Steve Roberts
Forum Replies Created
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Click the “search posts” button at the top left of the COW window. You might need to do an advanced search of the archives.
Search for “blood”.
Steve
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How about the regular noise effect, applied to a gray solid?
Steve
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Steve Roberts
April 16, 2005 at 8:48 pm in reply to: Need help with poor text and graphic quality with AE QTs imported in FCPTry rendering to “straight” not “premultiplied”.
Steve
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You can scan it, then pan/zoom by animating the map’s anchor point/position, but I prefer using a 3D camera in AE. More intuitive. Turn off auto-orient. Make sure you scan at a dpi that will give you the image size you need for your tightest closeup: tightest map width (inches) x dpi = 720 pixels. So if you zoom into a 2 inch wide area, you should scan at 360 dpi.
It’s great to have someone make one in Illustrator though, because you can zoom as tight as you want, and it’s nice and clean.
However, if you want to show a specific map that has a place in your story, try scanning. If you don’t need to shoot a specific map, go the Illustrator route.
You could try scanning, then using auto-trace to make masks.
Steve
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You probably have to draw a mask and animate its shape to match the motion of the flames. I don’t think AE can follow the motion of the flames as our mind interprets it.
Steve
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As far I know, the (Boolean) mask modes only work when masks overlap, and that only affects how they reveal the layer. They still act independently when it comes to mask properties.
That said … maybe the masks could be pasted into Illustrator, then a Pathfinder action done on them. But for animated masks, that could be problematic.
Steve
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As far I know, the (Boolean) mask modes only work when masks overlap, and that only affects how they reveal the layer. They still act independently when it comes to mask properties.
That said … maybe the masks could be pasted into Illustrator, then a Pathfinder action done on them. But for animated masks, that could be problematic.
Steve
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… but if you don’t mind expressions, you can pickwhip those properties on all masks (except Mask 1) to those properties on Mask 1.
1. Select Mask 1 & 2, hit MM to reveal mask properties.
2. Alt-click on the stopwatch for Mask 2’s Feather property, and pickwhip it to Mask 1’s Feather property.
3. Do the same for Mask 2’s Expansion Property.
4. Select Mask 2’s Feather Property, and its Expansion Property and select edit>copy expression only.
5. Select all the other masks (3 and onward), and select edit>paste. That pastes the two expressions to the other masks.
6. To adjust those properties for all masks, adjust them for Mask 1.Hope that helps,
Steve -
… but if you don’t mind expressions, you can pickwhip those properties on all masks (except Mask 1) to those properties on Mask 1.
1. Select Mask 1 & 2, hit MM to reveal mask properties.
2. Alt-click on the stopwatch for Mask 2’s Feather property, and pickwhip it to Mask 1’s Feather property.
3. Do the same for Mask 2’s Expansion Property.
4. Select Mask 2’s Feather Property, and its Expansion Property and select edit>copy expression only.
5. Select all the other masks (3 and onward), and select edit>paste. That pastes the two expressions to the other masks.
6. To adjust those properties for all masks, adjust them for Mask 1.Hope that helps,
Steve -
Yup, use a comp containing a fractal noise layer as the map for the displacement map effect …
… which is found in the Pro version.
Steve