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Shatter effect
The Shatter
effect explodes images. Use the controls for the effect to set explosion
points and adjust the strength and radius. Anything outside the
radius doesn’t explode, leaving portions of the layer unaltered.
You can choose from a variety of shapes for the shattered pieces
(or create custom shapes) and extrude the pieces to give them bulk
and depth. You can even use a gradient layer to precisely control
the timing and order of an explosion. For example, you can import
a logo and use Shatter to blow a logo-shaped hole in a layer.
Note: To reverse the temporal direction of the Shatter effect
(that is, have the pieces come together instead of fly apart), apply
the effect, precompose the layer, and then time-reverse the precomposition
layer.
This effect works with 8-bpc color.
 Original (upper-left), and as Shatter is applied over time
to reveal another layer (lower-left and right)
Online resources about the Shatter effectAharon Rabinowitz provides a video tutorial
on the Creative COW website that shows how
make 3D extruded text in After Effects using the Shatter effect.
Rick
Janusz provides a video tutorial on the Forging Fire website that shows how to
use the Shatter effect to create an extruded 3D object from a 2D
element.
Chris and Trish Meyer provide an article on the ProVideo Coalition website that explains
how to use a simple set of expressions to orient a layer with the
Shatter effect so that it integrates with other 3D layers in a composition.
View controlsThe View control specifies exactly how a
scene appears in the Composition panel by using the following views:
- Rendered
- Displays the pieces with textures and lighting—as they will
look at final output. Use this view when rendering the animation.
- Wireframe Front View
- Displays the layer from a full-screen, straight-on camera angle
with no perspective. Use this view to adjust effect points and other
parameters that are hard to see from an angle. In addition, the
outlines of the shatter map are visible so you can precisely position,
rotate, and scale the shatter pattern. It’s handy to toggle between
this view and the perspective view you use for the scene.
- Wireframe
- Displays the correct perspective of the scene, so you can
quickly set up the camera the way you like it and fine-tune the
Extrusion Depth.
- Wireframe Front View + Forces
- Displays the wireframe front-view representation of the layer,
plus a blue representation of each force sphere.
- Wireframe + Forces
- Displays the wireframe view, plus a blue representation of the
force spheres. This view includes camera controls, so you can position
everything precisely in 3D space.
Render controlThe Render control renders the whole scene
(the default), the unshattered layer, or the shattered pieces independently.
For example, if you want to apply the Glow effect only to shattered
pieces and not to the portions of the layer that remain intact,
create the explosion and duplicate the layer. Next, for the back layer,
choose Layer from the Render menu, and for the front layer, choose
Pieces. Then apply the Glow effect to the front layer.
Shape controlsShape controls specify the shape and appearance
of the shattered pieces.
- Pattern
- Specifies the preset pattern to use for the exploded pieces.
- Custom Shatter Map
- Specifies the layer you want to use as the shape of the exploded
pieces.
- White Tiles Fixed
- Prevents pure white tiles in a custom shatter map from being exploded.
You can use this control to force certain parts of a layer to remain intact.
 Use this control when your shatter map uses images
or letters such as O: Set the portion you don’t want to blow out,
such as the centers of the O and the background, to pure white and
set the rest to another pure color. - Repetitions
- Specifies the scale of the tile pattern. This control works
only in conjunction with the preset shatter maps, which all seamlessly
tile. Increasing this value increases the number of pieces on the
screen by scaling down the size of the shatter map. Consequently,
the layer breaks into more and smaller pieces. Animating this control
is not recommended, as it can cause sudden jumps in the number and
size of shatter pieces.
- Direction
- Rotates the orientation of a preset shatter map, relative
to the layer. As with Repetitions, animating this control results
in sudden jumps in the animation and is not recommended.
- Origin
- Precisely positions a preset shatter map on the layer. This
option is useful if you want to line up portions of an image with
specific shattered pieces. Animating this control results in sudden
jumps in the animation and is not recommended.
- Extrusion Depth
- Adds a third dimension to the exploded pieces. The higher
the value, the thicker the pieces. In Rendered view, this effect
isn’t visible until you start the shatter or rotate the camera.
As you set this control higher, the pieces may pass through each
other. While this is generally not a problem in full-speed animations,
it may become visible when the pieces grow thick and move slower.
Force 1 and Force 2 controlsForce 1 and Force 2 controls define the blast
areas by using two different Forces.
- Position
- Specifies the current center point of the blast in (x,y)
space.
- Depth
- Specifies the current center point in z space, or how far
in front of or behind the layer the blast point is. Adjust Depth
to determine how much of the blast radius is applied to the layer.
The blast radius defines a sphere, and the layer is basically a
plane; therefore, only a circular slice of the sphere intersects
the plane. The farther away the layer is from the center of the
blast, the smaller the circular slice. When pieces explode, they
fly away from the force center. Depth determines which way the pieces
fly: Positive values cause the pieces to explode forward, toward
the camera (assuming the default camera settings of 0, 0, 0); negative
values cause pieces to blow backward, away from the camera. To see the
result of the Depth setting, use the Wireframe + Force Sphere view.
- Radius
- Defines the size of the blast sphere. The radius is the distance
from the center of a circle (or sphere) to the edge. By adjusting
this value, you can fine-tune exactly which pieces explode. Changing
this value can vary the speed and completeness of the explosion.
Animating it from small to large generates an expanding, shockwave
explosion.
Note: To begin the shattering at a time other than
layer time zero, animate the Radius property, not the Strength property.
Pieces inside the force sphere defined by the Radius property are
pulled outside the frame by gravity even if Strength is set to 0.
Use Hold keyframes on the Radius property with the value 0 until
the time when you want the shattering to start.
- Strength
- Specifies the speed at which the exploded pieces travel—how
hard they are blown away from or sucked back into the blast point.
A positive value blows the pieces away from the blast point; a negative
value sucks the pieces into the blast point. The greater the positive
value, the faster and farther they fly away from the center point.
The greater the negative value, the faster the pieces launch themselves
toward the center of the force sphere. Once the pieces are launched, the
force sphere no longer affects them; the Physics settings take over.
A negative Strength value does not suck the pieces into a black
hole; instead, the pieces fly through each other and back out the
other side of the sphere. Setting Strength low causes the pieces
to break up into shapes, creating cracks in the layer, but it doesn’t
blow the pieces apart. If gravity is set to anything other than
0, the pieces are pulled in the direction of gravity after they
break up.
Note: A shatter piece is made up of vertices (points
or dots that define the corners of the shape), edges (lines that
connect the dots), and planes (walls of the shape). Shatter determines
when a shape has come in contact with a force sphere based on when
a vertex comes in contact with the sphere.
Gradient controlsGradient controls specify the gradient layer
used to control the timing of an explosion and the pieces that the
blast affects.
- Shatter Threshold
- Specifies which pieces in the force sphere shatter according to
the corresponding luminance of the specified gradient layer. If
Shatter Threshold is set to 0%, no pieces in the force sphere shatter.
If it is set to 1%, only the pieces in the force sphere corresponding
to white (or nearly white) areas on the gradient layer shatter.
If it is set to 50%, all the pieces in the force sphere corresponding
to white-to-50%-gray areas on the gradient layer shatter. If it
is set to 100%, all pieces in the force sphere shatter. Because
there are 256 shades of gray (including black and white), each percentage
point represents approximately 2.5 shades of gray.
Animating
Shatter Threshold influences the timing of the explosion. If you
leave it set to 0%, the layer never explodes. However, if you set
a Shatter Threshold keyframe at 50%, the pieces of your layer in
the force field that correspond to areas of your gradient layer
that range from white to 50% gray explode. If you then animate Shatter
Threshold up to 100%, the remaining pieces in the force sphere explode.
- Gradient Layer
- Specifies the layer to use to determine when specific areas
of the target layer shatter. White areas shatter first; black areas
shatter last. Shatter determines which pixels correspond to which
pieces by subdividing the layer into pieces, each with a center
point or balance point. If you superimpose the shatter map over
the gradient layer, the gradient layer pixels that are precisely under
each balance point control the explosion.
Note: Some shapes have
a balance point that falls outside the actual area of the shape—for
example, the letters C and U. When designing a gradient layer in
such a situation, avoid using grayscale versions of letters. Instead,
use larger shapes that cover the balance point of each character.
- Invert Gradient
- Inverts the pixel values in the gradient. White becomes black, and
black becomes white.
Physics controlsPhysics controls specify the way the pieces
move and fall through space.
- Rotation Speed
- Specifies the speed at which pieces rotate around the axis
set by the Tumble Axis control, allowing you to simulate different
rotation speeds for different materials. In nature, similarly shaped
pieces spin at different speeds based on their mass and air friction.
For example, a brick spins faster than Styrofoam.
- Tumble Axis
- Specifies the axis that the pieces spin around. Free spins
the pieces in any direction. None eliminates all rotation. X, Y,
and Z spin the pieces only around the selected axis. XY, XZ, and
YZ spin the pieces only around the selected combination of axes.
Note: Any
application of z-axis rotation appears only when a second force
hits the layer. The pieces do not rotate from the first blast if
only z-axis rotation is selected.
- Randomness
- Affects the initial velocities and spins generated by the
force sphere. When this control is set to 0, pieces fly directly
away from the center point of a blast (assuming a positive force).
Since real explosions are rarely orderly, Randomness allows you
to vary things a little bit.
- Viscosity
- Specifies how fast pieces decelerate after being blown apart.
The higher the Viscosity value, the more resistance the pieces encounter
as they move and spin. If Viscosity is set high enough, the pieces
quickly come to a stop. To replicate an explosion in water or sludge,
set Viscosity to a high value. In air, set it to a medium value,
and for an explosion in space, set it low, or to 0.
- Mass Variance
- Specifies the theoretical weight of the pieces as they explode. For
example, a large piece is heavier than a small piece and therefore
does not fly as far or as fast when it encounters the blast. The
default setting of 30% for Mass Variance gives a realistic approximation
of this law of physics. Setting Mass Variance to 100% greatly exaggerates
the difference between the behavior of large versus small pieces.
Setting it to 0% makes all pieces behave the same, regardless of
their size.
- Gravity
- Determines what happens to the pieces after they break up
and blow apart. The higher the gravity setting, the faster the pieces
are sucked in the direction set by Gravity Direction and Gravity
Inclination.
- Gravity Direction
- Defines the direction in (x,y) space that the pieces travel when
affected by gravity. The direction is relative to the layer. If
Gravity Inclination is set to -90 or 90, Gravity Direction has no
effect.
- Gravity Inclination
- Determines the direction in z space that the pieces travel once
they explode. A value of 90 explodes the pieces forward, relative
to the layer. A value of -90 explodes them backward, relative to
the layer.
Textures controlsTextures controls specify the texture of the
pieces.
- Color
- Specifies the color of the piece as defined by the Front
Mode, Side Mode, and Back Mode menus. This color may or may not
be visible depending on the Mode settings: When a Mode setting is
Color, Tinted Layer, Color + Opacity, or Tinted Layer + Opacity,
the selected color is factored into the appearance of the piece.
- Opacity
- Controls the opacity of the corresponding Mode setting. A
Mode setting must be Color + Opacity, Layer + Opacity, or Tinted
Layer + Opacity for the opacity to affect the appearance of the
piece. You can use the Opacity control in conjunction with texture
maps to create the look of semitransparent materials.
- Front Mode, Side Mode, Back Mode
- Determine the appearance of the front, sides, and back of
the pieces. Color applies the selected color to the applicable side
of the piece. Layer takes the layer chosen in the corresponding
Layer menu and maps it to the applicable side of the piece. Tinted
Layer blends the chosen layer with the selected color; the effect
is similar to viewing the layer through a colored filter. Color
+ Opacity combines the selected color and the Opacity amount. With
Opacity at 1, the applicable side is given the selected color. With Opacity
at 0, the applicable side is transparent. Layer + Opacity combines
the chosen layer and the Opacity amount. With Opacity at 1, the
chosen layer is mapped to the applicable side. With Opacity at 0,
the applicable side is transparent. Tinted Layer + Opacity combines
the tinted chosen layer and the Opacity amount. With Opacity at
1, the tinted chosen layer is mapped to the applicable side. With
Opacity at 0, the applicable side is transparent.
Note: If you
apply Shatter to a layer containing an alpha channel that you want
to use for transparency, use the same texture (or at least another
layer with an identical alpha channel) for the front, sides, and
back of the pieces to make all sides transparent.
- Front Layer, Side Layer, Back Layer
- Specify the layer to be mapped onto the corresponding side
of the piece. Front Layer maps the chosen layer to the front of
the piece. Back Layer maps the chosen layer backward to the layer.
If Layer is chosen for both Front Mode and Back Mode, and the same
layer is specified for each, each shattered piece has the same pixel
information on both sides. Side Layer maps an extrusion of the chosen
layer to the extruded sides of the piece, as if the chosen layer
is also mapped to the front and back, and the layer has been sliced
through.
Note: If you choose a layer with an effect applied,
the effect does not show up in the texture unless you precompose
the layer. However, if you select None, the layer to which you have
applied Shatter, along with any effects that occur before Shatter,
is used as the texture map, with no precomposing required.
Camera System and Camera Position controls- Camera System
- Whether to use the effect’s Camera Position properties, the effect’s
Corner Pins properties, or the default composition camera and light positions
to render 3D images.
- X Rotation, Y Rotation, Z Rotation
- Rotate the camera around the corresponding axis. Use these
controls to look at the cards from the top, side, back, or any other
angle.
- X, Y Position
- Where the camera is positioned in (x,y) space.
- Z Position
- Where the camera is positioned along the z axis. Smaller
numbers move the camera closer to the cards, and larger numbers
move the camera away from the cards.
- Focal Length
- The zoom factor. Smaller numbers zoom in.
- Transform Order
- The order in which the camera rotates around its three axes, and
whether the camera rotates before or after it is positioned using
the other Camera Position controls.
Corner Pins controlsCorner pinning is an alternative camera control
system. Use it as an aid for compositing the result of the effect
into a scene on a flat surface that is tilted with respect to the
frame.
- Upper Left Corner, Upper Right Corner,
Lower Left Corner, Lower Right Corner
- Where to attach each of the corners of the layer.
- Auto Focal Length
- Controls the perspective of the effect during the animation. If
this option is deselected, the focal length you specify is used
to find a camera position and orientation that place the corners
of the layer at the corner pins, if possible. If not, the layer
is replaced by its outline, drawn between the pins. If this option
is selected, the focal length required to match the corner points
is used, if possible. If not, the correct value is interpolated
from nearby frames.
- Focal Length
- Overrides the other settings if the results you’ve obtained
aren’t what you need. If you set the Focal Length to something that
doesn’t correspond to what the focal length would be if the pins
were actually in that configuration, the image may look unusual
(strangely sheared, for example). But if you know the focal length
that you are trying to match, this option is the easiest way to
get correct results.
Creating a custom shatter mapAll layers in After Effects are represented
as an RGBA image, including black-and-white images. The Shatter
effect calculates the luminance threshold of each channel to create
a custom shatter map. Shatter calculates the 50% luminance threshold
of each channel, creating an image composed of only eight colors:
red, green, blue, yellow, magenta, cyan, white, and black. These
eight colors become possible combinations of the channels set either
all the way on (255) or all the way off (0). The shatter layer splits
along the edges of these different colored sections.
When
designing custom shatter maps, you can find it useful to manually
set a threshold for each channel of the image at 50% (you can use
the Curves effect to do so). When you set the threshold, you can
see how the image will be broken into pieces. Alternatively, you
can create custom shatter maps by drawing an image using only the
eight colors listed above, with no intermediate shades or anti-aliasing.
Note: Use
the Colorama effect to posterize the colors of an image to these
eight colors. Turn off Interpolate Palette in the Colorama effect
controls. See Colorama effect.
The
alpha channel determines whether a shattered piece exists. A white
alpha channel value results in a shattered piece, and a black alpha
channel value results in no piece. Using an alpha channel, you can
make a tile map with holes in it or generate simple 3D models like
extruded text.
Note: The custom shatter map determines the shapes
of the pieces a layer shatters into, but not when the pieces shatter.
The timing is determined by the Force controls and can be further
controlled by a gradient layer.
The Toolfarm website provides a tutorial
that shows how to create a custom shatter map for some real-world
bricks.
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