Share to EffectHub.com

You can earn money or coins from your share:)

Tips: you can use Sparticle for uploading away3D effects.

Tips: you can download Sparticle for uploading effects.

Tips: The ActionScript editor is supporting Away3D, Starling, Dragonbones and Flex frameworks.

Tips: paste the web page URL then click button:)

EffectHub.com: Your Best Source for Gaming
Login    or

Build and Composite Fractured Concrete into Live Action Footage

In this tutorial you'll learn how to create and composite 3D elements into live action footage using SynthEyes, 3D Studio Max and After Effects. You'll learn how to track live action footage in SynthEyes, model destruction in Max, create debris with Particle Flow and how to composite it all together in After Effects.

Open the Syntheyes software.

Max_SynthEyes_Ground_Fracture_A1

Now we will load the live action footage we need to track. So go to File > Open.

Max_SynthEyes_Ground_Fracture_A2

This opens a browser window. Navigate to the location where you have saved the files. The footage is in an image sequence, so select the first file and then click on Open.

Max_SynthEyes_Ground_Fracture_A3

This opens the Image Settings window. Here you can take care of the original frame rate of the footage, pixel aspect ratio and lens settings. Since the original frame rate of the footage is 25 fps, I have changed the Frame Rate to 25.000 fps. You need to act according to your footage's frame rate and camera settings.

Max_SynthEyes_Ground_Fracture_A4

SynthEyes loads the footage in its timeline. You can see, I have placed several pulse seeds on the ground. These will act as good tracking markers.

Max_SynthEyes_Ground_Fracture_A5

Now it’s time to track the scene. So just click on the Auto button.

Max_SynthEyes_Ground_Fracture_A6

SynthEyes tracks the scene in just a couple of seconds and generates the camera and tracking points as well. But you can see the camera is not facing in the right direction. We need to setup the correct co-ordinate system before exporting the camera data to 3ds Max.

Max_SynthEyes_Ground_Fracture_A7

Click on the Co-ordinate Control System Panel icon (or press F8 alternatively.)

Max_SynthEyes_Ground_Fracture_A8

Now first click on the 3 icon and then click on a good tracking point to set it as the origin.

Max_SynthEyes_Ground_Fracture_A9

Click on another point to make it the reference point for the XY plane.

Max_SynthEyes_Ground_Fracture_A10

Finally, click on one more point to make it the reference point for the Z direction. As soon as you click on it, a dialogue box appears and asks you to finalize the coordinate system. Click on Yes.

Max_SynthEyes_Ground_Fracture_A11

Another window appears which confirms the solving is done, click OK.

Max_SynthEyes_Ground_Fracture_A12

And now you will see the camera is pointing in the right direction. All the tracking points are now placed on the ground. This confirms that the tracking has been done successfully. Now we are ready to export the camera to our desired 3D software.

Max_SynthEyes_Ground_Fracture_A13

Go to File > Export > Max Script V6/ Later.

Max_SynthEyes_Ground_Fracture_A14

It will ask for another confirmation. Select V6 or later and then click on OK.

Max_SynthEyes_Ground_Fracture_A14a

Save the script to a specific folder, so we can use it later in 3ds Max.

Max_SynthEyes_Ground_Fracture_A15

Launch 3D Studio Max. The very first thing we need to do is run the script, which we saved from SynthEyes. Go to Max Script > Run Script.

Max_SynthEyes_Ground_Fracture_B1

Select the script file you saved and click on Open.

Max_SynthEyes_Ground_Fracture_B2

You will see the same camera and tracking points load inside the 3ds Max viewport. The camera is looking downwards and all the tracking points are perfectly positioned on the ground.

Max_SynthEyes_Ground_Fracture_B3

Now we need to set the live footage as the background. While in the Camera view, press Alt-B to open the Viewport Configuration window. Check the Use Files ratio button, the Animate Background option and the Match Rendering Output button, and then click on the Files button.

Max_SynthEyes_Ground_Fracture_B4

Since the live action footage is an image sequence. Select the first file (Floor_00000.jpg), check the Sequence option and then click Open.

Max_SynthEyes_Ground_Fracture_B5

It will ask for another confirmation. just press OK. Now you will see the live action footage in the viewport background.

Max_SynthEyes_Ground_Fracture_B6

Now we will create the broken floor, props, debris, etc... with the help of the tracking points. The tracking points will help as correct reference points. First of all, we will create the broken floor. So go to Shapes > Line and create a random shape in the Top viewport.

Max_SynthEyes_Ground_Fracture_C1

Apply an Extrude modifier and give it an Amount value of 5.0.

Max_SynthEyes_Ground_Fracture_C2

Create a Box (Create > Standard Primitives > Box) and place it on the ground. Set the Height of the box according to your needs, but make it less than the extruded line object.

Max_SynthEyes_Ground_Fracture_C3

With the Box selected, go to Geometry > Compound Objects.

Max_SynthEyes_Ground_Fracture_C4

Select Boolean. Click on the Pick Operand B button and then click on the extruded Line object in the viewport.

Max_SynthEyes_Ground_Fracture_C5

This actually subtracts the extruded line object from the box. You can see the result, we now have a broken floor.

Max_SynthEyes_Ground_Fracture_C5a

Right Click on the Floor object and convert it to editable poly (Convert To: > Convert to Editable Poly.)

Max_SynthEyes_Ground_Fracture_C6

Rename this object Floor.

Max_SynthEyes_Ground_Fracture_C6a

Now go to Geometry > Standard Primitive > Geo Sphere and draw the shape out in the viewport covering the hole in the floor.

Max_SynthEyes_Ground_Fracture_C7

Turn on the Hemisphere option under the Parameters rollout in the modifier panel. This will cut the sphere in half.

Max_SynthEyes_Ground_Fracture_C8

Click on the Mirror tool. Select the Z axis and then click on OK. This will turn the hemisphere upside-down.

Max_SynthEyes_Ground_Fracture_C9

Turn the hemisphere into editable poly ( Right Click > Convert To: > Convert to Editable Poly) Go to Face selection mode and select all of the top faces.

Max_SynthEyes_Ground_Fracture_C10

Press Delete on your keyboard to delete these faces.

Max_SynthEyes_Ground_Fracture_C10a

Now we will make the small broken chunks of the floor. So let’s create several random shapes with the help of the Line tool (Create > Shapes > Line).

Max_SynthEyes_Ground_Fracture_D1

Once done, select all the chunks and apply an Extrude modifier to them.

Max_SynthEyes_Ground_Fracture_D2

Select all the chunks and then go to the Group menu and group them all (Group > Group).

Max_SynthEyes_Ground_Fracture_D3

Now we will spread the chunks on the floor using a Particle Flow system. So create a PF Source system (Create > Particles > Particle Flow Source) and open the Particle View window by pressing 6 on the keyboard.

Max_SynthEyes_Ground_Fracture_D4

Delete the Position Icon, Speed and Shape operators from the event.

Max_SynthEyes_Ground_Fracture_D4a

Make a small plane (Create > Standard Primitives > Plane) on the floor and then convert it to editable poly.

Max_SynthEyes_Ground_Fracture_D5

Select an Edge on the plane and extrude it by pressing and holding the Shift key.

Max_SynthEyes_Ground_Fracture_D6

Keep extruding the edge along the broken floor as shown.

Max_SynthEyes_Ground_Fracture_D6a

Go to back to particle flow once again (6). Add a Position Object and a Shape Instance operator into the event, by dragging them from the bottom list.

Max_SynthEyes_Ground_Fracture_D7

Now go to the Shape Instance operator and click on the None button. Select the grouped chunks group and turn on the Group Members option.

Max_SynthEyes_Ground_Fracture_D8

Go to the Position Object operator and add the extruded Plane into the Emitter Objects list.

Max_SynthEyes_Ground_Fracture_D9

Go to the Birth operator and then set the Emit Start and Emit Stop to 0. Set the Amount value to 100.

Max_SynthEyes_Ground_Fracture_D10

Go to the Display operator and set the Type of display to Geometry. Now you will see the chunks are spread on the plane in the viewport.

Max_SynthEyes_Ground_Fracture_D11

The chunks are not lying on the floor perfectly. So go to the Rotation operator and set the Orientation Matrix as Random Horizontal. The chunks are now lying correctly on the floor.

Max_SynthEyes_Ground_Fracture_D12

Select and hide the Plane (Right Click > Hide Selected). Go to the Shape Instance operator once again, and set the Scale value to 50 and the Variation value to 25.

Max_SynthEyes_Ground_Fracture_D13

Now create a new Plane with several length and width segments, and place it beneath the floor.

Max_SynthEyes_Ground_Fracture_D14

Apply a Lattice modifier to the Plane. Set the Struts Radius value to 0.2, Sides to 20 and Joints Radius to 0.

Max_SynthEyes_Ground_Fracture_D15

The modeling process is done. Now let’s do some texturing. Press M to open the Material Editor. Select an empty slot, click on the Diffuse button and double click on Bitmap in the list.

Max_SynthEyes_Ground_Fracture_E1

Select the Ground.jpg texture and then click on Open.

Max_SynthEyes_Ground_Fracture_E2

Apply this texture to the hemisphere (Geosphere) object. Apply a UVW Map modifier to the hemisphere and select Spherical mapping.

Max_SynthEyes_Ground_Fracture_E3

Following the same process, apply the Iron Texture.jpg file to the rebar object.

Max_SynthEyes_Ground_Fracture_E4

Apply a UVW Map modifier to it and select Planar mapping.

Max_SynthEyes_Ground_Fracture_E5

Following the same process again, apply the Floor Texture.jpg file to the chunks group and then apply another UVW Map modifier with Planar mapping.

Max_SynthEyes_Ground_Fracture_E6

Now it’s time to add some lights to the scene. Go to Lights > Standard > Target Spot and add a Target Spot light to the scene. This will act as the key light. I have set the direction of this light to match the real light source in the live action footage. You should be aware of the real light source's direction while shooting, and then the same kind of lighting effect should be applied in your 3D scene.

Keep the same parameter settings for the light as shown in the image. You can always play with the values if you like.

Max_SynthEyes_Ground_Fracture_F1

I have added two more lights as the Fill lights. The shadows are off for these lights and the intensities are quite low. As I said, you can always play with the settings of the lights to get the best results.

Max_SynthEyes_Ground_Fracture_F2

Now it’s time to render the scene. Before we proceed, we need to do a couple of things in the Material Editor. Press M to open the Material Editor. Pick an empty slot, click on the Standard button and then choose Matte/ Shadow from the list.

Max_SynthEyes_Ground_Fracture_G1

Apply this to the floor mesh. This will make the floor mesh transparent in the render, but it will still receive shadows from the chunks.

Max_SynthEyes_Ground_Fracture_G1a

First, we will render the diffuse pass. Press F10 to open the Render Settings. Here set the desired range of frames to be rendered, and the dimensions of the render. In this case, I choose 1280/720 pixels.

Max_SynthEyes_Ground_Fracture_G2

Set the file name and the rendering location. You need to render the frames with an alpha channel, so set the file format to either TGA with 32 bits, or PNG.

Max_SynthEyes_Ground_Fracture_G2a

Lastly, enable Mental Ray and start rendering.

Max_SynthEyes_Ground_Fracture_G2b

Once the diffuse pass is done, we will render the ambient occlusion pass. This pass will help us get a realistic result when compositing. We need to do a little bit of a tweak in the material editor before getting the ambient occlusion pass. So press M to open the Material Editor. Pick an empty slot and click on the Standard button. Choose Mental Ray from the list.

Max_SynthEyes_Ground_Fracture_G3

Click on Surface and select Ambient/ Reflective Occlusion from the list.

Max_SynthEyes_Ground_Fracture_G4

Set the Spread value to 1 and the Max Distance to 50. You can play with these values if you like.

Max_SynthEyes_Ground_Fracture_G4a

Press F10 to open the Render Setup. Go to Processing tab and enable the Material Override option. Then select the Ambient Occlusion material slot and drag and drop it onto the Material Override channel.

Max_SynthEyes_Ground_Fracture_G5

Finally press 8 to open the Environment and Effects window. And choose a pure white color for the background.

Max_SynthEyes_Ground_Fracture_G6

Now render a frame to see how it looks. This is the rendered frame from the ambient occlusion pass.

Max_SynthEyes_Ground_Fracture_G6a

Now we will follow the same process of rendering as we did to create the diffuse pass. The only difference is that we need to save the ambient occlusion frames in . JPG format.

Max_SynthEyes_Ground_Fracture_G7

Once the rendering is done, we will do the compositing in After Effects. Open After Effects and import both the Diffuse and Ambient Occlusion render passes and add then to the timeline (keep the AO pass on top of the Diffuse pass.) Bring in the live action footage as well and place it below all the other layers.

Max_SynthEyes_Ground_Fracture_H1

With the AO pass layer selected, Right Click on it and go to Blending Mode > Multiply.

Max_SynthEyes_Ground_Fracture_H2

Step 3

After doing a little bit of color correction, it now looks like this. Hit the Play button and you will see the 3D rendered scene matching perfectly with the live footage.

Max_SynthEyes_Ground_Fracture_H3

You can always play with the Particle Flow settings and lights a little more to achieve different results. Hope you liked this tutorial, and please share your views and results in the comments below.

Max_SynthEyes_Ground_Fracture_H3a
From: http://cgi.tutsplus.com/tutorials/build-and-composite-fractured-concrete-into-live-action-footage--cg-32464

...

You must Sign up as a member of Effecthub to view the content.

1588 views    1 comments

You must Sign up as a member of Effecthub to join the conversation.

Join Effecthub.com


Or Login with Your Email Address:

Or Sign Up with Your Email Address:
This field must contain a valid email
Password should be at least 1 character

A PHP Error was encountered

Severity: Notice

Message: Undefined index: HTTP_ACCEPT_LANGUAGE

Filename: views/footer.php

Line Number: 6

A PHP Error was encountered

Severity: Notice

Message: Undefined index: HTTP_ACCEPT_LANGUAGE

Filename: controllers/topic.php

Line Number: 21

A PHP Error was encountered

Severity: Notice

Message: Undefined index: HTTP_ACCEPT_LANGUAGE

Filename: controllers/topic.php

Line Number: 85