Does the depth matte work if you put in some subtle atmospheric particles floating in the air? That'd make the camera move a bit nicer, if it was flying through some dust.
Well, I added another two particle systems for dust and floaties; One filling the entire environment, and a second clustered around the portal area.I added two more forces--a detract and a turbulence. These are keyframed to follow the Entity as it emerges from the portal,so, as it flies around the room it swirls up those additional particles. Think it works pretty well.For this particular shot the depth mask z-pass isn't quite isolating the areas as well as I'd hoped--I'll have to do a bit more roto work to clean up a couple of seams in the setup, but, conceptually, the Depth Fog Z-pass IS working. The few bits of roto left can be sloppy, garbage mattes, not detailed masking. The depth fog z-pass has mostly automated what would be a tedious roto job.So: version 5.http://www.youtube.com/watch?v=JrgRLx6VdloI have another animation rendering now which uses the Depth Fog Z-pass in a different way.....
Speaking of particle clouds:To try something different, I used depth fog on a model and used that luma matte to subtract from the particle clouds to get a volumetric look. This is just a s single particle system with two large sphere emitters making a cloud and a quick environment map and planet.
There's so many tutorials from you that I want to see ..... lolThis is great! From 8s onwards I really felt the depth of the shot well done!
I love the end of the shot - the composition of the planets and stars and ship are great. I'm not so keen on the first half. Technical demo aside, the floaty orange SPACE SMOKE just doesn't work for me. It looks like it's there solely to show off the depth technique, and so feels a bit forced. Does that make sense? I wonder whether you could go with something a bit more like OP's Debris Field look and feel, where the space atmosphere is justified by the debris from a previous battle.
Any luck with the latest render? Side note: PM'd you back hopefully it helps!
rtrowbridge- I used a particle system AND light rays to get my ionic torpedo effect. The particle system is small enough to not see the individual particles and the light rays effect makes them look like they're sparkling a little.....and helps sell the motion to them, at least I think it does. I used them in my "Renegade" vid.
Stormy, I'd not seen "Renegade" yet (how'd I miss it?). Your Ionic torpedoes look really good. Are they Hitfilm elements or did you set them up in Blender?
Thanks, T23. They were done in HF2U. I just decreased the particle size to where you can barely see them and changed the color. I don't think I adjusted the settings all that much. Then I added light rays and tweaked the settings for more rays and feathered the ends with a mask. Rather than a circular mask, next time, I may try a staggered, slightly spikey edge for more variance. Not sure if that will work. Probably would have to animate the mask rotating and changing size so the spikes aren't always in the same position. Or maybe randomising the size of the particles so there's more variance which would also vary the rays. Hmmmm. Rambling now.I exported the above to MP4 and just brought the MP4 back in to a composite of the ships and background objects to animate the torpedo's movement.I can't wait to recreate that vid with the new ship designs.AND- I can't wait to see your next completed project!
Thanks, T23. They were done in HF2U. I just decreased the particle size to where you can barely see them and changed the color. I don't think I adjusted the settings all that much. Then I added light rays and tweaked the settings for more rays and feathered the ends with a mask..
You have successfully subscribed to the newsletter.
You can unsubscribe from newsletters at any time.
© 2018 FXhome Limited. All rights reserved. "FXhome", "PhotoKey", "Imerge" and "HitFilm" are trademarks of FXhome Limited.