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Trying to do a "simple" flicker effect

PostPosted: Tue Oct 09, 2018 1:38 pm
by GeorgeDrake
I have 3D text and an image plane with my logo. They are both going into a 3D merge before it goes into a 3d camera track.

I can't figure out how to animate opacity to create my flicker or even control opacity at all in my 3d merge. I am coming from AE so I just assume I am missing a step... can someone point me in the right direction? Trying to finish this opening title and render this project this morning.

Re: Trying to do a "simple" flicker effect

PostPosted: Tue Oct 09, 2018 2:14 pm
by Frank Feijen
Depending on your setup, you could feed your merge3D into a ReplaceMaterialnode, keeping the colors and replacing alpha.

Code: Select all
{
   Tools = ordered() {
      Background1 = Background {
         Inputs = {
            Width = Input { Value = 1920, },
            Height = Input { Value = 1080, },
            ["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2" }, },
            Type = Input { Value = FuID { "Corner" }, },
            TopLeftRed = Input { Value = 1, },
            TopRightGreen = Input { Value = 1, },
            BottomLeftBlue = Input { Value = 1, },
         },
         ViewInfo = OperatorInfo { Pos = { 165, 247.5 } },
      },
      ImagePlane3D1 = ImagePlane3D {
         Inputs = {
            ["Transform3DOp.Translate.Y"] = Input { Value = 0.142659909017924, },
            ["Transform3DOp.Translate.Z"] = Input { Value = -0.271946403321973, },
            ["SurfacePlaneInputs.BlendMode.Nest"] = Input { Value = 1, },
            ["SurfacePlaneInputs.ObjectID.ObjectID"] = Input { Value = 1, },
            MaterialInput = Input {
               SourceOp = "Background1",
               Source = "Output",
            },
            ["MtlStdInputs.MaterialID"] = Input { Value = 1, },
         },
         ViewInfo = OperatorInfo { Pos = { 330, 247.5 } },
      },
      Text3D1 = Text3D {
         Inputs = {
            Font = Input { Value = "Open Sans", },
            StyledText = Input { Value = "ABC", },
            Style = Input { Value = "Bold", },
            ExtrusionProfile = Input {
               SourceOp = "Text3D1ExtrusionProfile",
               Source = "Value",
            },
            ManualFontKerningPlacement = Input {
               Value = StyledText {
                  Array = {
                  },
                  Value = ""
               },
            },
         },
         ViewInfo = OperatorInfo { Pos = { 330, 214.5 } },
      },
      Text3D1ExtrusionProfile = LUTBezier {
         KeyColorSplines = {
            [0] = {
               [0] = { 0, RH = { 0.0196116135138184, 0.098058067569092 }, Flags = { Linear = true } },
               [0.2] = { 1, LH = { 0.180388386486182, 0.901941932430908 }, RH = { 0.3, 1 }, Flags = { Linear = true } },
               [0.8] = { 1, LH = { 0.7, 1 }, RH = { 0.819611613513818, 0.901941932430908 }, Flags = { Linear = true } },
               [1] = { 0, LH = { 0.980388386486182, 0.098058067569092 }, Flags = { Linear = true } }
            }
         },
         SplineColor = { Red = 192, Green = 128, Blue = 64 },
         NameSet = true,
      },
      Merge3D1 = Merge3D {
         Inputs = {
            SceneInput1 = Input {
               SourceOp = "ImagePlane3D1",
               Source = "Output",
            },
            SceneInput2 = Input {
               SourceOp = "Text3D1",
               Source = "Output",
            },
            SceneInput3 = Input {
               SourceOp = "Camera3D1",
               Source = "Output",
            },
         },
         ViewInfo = OperatorInfo { Pos = { 440, 247.5 } },
      },
      Camera3D1 = Camera3D {
         Inputs = {
            ["Transform3DOp.Translate.X"] = Input { Value = -1.18480109784619, },
            ["Transform3DOp.Translate.Y"] = Input { Value = 0.544560500487502, },
            ["Transform3DOp.Translate.Z"] = Input { Value = 1.5164762510014, },
            ["Transform3DOp.Rotate.X"] = Input { Value = -15.8000001907349, },
            ["Transform3DOp.Rotate.Y"] = Input { Value = -38, },
            FLength = Input { Value = 18.2123442718302, },
            ["Stereo.Mode"] = Input { Value = FuID { "OffAxis" }, },
            FilmGate = Input { Value = FuID { "BMD_URSA_4K_16x9" }, },
            ["SurfacePlaneInputs.ObjectID.ObjectID"] = Input { Value = 2, },
            ["MtlStdInputs.MaterialID"] = Input { Value = 2, },
         },
         ViewInfo = OperatorInfo { Pos = { 330, 280.5 } },
      },
      ReplaceMaterial3D1 = ReplaceMaterial3D {
         CtrlWZoom = false,
         Inputs = {
            SceneInput = Input {
               SourceOp = "Merge3D1",
               Source = "Output",
            },
            ["ReplaceMode.Nest"] = Input { Value = 1, },
            ["ReplaceMode.RedMode"] = Input { Value = 0, },
            ["ReplaceMode.GreenMode"] = Input { Value = 0, },
            ["ReplaceMode.BlueMode"] = Input { Value = 0, },
            ["MtlStdInputs.Diffuse.Opacity"] = Input { Value = 0, },
            ["MtlStdInputs.MaterialID"] = Input { Value = 3, },
         },
         ViewInfo = OperatorInfo { Pos = { 550, 247.5 } },
      },
      Renderer3D1 = Renderer3D {
         CustomData = {
            ToolVersion = 2,
         },
         Inputs = {
            Width = Input { Value = 1920, },
            Height = Input { Value = 1080, },
            ["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2" }, },
            SceneInput = Input {
               SourceOp = "ReplaceMaterial3D1",
               Source = "Output",
            },
         },
         ViewInfo = OperatorInfo { Pos = { 660, 247.5 } },
      }
   }
}

Re: Trying to do a "simple" flicker effect

PostPosted: Tue Oct 09, 2018 2:33 pm
by GeorgeDrake
That semi-worked. The 3D text is fine but my logo on the image plane just turned to a white box.

Re: Trying to do a "simple" flicker effect

PostPosted: Tue Oct 09, 2018 4:19 pm
by Frank Feijen
And if you'd place an alpha multiply after the renderer?

Re: Trying to do a "simple" flicker effect

PostPosted: Tue Oct 09, 2018 4:51 pm
by Bryan Ray
Is there any reason both elements need to be in the same render (shadows cast from the text to the image plane, for example)? The simplest way to do it would be to use two different 3d scenes and Renderer3D's (they can share the same camera and lights), Merge them in 2d and do your flickering on the Blend control there. Playing with opacity and alpha in the 3d world, while doable, is not as straightforward.