![]() ![]() There are two extra things you need to know about the desktop if you have more than one page. But if you have more than one page, it has a second function - as a special layer common to all your pages, allowing you to move objects from the page to the desktop, go to another page and then move those objects into the other page. If you have only one page, the desktop area works the same as the page layer. If you are using the pasteboard area as part of your page layout, you should probably consider using a larger page size instead. One way to think of the desktop is an area for temporarily parking design elements you are not currently using, but may wish to use later. If you go with flares or light rays, you can parent the source/hotspot of the flares/light rays to the same movement point you're using for the plane, so the flare/rays should center on the explosion.The area outside the page is called the desktop in CorelDraw - it performs a similar function to the pasteboard in other programs. I'm thinking a touch of glow, light flare, or even light rays on the explosion will break up that clean edge a bit and add a little of that interactive light to really sell the effect. But another issue with the explosion is that the edges of the fireball are very very clean at the moment. The way the plane starts to dip of of shot as the explosion start to dissipate really feels right. Just getting the lighting rig to light up that plane like Xmas when the explosion happens should be enough to sell the shot.īy the way, I really like your camera angle and motion path. (it's also why I suggested making a copy of your clouds, blurring, and using that as the environment wrap for the plane-you want a HINT of reflection, but not a detailed one.) it's not really a mirror surface, like glass, so having a detailed reflection of the explosion wouldn't be "realistic," anyway. To expand a bit-the fuselage of the plane is going to be metal with a semi-gloss paint on it. As you have learned, roto is tedious and annoying. It's something to think of for future projects, but, yeah, the plane explosion you're working on now is getting really good.) Kaveh Robinett has also showcased some really nice particle explosions on his reels, but I haven't re-found the reel yet. #Gideros layer behind moving object simulator#(with the shuttle crash, I wasn't suggesting you needed my explosion, just noting that Hitfilm's Particle Simulator is capable of doing very nice explosions. This way the explosion will throw more light on the plane, and help blend the elements together. Sample the fireball part of the explosion to give the point light the color of the fire and keyframe the intensity of the light so it starts at 0 and ramps up when the explosion happens. Instead, I am going to suggest parenting a point light to the explosion. ![]() Reflection from the explosion is a bit trickier, and I am going to sidestep that for a moment. ![]() This should give a hint of reflections from the clouds without being "too much." Try setting your model's diffuse/specular reflectivity to between 5-10%. Then, use this embedded copy as an environment map. What you can try is copying your cloud layers to an embedded composite shot, and putting some blur on the copy, and maybe desaturate a bit. I don't have 3DS nor have I used it so I cannot comment on that but Blender's learning curve is much higher than HitFilm's and the renders for smoke sims are quite long.Įnvironment maps are the way to reflect surroundings in an object, yes. Unless I absolutely need Blender I try and stick with HitFilm because it's more intuitive, faster and for the most part gets the job done. Depending on your level of knowledge of all the applications in question though will determine how easy it is to produce the final result you seek. ![]() It doesn't mean you won't be able to produce something convincing in HitFilm, I believe Kahveh made some pretty nice renders of explosions. #Gideros layer behind moving object full#Is it possible to make a real looking explosion for example with the paricle simulator like made in blender or 3DS if you have the knowledge or is this not possible with hitfilm? All I have seen until now made with hitfilm looks not truly realistic or comes close to it.įor something as specific as an explosion (smoke simulation), you'd probably be able to create a "more" convincing final product using Blender or 3DS max that are built around full 3D and have the modules specific for those types of applications. ![]()
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