Mylenium
Forum Replies Created
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That’s not going to be a one-step solution. You need to actually have multiple layers/ instances and blend them at each step of the way. I’d create the text as a clean text layer and displace it using e.g. Turbulent Displace, conmbined with a Roughen Edges effect to erode the outlines. This will be much more controllable. For the smoke it doesn’t really matter much which tool you use- The biggest problem will be to make it soft and sill have enough volume to form the letters. You could even do it with warped and distorted Fractal Noise layers…
Mylenium
[Pour Myl
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Check the direction of the normals on your geometry. also try to increase the number of rays in the render settings. Maybe your door is in a bad spot and the rays can’t see it (because there are no more “bounces” left).
Mylenium
[Pour Myl
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Looks like you are only using antialiasing set to “Geometry”, which will really only smooth the polygon edges, not the textures. Change the settings and it should look much better. Also try a different algorithm like Sinc or Gaussian.
Mylenium
[Pour Myl
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Most realistic: Separate all elements in Ilustrator, paste the paths as curves in AE, then animate mask shape. Intermediate realism: Separate the shapes and give each of them some Turbulent Dispalce with different settings. No realism: Don’t separate, just use one or two instances of Turbulent Displace on the entire layer.
Mylenium
[Pour Myl
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Most realistic: Separate all elements in Ilustrator, paste the paths as curves in AE, then animate mask shape. Intermediate realism: Separate the shapes and give each of them some Turbulent Dispalce with different settings. No realism: Don’t separate, just use one or two instances of Turbulent Displace on the entire layer.
Mylenium
[Pour Myl
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Mylenium
November 13, 2006 at 6:24 pm in reply to: Convert 29.97 Interlaced DV into 23.98 ProgressiveWell, like I said – I don’t have a full license of Twix, so my observations may indeed be biased or completely wrong. My tests were strictly based on some synthetic 3D rendered footage I had at hand mangled thru the demo, and it seemed to me that Twix does a finer job of smoothing out curved paths. I would be willing to admit that I may be seeing to much into it, though. Maybe some shootout comparison on different footage types would set the picture straight for me (and everyone else).
Mylenium
[Pour Myl
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[ailerele] “In photoshop for example?”
Umm, no. I’m not sure why you are so bent on unsqueezing your pixels. If you rendered them at the correct asprect ratio and want to print them to film, there is no need to do anything to them. The operator of the printer will take care of everything. If it’s relevant, output to 16 bit TIFFs to maintain color fidelity and allow headroom for final color corrections on print. If you know the exact color profiles and LUTs of the printer, you can convert to Cineon. Other than that – don’t mess with your footage. If you must, then for goodness’ sake convert a sequence for previewing on your computer (which won’t do you much good, it will still look different on film) but don’t touch your originals unless you know what you are doing or your boss told you so. ;O)
Mylenium
[Pour Myl
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Targas do not store any ratio information because the have no meta-data section. You need to re-introduce the correct aspect ratios by setting the footage interpretation accordingly.
Mylenium
[Pour Myl
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Mylenium
November 13, 2006 at 12:19 pm in reply to: need some help with 3d layers (expression maybe?)I suggest you place a dummy in your scene that does not belong to your sphere and have it orient towards the camera using the lookAt(position,thisComp.layer(“camera”)) expression on the orientation property. Then simply pickwhip all your other layers to use the same orientation values from that invisible layer. Just make sure the reference layer is always in the frustrum so it looks proper, but don’t move it too close to the camera.
Mylenium
[Pour Myl
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Mylenium
November 13, 2006 at 12:19 pm in reply to: need some help with 3d layers (expression maybe?)I suggest you place a dummy in your scene that does not belong to your sphere and have it orient towards the camera using the lookAt(position,thisComp.layer(“camera”)) expression on the orientation property. Then simply pickwhip all your other layers to use the same orientation values from that invisible layer. Just make sure the reference layer is always in the frustrum so it looks proper, but don’t move it too close to the camera.
Mylenium
[Pour Myl