Apple Motion: Magic Box Tutorial

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I as his Simon Amstell and welcome to another tutorial for motion five and today we're going to be taking a look at creating this scene now there are a few interesting things about this but the main thing that I wanted to show you was how to create these photorealistic accurate reflections so let's get started with this the first thing I'm going to do is create that spherical bellowing object in the middle of the cube and I'm going to do that in a separate project so let's set that project up I want to make it 500 by 500 I'm going to make it 15 seconds long now I've got a frame rate of 24 what I'm going to do first of all is come to generators and bring in caustics and I'm also going to bring in clouds so come on select those so both of those are in and then I want to create a circle so I'm going to hold down the shift key and draw a circle like that I'm going to come to the inspector Jorma tree could set this circle radius to 200 then I want to come over to style set the fill mode gradient open up the gradient editor set the type to a radial set this Y value to zero and the y end value to negative 200 and what I'm going to do is just kind of throw away one of these cut the tabs because we don't need that okay so then I'm going to hold down the alt or option key and drag this opacity tab across so this one I'm going to move all the way to there this one I'm going to move roughly to about here this I'm going to move in here this left hand once at the paucity to zero this right hand one also said the opacity to zero so what I'm going to do is I'm going to duplicate that clouds layer to move it to the back let's turn off the other two elements and move that circles the back as well so with that clouds layer selected I'm going to add image mask and I'm going to use that in circle as the image mask like that so you see it's created that soft edge out there and then it's transparent in the middle next I'm going to select my caustics I'm going to add a filter and that's going to be distortion sphere I'm going to set the radius of that to 190 let's come to the generator tab for the caustics let's set the width and height to 400 let's set the refraction to a hundred so the brightness will weigh up to 50 the sides were going to go point zero five then I want to come to caustics properties rotation it's like that I had parameter behavior rate and that's set a rate or from negative 50 and so that rolls gently around like that let's turn on these clouds here I come to the generator that's increase the speed to 1 reduce the horizontal and vertical scale to 16 I've not the gradient editor now again I'm going to throw away that color tab there and I'm going to make two more tabs on the top there for the opacity so this middle one I'm going to set its location to 50 this one here I'm going to set its location to 45 this one here location to 55 and these outer two I'm just going to sit there a pasty down to zero and I'm just going to grab that sphere filter and copy it onto the planets so grab that like that what suggesting you increase the radius of that to 200 and I just want to come back to the clouds generator and just the offset Y add parameter behavior rate good to set a rate of 0.2 and that will cause the clouds to drift up like that and I also want to add another filter to this so come down to stylize and I'm going to use crystallized said that's size to five then I want to take this whole group here come two filters color levels select alpha and bring down the white so it's really crunchy like that and then let's add another filter blow lint let's reduce exposure to zero let's set the glint size to 1 and these streaks to 2 but I think I'm just going to come to that caustics here and add another color correction to it so color levels again let's use the alpha and punched through the whites and just clip those blacks away quite a lot see we're getting something like that might also just grab that crystallised filter from the clouds and holding them the alt or option key add that in there as well so I think looking at that I've probably slightly overdone this and what I'm going to do is I'm going to disable that levels so we're getting something a little bit more subtle I think that's that's looking better we haven't just blown everything out with that so let's delete that and now we're ready to render it out so we're going to come to share export movie let's select ProRes 4444 and i'm going to come to my renders folder and render it out over the top of the one I've made call it ball so now we're in a new project and this is 1920 1080 it's 15 seconds long again and 24 frames a second so the first thing I want to do is I want to make the room out of our I thought checkerboard room so I'm going to come to generators bring in the checkerboard and I'm going to come to the inspector we want to set the width and height of this 2 mm so the width of mm height of a thousand let's set that size to 100 I'm going to go to properties I've got the rotation have a negative Y rotation of 90 degrees and then I'm going to move it over negative a thousand on X duplicated in move that x position to positive a thousand duplications again properties zero at the X come to the z- a thousand and zero out that and Y value then let's duplicate this command D we're going to make this 2000 by 2000 so we can use it for the floor and the ceiling so come to properties 0 hv z position have an X rotation of 90 and let's move it up to 500 on Y duplications again negative 500 to make the floor so I'm just gonna quickly late label all these up because we're going to be using them again and then I'm going to take one of these let's take the floor I'm going to come to filters stylize and I'm going to grab the indent filter I'm going to set the softness to point 4 the brightness to 0 the ambient to 0 we highlight brightness 245 Landy highlights sharpness 225 and I'm going to set the light rotation to zero and the depth I'm going to crank all the way up and the risk and hold down the alt or option key and copy that to each of the other layers like so that's looking a little bit more 3d because we've got a little bit of sort of depth shading on those tiles so now let's build the cube just call that group of room close it up it's a new group let's grab the rectangle tool holding on the shift key draw a square let's Center it up so turn off the fill turn on the outline gotta have an outline of ten and then I'm going to use the replicator tool object to a replicate and let's just set it to line that's turn on 3d let's set the start X to negative 200 the end X to positive 200 number of points to open up the angle set the Y value to 90 right so now we can duplicate this so right click duplicate and then let's rotate it through 90 degrees on Y and then we want another one right click duplicate again let's rotate it 90 degrees on Zed now you'll notice this doesn't quite line up and that's because in my haste I forgot to set the size of the rectangle so let's set that to 400 Square and now we're good to go now we can add in our ball object so I'm going to make a new group for this objects new group I'm going to go to import and import that from there and it's it's in the middle of our in the middle of our box looking like that so next what I'm going to do is I'm going to add a light turn every 3d like that now this group here with the ball in it and this group here with the box but want both of these not to be lit so I'm going to turn the shading off like that and the same thing with that ball group turn the shading off and then they are basically self illuminated and there are nice and bright it's going to give a little bit of coloration to that light give it make it a little bit blue so we've got a ambience blue color like that I'm also going to now add a camera a camera like that and I want to add a behavior to that camera just to show you something so if we enable sweep you'll see that the ball no doesn't look like a ball that looks like it looks like what it is which is a flat circle so what we need to do is we need to add a behavior turd so we'll come to a behaviors basic motion point ad and we'll get it to point out and the camera so we'll drag the camera into that and now as the camera moves around you'll see that the ball is looking like a ball because it stays facing the camera so let's duplicate that ball object all right click duplicate and we're going to just move this out to 500 on X it also got that point out behavior which is what we want let's reduce the scale down to 30 because it's gonna be asked a little ball flying around the other one so to give it a fly around we're going to come to behaviors simulation orbit around and we're going to orbit around that main ball so we'll drag that into the source well there I want to turn off why because we don't it's going up and down we want to turn on Zed and now you'll see that that's flying around our main bull okay so let's just give it a bit of coloration so this is bull large this is bull smaller and the large one let's add a color correction color levels let's come to the red and bring that slider down come to the green also bring that slider down not quite so much like that come back to the RGB push the RGB a little bit let's do the same thing to the other one so color levels and this time we're going to take the blue and just reduce the blue so we've got a yellow version so we want our box to tumble so I'm going to take this group here and I'm going to well a slip of rotation ad parameter behavior rate and let's set transform rotation all and let's have a rate of 10 no that's rotating equally on all axes it'll do for now what I did in my demo was actually to have a separate rate for each one so to in room it behaves a little bit differently but that's good enough for this okay so now we want to add some glow because this is you're really not looking great in fact I'm gonna take this box group and I'm going to add it into that other group they're just so we're dealing with a single group I'm not getting confused let's call it objects and what we want to do is want to duplicate it so right-click a duplicate and to this group we're going to add a Gaussian blur and we're going to have three extra instances of this so I'm going to duplicate that three times using come on D come on D come on D come on D so fall together this first term first amount I'm going to set to 60 for this one two one two eight this one I'm going to set to two five six not making the terrible mistake I've made the last time I did this this one I'm going to set to 512 let's come to the group blending mode and set that to linear dodge and what I want to do is add a color correction to this color levels okay let's use alpha let's bring down the white so what I need to do is I need to adjust these mix values of these blurs so the second blur I'm gonna setting the mix value to 60 this next one to 30 this next one to 15 you see how that gives us this nice wide blur but it's it's a little bit tighter now I made a mistake here with that levels on the launch ball so we're losing all that nice detail so there I died crunch the whites too much there and I think what I'm gonna do is take the blue value if so another blue value of the green value reduce that down a lot get that red value right down just don't want this to be too bright otherwise as you can see it's going to know you can take out the blue value as well actually just a bit so something like that in fact I might even remove that blur there let's just not push those whites quite so much if you do something like that ideally we want a separate blur for that box and what I'm gonna do I think is just take that box itself this group here which is inside that glow group and I'm gonna just go add a basic glow from the the Apple glow it's pretty rubbish but it'll do just as just to help us out there to give us a bit more glow on that box still really not happy about that I think maybe just to change that blend mode to and if that's looking better there you go always just play with the blend modes and just see which one is gonna work better your sleeve got lots of parameters that you need to sort of interact with and I think I think that's that's looking a lot better what I might also do is come in and make that original box layer there give that a blur just to soften off that sharpness make you look like it's glowing a bit more maybe even get 420 another thing we can do just to knock it back is to come to its opacity and let's set that down to about 50 just sits in a bit better okay so now let's go for the fancy stuff I'm gonna call this group glow I should know what I'm gonna do first of all I'm going to add a light that follows this little little ball here so I'm going to duplicate the existing light and I'm going to change its color to you know I'm going to set its intensity up to 500 and let's increase the fall-off - yeah that 10 will do so what I want to do is I want to link it to that ball so I'm going to come to properties click on the position there add parameter behavior link let me dive in here and just grab that ball out of there dragged into the source well now you can see that that ball is costing a little bit of yellow light as it goes around and that's a little bit better but I might even do is take this main light here duplicate it and increase the fall-off to fifteen crease the intensity to 500 just so it got a bit more of a sense of that illuminating Li the floor the ceiling okay so how are we going to create these reflections we want them to be completely photorealistic obviously so we could just for example come to the room and turn on the reflection for the room and that's just hopeless we can't possibly work with that I almost never been able to make this work if the Apple reflection - it's always worth doing it a different way so the different way we're going to do it is to use our camera and get it to look from each of the surfaces towards our objects so I'm going to turn off my room because we don't want to have included in this exercise I'm going to first of all use the left hand view so first of all I want to set the angle of view for the camera - one you'll notice that if I set it to zero that object here doesn't point directly at the camera some little bug in there so we need to set the angle of view to one degree so it's effectively an orthogonal view or the wall is seeing effectively now let's look at the left-hand wall view so that's negative 90 on the camera and all we need to do now is just render that out so share export movie let's use four four four might as well and now renders folder I'm going to render the left you there so what we're gonna do is we're going to go through for each of the surfaces and we're going to rent them out so if we do the right-hand wall that's positive 90 on Y and surrender that out probably need to just sit with you through all of this because probably not going to take that long can speed up the bits that need to be sped up and let's now use the top view so that's negative 90 for the top explore that out it's a little bit laborious but it's very very much worth the effort because it's going to look nice I think so positive ninety will give us the view from the floor okay bottom innocence and there's anyone wants to do after this and that's the back so zero it's the X and we need to go for one eighty on Y so we're looking at it from behind so now the back hope you're enjoying this as much as I am okay now let's reset our camera I wanted angle of view of 75 but for this scene because I want a nice dramatic look to it turned back on our room there I need to reset the camera that's why looking at it from behind the room okay so here we are back with our original camera turn on that sweet behavior and let's make a new group so come up here object new group let's import everything we've just rendered so that's all of my renders apart from the ball which we've all used import all of those okay so the first thing we want to do is to set this group to 3d so right click in that 3d we just wanted to now position all these things in their correct places so the back is going to be negative a thousand on Zed obviously the bottom we need to rotate 90 degrees positive 90 on X and then set it to - 499 on Y always best to just stay one pixel wide with things like this just in case there's intersections you don't want so at the top again let's rotate it through negative 90 on X and positive 499 for its Y position hope you can see this coming together now the right-hand render we are going to set to positive 90 on Y and then positive 999 on X and finally the left hand wall we are going to set to negative 90 on Y rotation and negative 90 99 and on its x position so now if we have a look at how that's working you can see that those reflections are correct they not looking terribly good at the moment because we need to have quite a bit more work on it so the first thing we're going to do is we're going to blur them so filters blur Gaussian blur like that - that left one there I think we want to go for something like a hundred and let's just copy that to each of the others so using the alt or option key just to drag that onto all five instances now the cunning part of this is that we're going to use an image mask on each of these so let's first of all select the left right click add image mask and we're going to use the room layers for that so left to left so the left and wall is going to go into the image mask well there and we need to set the source channel to luminance and we need to remember to turn back on the group once we've used it to add to the sauce well so now you can see that we've now got a faint reflection in there if we want to increase the intensity of that reflection we can select the image mask come to filters color levels and yeah we just need to use the RGB and punch punch up the white value like that so I'm going to do the same thing for each of the layers but first of all I'm going to call this group reflection and I want to move it back behind my objects like that I've know about back up again and what I'm going to do is copy that image mask onto each of these and then I'll swap out the relevant their elephants source images so the back needs to come from the back and that game turn it on bottom needs to come from floor mat on the floor back on again where we top used to come from ceiling so to turn the ceiling back on again right last one used to come from right turn the right hand side back on again and I think you can see that that's looking really pretty good I left more or less our effect done you'll want to make sure to render it with best otherwise you'll get horrible a noisy effect off the indent filter but that's essentially how to how to build this one little tiny thing that I did and I quite liked the look of it and you might want to do the same if you have a look at the floor here what I did was I came to stylize add noise and just run a very very small amount of this so said that mix value to tens Tenzer you can see it and I'm going to just zoom in children get a feel for this you can see it just adds a little bit of texture and if I move that down behind the indent it increases that the indent drives that so that's the week where you can really reduce that down like that maybe reduce the amount of and is down 2.1 for example I hope you concede it just gives an effect that those tiles are not completely flat and if you do that to each one I thought I just think it makes it a little less plastic in a little bit more organic but of course you'll want to remember to turn off the auto animate button otherwise you'll get a very odd-looking floor indeed okay thanks very much indeed for watching and hope to see you again another time
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Channel: Simon Ubsdell
Views: 6,713
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Length: 27min 9sec (1629 seconds)
Published: Tue Jun 11 2019
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