Adobe AFTER EFFECTS CS3 PROFESSIONAL User Manual page 498

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AFTER EFFECTS CS3
492
User Guide
Determines the direction that the bubble rotates. Fixed releases the bubble from the producer
Bubble Orientation
right side up and keeps it that way. Use this control if the bubble has built-in highlights and shading, as all of the
preset bubbles do. Physical Orientation buffets and spins bubbles around by the forces on them, creating a chaotic
scene. Bubble Velocity faces the bubble in the direction of its motion. This is the most useful setting for flocking-
style animations.
Specifies the layer that is reflected in the bubbles. If you want to use this layer only for the
Environment Map
reflection, turn off the layer's video switch.
Controls how much of the selected Environment Map is reflected in the bubbles. The higher the
Reflection Strength
value, the more the reflection obscures the original bubble texture. Reflections appear only on opaque pixels, so
bubbles with high amounts of transparency, such as the Spit preset, don't reflect much.
Controls how much your Environment Map is distorted as it is mapped onto the bubbles.
Reflection Convergence
A value of 0 projects the map flat on top of all of the bubbles in the scene. As the value increases, the reflection
distorts to account for the spherical shape of each bubble.
Flow Map controls
The Flow Map controls specify the map that the flow of the foam follows:
Specifies the layer used to control the direction and speed of the bubbles. Use a still image layer; if you
Flow Map
select a movie as the flow map layer, only the first frame is used. A flow map is a height map based on luminance:
White is high, and black is low. White is not infinitely high; if a bubble travels fast enough, it can travel past a white
obstacle. Make sure that the map is a little blurry; sharp edges can create unpredictable results. For example, to make
bubbles flow through a canyon, create a flow map with a white canyon rim, a black canyon, and blurry gray walls.
Use wind to blow the bubbles in the direction you want them to flow, and the walls of the canyon contain them. You
can also use a gentle gradient on the floor of the canyon to control the flow direction, but this is somewhat more
difficult to set up.
Note: If the bubbles don't follow the map, use the Simulation Quality control. Also, try blurring the flow map a little to
make sure that it does not have excessively abrupt edges.
Controls the difference between white and black as they are used to determine steepness. If the
Flow Map Steepness
bubbles are ricocheting randomly off the flow map, decrease this value.
Specifies whether the flow map is relative to the layer or to the universe. The flow map resizes itself to
Flow Map Fits
fit whichever you specify. This control is useful when you want to enlarge the universe but the flow map is designed
for a particular layer, or when you want the bubbles to start off-screen and be affected by the flow map as they arrive
onscreen.
Increases the precision, and therefore the realism, of the simulation. However, the higher the
Simulation Quality
value, the longer the composition takes to render. Normal generally produces good results and takes the least amount
of time to render. High returns better results but takes longer to render. Intense increases the rendering time but
produces more predictable bubble behavior. Use this option if the bubbles aren't following the flow map. It often
solves problems of erratic behavior that can occur with small bubbles, high bubble speeds, and steep slopes.
Particle Playground effect
The Particle Playground effect lets you animate a large number of similar objects independently, such as a swarm of
bees or a snow storm. Use the Cannon to create a stream of particles from a specific point on the layer, or use the
Grid to generate a plane of particles. The Layer Exploder and Particle Exploder can create new particles from existing
layers or particles. You can use any combination of particle generators on the same layer.
This effect works with 8-bpc color.

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