Optical Flares 1.3.3 has been released along with a free bonus pack of presets. As some of you may know we are in development on Optical Flare 2.0 and we were able to fix some bugs and we wanted to make these fixes available now!
The bug fixes include OpenGL fixes, Quadro Crashses on OSX and speed improvements.
Wow, this post is long! In this new tutorial we’ll take a look at creating various simulated scenes such as a Camera POV, sniper scope and even night vision. The tutorial also includes a project with 13 templates ready to mix and match plus 9 REAL lens textures to build your own.
And yes some of the templates include chromatic aberration using the channel blur.
After a little bit of work, I discovered an experimental technique for generating Image Based Lighting with Element 3D!
So what is image Based Lighting? Basically is when you use an environment map (or HDRI) to simulate the lighting in a 3D scene without adding any individual lights. The specular highlights and overall illumination is generated from the environment automatically. This is a common technique for dedicated 3D programs for high-end Visual Effects work so they can match the practical lighting as accurately as possible.
This technique uses 2 additional copies of the Element 3D plug-in stacked on top of each other to generate the lighting but you can also add additional lights to your scene as well.
Who doesn’t love a good VFX reel? I sure do. Being able to see what went into some of these amazing shots makes me appreciate the long hours of every vfx artist and gives some insight as to how the shots were conceived.
And for those who aspire to do amazing shots like these just remember these shots were not created overnight. One layer at a time…
Creating particles in After Effects is awesome! We have all used Particular and Particle world but why not combine those particles with some real ones! Sometimes you need to create elements that are so complex and organic that you are better off taking out the camera and making a mess. In this example we use […]