Simulation Effects - Adobe 12040118 - After Effects Standard Tutorial

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Simulation effects

Common Lighting controls and Material controls
Card Dance effect
Caustics effect
Foam effect
Particle Playground effect
Shatter effect
Wave World effect
Third-party effects in this category included with After Effects:
CC Ball Action effect
CC Bubbles effect
CC Drizzle effect
CC Hair effect
CC Mr. Mercury effect
CC Particle Systems II effect
CC Particle World effect
CC Pixel Polly effect
CC Rainfall effect (CS6)
CC Scatterize effect
CC Snowfall effect (CS6)
CC Star Burst effect
Note: Existing projects with CC Rain and CC Snow will still render, but are obsolete effects. CC Rainfall and CC Snowfall are the newer
versions.
See Third-party plug-ins included with After Effects.
Common Lighting controls and Material controls
Several of the Simulation effects have some common controls. The Card Wipe effect also shares many controls with the Card Dance effect.
Lighting controls
Light Type Specifies which type of light you want to use. Distant Source simulates sunlight and casts shadows in one direction, where all the light
rays strike the object from virtually the same angle. Point Source is similar to a light bulb and casts shadows in all directions. First Comp Light
uses the first light layer in the composition, which can use a variety of settings.
Light Intensity Specifies the power of the light. The higher the value, the brighter the layer. Other lighting settings affect the overall light intensity
as well.
Light Color Specifies the color of light.
Light Position Specifies the position of the light in x,y space. To position the light interactively, Alt-drag (Windows) or Option-drag (Mac OS) the
effect point for the light.
Light Depth Specifies the position of the light in z space. Negative numbers move the light behind the layer.
Ambient Light Distributes light over the layer. Increasing this value adds an even illumination to all objects and prevents shadows from being
completely black. Setting Ambient Light to pure white and setting all other light controls to 0 makes the object fully lit and eliminates any 3D
shading from the scene.
Material controls
The Material controls specify reflection values.
Diffuse Reflection Gives objects form-defining shading. Shading depends on the angle at which the light strikes the surface and is independent of
the position of the viewer.
Specular Reflection Takes into account the position of the viewer. It models the reflection of the light source back to the viewer. It can create the
illusion of shininess. For realistic effects, you can animate this control by using higher and higher values to mask the transition from filtered to
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