Eric Sanderson
Forum Replies Created
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i would start using the “beam” effect instead of the puppet tool, youll get much more accurate “anchors”, they stick right where you want it to follow. then might play around with some distortions on the beam…maybe a cc bend that increases as balloon moves positive in the Y…def a lot of playing around involved id imagine though.
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ah that makes sense, so its really like its the “AtTime” part of the code thats the real function, value is already there by default
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Ya the expression def. isnt necessary, I just usually prefer expressions over keyframes…but more in this case it was my workflow that led me to using “time” since the animation didnt start out as a speed ramp, it was just continuously spinning at a steady rate of whatever i set the slider to…then i decided to speed ramp it.
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i would probably approach that with particular, making the letters custom particles. Not sure how familiar you are with particular but you can set up to 2 layers i think to use as floors or other kind of deflectors.
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One way i like to do this is throw an adjustment layer on your comp, play with the levels, maybe a transform position and scale, colors, get crazy with it…but then throw this script onto its opacity
probability = 9;
r = random(-probability+2,1);
c = clamp(r,0,1);Math.round(c)*100
adjust the probability # to control how often it glitches. Also if you want to glitch just the text you can use this, this will glitch in the y axis but you can throw the “s” in place of the “value” if you want to move the x as well, same if you want to add a z axis.
probability = 3;
r = Math.round(random(-probability+2,1));
v = clamp(r,0,1);
s = wiggle(10, 400*v);
x = value[0];
y = s[1];[x,y]
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hmm, thats good to know for the future but isnt the case here. I do have multiple lenses in there layed out as in a real projector, but theyre not even touching. Well ive figured out a workaround, its all ending up in an AE comp anway so im just using the solo render, but would be nice to know what caused it in case i run into it again. Im %99 sure its a light sensitive problem, because you can faintly see it happening in the solo render as the glare from the lens casing hits the lens, but thats the hardest light in that scene as opposed to my Master Project with a hard 3-point lighting set-up.
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I dont have the scene on me right now, but i started with one of the glass c4d material presets for the lens, and changed mostly the volume,surface and specular colors, also played with the transparency so there are no actual “textures” loaded onto the shader. The first thing i checked was to see if there was a noise on any property of the shader but there isnt.
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actually after seeing these side by side it seems to be how the lens is reacting to the lights…and i just dont have as much light set up in my solo scene, but still dont know how to fix it.
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i just realized in my diagram i didnt have my frag “particle” connected to my Ppass, but didnt solve the prob when i connected it anyways

