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  • Ok, so the way the edges look cut-out is the problem?

    What does the background look like? I assume it is not just a flat black like in the image you uploaded. Is it an illustration? A pattern? Text? Photo? Gradient? What colors? How does this photo relate to the background? How is it supposed to look? Is it supposed to look like it is part of the background, or like it is in front of the background?

    Can you show the entire image INCLUDING the background it is supposed to integrated into, or at least the problem area?

    I guess I would expect a metal object to reflect whatever is in the background, but it is impossible to say anything more based on not seeing the comp that you are having trouble with.

  • Kalleheikki Kannisto

    February 11, 2016 at 6:36 pm in reply to: Noise reduction color chanels

    Unsharp Mask does pretty much the same thing, but it is faster and easier to adjust, and you have more control on the outcome with the threshold setting.

    (To use highpass, you’d have to make a copy of the luminosity layer and blend the highpass layer with the luminosity layer.)

  • Can you not manually keyframe the rotation values?

    If the emitter is too hard to see you could conceivably make a 3D solid of the same dimensions and link the rotation values of your emitter to it so that you see what you are doing.

  • Kalleheikki Kannisto

    February 11, 2016 at 6:22 pm in reply to: Having Trim Paths Translate to rotation

    The problem lies in that “0” point is the origin point for the path, so the trim paths ends there no matter what.

    My guess is that it would work if you linked the rotation of the circle to the rotation of one of the arms so that the zero point would stick to it, and amend your expressions accordingly.

  • Kalleheikki Kannisto

    February 11, 2016 at 5:57 pm in reply to: How to create a 3D, flat-looking sphere pattern

    How about a flat, but 3D-looking pattern of same kind?

    9775_meshwarppattern.aep.zip

  • Kalleheikki Kannisto

    February 11, 2016 at 11:54 am in reply to: Opacity of edges

    Add a layer mask to the layer and paint on the mask (not the image) in black with a large soft-edged brush and it will go transparent. Layer masks are excellent for this purpose: you can also paint on the mask with white and get the image back — the layer remains editable without losing any image information. You can also blur the mask and do all kinds of other stuff with it.

  • Kalleheikki Kannisto

    February 11, 2016 at 11:47 am in reply to: Noise reduction color chanels

    In my experience surface blur followed by a small gaussian blur does a decent job.

    Highpass does something quite different, an edge detection of sorts. It is of more use in sharpening rather than blurring.

  • Another option that came to mind is to get it roughly right with Particular, eyeballing the Particular emitter into place, and then using animated mesh warp to make it follow the rug more precisely.

    I’m certain that a magic carpet would bend and warp space-time 🙂

  • Particular has a layer emitter option, where layer opacity/transparency determines where the particles are emitted from, so my thought was to generate a masked solid (matching the carpet’s position) for a layer emitter so that the particles would original within that area. Since you can’t attach mask points to tracking points, you’d still have to animate (track) the mask corners by hand. I believe you would have to also additionally animate something like particle size to give it the appearance of moving in the z axis. You can’t really move the Particular layer if you do it this way, but make the Particular emitter a flat plane that fills the view.

    The technique is described in detail here:
    https://vimeo.com/79823940

    BUT:

    If you already have 3D tracked nulls, I would think you could average the nulls’ positions for the Particular emitter 3D position and then calculate the angle (if needed) from two (or four) corners’ positions.

  • Kalleheikki Kannisto

    February 11, 2016 at 9:46 am in reply to: Exploding Feathers

    It is a two-part animation, the first being the explosion when the ball hits, when the feathers are flying out, then the second part — about a second later — as they meet air friction and change into a floating-down motion.

    Perhaps 5 separate layers with a feather image, using motion sketch in 2D, then turn into 3D and add other rotations?

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