Glowing Decay Effect in HitFilm Express
@FilmSensei Nice effect! One can readily see several SciFi ish applications for that number right there.
I am playing with the the Video Copilot "CrossFire" tutorial, but in HitFilm Express. Here is a comparison of his original graphic and my replication. What do you think?
@FilmSensei I like the one on the right much more because of the sharpness of the texture details. I think that's the Hitfilm one you did but I could be wrong. They are very close otherwise so I think you nailed the effect.
@tddavis - Yes, I should have labeled them! The one on the left is Andrew Kramer's, and the one on the right is mine. Andrew Kramer's looks less sharp because it is a screen capture from his video.
Love the one on the right. Yours looks better because you don't have black shadows. Black shadows almost always look fake. Tinted shadows give you bit more of a ray traced feel, and your render is pretty good.
Check out my newest tutorial video... The 360 Video Viewer Effect in HitFilm
You rule Sensei-san!
Check out my newest HitFilm tutorial... How to Create a Weathered Graphic
Wow, super cool.
And this is why Luminance Key needs a Use Layer option. Nice video though.
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@FilmSensei Good one Jay!
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Cool tip, thanks so much for sharing that!
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I liked it, glad you mentioned the light streakes, really sells the effect. Looks like you need to have a works with yourself about safety on set.
Ps the lighting in both shots looked even. Good job.
@FilmSensei Oh my gosh your eye!!! You just sidestepped the war wound and went right into your tut which was awesome and I blame that on forgetting to comment about your eye. Freakin' awesome tut though, sorry about the eye but awesome tut.
@Andy001z @spydurhank Thank you. You are right... I definitely need to have a meeting with the whole crew (me, myself, and I) regarding on-set safety. From now on, the long end of the clamp goes on the other side! It actually could have been a lot worse. It was only about 1 cm from putting my eye out. Anyway, the resulting cut is an improvement on my face... of course, anything is an improvement on my face!
Regarding the lighting, the only thing I had to do was mirror image flip the background shot because the sun (cloudy day sun actually) was on the other side. In other words, I turned the camera 180 degrees around to film the forest in my backyard, so the light in the BG shot was coming from the left instead of the right like it was in the green screen shot. The only people who would notice it are people who have actually looked off my back deck into the forest.
I'm glad you liked the tutorial. The good news is I got two tutorials out of this footage, because I discovered the green screen keying neon glow trick quite accidentally while putting this teleportation effect together! I dropped the neon glow effect on it and saw the artifacting that I didn't see before. After investigating it further, I realized that the neon glow was adding itself to every little tiny alpha artifact that was so barely there I couldn't hardly even see them at first. Then I wondered if I could enhance it further, so I started playing around with the settings and viola, here we are! Someone in the comments of that video asked why you couldn't just turn up the brightness, and @triem23 said, "It does, but the Neon glow is "thickening" the artifacts in a way brightness/contrast doesn't. And Neon Glow works off Alpha, so it's catching transparent/translucent artifacts in a way Brightness can't." Makes sense to me!
Check out my newest tutorial video, and download the project file! Graphic to Dust in HitFilm Pro
@FilmSensei I don't know if there's something wrong with my setup or not, but I can't seem to get a preview of the particles to show up like you do in the video. It will render okay but seems to be really putting the hurt on my GPU in preview. Are you pre rendering for the video? That's something I have never done so not sure the steps but will look into it. Thanks for the download by the way.
@tddavis That very first shot is definitely "previewed." This is a very intensive project file. You won't be able to see it real time in HitFilm's viewer window.
@FilmSensei Oh, thank God! I was really worried that something was wrong with my GPU or something.
Wow, how long did that take to render?
Worth the wait if it took a while, it looks really, really great. @FilmSensei is on point.
@spydurhank @FilmSensei I went and got the new NVidia driver's GrayMotion was talking about in another thread and the Hitfilm logo to test my system out. Hoping Jay weighs in on his render time as a benchmark. I got 6 minutes and 33 secs for the HF logo but 8 minutes and change for the Batman logo. Didn't think to log times before I changed the NVidia drivers though, but I really only did the base text one before anyway.
@tddavis @GrayMotion @FilmSensei just some refresher notes on this type of dissolve. I discussed this in my own infinity war/sandman dissolve, but that tutorial goes really fast, so this text is easier to review.
Particle dissolves need to be constructed around a layer emitter, and a layer emitter is a QUAD emitter pulling alpha and color information from the source layer.
So, part of what makes these dissolves slow is the size of the layer emitter's source layer. With Sensei's template the actual size of the layer emitter is the size of the precomp. So, if you're doing the Batman logo, and there's a lot of blank space on all sides of the logo.... Particles are spawned for the entire size of the precomp. All that "blank" space is generating particles. They have alpha of zero, so are invisible but Hitfilm still calculates and renders them.
Obviously rendering invisible particles slows the system.
To optimize things a bit you'll always want to resize the media holder comp so the source graphic/text fills as much of the comp as possible - minimize the area being rendered as invisible particles. Less empty area will allow you to turn down the particle count (since a higher proportion of spawned particles are now actually seen), using fewer resources.
Terry I'd bet if you re-render either logo but edit down the media holder comp size to barely fit your graphics you'll be able to turn your particle counts down and cut your render times in half.