TUTORIALS FOR VFX & MOTION GRAPHICS
Free After Effects Tutorials & More Hosted By: Andrew Kramer
Aug 28, 2009 | 37mins.
• Use normal-map to relight 3d scenes in AE
• Advanced lighting, reflection & Refraction
 
 
TUTORIAL NOTES:
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234 Responses to "Scene Re-Lighting"
Tessa
01/25/2012
Hello Andrew!...I desperately need to create this drop, but the drop supplied in the project files can not be imported into after effects. It comes up with the message 'cannot be imported- this .mov file is damaged or unsupported'. How can I get my blob! please help!
Thank you
Stefanos
12/22/2011
I cannot download the normality plugin.. i dont know why.. seems the page is not working.
Thank u teacher for the free lessons :)
Furqan
09/20/2011
i want know about the channel ID like logo animation and more images are included.. with the help of 3d max and after effect,,, so pl make some tutoril on it.... and give some example.. May God Bless you
supun lankage
09/09/2011
Thanks for this great tutorials! so........thank y.......................................................................................................
maraicar
08/30/2011
excelentes tutoriales
Chet Tucker
08/15/2011
Well, now I have to know what you talked about at the LA meeting, dude... ya big tease!
Mike
11/20/2011
Probably the fact that the reflection is inverted in the x... I'm not even sure how you could fix that. Maybe use a horizontally flipped footage as the reflect map. Even then, I think the reflection would be offset and possibly look worse. I watched Stephan Minning's normality tutorial and he mentioned using a reflection map that is already blurred to cut down the calculation.
InfinityFire
07/03/2011
Now the Normal map generator is available at the same site! For free! minning.de
Ravi
05/04/2011
Awesome Man To Good
Thetmyomyooo
04/27/2011
very good
mitchell
03/30/2011
this stuff is great for learn more about after effects. I started doing kinetic typography, and now im doing this crazy stuff because of you and ur whole website. thank you very much!
sonasa
03/22/2011
vvvvvvvvvvvvvvvvvvvvvvvv good man
Esteban
03/14/2011
Dude, you are the best !!!!
Thanks for all this free tutorials !

Big hugs from Argentina !!!
asdfgW
03/13/2011
LOL i can better :)
Aaron Fooshee
03/03/2011
Crazybump beta for OSX. Awesome.
ozzy152526
01/25/2011
good
Zaher
01/16/2011
1000 word is not enough to thank you. you are the master :D
thank you for this great tutorial
samuel
01/05/2011
good tutorials, I never seen this before you are a master 3d,
I'm learning with tutorials
thanks for your tutorial
bcastello
11/26/2010
Andrew,
Aside from the first few minutes, this is the most exciting thing I've seen in a LONG time. Could you add any further details about using Repousse objects to create normals? That way, the entire process could be done without needing a 3D program for modeling.
-bc
Andrei Feheregyhazi
11/10/2010
Ok great tutorial...but also great film Idea! Have you made it into a film yet? If not I might just have to steal it. That water blob...getting into all sorts of starting fires, raising a family...it has all the makings of an academy award winner.

Andrei
Jc Stone
10/21/2010
My name is Jc Stone. I come from the magic of China. I like Andrew's work very much. I will continue to monitor Andrew.
Kaustubh
09/08/2010
It was 3 Seconds!
chainsawpenguin
09/07/2010
"I don't want to get to technical" -- AK

To get very technical, a "normal" has a specific meaning in mathematics: it's a vector that is "orthogonal" to all of the vectors in the plane.

So, what the heck does THAT mean?

Imagine a dinner table. This is the surface, our plane. Within the dinner table, there are lots of vectors, going from one point on the table to another point. There are, in fact, infinitely many of these.

To create a normal, we have to produce a vector that is orthogonal to ALL of these infinite vectors.

On the dinner table, we set a candlestick. This is our normal vector. It's at a right angle to ("is orthogonal to") the entire plane.

So a normal map picks up the surface and maps out all of the vectors that are at right angles (sticking straight out of) that surface. Curved surfaces, of course, will yield a lot more of these. Picture a firehose with lots of spikes sticking out of it; each one completely perpendicular to the point at which it's attached.

Let me know if there are any questions about this explanation, and hopefully it will help you understand what a normal map is a little more clearly!
Matt8teen
09/07/2010
where was this tutorial for months vc i really like this 1 thanx andrew
Photojunkie
09/01/2010
Thanks for a great tut, have done a few of yours now and always exciting. Added some sound and messed with it a little, the orb came out really good.
Thanks again!

PJ
Phyxsyus
04/01/2010
i found a great open source normal map generator... with cuda enabled...

http://ssbump-generator.yolasite.com/
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