-
Parallel Sunrays in 2.5D|Pseudo3D Scene
Hi,
I’ve seen that the topic of parallel rays has been discussed years ago; however, I can’t seem to apply it to my case. Additionally, perhaps new methods have emerged.
Here, I have built a pseudo 3D scene made of many flat 3D layers (see street_scene img). At the moment, there is panning camera motion. Later, it is planned to add motion of the cars and some animated 2D characters.
Now, I would like to add parallel (volumetric) sun rays that shine from the top left corner, behind the trees. The main problem to solve is that the sun rays should be either on:
– one top-level adjustment layer, which takes into account all the Z-depth information; otherwise, it will break the 3D container.
– several flat layers within the scene itself, also turned into 3D, so they are rendered like everything else.What I have tried so far is generating radial rays, not parallel:
1) CC_Radial_Blur and CC_Light_Burst_2.5 applied to a top layer (see street_lightburst img): These generate flattened versions of the rays, which seem impossible to compose with scene objects located at various depth values. Also, if these are generated from inverted sky alpha, it clearly appears as a 2D overlay as the camera moves. Besides, these methods don’t seem to generate rays that face away from the camera lens and are hard to control as the light position influences the ray length and intensity. Good for anything else, but not this.
2) Trapcode_Shine applied to a top adjustment layer (see street_shine img): Contrary to what was seen in some tutorials, the 3D Light option doesn’t seem to work with pseudo 3D. I was able to fill the scene with light streaks generated from the layers, but these resembled volumetric shadows, inverse to what was possible with the other effects in (1). However, this effect was able to generate some rays even when the light was behind the camera.
In a nutshell, I am looking for a method that would generate a volume of rays and block the ones that are behind the alpha>0 in 3D. At the worst, some sort of method that would at least sample the Z-depth info and generate a number of ray layers, so I can mask them manually.
Any thoughts, ideas, or experiences?
Some contents or functionalities here are not available due to your cookie preferences!This happens because the functionality/content marked as “Google Youtube” uses cookies that you choosed to keep disabled. In order to view this content or use this functionality, please enable cookies: click here to open your cookie preferences.