Adobe 12040118 Tutorial - Page 482

Render control, Shape controls, Force 1 and Force 2 controls, Gradient controls

Page 482 highlights

rotate, and scale the shatter pattern. It's handy to toggle between this view and the perspective view you use for the scene. Wireframe Displays the correct perspective of the scene, so you can quickly set up the camera the way you like it and fine-tune the Extrusion Depth. Wireframe Front View + Forces Displays the wireframe front-view representation of the layer, plus a blue representation of each force sphere. Wireframe + Forces Displays the wireframe view, plus a blue representation of the force spheres. This view includes camera controls, so you can position everything precisely in 3D space. Render control The Render control renders the whole scene (the default), the unshattered layer, or the shattered pieces independently. For example, if you want to apply the Glow effect only to shattered pieces and not to the portions of the layer that remain intact, create the explosion and duplicate the layer. Next, for the back layer, choose Layer from the Render menu, and for the front layer, choose Pieces. Then apply the Glow effect to the front layer. Shape controls Shape controls specify the shape and appearance of the shattered pieces. Pattern Specifies the preset pattern to use for the exploded pieces. Custom Shatter Map Specifies the layer you want to use as the shape of the exploded pieces. White Tiles Fixed Prevents pure white tiles in a custom shatter map from being exploded. You can use this control to force certain parts of a layer to remain intact. Use this control when your shatter map uses images or letters such as O: Set the portion you don't want to blow out, such as the centers of the O and the background, to pure white and set the rest to another pure color. Repetitions Specifies the scale of the tile pattern. This control works only in conjunction with the preset shatter maps, which all seamlessly tile. Increasing this value increases the number of pieces on the screen by scaling down the size of the shatter map. Consequently, the layer breaks into more and smaller pieces. Animating this control is not recommended, as it can cause sudden jumps in the number and size of shatter pieces. Direction Rotates the orientation of a preset shatter map, relative to the layer. As with Repetitions, animating this control results in sudden jumps in the animation and is not recommended. Origin Precisely positions a preset shatter map on the layer. This option is useful if you want to line up portions of an image with specific shattered pieces. Animating this control results in sudden jumps in the animation and is not recommended. Extrusion Depth Adds a third dimension to the exploded pieces. The higher the value, the thicker the pieces. In Rendered view, this effect isn't visible until you start the shatter or rotate the camera. As you set this control higher, the pieces may pass through each other. While this is generally not a problem in full-speed animations, it may become visible when the pieces grow thick and move slower. Force 1 and Force 2 controls Force 1 and Force 2 controls define the blast areas by using two different Forces. Position Specifies the current center point of the blast in (x,y) space. Depth Specifies the current center point in z space, or how far in front of or behind the layer the blast point is. Adjust Depth to determine how much of the blast radius is applied to the layer. The blast radius defines a sphere, and the layer is basically a plane; therefore, only a circular slice of the sphere intersects the plane. The farther away the layer is from the center of the blast, the smaller the circular slice. When pieces explode, they fly away from the force center. Depth determines which way the pieces fly: Positive values cause the pieces to explode forward, toward the camera (assuming the default camera settings of 0, 0, 0); negative values cause pieces to blow backward, away from the camera. To see the result of the Depth setting, use the Wireframe + Force Sphere view. Radius Defines the size of the blast sphere. The radius is the distance from the center of a circle (or sphere) to the edge. By adjusting this value, you can fine-tune exactly which pieces explode. Changing this value can vary the speed and completeness of the explosion. Animating it from small to large generates an expanding, shockwave explosion. Note: To begin the shattering at a time other than layer time zero, animate the Radius property, not the Strength property. Pieces inside the force sphere defined by the Radius property are pulled outside the frame by gravity even if Strength is set to 0. Use Hold keyframes on the Radius property with the value 0 until the time when you want the shattering to start. Strength Specifies the speed at which the exploded pieces travel-how hard they are blown away from or sucked back into the blast point. A positive value blows the pieces away from the blast point; a negative value sucks the pieces into the blast point. The greater the positive value, the faster and farther they fly away from the center point. The greater the negative value, the faster the pieces launch themselves toward the center of the force sphere. Once the pieces are launched, the force sphere no longer affects them; the Physics settings take over. A negative Strength value does not suck the pieces into a black hole; instead, the pieces fly through each other and back out the other side of the sphere. Setting Strength low causes the pieces to break up into shapes, creating cracks in the layer, but it doesn't blow the pieces apart. If gravity is set to anything other than 0, the pieces are pulled in the direction of gravity after they break up. Note: A shatter piece is made up of vertices (points or dots that define the corners of the shape), edges (lines that connect the dots), and planes (walls of the shape). Shatter determines when a shape has come in contact with a force sphere based on when a vertex comes in contact with the sphere. Gradient controls Gradient controls specify the gradient layer used to control the timing of an explosion and the pieces that the blast affects. Shatter Threshold Specifies which pieces in the force sphere shatter according to the corresponding luminance of the specified gradient layer. If Shatter Threshold is set to 0%, no pieces in the force sphere shatter. If it is set to 1%, only the pieces in the force sphere corresponding to white

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rotate, and scale the shatter pattern. It’s handy to toggle between this view and the perspective view you use for the scene.
Wireframe
Displays the correct perspective of the scene, so you can quickly set up the camera the way you like it and fine-tune the Extrusion
Depth.
Wireframe Front View + Forces
Displays the wireframe front-view representation of the layer, plus a blue representation of each force sphere.
Wireframe + Forces
Displays the wireframe view, plus a blue representation of the force spheres. This view includes camera controls, so you can
position everything precisely in 3D space.
Render control
The Render control renders the whole scene (the default), the unshattered layer, or the shattered pieces independently. For example, if you want
to apply the Glow effect only to shattered pieces and not to the portions of the layer that remain intact, create the explosion and duplicate the
layer. Next, for the back layer, choose Layer from the Render menu, and for the front layer, choose Pieces. Then apply the Glow effect to the front
layer.
Shape controls
Shape controls specify the shape and appearance of the shattered pieces.
Pattern
Specifies the preset pattern to use for the exploded pieces.
Custom Shatter Map
Specifies the layer you want to use as the shape of the exploded pieces.
White Tiles Fixed
Prevents pure white tiles in a custom shatter map from being exploded. You can use this control to force certain parts of a layer
to remain intact.
Use this control when your shatter map uses images or letters such as O: Set the portion you don’t want to blow out, such as the centers of the
O and the background, to pure white and set the rest to another pure color.
Repetitions
Specifies the scale of the tile pattern. This control works only in conjunction with the preset shatter maps, which all seamlessly tile.
Increasing this value increases the number of pieces on the screen by scaling down the size of the shatter map. Consequently, the layer breaks
into more and smaller pieces. Animating this control is not recommended, as it can cause sudden jumps in the number and size of shatter pieces.
Direction
Rotates the orientation of a preset shatter map, relative to the layer. As with Repetitions, animating this control results in sudden jumps
in the animation and is not recommended.
Origin
Precisely positions a preset shatter map on the layer. This option is useful if you want to line up portions of an image with specific shattered
pieces. Animating this control results in sudden jumps in the animation and is not recommended.
Extrusion Depth
Adds a third dimension to the exploded pieces. The higher the value, the thicker the pieces. In Rendered view, this effect isn’t
visible until you start the shatter or rotate the camera. As you set this control higher, the pieces may pass through each other. While this is
generally not a problem in full-speed animations, it may become visible when the pieces grow thick and move slower.
Force 1 and Force 2 controls
Force 1 and Force 2 controls define the blast areas by using two different Forces.
Position
Specifies the current center point of the blast in (x,y) space.
Depth
Specifies the current center point in z space, or how far in front of or behind the layer the blast point is. Adjust Depth to determine how
much of the blast radius is applied to the layer. The blast radius defines a sphere, and the layer is basically a plane; therefore, only a circular slice
of the sphere intersects the plane. The farther away the layer is from the center of the blast, the smaller the circular slice. When pieces explode,
they fly away from the force center. Depth determines which way the pieces fly: Positive values cause the pieces to explode forward, toward the
camera (assuming the default camera settings of 0, 0, 0); negative values cause pieces to blow backward, away from the camera. To see the
result of the Depth setting, use the Wireframe + Force Sphere view.
Radius
Defines the size of the blast sphere. The radius is the distance from the center of a circle (or sphere) to the edge. By adjusting this value,
you can fine-tune exactly which pieces explode. Changing this value can vary the speed and completeness of the explosion. Animating it from
small to large generates an expanding, shockwave explosion.
Note:
To begin the shattering at a time other than layer time zero, animate the Radius property, not the Strength property. Pieces inside the force
sphere defined by the Radius property are pulled outside the frame by gravity even if Strength is set to 0. Use Hold keyframes on the Radius
property with the value 0 until the time when you want the shattering to start.
Strength
Specifies the speed at which the exploded pieces travel—how hard they are blown away from or sucked back into the blast point. A
positive value blows the pieces away from the blast point; a negative value sucks the pieces into the blast point. The greater the positive value, the
faster and farther they fly away from the center point. The greater the negative value, the faster the pieces launch themselves toward the center of
the force sphere. Once the pieces are launched, the force sphere no longer affects them; the Physics settings take over. A negative Strength
value does not suck the pieces into a black hole; instead, the pieces fly through each other and back out the other side of the sphere. Setting
Strength low causes the pieces to break up into shapes, creating cracks in the layer, but it doesn’t blow the pieces apart. If gravity is set to
anything other than 0, the pieces are pulled in the direction of gravity after they break up.
Note:
A shatter piece is made up of vertices (points or dots that define the corners of the shape), edges (lines that connect the dots), and planes
(walls of the shape). Shatter determines when a shape has come in contact with a force sphere based on when a vertex comes in contact with the
sphere.
Gradient controls
Gradient controls specify the gradient layer used to control the timing of an explosion and the pieces that the blast affects.
Shatter Threshold
Specifies which pieces in the force sphere shatter according to the corresponding luminance of the specified gradient layer. If
Shatter Threshold is set to 0%, no pieces in the force sphere shatter. If it is set to 1%, only the pieces in the force sphere corresponding to white