Mechis
03-02-2006, 03:52 AM
Hi,
I have a general technique question about compositing. How do you create effects with depth? I've been looking at compositing apps and (as I understand it... kind of new to this so I might be wrong) found that while they support effects with planes in 3d, they do not let you do effects in 3d space (like in a regular 3d program).
For example, let's say you have footage of a person with a rocket launcher and you are looking at him from behind. In the footage, he pretends to shoot a rocket.
Now, let's say I want to add smoke for the rocket he shoots. If I were in a 3d application, I would have the particle emmiter start at location one and then move it 1000m (or whatever distance you like) away from the start.
To do the effect in a compositing application, you can't (at least I don't think you can) just move it 1000m away. So what do you do? Do you just make a particle emmiter and scale it down as time goes by... so that you can simulate the effect of the rocket moving away? Doesn't this get complicated if the rocket is supposed to curve or follows a complex motion path?
Thanks,
Mechis
I have a general technique question about compositing. How do you create effects with depth? I've been looking at compositing apps and (as I understand it... kind of new to this so I might be wrong) found that while they support effects with planes in 3d, they do not let you do effects in 3d space (like in a regular 3d program).
For example, let's say you have footage of a person with a rocket launcher and you are looking at him from behind. In the footage, he pretends to shoot a rocket.
Now, let's say I want to add smoke for the rocket he shoots. If I were in a 3d application, I would have the particle emmiter start at location one and then move it 1000m (or whatever distance you like) away from the start.
To do the effect in a compositing application, you can't (at least I don't think you can) just move it 1000m away. So what do you do? Do you just make a particle emmiter and scale it down as time goes by... so that you can simulate the effect of the rocket moving away? Doesn't this get complicated if the rocket is supposed to curve or follows a complex motion path?
Thanks,
Mechis
