default it's
02:36set to 1, so we're only seeing one object.
02:38As I click this to 2, we see a different one of those objects.
02:44And I click 3 and we see another one and so on and so forth.
02:48If I click a bunch of them, you could see that we have a bunch here, but we
02:52can't really see all of them because they're all on top of each other.
02:56That's because the replicator shape is a point, so they are all being generated
03:01from this same point.
03:03So, to see them we can increase let's say for example the Scatter parameter and
03:08as we scatter them, I am just going to hold the Shift key down so that this
03:12scatters a little bit more there. And then, boom!
03:15Look at all those objects. Woo hoo!
03:18Now, if you are like me you are going to want to have the Particle Look section
03:22open while you're adjusting the Particle Replicator, because you constantly
03:25need to go back and forth between the Particle Look stuff and the Particle Replicator stuff.
03:29For example, this size is way too big for my liking, so I am going to take
03:33these down a lot, that was actually too big, well I guess it wasn't that much
03:38bigger than I thought.
03:39We could also increase the Size Random, so if we want some of these to be small,
03:44some of these to be big, we can increase Size Random.
03:46A lot of times I will increase the size after I just, Size Random makes a lot
03:51more blank space there.
03:52And again, we could increase the number of particles.
03:54We could also adjust the Position XY, so if we want these to kind of rain down.
03:59And because we scattered these, some of these were scattered along the Z-axis
04:05and so they have variations in Z depth.
04:08So, when we make it rain these little objects, then they are staggered, they are
04:14some kind of like veridical parallax there, which is a really cool effect.
04:19Now you start to deal with Particle Replicator, this is actually where
04:22Element gets a little confusing and almost overwhelming as well, because in a
04:27Particle Look section there is rotation and there is also rotation in the
04:30Particle Replicator section.
04:31Well here is the difference.
04:33The Particle Look section generally controls each individual particle.
04:38So, if we adjust rotation, we are adjusting the rotation of each particle.
04:43If we go to be Particle Replicator's Rotation, they were adjusting the
04:47rotation of all the objects.
04:49In this case it looks the same because the Replicator Shape is a point.
04:54But as we will see in the next few movies we can actually create a bunch of
04:58different Replicator Shapes like spheres or whatever.
05:00And so then as we adjust the rotation here, it adjusts all of them at once.
05:06So, there's the whole shape getting rotated as opposed to the individual
05:11particle is getting rotated.
05:13Now, I am going to take off the Rotation of this object, and the Replicator and
05:20I'll close these up.
05:21Take this back, oops, not there.
05:23Take the Replicator Shape back to Point, we will be covering all the stuff as we
05:27go throughout this chapter.
05:28But again, it's a good idea to look in both the Particle Replicator section and
05:32the Particle Look section for what you want.
05:35Say for example, I want to randomly rotate these, I might think that the
05:40Particle Replicator would handle Random Rotation, but it doesn't.So I need to
05:44come down here actually to the Particle Look section, and then here is Rotation
05:48Random here and then I can have those rotating in all kinds of crazy directions.
05:53I am just going to type 0 to zero that back out.
05:56We could also rotate randomly along a specific axis.
06:00So, we want to randomly rotate along the X-axis, each object can have a random X
06:05value, also the same thing with Y or Z.
06:08Now we could also randomize the Angle which is really interesting, and what this
06:12does, let me zero out that Randomize X really quick.
06:17What this does, let's say we want to rotate everything on a 45 degree angle or a 90 degree angle.
06:23I could click 90 here on the X-axis and it will randomize the angle, but every
06:28single object on the X-axis will have to be 90 degrees or zero degrees.
06:33And so that's kind of cool if we have certain objects that maybe should be flat
06:36or straight up and nothing in between.
06:39So, those are the basics of how to use the Particle Replicator.
06:42Let's go over to our Project and see this in action.
06:44And we have the Replicating Basics START composition.
06:47And so, the ring comes down, this is without all the 8-bit effects on it.
06:52And the ring comes down--let me just play that really quick--the ring comes
06:57down to bonks this and then flies back.
06:59And we want to have happen, I have already put a number of comp markers here,
07:03so you just type 1 on your keyboard, on the main area of the keyboard and jump
07:07to that if you want.
07:08But at that point we want to have it expand into multiple objects, into multiple rings.
07:12This is basically just the ring that comes with Element with the Basic_Gold
07:17texture that also ships with Element.
07:19So, nothing complex going on here.
07:22So, what I'm going to do is I am going to select the Element layer and I want to
07:28set a keyframe, the frame before this, so I am going to press the Page Up key to back up.
07:34And I want to set a keyframe for the Particle Count, and when this ring hits
07:39these posts here I want to have these rings explode into a bunch of rings.
07:44So, now I am going to increase the Particle Count a lot -- and it doesn't really
07:51matter that we can't see them.
07:54Because I actually don't want the rings to be here on this frame because nothing
07:58is really happened yet, it's just now hitting.
08:00I really want everything to explode from here on out.
08:03But with all of these particles, all of these rings stacked up on top of each
08:08other looks like one, but again there's a bunch here.
08:10So, we can animate the Scatter property, so I am going to click the Stopwatch for
08:15the Scatter property at my comp marker here.
08:19And then we can move in time towards the later end of the composition here.
08:25I am just going to increase Scatter a lot, I can even hold the Shift key down,
08:29make that happen even faster.
08:32And I want to Randomize the Z-axis a little bit more.
08:37So, there's a little bit more depth in these rings that are just of like coming
08:41at you, rings in your face, rings in your face.
08:44I also want to go down to Particle Look, open up Rotation and then add some
08:48random rotation to these rings, that helps them catch the light better and just
08:53looks a lot more random.
08:56Now, what I want to do is I am going to select like this layer, I am going
09:00to press U. And just to make this look better, I'm going to select the
09:04second Scatter keyframe.
09:05I'm going to right-click on it, choose Keyframe Assistant>Easy Ease In and then
09:09to really enhance that I am going to click this button right here which takes me
09:14to the Graph Editor and I'm going to pull this handle to the right, simply to
09:20the left and then I'm going to go to the left keyframe and drag that handle all
09:25the way to the left as well, so we have a big explosion and then it kind of
09:30comes to a screeching halt by the end here, makes things freeze a little bit.
09:33So, let's preview that back and see what we have. Oops!
09:36Getting this little error, so I am just going to use the Spacebar, and then boom!
09:43It explodes.
09:44Now, you could see that my ring is already rotated.
09:51So, what I should have done actually, is set a keyframe for Random Rotation at
09:56this point right here, and so we can go to a Rotation Random.
10:02And now, I am going to press Page Up again to back up one frame and take that to zero.
10:07I will do the same thing with Z Scatter, I will set a keyframe for Z Scatter,
10:14and then go back to my comp marker and take this down to zero.
10:18And now everything should look normal, there we go.
10:22One ring, boom, it explodes into many rings.
10:26So you could see this is just two examples of really basic uses of this
10:32Particle Replicator.
10:33This is just using the Point replicator shape which I actually find to be one of
10:37the least useful replicator shapes.
10:38So let's go over to the next tutorial where we are going to learn little bit
10:42more about these replicator shapes.
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Using replicator shapes
00:00In this tutorial we are going to take a look at some of the basic
00:03replicator shapes in Element.
00:04So, I am going to select Element from the Sphere composition, the Element layer.
00:09I am going to go ahead and go to Group 1.
00:12I just have a basic rounded, rectangle cube or basically a cube with round edges.
00:18I want to change the replicator shape to Sphere which won't do anything because
00:22we are only seeing one particle.
00:23Before we could really see what's going on here, I need to go down to Particle
00:27Look and reduce the size of this cube a lot.
00:34Now, with the smaller cube I can go back up to the Particle Replicator and
00:38increase the Particle Count.
00:40As we do we will see that it's making these cubes appear to be in the form of a sphere.
00:47So, the replicator shape refers to the shape that the cubes are going to be in.
00:52Now, one of the cool parameters I find myself using a lot in going back and forth
00:56with Particle Look, Size with, is the scale of the shape.
01:00Now, this is not referring to the scaling of the cubes which is what Particle
01:03Look Size refers to, but this actually refers to the scaling of the sphere.
01:09So, as I increase this, this creates a larger sphere.
01:12Taking it down creates a smaller sphere.
01:15Of course, a lot of these properties, most of them I should say, could be animated
01:19so you could have an object blow up like this.
01:22Also, if we get a big enough, the shape big enough, then we can increase the
01:28particle count a lot here.
01:31Seeing flashes of black, because we need to maybe use position Z to kind of zoom
01:35in a little bit; increase the Particle Count.
01:38Then we have this wall, this 3D wall of cubes.
01:42Then we could open up Rotation and adjust Y Rotation for example and
01:47rotate around there.
01:48Pretty cool effect.
01:50We will just zero that out.
01:52Zero out position Z. It takes scale of shape back down to 10 and then take the
01:58particle count down the something a little bit more reasonable. About 40 or so.
02:03Now, let me scale this shape down a little bit and let me also scale the size of
02:09those cubes down a little bit.
02:11You also see how fast this renders.
02:13It's just incredible it's so quick.
02:15Just so responsive and snappy it makes it a real joy to work in Element.
02:19Now, with the smaller shape and the smaller particles we can go and play with the
02:24layers in the Shape options area.
02:26Now, a lot of times when you change the Replicator Shape like say from point, for
02:31example from sphere to point, it's just gone, that whole section is gone.
02:35It's only there when you choose Sphere.
02:37A lot of these shape options are like this where, when you change the replicator
02:41shape a lot of options appear or disappear.
02:43So, just be aware of that.
02:44I am going to open up Shape Options and I am going to increase the layers to 2.
02:49Now, what this does is that it creates another sphere of cubes outside the
02:53original sphere of cubes.
02:55But it only uses this many particles.
02:57So, as we increase the layers we are going to increase the number of particles
03:01outside the cube and it's going to stretch the same number of particles out
03:06over those spheres.
03:07So, now instead of looking like spheres this actually looks like as just series
03:12of sticks which is really cool in and of itself.
03:15I am go back up here and let's actually increase the Particle Count and we could
03:21see that this is actually now a series of spheres, which is interesting.
03:25If I take this back down to 1, you could see that
03:29--actually, let me take down the Particle Count too--
03:31see, it's kind of just like a hollow sphere, but as we increase the layers there
03:36then we are actually filling in that sphere.
03:40So, now we have kind of like two spheres there.
03:43Now, we have the Layers Offset.
03:44I will take this down a little bit so we could see what's going on here.
03:48As we have extra layers, take this up to 3, they stack on top of each other and
03:54they are equidistant.
03:55If you would like to scale out those extra layers, you could use the Layers
03:59Offset property for that.
04:00So, we could scale those out and again this is animatable too so you can create
04:05some really interesting animations by adjusting these layers offset here.
04:11That's important to note that if you want to adjust the original cubes, the
04:15original shape, then you need to Scale Shape.
04:18So, you could actually use Scale Shape which scales all the layers uniformly and
04:22then Layers Offset which scales just the extra layers in tandem with each other
04:28to again produce some really interesting original animations.
04:31Now, I want to take the Layers back down to 1 and I'm going to increase the Scale
04:36Shape value just a little bit.
04:38Another cool trick with this is the Distribution Parameter here.
04:41It's set to Automatic by default, which basically just makes it look like a sphere.
04:45But if we change this to Set Rows we actually are now working with rows of spheres.
04:52So, if I increase the rows or let's say decrease the rows and maybe increase the
04:58particles here, you could see what we are doing.
05:01It's really interesting and actually I could scale the shape up or down.
05:04I can increase the number of rows and I could actually take down maybe the
05:10particle size and I could adjust the scale of the shape again.
05:17Really to see the rows we need to have a really high particle count here. But look at that.
05:22This looks so interesting and unique as we have these rows of cubes in a sphere.
05:30So, it's kind of another way to create a sphere and again these attributes
05:35are all animatable.
05:37So, we can move them around, adjust the number of rows, and create some really
05:42interesting looks that way.
05:43When we go back to an Automatic Distribution if we play the Automatic Bias it
05:48can create these interesting looks too.
05:50So, as we go to a negative value, it creates rows.
05:53As we go to a positive value it kind of creates columns.
05:56Again, these are all an animatable.
05:58So, as you could see as we are moving around it creates some really interesting
06:02movement to these particles.
06:03Keep in mind here that everything that we've been talking about in this
06:06tutorial hasn't covered scatter or position noise, which we will talk about little bit later.
06:12There's just really so much going on here.
06:14And this is just cubes in a sphere.
06:16So, imagine if we change the 3D object or if we change the replicator shape, the
06:20possibilities are endless.
06:21Let's look at another example here.
06:23Let's go over to be plain composition where I have created some text and
06:26this example is going to be like what we saw earlier a few chapters ago when
06:30we looked at bevels.
06:31I am going to select the Element layer and we have our Particle Count.
06:35I am going to change the Replicator Shape to Plane.
06:38What that's going to do is it's going to spread out the particles on a flat plane.
06:42So, I'm going to increase the particle count and then to make sure I could see
06:47what I am doing I am going to go to the Rotation in the Particle Replicator
06:51section and on the X axis I am going to and rotate this 90 degrees.
06:55Now, we can not only scale the entire shape with the Scale Shape parameter, but
07:00I could also scale individual parameters as well and that's really what I want here.
07:04So, I am going to just scale X for example and you see what that does. I could scale
07:11--well, Y is not going to do anything--
07:13but if I scale Z that brings these layers closer together or farther apart.
07:19As I increase the Particle Count here then we could make a bigger wall essentially.
07:26That's really what I am doing here.
07:27The reason why I use that text and it really doesn't mean anything, but the
07:31point is that as I use letters like W and I and T, it creates different patterns
07:40in my makeshift wall here.
07:43So, again we scale in these different dimensions and we could create similarly
07:46interesting textures.
07:47Now this doesn't look like text at all, but instead it looks like a wall or something.
07:52So, we could create like a tiled floor or a cool industrial surface somehow, all
07:58because we made a plane out of text if you can believe it. Very interesting.
08:04Finally, and very quickly, let's go to the 3D Grid and Ring composition where we
08:08have a very simple sphere and we will go ahead and select the Element layer and
08:12we will change the Replicator Shape to 3D Grid and we will bring down the
08:17Particle Look Size value down a lot so we could see what we are doing here.
08:23Yeah, maybe to about 1 or so.
08:25I will open up Rotation and rotate this.
08:30We could see what's going on.
08:31This just creates a very simple grid of your 3D object.
08:36So, you can control the grid X, grid Y, and grid Z. It gets really dense when you adjust these.
08:46So, you need to use these in conjunction with Scale Shape.
08:53Of course, everything that we've already looked at really comes in handy here,
08:56because we can scale X, we can scale Y to bring these closer together.
09:02And we could also scale Z to make them kind of come out at you if we rotated
09:07that back around to 0.
09:08It creates some really cool looks like that, like we are going through a
09:12tunnel of particles maybe.
09:14In some cases too where you might use Plane I actually find myself using 3D
09:19Grid, because I have more control over exactly where I want the duplicates to be.
09:23So, just a suggestion.
09:25I am going to change the Replicator Shape to Ring.
09:28This is also kind of cool.
09:29I am going to increase the Particle Count.
09:32And I have a cool little ring here.
09:35I am actually going to scale this shape down back to its default value of 10 and
09:39then we will use some X rotation here.
09:42Let me 0 out the scale X, Y, and Z here.
09:47Actually, I don't want to scale them out.
09:49I will get them back to default value of 1. There we go.
09:53Now, we have this ring of spheres which is really cool.
09:57It also looks really interesting with an illuminated texture is these spheres
10:01kind of smashed together.
10:02Of course, we can scale the shape out so that the spheres don't quite touch.
10:06We could also reduce the particle count so that, that happens.
10:09It's kind of a beautiful texture.
10:13Again, we could use layers here.
10:15You could use layers of almost every one of the Replicator Shapes to create
10:19interesting looks here.
10:21I will adjust the Layers Offset to kind of bring them closer together.
10:24It almost looks like a cross between 3D Grid and the Ring as these stack on top each other.
10:29If I expand those using Layer Offset, you could really see what's going on there
10:35as they stretch out.
10:36Also, Layers Distribution kind of determines where the particles get allocated.
10:41By default all 42 particles here, whatever your Particle Count is, gets evenly
10:45distributed across each instance or each layer of particles and as you adjust
10:50layer distribution, it adjusts how many particles are in each layer.
10:55So, with a Layers Distribution value all the way up of 2 we have most of the
11:00particles in the initial layer and then we have less than that in the second and
11:05less than the third and so on and so forth.
11:07In the next tutorial we will look at how to use a layer and a 3D object to create
11:13custom 3D Replicator Shape.
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Using a custom replicator shape
00:00In this movie we're going to look at how to use your own custom shape to make
00:04Replicator Shapes for elements such as this heart here.
00:08There're two ways you can do that.
00:09You can do that with the Alpha Channel of a layer or you can do that
00:13with another 3D object.
00:14We'll be looking at both in this tutorial.
00:16This is the final project we'll be making.
00:18Well, heart that beats and then sweet little love comes up.
00:23What I want to do here is I want to do something that's very different
00:27stylistically than what we've done so far, because I have found that Element
00:31is so versatile, so fast, and such an amazing tool with so many different
00:36options that it really comes in handy in so many other places rather than just
00:41the standard options.
00:42So, obviously if you have a 3D object, you're doing a visual shot, obviously
00:46Element is going to come in handy.
00:48If you have really flashy motion graphics that are all shiny and metallic,
00:51obviously, Element is going to come in handy.
00:53But even when you're doing something right like this that is
00:56obviously two-dimensional.
00:57If you have this 3D heart that's moving and undulating in a very 3D way, even
01:03then it comes in handy.
01:04I find this is one of fastest options and the most flexible options for
01:08creating stuff like this.
01:09On top of that, should you want to go 3D then you have that flexibility.
01:14So, if we wanted to go down to Element for example here and we wanted to rotate
01:20this heart in 3D or if we wanted to maybe scatter these pieces more, or
01:25whatever we wanted to do, we totally have the flexibility to do that because of the 3D engine.
01:31Now, what we're going to do before we get to this heart example, we're going to
01:35look at using a 3D object as a Replicator Shape.
01:39Your own custom 3D object.
01:41So, I have Element here, click Scene Setup.
01:44We're going to start from scratch.
01:45Go to Primitives and we'll scroll down and get to a Sphere here.
01:50Go and click on Sphere and I have this set to Point Cloud already.
01:55I'll talk about that in just a moment.
01:57We'll go to the Material and Bevel Browser, the Presets, and we'll scroll the
02:01way down and we'll drag-and-drop the Two _Color_Red preset that has the Fresnel
02:06with the illumination and the whole bit.
02:08So, this is going to be our particle.
02:11Now we need to get an object here that will be the shape, the Replicator Shape.
02:17Here is the little trick.
02:18We are going to do some something different here.
02:20Scroll all the way down here, at the bottom of the Primitives to the water_drop.
02:24Go ahead and click water_ drop to add that to your scene.
02:27This was it was supposed to look like.
02:29But if we flip it upside down, we're going to turn this into a hot air balloon.
02:34Because what's going to happen is that we're going to use the shape of the
02:38water_drop as the 3D Replicator.
02:43In order to see what that's going to look like, we can come here to flyout and
02:46go back to Point Cloud.
02:48You could see all these points.
02:50Everywhere where there is a vertex, I have all these little vertices all over
02:54the place, those are where our spheres are going to be.
02:57So, you can see it's like a hot air balloon if we rotate it upside down.
03:02I'm going to take off the visibility of the Point Clouds.
03:05We are seeing it in the regular mode here.
03:07The way to do this is we need to take this icon actually, which is the default
03:12and make it an Atom Particle.
03:13Atom was original name of Element 3D.
03:16We need to switch it to this which allows it to be used as a Replicator Shape,
03:22and actually I totally blew it.
03:23I just looked at the first object that was closest.
03:26I actually want to do this on the water_drop, because the water_drop is the
03:30shape, the sphere is the particle.
03:31I am glad I've caught that.
03:33Go ahead and click OK here and we'll go ahead and open up Group 1 and we will go
03:38down to the Particle Look and take the size down quite a bit here.
03:41A lot, a lot, actually.
03:43Maybe just to 0.5 and a little bit bigger than that. Probably about 1.
03:50Then we can change the Replicator Shape to 3D Object and that's all we have to
03:54do, because we set it up in the scene interface that the water_drop was the
03:58shape we're going to use.
03:59Now, when you use a custom 3D object as a Replicator Shape, you no longer have
04:03access to how many particles you have in your scene or that cover the object,
04:09because you adjust that with a 3D Object Percentage which is how much as far as
04:14the percentages of vertices in the 3D objects are being covered with particles.
04:19So, that's how you control a number of particles in your scene.
04:22As we increase this, more of the vertices are covered until you get to 100%.
04:28Then if we rotate this line along the X let's just go ahead and take that to 180 degrees.
04:34We have kind of a hot air balloon.
04:36Of course, we could scale this.
04:37Maybe X isn't the best.
04:40Maybe a little bit X, little bit of Z, and we can shrink it in the Y axis.
04:45So, we can shape our little hot air balloon just a little bit and we have
04:50camera in our scene.
04:51We can select the Unified Camera tool, orbit around this.
04:54That's a little wonky, because of the Z, but here we go.
05:01There we have a custom 3D object. It's amazing.
05:04If you think about it, if you have any 3D object, you can put spheres or cubes
05:10or any other 3D object in the shape of that 3D object.
05:13It's really incredible.
05:14Now, let's go over to Custom Replicator START, that composition, and I've
05:18already set up just a basic sphere for you
05:21--let me go back to my regular
05:23Selection Tool so it doesn't drive me crazy--
05:24and what we want to do is we have this heart 2 layer, just a regular old solid with a mask on it.
05:30So, I want to use this as the shape.
05:34But we can't use it as the shape until it is precomposed, because really what
05:38Element is going to be doing,
05:40it's going to be looking at the Alpha channel of the layer and it isn't going to
05:44see Alpha channel of the layer with the mask on it.
05:47So, we need to right-click on this and choose Pre-compose. And we'll go ahead
05:50and Move our attributes into the new composition and Open the New Composition and click OK.
05:56There is our layer with the mask on it.
05:59And if we click on transparency grid at the bottom, we could see now this is the
06:03Alpha channel of the layer.
06:05So, we can back to Customer Replicator START, go back to Element, and from the
06:09Replicator Shape change it from Sphere to Layer.
06:13This creates the custom layer dropdown.
06:15From this we can choose--where are you-- there we go, heart 2 Comp 1, and now our
06:20Replicator Shape is a heart.
06:23Now it's a little stretched.
06:26The reason why is because our composition here is wide.
06:31It needs to be square or else this happens.
06:34So we can fix that by going to our heart 2 Comp 1 and we can click on the
06:40Region of Interest button and click-and -drag our Region of Interest that's a
06:46little bit more square shaped.
06:49Then we go to Composition menu and choose Crop Comp to Region of Interest.
06:55Now, this composition will be square and when we go back to Customer Replicator
07:00START, our heart will be more...hearty. (laughing)
07:02Then select on Element and of course we go to Scale XYZ again and we can
07:08customize this if we want.
07:09We can get a taller heart or shorter heart or whatever we want to do.
07:13Now, one of the things I like doing with this particular shape is going down to
07:18Particle Look and Size and instead of adjusting the Size which probably needs to
07:23come down just a little bit is adjusting the Size Random.
07:25So, if I increase that value, you will get little bit more randomness in the size
07:31of the particles in our heart.
07:33And I might want to take down overall size in the Particle Look section.
07:37Then we have more randomness.
07:40I like the way that looks.
07:43Now, to get the final look here, I added some fast blur which is going to smooth the edges.
07:49I also use something called position noise to animate this and make it all
07:53wobbly, which we will be looking at a lot in the next movie.
07:56Also, I animated the scale shape to create the heartbeat there.
08:01So, if we go back to Custom Replicator START and we adjust Scale Shape, it makes
08:06the heart seem to beat a little bit.
08:12So, that's how I did that.
08:15As you can see, being able to create a Replicator Shape out of anything, out of
08:21the Alpha channel of an object or out of a 3D object, gives you so many options
08:25when playing with Element.
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Animating Position Noise
00:00In this movie, we're going to look at a really cool way to breathe life into
00:04your 3D objects in Element using an animation tool called Position Noise.
00:09Eventually, in this movie, we're going to be looking at this cool example of
00:12savage stampeding miniature cows.
00:16I apologize if this is too intense for those of you that have suffered miniature
00:20cow related trauma.
00:22But, the Position Noise is actually giving some randomness to these cows, making
00:28them move and wobble and appear to stampede violently.
00:33So, we'll get to that in just a second.
00:35Let's actually see how this works and then we'll use it in action.
00:38So, go to the Position Noise BASICS Compositional where we have a simple sphere
00:42made out of spheres.
00:43So, it's basically spheres using this Sphere Replicator Shape.
00:47Now, in the Particle Replicator, you want to make sure that Element layer is selected.
00:51You're actually in the element effect here.
00:53In the Particle Replicator for Group 1, if we scroll the way down right before
00:56we get to the Particle Look here, we have Position Noise.
01:00And what this does is it basically applies a Noise Map to use to displace the
01:06spheres or whatever 3D objects you have.
01:08So, I'm going to increase the Amount and as you watch the spheres there you could
01:12see them distorting as the Noise Map is applied.
01:16Some come forward and some come back based on the Noise Map.
01:20And we could actually adjust the Evolution parameter which kind of revolves
01:25around that Map or causes the Map to revolve around, actually, to appear to create
01:32waves of distortion in this object.
01:34Now, the more we increase the Amount, the more they will distort this object, obviously.
01:40So, if we wanted to have a big swarm or something, this is the way to do it.
01:45So, it doesn't really look like a sphere any more, it just kind of looks like a
01:49swarm of these spheres.
01:51So, it's a great way to give random life to objects.
01:55You could create a greater Replicator Shape and then animate it with Position Noise.
02:00I'm going to right-click and reset the Amount value and the Evolution value.
02:05I'll take up Amount just a little bit again.
02:07I want to talk about Noise Scale.
02:09This refers to the size of the map used for displacement, but it actually works backwards.
02:15So, as we actually decrease this, let's say 0.1 or 0.2 something like that,
02:21and we increase the Evolution, you'll see that we have a nice soft undulation
02:26here, just a really soft subtle movement which is very cool.
02:30If you want it something to look like maybe it was bobbing through water or
02:34something else along those lines.
02:36That's a great way to do that.
02:38You could also increase the Noise Scale so that there is a lot of little action
02:42all over the place and again adds to that kind of swarming feel.
02:47One other property that we haven't talked about yet is Surface Offset.
02:50So, all of these spheres are on, essentially, the surface of the Replicator Shape,
02:56the surface of this sphere.
02:58As we increase the Surface Offset, these kind of spread out a little bit.
03:02This will give you a little bit more room when you're animating with Position Noise.
03:07This gives a more room to spread out there.
03:09You could also -- just right-click on both the Amount and Noise Scale to
03:13Reset those really quick.
03:14We could also use Surface Offset Random.
03:18So, we could increase this so that some of them stick to the surface, some of
03:22them go out, some of them go in and again it's a little bit chaotic, which when
03:27used with Position Noise, could also produce some interesting results.
03:30Of course, you only need to use Position Noise to offset the surface, offset
03:34objects from the surface but, it's just another tool, you can use with Position
03:38Noise to get the results, you are looking for.
03:40Now, I'm going to right-click and Reset both, Surface Offset and Surface Offset
03:44Random as well as Amount and Evolution.
03:48Let me show you one more aspect of this here.
03:51As I increase the Amount of Position Noise, I get this distortion here.
03:55Be very aware that when you move the object that the Noise Map stays in the same place.
04:01So, as I move the object, you'll see that the Noise Map stays in the same place,
04:06but the object kind of moves through it.
04:08So, all you have to do is really increase the Amount and then once you move the
04:13object, you'll get - you're getting some interesting movement there along the
04:17surface of the object even in Z space. Very interesting.
04:20Now, you may want this,
04:22you may not want that but, be aware that this is how it works.
04:25Now, let's move along to our example.
04:27Go to Position Noise START, the composition there.
04:30We have the evil devil cow staring at us.
04:33And we'll go to the Element layer.
04:36Group 1 is where the grass is. This is the grass that comes with Element as the
04:40sample of 3D object.
04:41And I have the Plane Replicator Shape.
04:44So, it spreads out that grass.
04:46And we're going to now look at Group 2 which is where the cow is.
04:50Now, let's change the Replicator Shape for the cow to Plane.
04:54And let's make more than 1 by increasing the Particle Count to let's say 21.
04:58Now, I want to rotate the actual Particle Replicator.
05:02So, make sure you're in the Particle Replicator section, not Particle Look and
05:06under Rotation, we want to rotate this -90�.
05:12And let's actually open up Particle Look and change the Size to be 3. There we go.
05:21And let's move these down by increasing the Position XY, the Y part of that and
05:26we'll move that down.
05:27And let's actually move these little guys back.
05:30So, I'm going to decrease the position--excuse me-- actually, increase the position Z value.
05:35Go back and forth with Position XY, Positions Z and until I get those cows where I want them.
05:41And it kind of looks little militant cows because they're very orderly.
05:44So, we could spread this out with Scale XYZ, but what that's going to do is it's
05:48going keep them in order.
05:50We want to randomize them.
05:51So, let's go ahead and open up Scatter XYZ.
05:55We don't want to do a pure scatter here.
05:57That might work in our case, in some cases but that's going to give us a little
06:01bit of Y scatter and we don't want that.
06:04So, I'm going to right-click and choose Reset, increase Scatter X and I'm going
06:08hold the Shift key.
06:10And I also might want to increase the Scatter Z, these spread out and as far as
06:15their relation to the camera goes.
06:18And I could just keep playing with that until I get settings that I like, move
06:22them back and all that stuff.
06:23I'm going to say, this is good enough for our purposes here.
06:26I may go back to the first frame and I'm going to get these cows in their
06:30starting positions here on x-axis, move that back.
06:34It's okay, if you've a start on screen.
06:37Give the viewers a taste of what's coming up.
06:38Click the Stopwatch for Position XY and now, we go to end our composition and
06:44along the x-axis, we'll scoop them into place and we actually might want to move
06:50those back here and further a little bit. There we go.
06:53And so, basically these cows come walking on.
06:57As you could see here, this is going to float into place.
07:01It doesn't look very realistic.
07:02So, what we are needing here is some Position Noise.
07:07So, I'm actually going to start with this kind of in the middle of Comp so, you
07:11could see those cows.
07:12And then, I'm going to go down to Position Noise at the bottom of the Particle
07:16Replicator section and increase Amount to 30.
07:19So, we could kind of really see the movement of the cows that there's some more
07:23anger in their stampeding.
07:26And then I need to animate the Evolution value.
07:28So, at frame 0, I'm going to click the Stopwatch for Evolution I will hit the
07:32End key to jump the end of the composition and I'll just make one full
07:37rotation of Evolution.
07:40And now, we can preview this.
07:42Here, we could see that Position Noise has caused enough randomness in
07:47their movement to make them seem like they're kind of going crazy a little
07:52bit and stampeding.
07:53Now, we are kind of burying their legs in the grass so that the viewers can't
07:57really see what's going on as much and where you can't see it, it kind of
08:01breaks the illusion.
08:02But, we can just see their heads kind of bobbing through the grass.
08:05This Position Noise really gives them a great sense of random movement.
08:08And that's really the purpose of Position Noise.
08:11It is to take these particles
08:13and just breathe life into whether they are stampeding through the grass or whether
08:17they are floating in water or maybe blowing in the wind.
08:20Position noise is a really great option, just to give random organic movement
08:25to your particles.
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8. Integrating with After Effects
Adding lighting
00:00In this chapter, we are going to take a look at native 3D tools and how that
00:05impacts the look of your work in Element.
00:07First up, we are going to be talking about lights.
00:10If you're new to the world of 3D, then you will be very surprised by the power
00:15of lights when you're working with a 3D object.
00:18In regular After Effects, lights are cool and they make a big difference,
00:22but nothing compared to the difference that they make when you are working
00:24with actual 3D objects.
00:26Here for example is this asteroid that we saw earlier.
00:28This is with its default textures and its custom lights.
00:32It not only looks so much better but also composites better into our scene.
00:37So, I am going to show you how to set up a basic lighting setup.
00:40And then, after the tutorial is over, I am going to give you some cinematography
00:44basics for those of you that are interested.
00:46Now, what I want to do is right-click in a blank area of the Timeline Panel.
00:50I am going to choose New>Light.
00:53What I am going to do is I am going to choose a Parallel Light.
00:57Now, in regular, in real life I would say, in regular After Effects work, I
01:00really prefer to use spotlights, like conical shape of the spotlight, and the
01:07feathered edges and everything else that comes with a spotlight.
01:10It really looks fantastic.
01:12But, I find that, and let's go ahead and choose spot for a second. I will click OK.
01:17I find that when I use a spotlight--oops!
01:19Let me lock my Element layer there.
01:21When I use a spotlight in Element, it's really hard to get it exactly where I want it to go.
01:29Later in this chapter, we will be looking at the elementary script which
01:32will help with that.
01:33But, a lot of times, actually probably about 80-90% of the time when I use a
01:38spotlight and I want to get it to do a specific thing, I can never get it right.
01:43So, what I am going to do is delete this, make another new light, and this time
01:47I am going to make a parallel light.
01:50And when I work with Element, I get far better results 9 times out of 10 when
01:55I'm using a parallel light than when I am using a spotlight.
01:58So, the way the parallel light works is it basically just shoots light from a
02:03huge light source, like the sun for example is a good example of a parallel
02:09light where it's just a huge wall of light coming from a given direction.
02:14And it really doesn't matter too much where the light is positioned.
02:17It matters much more just where the point of interest is here.
02:21So, you could just grab this point and move it around, even though this light is
02:25on the left side of the rock, if I move this over here, we are actually lighting
02:31the right side of the rock.
02:33So really, you just put your parallel light anywhere and light all over the
02:37object from that one spot.
02:40And again, there are exceptions, but I almost always prefer to at least start
02:44with a parallel light.
02:46Now, you notice that once we added a light, any light, it gets rid of this kind
02:50of ambient 2D light that is by default on our objects where it just kind of
02:56looks like a regular 2D layer.
02:58And now we have lit the object and we could have shadows and everything else.
03:02Now, the first thing I do when I'm getting my light is to get what's called the key light.
03:07This is the dominant light source.
03:09It's not necessarily the brightest light, it's just the dominant light in our scene.
03:13A lot of times what will happen--I am just going to move this out of the way so
03:17I could see it a little bit better here.
03:18A lot of times what will happen is that when we get a good key light, we want to
03:24create contours, these image contours which bring out the detail of the texture
03:29of our 3D object, and it creates really strong shadows.
03:32So then, what we'll do is right-click, create a new light again, but this time, I
03:37want to change the light type to Ambient, which is a light type I don't find
03:41myself using too much in Aftereffects outside of Element, but in Element, I find
03:45myself using it all the time.
03:47So, I use ambient lights for a fill.
03:49So, I will change the color to more like a pinkish color like we have here in
03:54the background galaxy stuff, I'll click OK, click OK.
03:57And that's ridiculously bright.
03:59So, we will go ahead and open up the ambient light, and drop the Intensity down a lot.
04:05We will bring that up just a small, little amount.
04:10Even that much there, even 9% makes a difference, and you could see that it
04:15composites a little better now because it has some colors in common with the background.
04:19It just fills in the shadow areas.
04:22So, if I take that off, before and after, before, after.
04:26It's very subtle, that's exactly where I'm going for.
04:29Now there is one other type of light that's pretty common, that's called a backlight.
04:32I am going to right-click and create another new parallel light and change the
04:37color back to the bluish, greenish blue color.
04:42Click Parallel Light, click OK, and then we're going to maybe move this around.
04:49I'm hoping I can pull this off in the middle of the tutorial.
04:52The backlight is much harder to get.
04:55Sometimes we'll have to go and actually open up the Layers property, the
04:58Transform properties, and play around let's say with the X property for example,
05:03and the Z until I get the backlight.
05:08Basically what that is, is it's a light from the back of the object that kind of
05:14just lights up the edge of the contours here, and we're getting that here.
05:18And actually, let me double-click the light, and I'll change this back to like a
05:22pinkish color, so you could really see what's going on here, click OK.
05:26And now we're seeing it along the edge.
05:28It's kind of more of a side light, and you could tweak it till we get it more of a backlight.
05:33But, that's kind of what a backlight does is just brings out a little bit of the
05:38edge textures and makes that pop a little more.
05:40This works especially well if you're on a dark background, and we want to make
05:45the subject pop a little bit more.
05:47So again, we have our three lights;
05:49we have our key light, our main light, we have the fill to fill in the shadows
05:55over on the side, and then we also have our backlight.
05:59Now, that completes the tutorial.
06:00So, for those of you that just wanted to get a basic understanding of playing
06:04around with lights in Aftereffects with Element, then you can go ahead and move
06:06on to the next movie.
06:07For those of you that are interested, I want to talk to you a little bit
06:10more about some cinematography principles and how to make your models really look incredible.
06:16Now, the lighting setup I've just showed you is often referred to as three-point
06:19lighting because we have a key, a fill, and a backlight.
06:23But, one of the things that I often see when people talk about this whole
06:27three-point lighting things, they give you a very mechanical explanation of
06:30where we want to have a key light from 45 degrees away from the camera on
06:35this side, and then a fill light on this side and the backlight coming from this side.
06:39And it's really a bad idea to think of three-point lighting as a technique like
06:44a mechanical thing to do.
06:46Really, it's better to think of three-point lighting like concepts.
06:50So, we have a fill light here or rather a key light on this spot, but it's not
06:55in any relation to the camera, and it doesn't really matter.
06:58We could have our key light anywhere we want.
07:00We could put our key light coming from the top down.
07:03We could put it from the bottom up if we wanted to, we could put the key
07:08light wherever we want.
07:09But, that is the dominant light source, and all other lights and the placement
07:13of all other lights is really determined by the key light.
07:18Because of that, I really recommend that you start with the key light and then
07:22determine where to put the other lights.
07:24Now, I am going to go back into my Light's final composition here because this
07:27is lit a little bit better.
07:29I spent a little bit more time on this one.
07:31And the whole thing is with three- point lighting is it's just again concepts,
07:34it's just ideas, you don't have to do anything.
07:38As a matter of fact, one of the things I like to do a lot is have
07:41two-point lighting.
07:42I have just a key and maybe just the kicker, the rim light, the hair light, the
07:47backlight, whatever you want to call it. These terms are often used interchangeably.
07:50I just have that light on the side.
07:52So, I really don't have a fill, it's two- point lighting, I have the key and the
07:56backlight, or, I might want to turn off my key light here, and just have the two backlights.
08:01And that looks pretty awesome, and that's totally legal, and it's not
08:04three-point lighting and that's fine.
08:05I can also just have my key light and my fill light if I want to do that.
08:11I can also have my fill light, and my two backlights.
08:14You can see there is an infinite number of possibilities when it comes to
08:17lighting, and as a matter of fact, I actually used four-point lighting for this example.
08:22I have my key light, I have my fill light, and I have two backlights one on each side.
08:26So, there really is a lot of flexibility here, and the key is to make the object
08:31look I would say beautiful, but it's really you want to make the object look
08:35like it should look.
08:36I want this space rock to look really rocky.
08:39So, I wanted to have a lot of lights that brought out the contours and the
08:43detail to really show that detail off.
08:46Without the backlights, it looks much more flat.
08:50This brings up another good point.
08:51I am just going to go ahead and turn off the other lights, and play with the key for a second.
08:56I will open up the key and the Transform here.
08:59But, when we move the light around, and we put the light right in the front of
09:05the object, the more we put the light directly in front of the object,
09:10basically where the camera is coming from, the more we flatten out the textures of the object.
09:16This is probably why the lights in your bathroom are right in front of the
09:18mirror pointed right at your face, so that tends to make you look nice and flat and smooth.
09:24So, when we light things from the side, we tend to bring out all the contours,
09:30the details, the wrinkles, and the scars, and everything else by again
09:34lighting from the side.
09:36Now, with people, that's not always desirable, but with objects, a lot of times
09:41it is, you want these contours, they are beautiful, they are something about
09:44these little edges and details that the human eye is really pleased by.
09:48So, that's something to be aware of.
09:50Another thing to be aware of, I am just going to go ahead and undo this to get
09:55this light back to where it was before.
09:57But, another thing here is that if I unlock the camera and move the camera
10:01around, that once we move the camera that everything is shot.
10:06Our backlight is no longer our backlight, and our other backlight is just
10:11kind of a key light now.
10:13Everything is completely messed up, or, if I go back to Element even and I play
10:18with the rotation of the object, then that also messes up the lighting.
10:23So, just like in real life, when a subject or the camera moves, then the
10:27lighting needs to change as well, assuming of course that you want to
10:31maintain the same lighting.
10:32This is just another reason why the three-point mechanical setup just
10:36doesn't often work.
10:37So, that's enough about cinematography for right now.
10:40But, it's just really important to know that the quality of your lighting, your
10:45ability to light a subject will make such a huge difference when you're dealing
10:48with 3D models in Element.
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Using an After Effects camera
00:00Another very exciting tool to use with Element is obviously, Cameras.
00:05This is just kind of a refresher.
00:07I have here this shot, and it's handheld, and kind of all over the place.
00:14And it's been tracked with CAMERATRACKER from The Foundry.
00:17So, I already have a camera that matches this scene.
00:22Just to show you how this works, I have a little test solid here, and this is a
00:272D solid, but I am going to put it in 3D space, and I'm going to open up its
00:32position, and I'm going to get it in the right spot. And there it is!
00:40And now, that's all I've done, there are no keyframes here.
00:44I could press U and nothing happens, so there is no keyframes.
00:47But, as soon as I play this back and it's a 3D object, then it automatically
00:53matches the movement in our shot because of the camera.
00:57So again, anytime you put 3D object with the camera, it's going to
01:01automatically follow the camera.
01:02So, the camera here also recognizes the 3Dness of Element.
01:09So, we don't have to do anything to animate if we have an animated camera.
01:13So, what I'm going to do is I am going to turn on the Element layer, and we're
01:15going to start from scratch here, just see now there is no tricks up my sleeve,
01:17and I'm going to apply Element, and I'm going to click the Scene Setup button,
01:22go to Starter_Pack, scroll all the way down, click telephone_pole to add that
01:29into our scene, click OK.
01:33Then we have a telephone pole that's way too close to the camera.
01:36So, we'll open up Group1>Particle Replicator.
01:40And usually, you can't mess with the Z position of an object or it doesn't stay
01:45with the track camera, but for whatever reason, this is fine.
01:50So, we can actually use Position Z to put this a little farther away from the
01:54camera, and we could use Position X and Y to get this into place.
02:00Also, open up Particle Look and reduce the size of the telephone pole, and
02:06move this back down.
02:07I kind of want to get it on that little spot right there, it's a little dark spot.
02:11It's kind of a natural shadow in the dirt, and so we'll just, and it seems like
02:16a natural place to put that telephone pole.
02:19And that's all I've done, is I've just moved it into place, and because it's a
02:253D object, it tracks almost perfectly, I might add, with the background scene. Look at that.
02:34And let me just get this full screen so we could really see what's going on here.
02:38There we go!
02:39And look how perfectly that combines with our footage.
02:44It's really incredible when you have a tracked camera in your scene, what you
02:49can do with 3D objects in Element and live footage.
02:52Now, one other thing that's important about Cameras is the ability to get
02:55shallow depth-of-field.
02:56We're not going to talk about that in this movie because we have a dedicated
02:59movie to that coming up in a few chapters.
03:01But, that's what you need to know about using cameras with Element.
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Aligning with nulls
00:00Who doesn't love a Null Object?
00:02Null Objects do so much good for us when working in After Effects and working
00:06with Element is no exception.
00:07You remember in the last chapter I had this example, this little video game stuff
00:11where these rings blue up in Element.
00:12Well, one of things that I want, is I want to have this ring come down this
00:17path and then explode.
00:19But the thing is, it's really hard getting the Element group to roll down this
00:24hill and make it look like here it was connected to this hill because I've
00:28already made the background and my slope is not a very good slope I realize.
00:32And so, I was having a hard time and so I decided, I would make a Null Object or
00:37actually a solid layer but it's the same thing and I can open up position here,
00:42I'll click on Position and the benefit of using this Null Object is that I was
00:47able to get motion handle, so I can control the path, the shape that this null
00:52traveled coming down this hill here.
00:55So, then in order to get this to work let's go down to Element here and in Group
01:001, we want to connect Position XY--I'll just resize this a little bit here--we want to
01:05connect Position XY to the Position property of the null here.
01:11So, I'm going Alt+Click on the PC or Option+Click on the Mac to stopwatch for
01:15Position XY of Group 1 and click-and- drag the pick-whip over to the Position
01:20property of the Null.
01:22You can click in a blank area here of the Timeline panel there is nothing else
01:27to accept that and as we resize this we can see this little better, we can see
01:31now that our ring follows the course of the Null. Boom! And there goes.
01:38Now I'm going to go to Edit>Undo and I want to show you something else here.
01:45Now, this is pretty easy because it was a 2D layer.
01:48But if we make the Null a 3D layer then we have three properties here and there
01:55are only two properties on Position XY, so here is how you do that.
01:59Let's do the same thing again where we Alt+Click or Option+Click on Position XY
02:03drag the pick-whip to position.
02:05It will take the first two of these properties which is all we need Position XY,
02:11click to accept that and then what you need to do is click a stopwatch for
02:16Position Z and then drag the pick -whip to the third option here.
02:21So, we don't want to drag it to position, we want to drag it to the Z property of
02:26the Null and there you have it.
02:29Now, these expressions work pretty easily but sometimes there are problems with
02:33expressions when working in Element and we'll talk about what that's all about
02:37and how to fix it in the next movie.
02:39One other thing about working with Nulls in Element is that when we are moving
02:44lights around and trying to control groups and where those particles are,
02:48sometimes I've noticed that element has a hard time being discovered by After
02:53Effect exactly where it is in 3D space.
02:55Sometimes spotlight is really hard to line up and there are other issues.
02:59Well, a Null can also be your best friend in that because as we use a Null to
03:05control of a Particle Replicator a group for example in Element as we use that
03:10same Null to control maybe the point of interest on the spotlight or whatever
03:14then we can have a single point of interest for all those things centered in the
03:18Null, and the Null becomes a controller for that stuff and becomes much easier
03:22to get objects exactly in the right spot.
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Working with expressions
00:00As mentioned in the last movie there is a little bit of an issue when dealing
00:04with expressions sometimes in Element, and if you don't know how to overcome it,
00:07it can really throw you for a loop.
00:09So, what I want to do right here is just explain the projects so you know we are trying to do.
00:13I have here one layer of Element that's controlling all of the blocks which are
00:18on one group, that's actually Group 2, all these little blocks, the cubes.
00:23And then I have Group 1 which are the spheres here.
00:27And then I have a separate shape layer with my text on it.
00:30So, what I want to be able to do is control my text with my cubes, the ones on Group 2.
00:36So, if I right click in Group 2, and right click on Position XY and choose Reveal
00:43in Timeline, I will see this property.
00:47And then, what I need to do is reveal the Position property of the outlines here,
00:52the Outlines layer, that's layer, that's layer number 7.
00:55And what I'm going to do is Option+ Click on the Mac or Alt+Click the PC to
01:00stopwatch Position property on the outlines on the text layer.
01:04Then I want to drag the pick-whip to Position XY on Group 2 and then click
01:13anyone to blank area to accept that.
01:16So, it seems like everything worked out great.
01:19I will go ahead and select Element. I will resize this so we could see everything here.
01:23When I move position XY the cubes move but nothing else does.
01:30So, that obviously didn't work.
01:33To add to our frustration when we open up Group 1 the Particle Replicator and
01:37I want to move my spheres...uh oh, the text comes along for the ride. So, they're connected.
01:43Even though we linked up Group 2's position, it used Group 1.
01:49The reason why is, that there are five Groups here in Element and the naming
01:54conventions are all the same for all of them.
01:57So, what we need to do.
01:59In order to connect things up correctly in Element is to hold the Option key on
02:04the Mac or the Alt key on the PC.
02:06Now, I'm going to go and undo that, undo that again to get rid of the expression
02:12that we created. And actually we need to do Command+Z, Command+Z there we go.
02:19That would be Ctrl+Z on the PC to undo that.
02:22Now, what I want to do instead is I want to Option+Click or Alt+Click Position
02:27again and this time when I drag the pick -whip, I'm going to hold the Option key
02:32on the Mac or the Alt key on the PC.
02:34So, I know we've already clicked that once. We've already Option+Click or
02:37Alt+Click the stopwatch but we need to hold that Alt or Option key one more
02:41time, while we drag the pick-whip to the Position XY of Group 2 and then it uses
02:48the number of the parameter in the expression and that allows us to adjust
02:55Position XY. And now, our text layer is linked to the Group 2 Position XY just, like we wanted.
03:06So, just a little trick when dealing with expressions in element. Again, when
03:11you're connecting outside layers or anything else to properties in Element
03:16hold down the Option or Alt key, so that you use the number of the parameter
03:21and not its name.
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Using the Elementary script
00:00So, I have a little bit of confession to make, in this project we have been
00:04looking at here and there throughout this training series where I have like this
00:08sphere full of cubes casting or reflection or casting a shadow rather.
00:12This shadow was fake I went and I rendered a still frame of that object and then
00:19distorted it and tweaked it so it looks like a shadow, but actually it's just a
00:23single solitary layer it's not a real shadow.
00:25And that's because again at the time of this recording Element can't cast
00:29shadows. It's something that they are working on so, maybe about the time you're
00:33watching this, we'll be able to do that.
00:35But there are some limitations with Element as we talked about, the reflections
00:39and that type of thing.
00:40But there is a script that has been created that you can purchase.
00:45That will allow you to overcome some of these obstacles and it's called
00:49Elementary. And once you install it, I can to the Window menu and open this up.
00:56It's actually a script or the UI scripts and this is what elementary looks like.
01:02And what it can do, it actually does a host of things. This actually is a really
01:06robust few buttons here.
01:08What I'm going to is a I'm going to select the Element layer and I am going to
01:12Create what's called an Anchor in Elementary language and that will allow me to
01:17control Group 1. So, anchor is almost like a separate layer of a group. So, I
01:24click OK and now I have Element-Group 1 on its own layer.
01:31I can open up this layer and I have my Transform properties like Position, Scale.
01:38And as I move this layer, the separate independent layer, it adjusts the group as
01:45if it were a separate layer, which it kind of is, it controls these parameters
01:50through Element, so now have access to Scale and all these other attributes, Y
01:55Rotation, everything else through this layer.
01:59So now, I could parent other layers to this and I could control other layers
02:04through expressions and everything else much more easily because it's now its own group.
02:09I could also link up lights to it and a bunch of other things because it is its own layer.
02:15I'm going to go head and Undo that by going back to Edit>Undo Change Value few
02:21times. I will just press Command+Z. Alternately, I could select this Element Group
02:251 and click the Delete button in Elementary and that gets me back to square one
02:29and undoes all the expressions and everything else.
02:31Now, another great trick of Elementary is it can recreate reflections and
02:38shadows among other things.
02:39So, I'm going to select my Spotlight here, which looks like that, and I'm going to
02:44Command+Click on the Mac or Ctrl+Click on the PC the Element layer and then I'm
02:49going to click on Shadow. And in just a moment, we have this shadow here that we
02:57can adjust. And this is not a faked shadow like the one I've been using.
03:01It is an actual real shadow.
03:04So, I can move my Light and you could see that the shadow responds accordingly.
03:10So, this is a great handy feature and this is a pretty advanced example just to
03:16give Elementary some extra credit.
03:18If you are doing some simple light text reflections and motion graphics type
03:21stuff Elementary is just incredible.
03:23There is a bunch of trick too that you could do. Cel-Shading and a few other things. And
03:28Elementary is a script, again, you could purchase it separately but it is really
03:32inexpensive as a matter of fact.
03:34If you go to aescripts.com/elementary this is where you can purchase it, its
03:39Name Your Own Price.
03:40The suggestion is a very fair $29.99
03:44but you can actually pay whatever you wanted.
03:46And there's also much more information about how to use the plug-in and also
03:52other things that you can use with it.
03:54For example, you could also use ELEMENTARY that Elementary script to with
03:58Trapcode Form in particular as well as After Effects Shatter and other tools as well.
04:05So, if you're serious about using element I highly recommend checking out
04:08the Elementary Script.
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9. Using the Animation Engine
Using the animation engine
00:00We're now going to look at the powerful Animation Engine inside of Element. And
00:04this thing is a beast.
00:06Honestly, this chapter is taking me the longest time to prepare for. There's not
00:10too much documentation on it, as of yet.
00:13So, let's talk about what this is. What the animation does--
00:16if you open up the Animation Engine section in Element--it enables you to blend
00:22between two groups. Or, in other words, it allows you to morph or interpolate
00:29between the settings of two different groups.
00:32So, in this first comp, Animation Engine Basics, if we open up the Animation
00:36section on the Element layer, we know that we have two shapes here.
00:42On Group 1, we have a series of cubes that are in a ring shape.
00:48So, if I reduce this, you can actually see those rings. And then, on Group 2, we
00:54have also a series of cubes, but they are placed in a grid, a 3D grid. And, notice
01:00that there are different material settings applied there: green material on the
01:05ring, and kind of, like, a grayish-bluish color on the cubes.
01:10And, so, if I enable the Animation Engine, we instantly have Group 2 disappear,
01:16because by default, it's going to morph from Start Group 1 into Group 2. And, so,
01:23if I increase the Animation parameter percentage here, and I increase that,
01:28you'll see that the cubes go from the first position, the first state Group 1, into Group 2.
01:36And, you can see that the Material Properties are changing as well.
01:40And also, you could see that in the interim, in the transition, we have some
01:46really cool-looking animation as these blocks kind of form and assemble. And
01:51again, this is a very simple example, meant to just illustrate the point, but it
01:55still looks pretty cool.
01:57So, let's talk about this Animation Engine here, and what all is controlled by
02:01the Animation Engine.
02:02Again, this is one of those things that just took me a long time to figure out.
02:06So, hopefully, this little chart helps.
02:08First of all, we can morph between Replicator Shapes. And, we saw that in
02:14our initial example.
02:15So, when we went from a ring, and we morphed into a grid, we saw how that worked.
02:23So, that's one thing that the Animation Engine could blend between.
02:26We also have Basic Transforms. So, if we have one group's position different
02:31than the other group's position, it will blend between those or Position, and
02:35Rotation, and Scale. And also Scatter and Position Noise are interpolated between.
02:41And we also have Material properties of the same model.
02:45So, we saw that also with our example. We have two different materials on our
02:48ring and our 3D grid cubes, and it morphed between those two materials, but it's
02:53important that you understand that it's the same model.
02:56Multi-Object settings are another one of those things that can be morphed
03:00between. We'll talk about this a lot when we get into shattering and fracturing
03:04objects later on in the chapter. And, this is a key element right here.
03:08If we have two different 3D objects, it'll create a cross-scale between them, and
03:15sometimes this creates kind of weird results, and in some instances, though, this creates
03:19a pretty cool effect.
03:20Let's go back to After Effects.
03:22I'm going to go over to the Particle Cross-Scale composition.
03:24And here we have two different groups. We have Group 1, which is a series of--I
03:32am going to hide my cloud here--we have a series of raindrops, 3D Raindrops, and
03:37we also have a series of blobs, here, that's supposed to look kind of like
03:41stylized snow, and they're spread out in a 3D grid-pattern on the ground.
03:47So, if we go back to Element, and we enable the Animation Engine, we can see that
03:54the raindrops fall, and they do that Cross-Scale thing I was talking about,
03:59because they are two different 3D objects. And because their animation overlaps
04:04perfectly--let me actually zoom in here, so we could get a better look of
04:07what's going on here--
04:08So, if you watch some of these particles here--so like this one here for example,
04:13this raindrop in the background-- it's kind of morphing into a blob and it
04:19creates a pretty cool look.
04:21Now, most 3D objects--and it depends on the animation that you're doing, of course,
04:26too--but most 3D objects don't blend that nicely together for the result that
04:31you're looking for. But, again, sometimes, it does work out great, and it makes a
04:36wonderful-looking example like this.
04:39So, just beware that these are the basics of the Animation Engine.
04:42In the next movie, we're going to be explaining these animation types, and also,
04:47as we go through the chapter, we're going to be, be getting more in the detail of
04:50what this Animation Engine does.
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Understanding animation types
00:00In this movie, we are going to look at the Animation Type parameter, as well as
00:04many other of these settings, in the Animation Engine.
00:07And, we have, again, a very non- practical, non-real-world example.
00:11We just have two 3D grids of cubes.
00:14But, this is what's going to help us understand really what's going on here,
00:18before we get into more practical examples later on in the chapter.
00:21So, again, I just have these two walls of 3D grid of cubes, and Group 1 is in the
00:26front, Group 2 is in the back.
00:28So, let's enable the Animation Engine, and we will just get these first cubes.
00:32And let's increase the Animation parameter.
00:35What that's doing, by default, is using the directional animation type.
00:40This is making the particles disappear, or, rather, transition on from the left
00:46side to the right side of Group 1, and then also reappear or morph into Group
00:522, from left to right.
00:54So, if we, let's say, for example, take this half way--and I will go and select
01:00the Unified Camera tool and move this around-- you can see we have a nice, little staircase here.
01:04Now, we can use this as, like, a transition for a logo, or, just a still image, or
01:09whatever we want, maybe a background or something.
01:11We don't necessarily have to animate this parameter. We can leave it stuck here,
01:14which gives us some pretty cool results.
01:17Now, another thing that we can do here is change the Animation Type to
01:21Radial, for example.
01:23Take this back to zero.
01:24And, as I increase this, we see the particles now come from the center in a
01:29radial motion, and they also gather in a radial motion in Group 2, which creates
01:36a really interesting and smooth transition.
01:39And, again, as we move this around, it creates, now, this kind of cool bowl look.
01:44So, we could use these animation tools. Animation Engine--almost like a modeling
01:47tool--it creates some really interesting shapes that way.
01:51I am just going to undo that.
01:52Now, let me take Animation down to zero, and Animation Type to Uniform.
01:57And, as we do that, basically, it's just going to move the whole object.
02:01It's just going to try to move every, single one of the cubes uniformly.
02:06Now, if we increase Randomness, which actually is the parameter available for
02:11every animation type, then, as we increase Animation, we get pixels uniformly
02:17going back, but in a random way.
02:21Let's take this to Directional, and see what Randomness does there.
02:25Actually, let me take down right on this just a little bit. As we increase this,
02:28it's still going from left to right, but in a random way.
02:33Now, I am going to take Randomness all the way down to 0, Animation all the way
02:38down to 0, and change the Animation Type to Random.
02:40So, it's actually a random animation type.
02:43As we increase the Animation parameter, you can see that we kind of go all
02:48screwy; the particles disappear in a random way, and they also reassign
02:54themselves in a random way, as well.
02:57So, it's not like the cube in the upper left-hand corner is going to the cube
03:00of the upper left-hand corner in Group 2; it's just going to some crazy random place.
03:06Now, let's take Animation Type back to Directional, and we'll take
03:09Animation back down to zero.
03:12And, let's increase it a little bit, until we see some of these stairs, here.
03:17We see this nice smoothness, as these particles go from left to right, here,
03:21creating that cool stair- stepping look that we saw earlier.
03:24But, I can also adjust that with Smoothness.
03:27If I take this down to zero, we see that these particles still move from left to
03:30right, but it's not so smooth; it's very blocky.
03:34And they're either there, or they are not there.
03:36They are completely in the Group 1 state, or they are completely in the Group 2 state.
03:42Now, we could also do the opposite here.
03:43We could take the Smoothness value, increase that to 100.
03:47So, then, when things move, well, it looks kind of ridiculous, because it's kind of
03:50like, Uniform here, but we could take this down just a little bit.
03:54And then, as these particles move, it's just a lot smoother. They kind of fall
03:59nicely into place there.
04:00So, you can see, there is just so much you can do with these properties.
04:04And, of course, we don't have to start with Group 1 and Group 2. We could choose
04:07any group and morph into any other group.
04:10As a matter of fact, if you wanted to change these groups, you could just
04:13change group directions.
04:14Right now, we're going forward, which means that we're going from Group 1 to Group 2.
04:19But, we can also go backwards, so that we start at Group 2 and end in Group 1 by
04:26just changing the Group Direction parameter.
04:28Another cool feature of this is that it automatically eases for you.
04:31So, if we were to animate from 0 to 100, we'd see a nice, smooth easing in and
04:36easing out motion with these blocks.
04:39But, you might not want that.
04:40So, under Ease Type, you can change Ease, which eases in and out, or you
04:45could just ease in, or just ease out, or you could just turn this off and have
04:48Linear Interpolation.
04:49Now, for most of these animation types, you will have additional options.
04:53So, for Directional, we have directional options.
04:56So, if I, let's say, take this down--I should take this back to Forward--then we
05:01have these smooth transitions here, and we could actually change the
05:05Directional options--just adjust the pitch--and so now we have this kind of
05:09more diagonal transition.
05:14And, if we change the Animation Type to Radial, we will get radial options and so forth.
05:18I am going to go back to Directional for a second, and I am going to take off
05:23the pitch adjustment that I made.
05:25And I want to show you something that looks kind of interesting.
05:28When you change the Animation Type, by default, this changes both the way that
05:32the particles leave the start group, and enter the finish group.
05:38So, this Directional applies to both how the particles leave, and how
05:42the particles arrive.
05:44But, you may want two different states for that.
05:47You might want the particles to leave in a certain way, and then arrive in a certain way.
05:51And, so, that's why we have the Dual Animation Mode.
05:53So, if I open this up here, we can turn this on to Directional, and we'll change
05:59our Initial Animation Type to Radial.
06:02So, now, when the particles leave, they leave in a radial way, and when they
06:08gather into Group 2, they gather in a directional way from left to right.
06:14So, we can change these different modes, and really have a lot of fun with
06:20playing around with these different settings.
06:21There is a lot to do here; it's very powerful.
06:24We actually have all these same Directional options for the Dual Animation Mode as well.
06:29So, really, the possibilities are endless for morphing from one group to the next.
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Making groups similar
00:00In this tutorial, we are going to look at how to make groups similar. And why do
00:03you even want to do that, in the first place?
00:05As part of our subject, we are going to be looking at this little, tiny Lynda bumper.
00:08(video playing)
00:16So, part of this, is that we have the Lynda slogan, "You can learn it." And what's
00:24kind of fun about this, is that these two shapes are very similar.
00:29As we talked about before, when we have similar materials on the same object,
00:35or when we have the same object with different Replicator Shapes, they kind of
00:39morph into each other nicely.
00:41And, so, then, it's a good idea to learn how to copy from one group to the next.
00:46In our case, here, we have the same Replicator Shape, and we, pretty, pretty much the same
00:50Replicator settings. We have different object, and so we're getting that cross-
00:54scaling that we talked about before.
00:57But, it's still a really cool effect, and it comes in so handy to be able to
01:02copy groups. So let's look at how to do this.
01:05Let's go to Copy/Paste Groups START. Go to Element, where we have a big mess here.
01:10We have our Group 1 set up correctly, and it's in a Sphere Replicator with
01:15the text sticking out.
01:16So, if we go into the Y rotation here, we can see it kind of spinning around.
01:23So, that's kind of how we want it. That's good.
01:26But, "learn it" is just a mess. I haven't done anything with "learn it" yet. It is just
01:30regular Point Replicator and one object. Turn that on, and off, there. Put it back to one, there.
01:36But, what we can do to quickly to make these the same is to open up Group 1.
01:41I'll close the Particle Replicator area.
01:44If you open up Copy/Paste Group, I can click Copy. This is also a great place to Reset stuff.
01:50So, if you play around with all of these settings, you just want to get back to
01:52square one, click the Reset button, and go back to square 1.
01:56I am going to go to Group 2, and I am going to open up Copy/Paste Group, and now,
02:01I am going to Paste.
02:02And now, all those settings--the Size, the Shape, the Replicator, everything--it's
02:07all in the correct spot for Group 2.
02:11So, now we can turn on the Animation Engine and animate between these two.
02:17Now, additionally, what I did in the little example, here, is I added some rotation
02:22for the, on the Y-axis, for both the Replicator Groups of "you can" and "learn it."
02:29And, I played with Scale Shape to make that pop up, and then, also animated it to
02:35go down at the end there.
02:37But, the core of the animation was created, because of Copying and Pasting the
02:43Groups to make them identical.
02:45Now, again, you can imagine, if we had the same text--if we had "learn it," for example,
02:49in both Group 1 and Group 2, in different materials--then we could Copy and Paste
02:53them, so that the shapes are the same, but the materials transfer over.
02:57It's a really handy tool to be able to be aware of as you're working with
03:01the Animation Engine.
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Fracturing objects
00:00In this tutorial, we are going to look at blowing stuff up, like this.
00:05(video playing)
00:11I am not sure what it is, but something inside of me gets very happy when that happens.
00:16But, we're going to talk about blowing stuff up. I realize we have already talked
00:19about, kind of, how to do this, because we have already talked about Multi-Sub-
00:23Objects and how to activate them, and have those pieces kind of scatter.
00:28But, when we are working with the Animation Engine inside of After Effects, there is
00:33actually a little bit more that we can do. This is actually much more
00:36complicated than it seems.
00:37If I go over to Fractured FINAL, we could see the actual composition that I
00:41used to render this.
00:43And, it seems like there is just a few things going on, here. But, in
00:48actuality, there is a lot.
00:51So, I have two layers of Element. Actually, I have one layer of Element that's just
00:56an environment object, with the environment on it. And, it's the blurred version,
01:01because glass looks so much better when you have really sharp highlights.
01:06And, on this Element layer, the main Element layer, there is actually all five
01:10groups taken up. One is the grid of cubes, one is the little steel ball
01:16that comes in and blows everything up, and the other three groups are
01:19actually the wine glass.
01:22So, if we look at this, here, and actually, let's go over to Fractured START, so
01:26we can actually play around with this, and it's a little bit lower quality, so it's a
01:29little snappier here.
01:31What happens is, again, we have three different wine glasses here.
01:35We have one that's not broke, so the 3D is not Fractured. Then, at the one mark,
01:42here, we swap out to a Fractured glass, and that's on Group 2. That's just a
01:48Regular 3D Object that's cracked, but it doesn't move.
01:53And then we have the same groups. So, I copy Group 2, and put it on Group 3. And, that's
01:58the shattered glass. It's actually spread out. It has Multi-Object enabled, and
02:04the pieces are spread out.
02:05So, that way, when I come down to Animation Engine, and I increase the
02:09Animation, it kind of morphs from the cracked glass to the cracked glass with
02:15the pieces going everywhere.
02:17If I disable this, here, so that we're seeing both at the same time, you could see
02:22that the cracked glass comes on, and we can see the pieces of the cracked glass
02:28before the ball hits it.
02:30So, again, what I did is, I had the good glass, and I animated it from 1 Particle
02:37Count, and then, when it gets to this mark here, I animated it so the Particle
02:41Count goes to zero, so that clean glass disappears,
02:45and then, the shattered glass goes, morphs into--using Animation Engine--morphs
02:51into Group 3, with the shattered glass with the pieces going everywhere.
02:54Now, as fun as it is to blow stuff up, Element, as of the time of this recording,
02:59cannot fracture 3D objects. They have to be brought in already fractured.
03:05The way that I did that was I went in CINEMA 4D. Let's go and create a simple cube,
03:09here, and then I used a Plugin called Xplode. This does not come with CINEMA 4D.
03:14This is an extra purchase, but it's like really, really inexpensive.
03:18And so, I click on Xplode, and with the object selected, I will add it, and then I
03:22will click Scatter, and in few moments, it does its thing, and then we have a
03:27fractured cube with a bunch of different pieces.
03:30These pieces are recognized by Element when we go back to AfterEffects here, and
03:37we open up the Particle Replicator section.
03:41Excuse me, not the Particle Replicator section, Particle Look. Multi-Object, and
03:45then we enable Multi-object, and then we can scatter these pieces, or displace
03:50them, whatever we want to do with them.
03:53And, I find it easier--even though we could just animate Scatter with Multi-Object,
03:56and not use the Animation Engine--
03:58I found it was much easier, and I had more control, when I got this initial
04:03state of the fractured object in Group 2 or whatever group it is.
04:07And then, the completely scattered object, with the pieces exactly the way
04:11I wanted them in another Group, and then I animated between them with one parameter.
04:17So, basically, instead of setting a bunch of keyframes, I just changed the
04:20settings of the two groups, and then I set one keyframe for Animation to
04:25animate between them.
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Animating object materials
00:00In this movie, we are going to take a closer look at animating materials and we are going
00:04to learn a few little tricks along the way.
00:06We are going to be looking at this example here.
00:08(video playing)
00:14A little sci-fi hallway, and you'll notice that these materials here, that these lights
00:19flicker on and off.
00:20This is actually just a change in materials.
00:23So, this is a very different example than what we've seen, this is not just a bunch
00:26of spheres or cubes changing materials.
00:30This is a more practical example of this.
00:33So, let's go to the Animating Materials START composition, where we have our little hallway,
00:37and we are backing out.
00:38We just have this one object.
00:40So, let's go ahead and select the Element layer, click Scene Setup, and jump in and take a look here.
00:46We have this sci-fi hallway, there we go, that looks like there.
00:50We have the sci-fi hallway and it's just one object.
00:53So, what we want to do is create another sci-fi hallway with a different- colored light panel here.
01:00This is just an illuminated texture on this little part right here.
01:03So, what we can do is right-click on the hallway, and we'll choose Duplicate All.
01:08This will duplicate the model and all of its materials.
01:12So, without further delay, I am going to take the Duplicate off of Group 1 and put it on
01:17Group 2, so we can animate between them.
01:19So, with this selected, I am going to scroll down to its Materials Settings here and you'll
01:25notice that Illumination has just a plain, old, white color, but it says Use Diffuse Color.
01:31So, it's actually using the Diffuse Color of the object for the Illumination.
01:36So, we want to actually change the Diffuse Color, not the Illumination Color.
01:39So, we will click this swatch here, and we'll change the color to red, just drag the Hue
01:45slider down there, and we'll go ahead and click OK.
01:48So, now we have on Group 1, the hallway with the orange lights, and then on Group 2, we
01:54have the hallway with the red lights.
01:56Now, we'll go ahead and click OK.
01:58Now, what we can do is enable the Animation Engine--if it's not enabled already-- and
02:03we could animate between these. Look at that.
02:08Now, it appears as we animate between them, that there's a little bit of a position shift.
02:14So, what we can do is go to Group 1, open up Copy/Paste Group, and we'll copy Group
02:191, and we'll paste that onto Group 2.
02:23That ensures that these are both the exact, same position, and there's no more movement between the two.
02:30That Copy/Paste comes in handy so much.
02:32Now, close up these two groups.
02:34And, what I want to do, to animate this, is actually create an expression.
02:40I kind of want to just go on and off and kind of cycle through.
02:43So, instead of just setting a bunch of keyframes, I am just going to use an expression.
02:46So, I am going to right-click on the Animation Property and choose Reveal in Timeline, and
02:51I could see it here, where I am going to be able to create my expression.
02:54I'm going to hold the Option key on the Mac or the Alt key on the PC and click the Animation
03:01Property, and the expression I am going to use is a simple sine wave, Math.sin(time).
03:08Now, it's going to return very low values that we won't really even see, so I am going
03:15to multiply this times 100, and click outside to accept it.
03:20Now, if we play this back, we'll see that it, indeed, oscillates between the two parameters,
03:28but it goes really slow.
03:29So, let's go ahead and click inside the expression again, and add an asterisk (*) and then times
03:365, so basically, now we have the sine wave, that's being generated by the time.
03:42So as it progresses in time, it's going back and forth, and so we multiply it times 5,
03:47and then times 100.
03:48And now we've our final animation; oscillating materials, because of the Animation Engine;
03:57and with this expression.
04:00Pretty cool trick all around.
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Fading objects in and out
00:00In this brief tutorial, we are just going to take a quick look at how to
00:02animate object opacity.
00:05Now, we know that there's the Force Opacity option inside of Element. We also
00:09know that we could animate the opacity of the layer.
00:13But, that would fade the opacity of all the objects on the layer; we don't want to do that.
00:18I just want to fade the opacity of this main object in front.
00:22So, we could actually do this using the Animation Engine.
00:25If I go to the Scene Setup button to see what we are working with here, we have
00:30a regular box on Group 1, and then we have the boxes in the background--flat_box.
00:39And then, we also have boxes on box 2, but what I've done for the boxes on box 2,
00:44or on Group 2, excuse me, is that I have lowered the Force Opacity all the way down to 0.
00:51So it's basically invisible.
00:53And, because the Animation Engine blends between materials on this same object,
00:59if we animate the Animation Engine, or turn on the Animation Engine, animate
01:03between these properties, we can actually fade things out.
01:08I have, like, a little spin on this, and some different material settings on the
01:15disappearing cube as well, which creates, kind of like, a more of a, a cyan look to them, as they, as they fade out.
01:23But if we wanted to, we could take Smoothness this all the way down, and the
01:26objects could fade out quickly, or at least more quickly.
01:30So, this is just something to be aware of as you're working with Element, and
01:34you are trying to figure out how to fade out objects. Let the Animation Engine
01:38work for you and blend between the materials of the same object and fade them
01:44out like that.
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Animating text
00:00All right, folks! This is going to be a fun one, the culmination of everything we've been
00:04learning in this chapter.
00:05We are going to learn about how to use the Animation Engine to animate text, and
00:10we are also going to learn a lot of other stuff along the way, and we are going
00:15to be creating this cool, little project.
00:17(music playing)
00:22Now, you will notice with this, that, by the way, there is this actual 3D car and
00:27this is on the Element Car layer.
00:29But, just so your computers would not be totally destroyed, I pre-rendered this.
00:34But, for those of you that are interested, this actual layer is here
00:37and available for you.
00:38This is a multi-million vertices model, super high-quality, and Element handles
00:45it like a champ, so you can play around with that.
00:47But, what's happening here is that this text is animating kind of like regular
00:53old After Effects text, which is one of my favorite parts of After Effects, the
00:56way it can handle text, and do cool stuff with that. [00:00.56.36] And we miss that, any time we convert the text, anything else besides just plain, old text.
01:04But, we're going to be playing around with this, and we are going to make this
01:08jump up, and sing, and dance.
01:10So, let's go over to the Animating Text START composition where we have our basic
01:14text and it's lying down.
01:17So, if we go to the Element text layer, we have Group 1, and here we have this
01:23text laying down on the side.
01:25We could open up Particle Replicator and Rotation, and we can play around with
01:29the X rotation. We could see that here is the 3D text just rotated lying down.
01:35Now, we also have on Group 2, the text that is sitting up.
01:40And, if we go to the Animation Engine, enable it, we will increase the Animation
01:44value, and now the text stands up.
01:48No big deal, right, because we know that the Animation Engine interpolates
01:52between Rotation, Position, Scale, that type of thing, Basic, Transform, so
01:57that's what we are doing here; we are just tilting it up.
01:59So, that's really step one.
02:01But, the next step here--and here's a really cool trick that I discovered while
02:05I was playing around with this--is that if we enable Multi-Object for both
02:11groups--so you enable it on Group 2, open up Group 1, Particle Look, and
02:17open up Multi-Object, enable that--
02:19then, it will see each character as its own, little object.
02:24So then, as the animation interpolates between laying down and sitting up, it
02:30kind of goes one at a time.
02:33And, the Environment Map is such that it, kind of, catches the light as it comes
02:38up, and that just looks pretty awesome. So, there's that.
02:43Now, a couple other examples, here, in the same composition.
02:47We have the Element Core, this little object here.
02:51And, if I open up the Animation Engine, we can see that this is just a simple
02:54little wedge, like a wedge of a sphere that I made in CINEMA 4D.
02:58And, as we animate that, it increases all of those little objects here.
03:05And basically, there is randomized size, so they are all just kind of at
03:10different sizes there, so that comes on. That's kind of a fun little animation.
03:14And then, also, we have the Element Rings.
03:16We have another ring of cubes, and there is another ring of cubes behind it, on
03:21Group 1, that's actually invisible, like we learned about in the last tutorial.
03:27So, as this cube comes on, it's appearing to kind of fade in--the opposite of
03:34what we did in the last movie.
03:36And it's kind of coming on in a round way, because I am using the
03:39Radial Animation Type.
03:41So, it appears like these spheres kind of, just, animate on in a really cool way.
03:47So, what I did, also, was I'll right-click on the Animation Property, here, and click,
03:51no, not Reset. I am going to right- click and choose Reveal in Timeline. Same
03:56thing with Element Core, and same thing with the Element Text.
04:04Okay, that's going to give me all of those properties.
04:06And I'll maximize this;
04:08So many properties in Element. Look at that. That's ridiculous.
04:13And what I want to do is I want to connect the animation of the Element Core and
04:18Element Ring layers to the text.
04:21So, I am going to hold the Option key on the Mac, or the Alt key on the PC, and
04:25click the Animation stopwatch to set an expression, drag the pick whip to
04:31Animation>Animation Property, and click in a blank area here to accept that.
04:37Now, note that we don't have to hold the Option or Alt key with the pick whip
04:40like we did before, because there is only one animation property in Element.
04:45So, we are safe there.
04:46And I will drag this down; link that up.
04:51Now, what's really cool, if I minimize this again, is if I select my Element
04:58text layer, this animation property is now controlling the animation of the ring,
05:04and of the core of the logo.
05:06So, as I increase this, now all these things are connected, and they are all
05:11animating at the same time, which creates, again, a very cool look.
05:17So, that's how to animate text in Element 3D.
05:20It's amazing with this Multi-Object stuff that you could break up the text into
05:25individual characters, allowing you to create some really cool text animations.
05:29I recommend experimenting with this and seeing what you can come up with.
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10. Adding Polish
Adding fog
00:00In this very important chapter, we are going to look at adding finishing
00:04touches to our project.
00:06So, first up, we are going to look at something called fog, which may not seem
00:09like it comes in handy, but it really does.
00:11In this example, we have red fog in the back, which creates this illusion that
00:16these objects are receding into the distance.
00:18If we hop on over to the Fog START comp, we don't see that, and that really
00:24prevents the composite from being believable here.
00:28Now, let's quickly go over to the landscape comp, where we have a real world
00:31photo; we could understand what this Fog idea means.
00:35In the real world--like if I was going to talk to my mom and say hey mom, "what's fog?"--
00:38she would think that it means kind of like that smokiness. And, it's not really
00:44the smokiness that we talked about when we're working with fog in compositing.
00:48It's really this attribute of real-world environments that creates this blend of
00:54the sky tone with tones in the background, as they get farther away.
00:58For example, if we look at the Info panel here--while I drag my cursor around
01:03the sky--we will see that there is more blue than any other color in the sky.
01:10And, as we put our cursor over these green trees, we can see that the blue level is
01:15about maybe 60, 50, 70, depending on where I am, but that's the average.
01:22And, if we go farther back, these same trees, the blue level is now 80 to 90.
01:28And if we go even farther back, where it's dark, it gets even higher.
01:33Now, it's still in the 80 to 90 range, maybe the high 90s, and that is because that, as
01:37these trees go back in the distance, they are blending more with the sky; hence
01:42they are getting more blue.
01:44So, even when we aren't dealing with a motion graphic example like this--where we
01:48have actual fog and smoke in the background that we want to blend with--it still pays
01:54to use fog to make objects look like they are receding back into the distance.
01:58So, let's go over to the Fog START comp. Here's how this works. We will go to
02:01Element, open up the Render settings area, then open up Fog. And, by the way, the
02:08Render Settings area, and also the Output area, is where most of these final
02:12touches that we are going to be looking at in this chapter are stored.
02:16So, we open up Fog, and the first thing we want to do is enable it. I have already
02:19chosen the correct color for you, but we need to put this in the right spot.
02:24We need to change the Start Distance and the Range.
02:27And one of things that's kind of confusing is that the Range refers to the spread,
02:33the feathering of the Fog.
02:36So, it's kind of hard to see exactly where it is, so if I take the Range to
02:400, then we have a hard-and-fast area of demarcation between fogged areas and non-fogged areas.
02:48So, now we can increase the Start Distance until we start to see where we
02:54want the fog to start.
02:56Now, I actually want the fog to start a little bit earlier--maybe, like a
02:59midpoint of some of these balls there-- so little bit on these middle ones.
03:06And then I could increase the Range, which again softens everything, so I don't have
03:13as much fog, but that's exactly what I want here.
03:17So, again, we can see the before and the after. This, again, really helps our
03:22composite, especially because there's actually animation in this, and there is
03:26these spheres are circling around at the y-axis, here, and as they come around,
03:32they don't have the fog.
03:33As they are closer to the camera, they come out of that fog.
03:36And that's something you just cannot recreate with masks or any other trickery;
03:41we really need this Fog parameter.
03:43Now, one more quick example. Let's go over to the Text Example comp, where we see
03:47some text that we made earlier. And throughout this chapter, we are going to be
03:50seeing how some of these properties also relate to the text. We can see them in
03:53multiple situations.
03:55So, let's open up Render Settings, and Fog, and here I have not touched any
03:59parameters. So, let's go ahead and enable the Fog by clicking the checkbox.
04:03And, again, one of things I like to do, just to make sure that I can see where the
04:07fog is--because the default range is 3000, which makes it really soft fog--is I
04:12like to crank up the Opacity to 100%, and I also like to take the Range down to
04:18zero, just so I can see exactly where my fog is.
04:22So, that's pretty awesome there.
04:24Now, I am going to increase the Start Distance that pushed that Fog back a little
04:26bit, and that looks pretty good right about there.
04:31And now, we can increase the range, and if we need to, we can bring the Start
04:35Distance back a little bit; take down the Range to make that a little bit sharper.
04:41And now, we have almost like a vignette in Z space, so we can kind of fade out the
04:47background elements, if we want to, and we can go back here to Opacity, and maybe
04:51dial that back a little bit, so it's not as harsh.
04:54But, again, there's the before and after, and things can look a lot better, and
04:58more polished, and composite better by using Fog.
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Using ambient occlusion (AO)
00:00Several times throughout this training series, I refer to the fact that Element
00:04does not cast shadows, and that is correct.
00:07But, it does have a very valuable substitute in something called Ambient Occlusion.
00:14Now, earlier we looked at this example with this rain that kind of morphs in the
00:18snow, and falls on the ground.
00:20And, if you look really closely, as these little snow pellets, these stylized huge
00:26snow pellets, come close to the ground, you can see right here, that it is
00:30starting to cast a shadow on the ground.
00:32And then, as it lands in the ground, there is a shadow around these little
00:38pellets of snow landing on the ground.
00:39It creates a very believable effect as they land on the ground.
00:44These are not really casting shadows.
00:46Again, this is using something called Ambient Occlusion, which is really helpful,
00:50and I use Ambient Occlusion on almost every single Element project ever.
00:55So, let's go to Ambient Occlusion START and see how this works.
00:59Now, this does not have Ambient Occlusion on.
01:01And, you can see how these snow pellets seem to just kind of float in the air as they land.
01:07That's not, that's not good.
01:09So, let's go ahead and select the Element layer, and open up Render Settings
01:13again, and we'll open up Ambient Occlusion.
01:16And, what Ambient occlusion does is it creates shadows where areas come in
01:22contact with each other.
01:24Now, this only works on 3D objects in Element.
01:28It doesn't recognize After Effects 2D layers for this.
01:32But, if I turn on Ambient Occlusion, we see very faint shadows.
01:37These settings are very mild by default, sometimes hard to see.
01:41So, let's take up the Intensity a lot, like to 10.
01:44And now, we can start to see darkness in all these areas, and it's not just as
01:49objects come in contact with other 3D objects, but also in the cracks and
01:54crevices of the 3D objects themselves.
01:56So, there's actually shadow detail now, and these crevices like never before.
02:01So, if you look, let's say, for example, over here, we're seeing a little bit of shadow detail.
02:05And, if I turn this off, we can see that go away, and it kind of lights up a little bit more.
02:10So, we could see the before and the after.
02:13Now, one of the things we could also do is that we can increase the Radius.
02:19And, that's how I was able to get the fake shadows, because
02:22we're basically increasing the distance, or the size, of the Ambient Occlusion,
02:27which creates a bigger shadow area.
02:29So, these objects actually don't have to be exactly touching, in order for
02:35the shadow to show up.
02:36Of course, this looks ridiculous, but it demonstrates the point that this is available.
02:40If it's not smooth enough, you can increase the Samples, and if it's also too
02:45bright or too dark, we can adjust that with the Gamma setting.
02:49So, let's go over to the text example and see how this works with the text.
02:53I'm going to select the Element 3D layer,
02:55open up Render Settings, and we'll close Fog, and we'll open up Ambient Occlusion.
03:01And we'll enable it, and we'll see the difference that this makes in the text.
03:04So, I'm going to zoom in so, we can actually see this a little more closely.
03:08One of the most important areas that Ambient Occlusion helps is with contact
03:13with other objects, as we just saw.
03:15So, as I increase the Intensity--
03:17let's, again, jack this up really high, let's say to 10--
03:20and, we can see this a little bit more clearly.
03:23There is the before and the after.
03:25So, you see in all of the areas of contacts in between these crevices, they all
03:32have this Ambient Occlusion. Before, after. Before, after.
03:38And, we could also increase the Radius, or we could decrease it.
03:41So, it's smaller, but just so it's obvious, I'm going to crank up the Radius
03:46a little bit, and again, we have a very high Intensity value of 10, as high as it goes.
03:51And, you'll notice that as we pull out, and we can see everything, the difference
03:57that it makes; that it seems like, without Ambient Occlusion, that the text is
04:01kind of floating on the background. They really don't seem like they're
04:04necessarily touching.
04:06But, with Ambient Occlusion, you can see these contact shadows, that they are.
04:10And it also makes the text look more believable, as well, even though these settings
04:14are a little, little on hardcore side; maybe 5 would be a little bit better there.
04:20In the real world, as objects touch, we see this kind of contact shadow.
04:25So, you'll probably want to use this most of the time.
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Using AO with invisible objects
00:00Back when we talked about materials, we looked at something called a Matte
00:03Shadow object, or a material that we place on an object to, essentially, make it invisible.
00:09And, we hadn't talked about Ambient Occlusion yet, so it didn't make too
00:11much sense, but this was one of the biggest reasons why we have that Matte Shadow material.
00:16Here, in Element--I'm just going to go ahead and turn off this plane that I have on Group 2--
00:23We have this telephone pole. I'll zoom in here.
00:26And, we don't have any of those contact shadows on the ground.
00:29Ofcourse, for ultimate believability, we want to have it caste a shadow, but we
00:32know that Element can't do that.
00:33But, we still can create more realism by having a little bit of a contact shadow
00:37on the ground, regardless of where we place it.
00:40And this Matte Shadow object is going to help us to do that.
00:44So, we have kind of like a floor ground plane that is connected also with the
00:49background; it kind of matches the dirt floor.
00:53And then, what we could do is go into Scene Setup, and we'll go ahead and go to our
00:58plane, and we'll go to the material of our plane,
01:02scroll all the way down, and we'll enable Matte Shadow.
01:06So, we'll check Matte Shadow there, and I'll click OK.
01:09And, now the plane is gone.
01:12But, as we go into our Render Settings, open up Ambient Occlusion, and enable
01:17Ambient Occlusion . . . Now, I'll crank that up quite a bit. That's ridiculous, but . . .
01:22Maybe take down the Radius a little bit. But, atleast you could see what's going on here.
01:26But, we now have this contact shadow from the plane object.
01:32Now, if we didn't have the Matte Shadow object, there wouldn't be a shadow here
01:36because, remember Ambient Occlusion is only cast between 3D objects.
01:41So now, we can go in here, and again, we'll take down this Radius a little bit, and
01:47add just a little bit of contact shadow, there.
01:49And, we have a more believable composite, because of Ambient Occlusion.
01:53It's just slight shadows.
01:55You're also seeing, here, the shadows added to the actual telephone pole, because
01:59we've enabled Ambient Occlusion, as well.
02:02And again, everything looks just too illuminated here.
02:05There's just no shadows where the objects are laying on themselves. And, then we
02:10enable that, and that just looks so much more realistic.
02:15Another cool thing with these Matte Shadow objects is we can kind of play with
02:19modeling a little bit, in some cases.
02:21So, if I wanted to go back up to Group 1, I could actually lower the telephone
02:25pole, because it does seem it's a little tall.
02:28And, we could actually lower that into the Matte Shadow object, and play with the
02:32size of that a little bit, too.
02:34So, you could see the value of these Matte Shadow objects, especially when used
02:38in conjunction with the Ambient Occlusion.
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Enabling motion blur
00:00In this brief tutorial, we're going to look at adding Motion Blur to quickly
00:04moving objects. And, Element makes this very easy for you, which is why it's going to
00:09be a brief tutorial.
00:10So, we looked before at this shattering glass object, and we saw this steel ball coming in.
00:17And, what adds a lot to the realism is this Motion Blur.
00:21And, we could see, if we go over to the Motion Blur composition, that it does not
00:25have that motion blur.
00:26Now, especially if this were at 24 frames per second, which is actually how I
00:30usually work, this would be really unrealistic.
00:33There would be some strobing in that, and it would not look very good.
00:37In this example, we might get away with that, just because it's like a really kind of
00:41a hyper-real example anyways.
00:43But, let's look at how to add Motion Blur.
00:44There is only two ways.
00:45If we select Element and go into Render Settings, we can open up Motion Blur.
00:50And, by default, the settings are Comp settings.
00:53So, if we just enable Motion Blur for the layer that Element is on, and for the
00:57composition, we'll have that Motion Blur.
01:00Now, if I wanted to make this even simpler, I can just turn Motion Blur on in Element.
01:08And, I don't have to enable it for the comp or the layer, and it
01:11automatically turns it on for me.
01:12It also gives me access, very quickly, to the two most important attributes of
01:17Motion Blur: Samples and Shutter Angle.
01:21So, if I wanted more samples here, I could bump this up to, let's say, 20.
01:26And now, we don't have that stutter that we did before; we have a much
01:29smoother Motion Blur.
01:30If we didn't want to adjust Samples, or Shutter Angle, from this section here, we
01:36have to go over to the right-hand side of the screen here. Go to the
01:41Composition Settings>go to Advanced. And then, adjust Samples Per Frame and
01:46Shutter Angle, here.
01:48And then, every time we want to make any kind of tweak to these settings, we
01:51have to go back in the Composition Settings dialog box, go back to the Advanced
01:55tab, blah, blah, blah. And, it's just not a very efficient way to work.
01:59So, Element removes all that for us, and allows us to adjust these key parameters,
02:03right here, from in the Element interface.
02:06So, whether you wanted to just use the Composition settings or force it to be on or
02:10turn it off entirely, the choice is right here inside of Element.
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Enhancing with supersampling
00:00In this tutorial, we are going to look at Supersampling, which is such a lifesaver.
00:05Now, one of the things that's really important, here, is that you have the latest
00:09version of Element. The first version of Element did not have this feature. So,
00:15it's a free update. Just go to videocopilot.net, and get that upgrade, and
00:20you'll have this feature.
00:21Now, unlike many of the parameters that we have been looking at in this chapter, this
00:25is not found in the Render settings.
00:27To get this, you need to go to Output, and then open up Sampling & Aliasing, and
00:33then you'll find Multisampling and Supersampling.
00:36Now, all the sampling business refers to these jagged lines that you see when
00:41you open up a model, a lot of times.
00:43It's just a lot faster way to work; it doesn't look great for rendering, but it
00:47looks good enough to get your work done. And then, before rendering, you want to
00:51come here to the Output>Sampling and Aliasing and adjust these settings.
00:56Now, Multisampling, the default is 8. And when I change this, I want you to
01:00keep an eye on these really jagged edges. Right here, right along here.
01:06That are very distracting and look terrible. And watch what happens when we
01:09change this to 8, the default.
01:12You can see that these lines smooth out incredibly. The tire looks much
01:16better. The top of the front of the car, here, looks much smoother.
01:20This isn't really cleaned up; everything just looks a lot better. But it's not
01:24perfect, and so we have Supersampling.
01:27This is what's really going to help your models look amazing when it comes
01:31to those jagged lines.
01:32I'll take this up to just 2. And look at that; it's already sharper.
01:38But, with huge models like this, oftentimes there are still a little bit in the
01:43way of jagged edges that might not be perfect.
01:45So, if we need to, we can just crank this up; we crank it up to 4.
01:49Now, at this point, things are looking amazing.
01:52We have smooth edges everywhere. The edges should be smooth. And,
01:55everything looks better.
01:57It's a very simple parameter to change, but it makes a huge difference.
02:01I can't think of a single time when you'd ever not want to increase
02:06Supersampling before rendering. It's just such a helpful parameter to make
02:11things look more polished.
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Working with World Transform
00:00In this tutorial, we are going to be looking at another awesome feature that
00:02doesn't, maybe, sound like an awesome feature, and that is World Transform.
00:08This basically allows you to move objects, which sounds kind of lame, but it's
00:13extremely important.
00:14Let's look at our shattering example again.
00:17We have this steel ball that comes in, and if you remember, we actually had three
00:21different wineglasses set up in the exact same spot here, and a steel ball comes
00:26in, and hits it, and it shatters. And then, we also have this table, full of cube,
00:32basically a 3-D grid.
00:34So, we have got all kinds of keyframes, here, especially the steel ball, the
00:37position of X, Y, Z. It's all being animated and everything.
00:42If I open up World Transform, I can move this. Let's say I want to move this on
00:47the X axis, scoot this over. I could scoot everything over without messing up
00:51the keyframes, or adjusting the keyframes of this steel ball in any way. And also,
00:56critical to the importance of this trick is the fact that these three
01:00wineglasses are in the exact same spot.
01:03So, moving them would be highly detrimental to this project.
01:07But, with World Transform, they can all move together.
01:10Now, let's say I want to resize the wineglasses and steel ball; World
01:15Transform helps with that.
01:17It's not just Position and Anchor Point in X, Y and Z, but it's also Scale and Rotation.
01:23So, let's say, again, I wanted to scale down these wineglasses, and the steel ball,
01:27and maybe move them in the center of this grid.
01:30But, what if I don't want to move the table?
01:32That's why there is this amazing Exclude Groups feature.
01:36So, you could actually exclude Group 4, which is where the grid is. I could exclude
01:40Group 4. So now all of the changes that I make--let's say I want to move this
01:45back in Z space, and maybe scale this down, and maybe scale it up, since I moved
01:50it back a little bit. Move it back up in Y, so it's still resting there--I could
01:56do all of this stuff without adjusting Group 4 (the table).
02:01This is brilliant. This Exclude Groups feature makes this World Transform so
02:05valuable and so helpful. Imagine having to change the Position, or the Scale, or
02:10Rotation of any one of these things after they set up. Especially when you use
02:14the Animation Engine, you copy and paste groups and they have to be in the exact
02:17same spot. It would really mess everything up without this World Transform, with
02:22the Exclude Groups option.
02:24It's not something that you will use on every project, but when you need it,
02:28you need it.
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Creating a shallow depth of field
00:00One of the most beautiful effects you can achieve when you're working with 3D
00:05is a shallow depth-of-field effect. And, that's what we are going to be looking
00:07at in this tutorial.
00:09Depth of Field refers to the area in focus.
00:13So, if we have a regular After Effects 3D scene here--and we haven't done anything to
00:19our camera settings, our Depth of Field-- we have a deep depth of field, which
00:22means everything is in focus, all the bubbles, the texts, everything.
00:27So, we get more realism by creating a Shallow Depth of Field and having only a
00:32little bit of our scene in focus.
00:34So, I am going to select the Element layer, open up Render Settings, open up
00:38Depth of Field and here we have our Depth of Field settings.
00:42Now, this is something you need to work with in conjunction with the camera in your scene.
00:47So, if you don't have a camera in your scene, you are not going to be able to get this result.
00:53So, what we need to do first is turn on Depth of Field.
00:55Now, sometimes you might not notice anything, and sometimes that might ruin your
00:59entire scene. That's okay. We have to actually set this up to get it to work.
01:03So, what I am going to do first is actually go to Element, and I am going to
01:07change--in the Depth of Field area-- change Mode from Pixel Blur, which is
01:10basically like the type of blur that After Effects cameras normally have. I
01:15am going to take this to Focus Indicator, which is something that's not in After Effects.
01:19And then, I am going to go ahead and adjust the Focus Distance parameter on
01:23the camera, until the stuff that I want in focus is red, and that indicates what is in focus.
01:31That looks pretty good, right there.
01:33We'll try that; it's not precise.
01:35We'll go back to Element, change the Mode back to Pixel Blur, and I could see
01:39that we have some out-of-focus stuff in the foreground, here, and the background.
01:45Our text is kind of in focus; it's not super-sharp though.
01:48So, this is what I typically have to do. I'll go back to the Camera, and I'll
01:51fiddle with the Focus Distance, until we get a really sharp subject. And that looks
01:58pretty good, right there.
01:59One of things that I'll also do to help me is I'll increase the Aperture.
02:03In real-world cameras and in After Effects cameras, increasing the Aperture
02:07value basically increases the blur in the out-of-focus areas, which really calls
02:12attention to the in-focus areas.
02:15So, with that kind of ridiculously high setting, I'll then fine-tune my focus. And,
02:23that looks about right, right there.
02:26Once I have my focus, I can now dial back the Aperture setting, until we get a
02:31little bit more stuff in focus. And this is all subjective; it's all to taste, so
02:35you could do whatever setting you want there.
02:38And, that looks pretty good to me. We have a really out-of-focus background, and
02:42we have some bubbles in the foreground that we can see that are sharp. But most
02:45everything is really just soft, and hazy, and beautiful, and that really works for
02:50this particular piece.
02:51So, I could see the before and after by going to the Depth of Field parameter and
02:55turning it off and on. Off and on. What a difference that makes.
03:01Now a couple cool things about Element here. If I select the Element layer,
03:04open up Depth of Field again, under the Mode drop-down, we have a couple lower-
03:09quality blurs that we don't have in After Effects. We have a Preview Blur, which
03:14looks really terrible, and we also have a Continuous blur, which doesn't look
03:17that great, but it renders a lot faster. Both of these render much quicker than
03:22the default pixel blur.
03:23Also, we have Multi Pass, which is not in After Effects.
03:27So, if we want an even more high-quality blur for our Depth of Field than we are
03:31used to, we can crank that up to Multi Pass, which just looks incredible, but it
03:36does take awhile to render.
03:37Now, let's go over to our text example--where we have Ambient Occlusion, and,
03:41we have some fog, and we have the Supersampling--and we can see now how Depth
03:46of Field affects this.
03:47So, again, go to Element 3D, and let's go ahead and go to Depth of Field in the
03:52Render Settings, change the Mode to Focus Indicator. And, we'll open up the Camera
03:58Settings, open up Camera Options, turn on Depth of Field, and we could adjust the
04:04Focus Distance here.
04:06Now, because of the angle of the shot, we can't get everything perfectly in focus.
04:13So, we could take down the Aperture, so that the areas that are out of focus are
04:17less blurry. But, I actually kind of think it's going to look cool if we have
04:21those really blurry.
04:22So, I'm going to adjust the Focus Indicator, so the beginning of the text is
04:26in focus. And then what we can do is go back to Element, and we'll change the
04:32Mode under Depth of Field from Focus Indicator back to Pixel Blur, and now we
04:37have just this little strip in focus, and all the stuff kind of out of focus, and it looks awesome.
04:44The text is still legible, but it does have this really cool cinematic look to it. I love it.
04:49Again, we could go back to our Camera, here, and open up the Camera Options and
04:54adjust the Aperture. So if we want to make those more blurry--this is more of like
04:58a really stylized piece--we can do that. We can also take this down to maybe 20,
05:03so it's not very noticeable, but still a little softer on the edges. But the
05:07point is, is that this Shallow Depth of Field effect really makes for some
05:12beautiful results when you're working with Element. It's a trick that you
05:15absolutely have to master.
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11. Final Project: Building a Space Scene
Surveying the project
00:00In this chapter, we are going to be looking at this big project that I created,
00:05almost entirely in Element.
00:07Let's go ahead and take a look at that project.
00:10(video playing)
00:36Okay, so there is that little project, and it took me many hours to create.
00:41So, we are not going to be going through it step-by-step, and also, this isn't
00:46exactly production quality, even though it's a pretty fun, little project. And, I
00:51also use separate After Effects projects for each scene. And, because of that, I'm
00:57not really happy with the way that I didn't really do a good job of unifying
01:00the color palettes of each shot. So, they kind of look like they're from separate movies.
01:05Here, we have kind of, like, a green and red color palette. And here, there is kind of,
01:09like, blue and orange, and it's just, it's just kind of a mess.
01:12So, it's not perfect.
01:14And so, what we are going to do is go through in this chapter, and look at a few of
01:17the things that we have talked about throughout this training series. And I want
01:21to show you how I use them, and also as we go through this, we are going to learn
01:24a few extra tips on top of what we have already learned. [00:01:.71] Note that we are also going to go in order of the workflow.
01:31So first, we are going to add the models, and then, we're going to replicate the
01:36objects, and then, we are going to make them look better with adding materials, and
01:40lighting, and animating them. And that's kind of the workflow that you want to
01:44follow in real life to make sure you don't get bogged down.
01:48So, let's look at how we made this project.
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Looking at the models
00:00Let's first take a look at our models, here. We have two main spaceships here;
00:04our main good guys spaceship, and then we are attacked by a fleet of bad guys
00:12spaceships, here. And, both of these phenomenal models were created by the artist,
00:17Christopher Kuhn. And, he's extremely talented. He actually has this little e-book
00:23on Amazon about Building Your Own Rocket Bike in Blender, and if you are just
00:27interested, it's pretty cool.
00:29Extremely talented guy, so I thank you for providing those models for us, here.
00:32Now, I could have easily done all of this on one layer of Element; initially,
00:38that's how I set it up.
00:39But then I started realizing that I really want to be able to control the
00:44aliasing, and a lot of other properties of these layers, independently, so I did
00:50separate the planet, which is an Element object, and these two different ships
00:58into each of their own 3D layers.
01:00Now, that's presented a few challenges. Let's go ahead and select the Element
01:03good guys layer, then go ahead and click the Scene Setup button.
01:06And you'll notice that I actually have two different copies of this transport
01:10spaceship (the good guys, essentially).
01:12I have one that has no materials, and then I have one that has all the materials.
01:19I highly recommend, while you're animating, and working with these models in
01:24After Effects, that you work on a version that doesn't have any materials
01:29applied. This will really slow Element down to have a bunch of reflective
01:33materials, and textures, and other things on your object that you're just much
01:37more snappy when they don't have any textures applied.
01:40So, what I do is I get all my textures good. And then, once I'm ready, and once I've
01:45animated everything, and I'm ready to actually see the good version, then I'll
01:49just turn it off by disabling the group. And then, I'll turn on the real one.
01:54So, all of the animation will stay the same; nothing changes, because we put it
01:58on the same group. And, the keyframes actually exist in After Effects, not in the
02:01Scene Setup interface. So, we could just change out things really easily that way.
02:07Now, of course, we know that we can go to the Model Browser in the upper
02:10right-hand corner, and import 3D Objects. Just how I brought these models in.
02:14One of the problems and challenges I encountered, and this is actually a very
02:18frequent problem that I have with bringing models into Element 3D, is that the
02:22surface normals are often mixed up.
02:25You see, each polygon in a model is only visible on one side, and that's the side
02:30with the normals, the surface normals, pointing out in that direction.
02:34So if it's flipped, you can't see it.
02:36Let me show you what I am talking about, here.
02:37I'll just go ahead and drag and drop the main material onto the second slot here.
02:43And, let's go ahead and keep adding this main texture.
02:47And so, we see, here, that there is this kind of band that goes around in the center.
02:52And initially, I wanted that to be illuminated, like it was, like, this red band.
02:57Probably because of my love of Knight Rider, I wanted a little red band there.
03:01And, it kind of didn't end up really matching with the color scheme anyway, so I am
03:05glad it didn't work out.
03:06But this didn't really work out, because the surface normals are not really aligned.
03:10And so, again, this happens all the time when you bring in models into Element 3D.
03:14And, I'm not really sure where the problem lies, so you'd have to go back into your
03:193D program, and flip these normals around, in order to have them show u, here in
03:24Element, the right way.
03:26Now, one other thing, here. I am just going to click this little x, and say "Yes."
03:30And, I am going to choose the Element bad guys layer, and click Scene Setup. And
03:35we'll click on the fighter spaceship, here, with the textures.
03:40And, we can see that we have this glass texture. And, I'll just rearrange that. You
03:47can see how slow this is moving now that the, all of the textures are applied.
03:51But I have this separately, here, for the glass. And, I could take it off. And, I set
03:55that up in CINEMA 4D, so that way, when I brought it in here, I could put the
04:00robot into the cockpit for the scene with the close-up on the robot. And, I could
04:05actually put him in the environment that he is sitting in.
04:08Now, one of the things that's kind of cool, if you go down to the Starter_Pack,
04:11there is actually this dead_planet model.
04:14I click on that once to add that to my scene, and we have this dead_planet. And it,
04:20again, comes with Element. You have it if you have Element installed. And
04:24basically, what it does is it's just a planet with this really cool texture.
04:29It looks fantastic, even though it's not really showing up, right now, in my
04:33window for some reason. Now, I am zoomed in pretty close. There we go.
04:36And, it looks great, but it wasn't the right color that I wanted.
04:40So, what we'll do is we'll talk about, later on, when we get into materials
04:43in this chapter, I'll show you how I changed this from a red planet to a blue planet.
04:47It's really easy. I didn't have to go into Photoshop. I did it right here from
04:50Element. It's amazing how it works, and I just used that planet.
04:54And, if I click the x out of here, and click yes, you could see that that is
04:57actually the dead_planet, except it's tinted more of a cyan color than a red color.
05:01Next, we'll look at a few ways I used the Particle Replicator in this project.
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Replicating the objects
00:00The Particle Replicator in Element really came in handy when I was working on
00:04this project, and in kind of different ways that I didn't plan on. For example,
00:09when I got this robot model, it didn't really have any eyes; there was just kind
00:13of, like, these empty cavities.
00:15As a matter of fact, if we go into the Scene Setup of Element, and click on the
00:19Element layer, this is very simple project.
00:21There is really just basically this one instance of Element, and then lights,
00:26cameras, color correction. That's it.
00:29So, click on the Scene Setup button, and we can scroll down here, click on the
00:34humanoid character, and I'll zoom out with my wheel here.
00:39Now, we could see that really, it's an armless torso; that's all it is.
00:43There are some cool spikes that I really wanted to use, but just really just
00:46didn't fit for this project.
00:48But really cool model, but nothing on the insides.
00:52So, you see the eyes are hollow there. I could turn on the Environment, so you
00:56could see a little bit more clearly. Just hollow eyes, which didn't really work for this.
01:00I am just going to close that without saving.
01:03So, what I did is I created a sphere, and added an illuminated texture to it.
01:09And then, if I open up Group 2 here, I used a 3D Grid Particle Replicator, and I
01:15used two spheres in X, and only one in Y and Z. I basically just made two
01:20spheres that I then was able to put into the eyes. Just kind of moving them
01:26into the eyes. And then, I didn't animate or move the head at all. I just
01:31animated the camera.
01:33So, of course, the spheres go along with wherever the head is going.
01:37I just had to make sure that the spheres were set up in all the right spots, and then
01:42once I move the camera, the spheres just kind of go with it.
01:46I also added some glow. And, when that glow goes away, you can kind of see the
01:51spheres a little bit more. This is a little bit more what the original layer
01:55looked like. And, actually, we could turn off the lights to see, actually, what it looked like.
02:00So, it's not super-impressive when you look at just these spheres inside of the
02:06head. They don't look super- believable. They don't composite very well.
02:09But when you add color correction and the glow, then they really do mesh pretty
02:13good. And, of course, the light that matches the color of the eyes really helps
02:18sell this shot as well.
02:20Now, if we go to File>Open Project--I don't want to save changes there--I can go
02:26over to the Establishing Shot clip again. And, we have these fighter jets, here,
02:34that we saw in the last movie. And, of course, I am not going to make a separate
02:38instance of Element for every single one of these planes. That's just a waste.
02:43So, what I did, instead, was I went to--if you go to the Element bad guys layer--I
02:49made another 3D Grid.
02:50I created eight of these jets, here, and we have two in each X, Y and Z. So, it's
02:56basically two cubed, which is eight.
02:59And, I was able to go into the Particle Look, and add a little bit of
03:05randomization to the X, Y, and Z Rotation.
03:10And, I definitely didn't want to use Rotation Random. I tried that at first,
03:14but then they start kind of going forwards, and backwards, and all kinds of crazy
03:18ways. So we didn't want any Forrest Gump space fighters here; it didn't look too intimidating.
03:24So, I want to manually control what axis they were randomly rotating on, and I was
03:29able to do that. It's just amazing the tools, here, and this plug-in.
03:34But anyways, because of that array, I was able to animate this big group of
03:38fighters, and add the randomness that made them look like they were kind of, like,
03:41a fleet, but not exactly perfect, which is exactly what I was going for.
03:47Now, the next step after you've created your models, and then added some
03:51replication, if that's what your project calls for, is to add animation.
03:58And, the reason why we don't add materials yet--I know it's hard because these
04:01don't look super great--it's because they'll just be too slow.
04:04So, next we're going to talk about adding animation, still while these objects
04:09don't look all that great.
04:11Now, I chose to replicate the objects after I created them.
04:15You might want to replicate them after animating them. But for me, when I
04:22replicated them, and I created an array of them, it was kind of hard to see
04:27where they were going to go. It really changed the layout and the design of the
04:32look of the project.
04:34So, I really kind of wanted to replicate the shapes before I started animating,
04:38so I could see where everything was going to go.
04:41But again, you may choose to add replication after you animate. All depends on
04:46your workflow and your preferences.
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Adding animation
00:00So, once you've got your models all set up, it's time to bring them to life and to animate.
00:05One of the most interesting animation components I had in this project was
00:10creating this shot, which is a combination of a live action shot.
00:15For this, I actually used footage from a Red Scarlet camera. This is what the
00:20original footage looked like;
00:21this is the clip that I used.
00:23Meow, there she goes, and as you could tell, here, this is a really quick and
00:28simple set up. This is in my basement. And there she goes.
00:33So then, what I had to do was I actually had to track this footage as is, before I
00:39keyed it out, and all that kind of stuff. So, that way, the tracker could get the
00:44information from the shot, because we're using a wide lens, here. So, as the camera
00:48gets closer to her, her facial features distort.
00:52And so, I needed the After Effects camera to distort things in the same way.
00:57So, that was a little bit tricky. I tried to use the After Effects camera tracker
01:01to look for the movement in the shot, and it couldn't get it. So, I had to use the
01:06CAMERATRACKER plugin by the Foundry, and that was able to understand what was
01:12going on in this shot. And, I was able to bring in the sci-fi hallway.
01:16I actually didn't have to set any keyframes; the tracker did all of that work for me.
01:20So, once I put the hallway in, and then I keyed the footage, and brought this
01:24back in, as an image sequence with an alpha channel, everything just kind of worked out nicely.
01:31Now, one of my favorite parts about this shot is the way that her really
01:35reflective metallic suit--which was kind of challenging to pull a key on,
01:40actually--how it seems to kind of reflect in the walls and the hallway.
01:46Now, if you remember, Element can't really do ray-traced reflections, but it
01:51looks like she's really getting reflected in this panel, and these panels all around her.
01:56So, I'll show you how we did that later on in this chapter.
02:00But first I want to show you another way that I animated this project.
02:04If we go to File>Open, and we go to Chapter 11, open up the Fighter Ship Shot,
02:09and click Open, we'll have this shot where we have a side view of these different ships.
02:16Now, you will note that I also used the Replicator for this, so I had a bunch
02:21of ships flying, and the camera kind of moves past them as they are kind of
02:28zooming through. And, I kind of wanted to give the illusion that these cameras
02:33or these jet fighters are flying through space, and that the camera was maybe,
02:38like, on another jet fighter that was running alongside them, and then going a
02:42little bit faster than they were, and kind of sped up ahead of them, and that
02:47was really challenging to do.
02:49And I actually didn't want to animate the jet fighters moving at all; I just wanted to
02:54make it seem like they are going really fast.
02:56So, I actually animated the camera and the stars to move around to make it have
03:02the Motion Blur, there, and I just let the fighters just kind of stay there.
03:07So, I actually didn't move the fighters. Just, again, the camera zooms in front of
03:13them, and then it kind of zooms around. And then, the stars give the impression
03:19that both the camera and the fighters are going through space very quickly.
03:23I determined that that was the easiest way to do it.
03:26I could have animated both the camera and the jet fighter in a very real way to
03:30move really fast, and just left the stars where they were, but that would have
03:34been a lot of work making the camera and the star fighters kind of move at the
03:40same rate of speed for so long, and then have the additional movement of the
03:44camera. That would have been a mess.
03:46Now, the hardest time that I had animating, if we go to File>Open Project back to
03:50the Chapter 11 folder, here, is in the establishing shot.
03:53Boy, this was a mess; this took me forever.
03:56What I have, here, is I have the camera tracking from left at the beginning of the
04:01shot, here, and then, later in the shot, it's tracking right the whole time.
04:06And then, I have the movement of all of the ships.
04:09The big ship moves towards the camera here; starts back, and that kind of moves
04:15towards the camera, and then it rotates a little bit. Seems like spaceships do
04:19that that. Adds a lot of realness to just, kind of, spin things sideways.
04:23I am not sure why that adds so much realism, because it seems like in real life--
04:28like if you are flying a jet plane or a commercial airliner--you wouldn't want
04:31it to just kind of tilt on its side for no reason.
04:34But for some reason, when we look at spaceships flying through space, they have
04:37to do a cool tilt like that to seem more realistic, for some reason.
04:41And then we have these ships kind of flying through space towards the camera, and the
04:45camera kind of goes in the middle of these ships.
04:48And so, it was really hard. And, probably 90% of all of the work of this entire project,
04:53we're just getting all of these things to work out. The camera movement, and the
04:57planet even, kind of rotates, and moves a little bit. And, to get all these things
05:01worked out--so that we're looking at the top of, and the gear on this good guys'
05:07spaceship, and it kind of reveals the bad guys right at the right time, like that--
05:11was really challenging.
05:13And unfortunately, because it took me forever, I don't have any great pointers for you.
05:17It just took a long time.
05:20There's not 3D motion paths when we're working in After Effects. And, even if we
05:25use null objects as controllers and whatnot, it's really hard to pilot those
05:30null controllers right where you want them to be, when you want them to be there.
05:34So, it was just a tough thing to do.
05:38But I will say that the best workflow for that is to set up the camera movement
05:42first, and then move the pieces.
05:45So, I knew that the planet is really not going to animate that much; it's going
05:48to rotate a little bit, but it's not going to be bouncing up and down or anything like
05:51that. It's a planet.
05:53So, I started with the camera moving from left to right, because I knew that's the
05:56basic motion that I wanted to have, and it was much easier to put the spaceships
06:01where I wanted them to be.
06:03If you tried just to do everything at the same time, then you're constantly going
06:06to be adjusting one after another, and it's going to get really messy.
06:10Next, we'll look at a few cool tricks that I used when adding materials to
06:15these models.
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Creating the materials
00:00In this movie, we're going to look at a few cool material tricks that I used.
00:04I have this problem. To be honest with you, I put materials on too early. I know
00:08I've been saying this whole chapter about how you should wait to put materials
00:12on, but I get so annoyed by looking at these ugly, white objects, or just plain,
00:20boring objects. I know it slows me down, but I usually put materials on too early,
00:24because I'm really influenced by the way things look.
00:27So, if the things are really ugly, then I am just kind of, like, not inspired, and
00:30it changes the framing, and how I lay things out. So, you really should wait until
00:37later to put on materials, because, again, it does slow things down.
00:40I always wish there was like a rehab for people that put materials on too early.
00:44Now, let's first look at this planet, here, this hunka, hunka burning love, here.
00:49Let's go ahead and select the Element planet layer, and we'll go ahead and open
00:54up the Element Effect, and click Scene Setup.
00:57As I mentioned before, this is just the planet that comes with Element. But I
01:02changed the material a little bit. So, let's go ahead and just do that from scratch.
01:05If we go to the Model Browser, click on Starter_Pack. We'll scroll down and
01:09click on dead_planet, which, again, is this really dead planet.
01:14We want to use this texture. And another thing, too. If we click on this material,
01:18there is a Diffuse Map and Specular Map that look really good. And, also, there is
01:22a normal Bump Map. And so, if you actually zoom in pretty close--and, actually, it
01:28works better when you're actually in After Effects looking at it--but you could
01:31see that there is actual texture here, because of this Bump Map, and that's kind of
01:36hard to replicate, so I wanted to use this.
01:38Now, if we go back to our dead_planet-- click on this red texture here--all we
01:42have to do is click on the Diffuse Color swatch, which is kind of like this
01:46brownish color, this rust color, and we'll go down to more of a cyan color, which
01:51matches our project, and maybe saturate that a little bit more, and click OK.
01:57And, if we want to, we could increase the diffuse value, and that makes our planet brighter.
02:04Now, this looks like it's made of rock, and kind of, more, dead things, just by its
02:09very nature of the texture, so don't want it to be too bright.
02:14We could also change the Diffuse Color to make that brighter if we wanted to
02:17brighten it, but I think somewhere on there, or it still looks kind of
02:22dead. That looks pretty good.
02:23Now, I am just going to go ahead and click on the x, here, and go ahead and hit Yes.
02:28And then, I want to go to the good guys layer, and click the Scene Setup button. And,
02:36click on transport spaceship, here. And, give it just a minute, because it is a
02:40pretty beefy model there.
02:42Now, one of the things that really helps with the believability of this model
02:47is the fact that I used a Fractal Noise texture on this regular white surface.
02:54It just looks too clean. And, that's one of the biggest problems with 3D models.
02:58They're just so sharp, and perfect, and clean. And, in the real world, it's just not that way.
03:03And, we're used to film, which is a little bit rougher, and more grainy, and a little bit
03:08softer on the edges, sometimes. And CG is just so harsh and ugly. Perfect
03:14almost, in a bad way.
03:17And so, dirtying it up is really one of those things that's really going to go a long way.
03:20So, if you look at the main color here, which I take this on and off, you could
03:24see . . . And, actually, maybe it's over here. There we go.
03:29So, there is the before and the after of this texture that I'm looking at.
03:32And we have this custom layer set up-- and it's kind of harder to see here in
03:37this window for some reason--but if I go ahead and Cancel that. And actually,
03:40before I do that, I'm going to turn off the spaceship by clicking the 2 here
03:46(the second spaceship with no textures on it).
03:48And enable Group 2 for the spaceship with the textures on it; click OK.
03:53And, that will take a minute to render, but now that it's here--even though this
03:57is really low quality, so it renders a little bit faster--you could see that
03:59there is kind of, like, a cloudy texture here, which makes it look dirty.
04:03And so, it's using this pre-comp dirty texture layer as a custom layer.
04:07So this is, again, just plain, old Fractal Noise. Nothing really great here. I
04:12notice that the Subscale Fractal Type works really well for materials, because
04:16there is patches of lower detail than patches of higher detail in the same noise
04:22pattern, which is kind of hard to find, and kind of hard to replicate on your own
04:25if you don't use Subscale. So, I like using that one.
04:28And I also take down the contrast, so it's pretty low, and that makes it so it's kind
04:33of more even and believable. If there were these huge dark patches, and then
04:37really bright patches, it wouldn't look super-believable. This way, it just kind
04:41of looks dinged up and old.
04:43I kind of want to put our heroes, and kind of a Millennium Falcon-type ship--
04:46that's really huge, and hulky, and dirty, and old--and in contrast with the fighter
04:52ships and the robots that are all sleek and perfect-looking.
04:55So, that's a little bit about the materials.
04:57Next, we'll look at some of the interesting things I did with the lighting in
05:01some of these shots.
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Examining the lighting
00:00Let's look at a couple of fun lighting things going on in this project.
00:03First, let's look at this shot with the robot.
00:06We have this side of him that we are looking at--or side of it, I should say--and
00:11then, it kind of, the camera kind of pans around his face a little bit, and then
00:15we see the other side.
00:18Now, I really wanted this shot of the villain to be very intimidating.
00:23I wanted a very limited color palette. I wanted it to feel very mechanical and dangerous.
00:29I wanted the edges to be hard. And, it to be, kind of, very intimidating, and
00:34ruthless, and mechanical, almost like it's just without mercy.
00:37So, one of the things that I did is I had this color palette, which is basically
00:41black and white with red, and then I sucked a little bit of the red out of the
00:47black-and-whiteness. So, that kind of gives it this little bit of cyan tint. So,
00:52on the surface, it kind of looks, like, just black, and white, and red. But it's
00:55actually a little bit more diabolical than that, because I pulled a little bit of
00:59the red out, which actually makes a great contrast with the red here.
01:03And, one of the things that was pretty fun that I did is that I used a white
01:07light, here, as kind of, like, an edge light, on this side. And, I used red as kind
01:13of, like, my key light, here, which creates this really interesting patch of red
01:16that goes with the eyes.
01:18And then, what's also cool about that is that as we pan the camera around, the
01:22jobs of the lights reverse. So, now our key light is this white light on the
01:28face, and the red light becomes this cool edged-light, which makes this contour
01:34even more menacing.
01:36Now, for most of the lights of this project, I just basically did really simple stuff.
01:42But one other thing that really helped-- I am going to open up the Establishing
01:46Shot--I went to File>Open>Project--and I am in Chapter 11, here--and I am going to
01:50open up the Establishing Shot project we've been looking at.
01:53And, one of the things that really helped, let's say, for this planet, for example. . . And, I'll just
01:58turn off the good guys layer and the bad guys layer, so that doesn't slow us
02:01down. And, I am going to turn on a few of these helper layers. So, I am going to
02:07turn on the key light, which looks pretty awesome, there. And then, there is the
02:12fill light. And then, there is the other backlight.
02:16So, I wanted to really add real After Effects lights to light up this planet. So
02:22that way, if I decided to move the camera somewhere else, it would actually be a
02:27legitimate light on the planet. And, this also really helps bring out the details
02:31in this normal map, here, that we're seeing, which adds again so much texture to
02:38this model and the lights. And having the lights just kind of, just beyond this
02:41crest of it, really brings that out.
02:44But even still, as much as I really like the lighting on this planet, I've found
02:47that it wasn't quite enough. So, I kind of supplemented that with a few other
02:52layers. I added a planet atmosphere layer, which is a shape layer that I just
02:57blurred, essentially. And that kind of creates this really interesting haze, which
03:01you always see when you are looking at planet footage. I've never personally
03:05been to space, so I only know what people tell me, and what they show me on
03:09science fiction shows. And what I see there is that they have like, kind of, like
03:13this haze around the edge when there is light being reflected off of the edges.
03:18And, I added an additional sun glow back here for this flare.
03:23I added another glow and some background stuff, here, going on.
03:28Also, to kind of help things pop a little bit, on the Element planet layer,
03:32itself, I added a glow effect, which kind of creates this ethereal, kind of
03:36otherworldly glow in the planet, itself. I kind of like that.
03:41But again, sometimes, I find it necessary to supplement After Effects lighting
03:46with other bells and whistles, like glows, or blurred shape layers, or whatever it is.
03:52But again, if you don't use actual After Effects lights, no matter what tricks
03:56you're using, you're not going to get the light hitting those bump maps, if
04:01you have a bump map.
04:01So you actually do need real 3D lights to get that effect, which is really important.
04:08Next, we'll look a little bit at some fun with the camera.
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Telling a story with the camera
00:00In this project, I didn't do anything super innovative or interesting with the
00:04camera. But one of the things I did that was kind of fun is that I wanted to
00:08make the bad guy seem kind of mysterious, like, you know, it just doesn't care.
00:14It's merciless. And part of, or one way to do that, I should say, is to create mystery.
00:22And so, most of the time that we see this robot, it's out of focus, which
00:26intrigues us. When we see something we can't quite wrap our brain around, it's
00:31like a mystery, and we want to figure it out.
00:34So, the fact that this guy, or this creature, is mostly out of focus, I think that
00:41makes it kind of interesting. It was definitely a creative choice. You might
00:44not prefer that. And, even when you see it clearly--at the beginning and at the
00:49end of the animation--it still has a very shallow depth of field, which, I think,
00:54looks really beautiful.
00:55If I take off the Depth of Field, and we can see everything and the ship, it
01:00doesn't look very good at all.
01:02So, again, the shallow depth of the field adds a lot of beauty and makes things
01:06very interesting. Even when the face comes toward the camera, I actually
01:12animated the focus distance, so that it would stay intentionally out of focus.
01:18So, it wasn't like, "oh, well we'll just wait till it goes back into focus."
01:22I intentionally made it so that it went out of focus very quickly, and stayed
01:26out of focus. And then, as it ended this camera turn, it slowly kind of entered into focus.
01:35And again, that was an intentional creative choice, because we really just can't
01:40know our antagonist very good; it makes him a little bit more scary.
01:45Now, you might not like that; you might not choose to do it, but that was just one
01:48option that you can do with the camera is play around with that shallow depth of
01:52field that not only makes things really beautiful, but it can aid in
01:56storytelling as well.
01:57Now, in the next movie we are going to wrap up our look at this project, by
02:01learning a few extra really cool tips and tricks.
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Adding the final polish
00:00In this chapter, we saved the best for last. We've got a couple of really cool
00:03tricks for you, things that I played around with while I was doing this project.
00:06Here is this fighter ship shot project. And, what we're going to do is we're going
00:10to go to the Solo column of the element bad guys layers, just so we can solo this
00:16ship, and get rid of all the junk in the background. [00:00:1.18] Now, one of the things I did is I have this cool exhaust.
00:22The fire is kind of coming out of the back of the plane. Actually, let me back
00:26up a little bit, there, so we could see it a little bit more clearly. And, it looks
00:30pretty cool. And, one of the things that I did to make this is I went to the
00:35Element bad guys. And, we'll just go ahead and click on that layer, and go to the
00:38Scene Setup in the Element layer.
00:41And, you'll notice that there is this EngineLight. This is a really beefy model,
00:44so it's going to take a second to load.
00:46But what happens is that there is this EngineLight texture that goes on the
00:52back of the engine. If I go ahead and turn that on, we can see what that
00:56looks like. So, it kind of looks like there is fire, something like that, on the
00:59engines, but because, again, it's a separate material, we could isolate it, and
01:04make it its own object.
01:06So, I'm going to go ahead and click Close on this. And, I'll go to bad guys
01:11exhaust; go to that layer. And then, we'll open up the Element layer, and click Scene Setup.
01:17And, what I did on this layer is I turned off everything, except for just the EngineLight.
01:25And so, we have just that glowing orange material. There it is. And so, it's the
01:30same thing that we saw in the last model, but it's just that orange texture.
01:36So then, what I could do, because I've isolated it, is I could add all these blurs,
01:41and glows, and all that kind of stuff. I stretched it out, so, if I actually turn
01:46this off. And, maybe I'll unsolo the Element bad guys layer, so you could see
01:50just this Glow here.
01:54I added some Blur, some Curves and Levels, some Glow. And then, I added Turbulent
02:00Displace, and animated that going from left to right, so it looks like it's kind
02:04of moving quickly. I added a lot, blurred everything a little bit, some more
02:09Hue/Saturation, some Transform to squish it down a little bit. And then, I
02:14duplicated the layer, and used the Add Blend Mode to make it look like it's all
02:18cool and fiery there.
02:20So, you can't really see it. And again, this goes back to the problem that I had
02:24where I didn't really work on the color palette before I started as much as I
02:27should have. So, this really needed to be, like, a fiery orange. And that really didn't
02:31go very well with the purple cyan background that I had, so, wah, wah . . .
02:35It wasn't as great as I would've wanted.
02:37But I did like the fire effect. I think it does look pretty cool.
02:41So, it's kind of a unique little trick, there.
02:43Now, one last thing that I totally loved. If I go File>Open Project--I'm not
02:47going to save this--and I go to the Hero Zoom project, and open that bad boy up,
02:52we have this interesting reflection, again, where it seems like her arms are
02:57being reflected inside of this hallway, here. And I really wanted this metallic
03:05texture, because I really like the way that it kind of, like, frames her, and the
03:09way the light hits everything. And her suit is metallic. It just felt like it
03:13really needed to be metallic.
03:15But then, as I was compositing this, I realized that, if she has a super-
03:17reflective suit on, and everything is super reflective in the hallway, then
03:23they'll kind of see each other. At least we'll see her, the light reflecting
03:27off of her suit onto the hallway. And, it looked really dull without that.
03:32But, of course, again, Element doesn't have real reflection, so what to do?
03:37Well, what I decided to do was--and I am going to go to Hero Zoom project, here.
03:41And, I'm going to go to the Element layer-- and, what I actually did was I--if you
03:46open up Render Settings, you can see the Environment here, or we have access to
03:51control the environment--and what I did is I rotated the environment. I added the
03:58texture in the background to be really reflective, so we could really see the
04:02environment in this material.
04:05And then, I adjusted the environment. So, if I adjust the rotation of the Y
04:09environment, you could see what's going on there.
04:12So, now we could really clearly see hot spots in the Environment
04:16map in our texture.
04:18So, what I did is I just played around with the different Environment settings
04:22until I got to the point where it looks like this is reflecting the light
04:27bouncing off of her metal clothes, there.
04:31And then, I animated the Z Rotation of the environment map to kind of
04:37coincide with her movements.
04:41So, it's kind of timed well with her movements.
04:43You can see that if I just move this Z Rotation, it kind of looks like it
04:48follows her movements.
04:50So, I just had to time those up, and then we get some realistic reflections.
04:57It's quite an interesting hack, but again, as we're looking for alternatives to
05:01real reflections, that's one that definitely worked for me in this case.
05:05So again, the project is far from perfect, but it was a really fun learning
05:09experience, and it shows the potential power of creating an entire world
05:13using Element 3D.
Collapse this transcript
12. Conclusion
Final tips and tricks
00:00Before we close up this training series, I have a few closing tips and tricks for
00:03you that we didn't get to in the rest of the training.
00:06The first one is this Animated Textures project. We can actually, instead of just
00:11using a simple image for a texture for an object, we could actually use a movie.
00:17And, that can create some interesting results.
00:18We have a very simple billboard setup here.
00:22I also have the SciFi Project from the last chapter.
00:26And so, what we're going to do is go to Element. And, I'm going to open up my
00:29Custom Layers, Custom Texture Maps. And for Layer 1, I'm going to change it to the
00:34SciFi Project Final.
00:36Now, you don't have to necessarily use a precomp, but what I've found is that
00:40the way I set up the UVs--with this billboard, and the image here, the movie--
00:47they were not set right.
00:49So, what I had to do is pre-compose this and rotate it, so that it would look
00:54correct when it was applied to the billboard.
00:56So, going back to the Element, we can go to Scene Setup. And, I'll go ahead and
01:00maximize this by clicking the plus (+) icon. And, what we could do is, on the
01:05billboard, we'll click on the material for the Diffuse Texture. We'll click on
01:10the None Set button there. We'll use Custom Layer 1. Click OK, click OK, and
01:17there is our billboard.
01:19As we scrub through the timeline here, we'll see the movie playing on the billboard.
01:24We'll also see that this movie, now, in this billboard, responds to lights. And, it
01:29responds to cameras as we move around here.
01:34So, the possibilities for this are endless.
01:35If you had something going on in a background--maybe you wanted a fire in a
01:40background, and you wanted it to be 3D to respond to cameras, but you didn't really
01:44need it to be super 3D, like it could be just on flat image--you could just put
01:49it on a flat plane, and put it far in the distant background, and that will work
01:53for you, something like a display on a camera, or a tablet.
01:57This is great for that.
01:59Now, one another thing here. If I go to Element, click on Scene Setup, we can, of
02:03course, customize our scene interface.
02:05We can move it around, as, like this. And, we could also click on a corner of one
02:11of the panels, here, and really get ourselves into a heap of trouble as we are
02:18shifting these things around.
02:20It's very similar to the way After Effects works with panels, where we can kind
02:23of drag them around by the corners, and reset them.
02:26But one of the problems is, again, is that we can get ourselves into a heap of trouble.
02:31So, what we can do is hold the Shift key down. As we hold the Shift key, and click
02:35the Scene Setup button, it resets the Scene Setup for us.
02:39So, that's a helpful tip.
02:40Another thing that we can do is that when we're playing an element, often there is a glitch.
02:46We might make a change, and not see it updated, and it can get really frustrating.
02:50We know that we're doing the right thing, and Element just doesn't seem to be working.
02:53Well, as is the case with a lot of plug -ins and effects in After Effects, the
02:58image cache gets messed up.
03:00So, in other words, After Effects has cached the image before you changed it, and
03:05that's what you're seeing.
03:06So, what you need to do is go to Edit>Purge>Image Cache Memory.
03:11Sometimes, even All Memory doesn't fix it for me.
03:13You got to go to Image Cache Memory, and that will clear the slate for you.
03:18Now, one last tip, here. As we go to videocopilot.net--and the blog part of that,
03:25and it's videocopillot.net/blog--oftentimes they will give away tons of really high-
03:31quality models, and materials, and other freebies to use for Element.
03:35For example, there is this really cool Halloween 3D pack, and there is also phones
03:41like the Galaxy S3, and the iPhone5. It's just a free model for Element. And also,
03:47there is this really cool planet Earth that was used in the opening for the TV
03:52show, Revolution. And, it also animates. There is these lights on it and stuff. So,
03:56really high-quality stuff that they give away, like crazy, on videocopilot.net.
04:01So, it's definitely a resource that you want to be aware of as you go
04:05forward with Element.
Collapse this transcript
Goodbye
00:00Well, folks, that is the training series.
00:02I want to thank you so much for watching. I have had an absolute blast
00:06creating this training for you. And, I'm just so amazed at this amazing tool for After Effects.
00:12On behalf of lynda.com, I am Chad Perkins.
00:15Again, thank you so much for watching.
Collapse this transcript


Suggested courses to watch next:

After Effects CS6 Essential Training (8h 41m)
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