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  • Steve Bentley

    June 25, 2018 at 8:42 pm in reply to: I see random black dots in my texture

    There are a lot of things turned on in the render settings that you aren’t using. Hair and Vray for example. I’m not seeing the double render thing you mention so thats why I was suggesting you turn off the items you don’t need as they may be calculated before the main render.

  • Steve Bentley

    June 25, 2018 at 8:33 pm in reply to: AE Anchor Point Orientation

    If we could have seen the project we might have come up with that. But if the answer was so easy, why didn’t the OP come up with it? – you know, the person staring at the AE interface?
    The problem with final comments like the OP’s, is that it quashes the impetuous to help. If you ridicule someone when they make a mistake at the blackboard, they aren’t going to go to the blackboard any more.

  • Steve Bentley

    June 25, 2018 at 8:27 pm in reply to: I see random black dots in my texture

    Try turning off the Vray option in the render settings and see what you get then.

  • Steve Bentley

    June 25, 2018 at 7:58 pm in reply to: I see random black dots in my texture

    If you are using my file, that might be the cause. I saw you had a link to the vray render engine. We use octane here and not Vray so that link may have lost its way when it hit my system.

  • Steve Bentley

    June 25, 2018 at 7:25 pm in reply to: I see random black dots in my texture

    Sure can.
    If you click on the face material next to the head object, and look in the “tag” tab that comes up in the attributes panel you will see about halfway down a bunch of radio buttons. There is one called “tile”. This lets a texture that is not covering the whole surface of the object repeat so that you get a whole bunch of those textures. It is on by default.
    You had tile turned on but the face only covered a small portion of the head. The model of the lego guy has the UVW coordinates set so that the face will map to that specific “face” area and all the other polygons get their own version of of the texture map.
    Turning off “tile” lets only one copy of the face populate the head geometry.
    As for the second yellow texture I just copied one you had used and placed it before (to the left) the head texture. So in effect the head material gets comped on top of the yellow material which covers the whole head. If you take that first yellow material off, you get a yellow face on a gray (the default) head.

  • Steve Bentley

    June 25, 2018 at 6:58 pm in reply to: I see random black dots in my texture

    Like this – you will have to tweak the yellow to match your texture map, or just use a texture layer with black eyes and mouth and multiply that over the yellow you already are using. That way you don’t have to match the two yellows

    12476_cameratrackdeboujouuntiled.c4d.zip

  • Steve Bentley

    June 25, 2018 at 6:55 pm in reply to: I see random black dots in my texture

    Its the mapping – zoom in. Its not black dots its repeated versions of the head map. Turn off tile and put a second version of the plain yellow on first.

  • Steve Bentley

    June 25, 2018 at 6:45 pm in reply to: How to create this tech effect?

    What they used was stock footage – but you can do the same thing with repeated 3D shape layers using only the path stroke, the screen blend function and a moving camera (or all the layers tied to a 3D null that you move around).
    A little glow wouldn’t hurt either.

  • Let me see if I get the jist. Am I right in assuming when you waved your phone through the air the motion sensor “deposited” a cross section of text in the air at the right time, leaving in the eye’s persistence of vision or a camera’s slow shutter a ghostly imprint of the whole word? Like those light sticks or LED bicycle spokes?
    If you want to do that real time, then AE is not the program for you. Even if you made a movie of the effect I don’t think a phone or tablet would play it fast enough and rip through enough frames to place the effect in the air with enough temporal resolution. Plus you have to time the doling out of frames to the speed of the phone’s motion. It’s hard enough to maintain a steady frame rate on a phone when what’s really needed is a constantly and hyper accurate changing frame rate tied to the motion sensor chip. A custom video player would be needed or an app that generates and displays it on the fly like the app you mention.
    But if you want to simply recreate the photos with text imagery over top, yes it can be done in AE but might be easier in a 3D package like C4d (and then into AE for the comp).
    The key is the shader used on the text. You want something that has transparency, probably an edge hilighter (like a fresnel), and you may find that text built in 3d might be better constructed as a shell with thickness as opposed to a solid. A shell version will give more character (pun intended) to the letter’s edges.
    Then simply composite the result with a screen blend function on to your background image – light in the real world adds up over what’s behind it and “screen” does this beautifully (ironically “add” can build up too much).
    In AE zaxwerks or Element 3D could get you there for the 3D text (and there are a few others). You can also do 3D objects in Pshop if still are all your are after.

  • Are you looking through the right camera in AE? The default comp activecamera is just the camera that is on top in the stack and turned on, but the one from Boujou might be lower than that in the layers.
    Did you compensate (or compensate in the export) for AE’s top left origin point and inverse Y axis?
    Is the time base the same in your AE comp and the footage?
    Assuming this isn’t game footage, since it’s CG why not export the camera from the CG package?

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