I know you can apply effects to 3d plane, but how do you apply effect to 3d unrolled?..
Can you simply parent a grade with effect to 3d unrolled object?
Put the grade layer above the lights. No parenting.
But if ONLY want to grade the model and nothing below the model in the main comp do this...
Put the model in its own comp, unroll it, light it and then a grade layer (above all lights)
Go to main comp, drag in the model comp and unroll it. Tick mark Promote lights from the Layer Properties panel. You can then parent the unrolled model comp to a point for animation if need be.
awesome, @GrayMotion thank you!
You cannot place effects on a 3D unrolled model or particle layer.
Now, we delve way-way back into the history of Hitfilm for this....
First, a quick note on Hitfilm's Order of Operations:.
A Comp Shot or Editor timeline is rendered, layer/track, by layer/track from the bottom up. Once a single Layer/Track is rendered it's held for the next layer/track to render on top of it. Hitfilm does not return to a layer or track once it's been generated.
An individual media clip in a layer or track is processed in the exact order of it's Controls in the Controls panel moving from the TOP to BOTTOM. For most layers this means Properties, then Masks, then Effects, then Transforms. For GRADE layers it's Properties, then Transforms, then Masks, then Effects.
In "2D Compositing Mode" the model/particle sim is calculated and rendered to a 2D layer - a 2D picture of the 3D model - then passed to the Effects engine for the layer. This is the original compositing mode for Hitfilm and explains why 3D models/particle sims in 2D composite mode composite in LAYER order, not Z-space order.
"3D Compositing Mode" is just like 2D except the plane itself can be moved in 3D space. This is like moving any other 3D plane. It's a flat picture of the model moving in 3D space.
"3D Unrolled Mode" was introduced in Hitfilm Pro 3. In 3D Unrolled, the 3D model/particle sim is calculated, but is NOT rendered until the layer stack hits a 2D photo/video/plane/Grade Layer. At this point the 3D objects are rendered. This allows the 3D unrolled objects to correctly occlude in Z-space, but it also means it is IMPOSSIBLE to add effects to the individual layer, because the render of the layer is bypassed (skips the layer's Effects chain) until the next 2D layer is reached. Only at this point are the calculated objects rendered.
"Parenting a Grade Layer" isn't your option. Grades are usually described as "adding effects to everything below themselves." This is what using a Grade layer ACTS like, but is not what a Grade actually does. Grade Layers are forced renders of every layer below them which are then passed to the Grade's effects. Masks and the edges of the Grade layer are hard boundaries to any added effects, but areas where the Grade exists are always renders of the pixels directly below.The Grade Layer adds effects to ITSELF. Now, the effect's chain is different for a Grade Layer vs any other type. If I mask a plane, then add a glow or blur do it, the glow or blue will extend past the bounds of the mask. Grades don't work like that. If masking a Grade and adding an effect like Glow or Blur, the effect will NOT extend beyond the Grade's mask. Transforming a Grade Layer does nothing, other than mve the edge of the layer that cut off all effects. You could roto the 3D model, but the edges of the roto mask choke the effects. If you're thinking of adding a glow, it's not going to work.
Hitfilm 2017 added the next system. "Depth (Source) Layer," "Depth Mask," and "Depth Matte." With These systems you leave your model and particle layers in 2D mode and use one of the other tools. I won't be discussing "Depth Matte" here, as that's pretty complex.
OK, download, unzip and open this Project.
It's pretty simple - A background plane with a fractal noise, a grade layer to "Flatten" the background plane, so I can use it as a Light Wrap source, a 3D Sphere, a 3D Cube. The Sphere and Cube both have Light Wrap effects and Glows on them. They are in 2D Compositing Mode.
Depth Source should ALWAYS be assigned to the object HIGHER in the Layer Stack. What Depth Source does is tells the 3D object to calculate, using the assigned source layer for occlusion, before rendering the layer and passing it to the effects engine.
"Depth Mask" is an effect version of the Depth Source. Depth Source only selects 3D models and particle layers as sources, Depth Mask allows you to specify 3D plane/video/photo layers.
A single 3D model/particle layer can use a single other 3D model/particle layer as a Depth Source Layer. Not as limiting as one would think.
Another option is to combine multiple models into a single layer. Yes, you can drag two models into the same model LAYER. If you drill down into the Controls for a 3D model layer you'll find a tab for "Models" here any individual model in the layer can be transformed or scaled relative to everything else in the layer. You can even parent each individual model to it's own point layer. Effectively each individual model in the layer becomes an "animation group" in the layer. Obviously every model in a 3D model layer shares the same effects.
Thanks for the epic write up @Triem23 , as always!.. I'll look into the project file soon!..
@Triem23 GREAT write up. Thanks for that!
@FilmSensei must have been a particularly good version, cuz I've gone over this a buncha times! Didn't we touch on it in the 3D Model Livestream?
@Triem23 Yes, you definitely covered all of this before. I just found this to be an exceptionally well written, concise, and easy to understand explanation of not only 3D Model concepts, but Operation of Orders and how Grade Layers work. You have outdone yourself on this write-up.
Yup! I copied & pasted into a doc for the archive. 😃
Yes. Thanks @Triem23 . As always your knowledge is unmatched by anyone (I know) here. I appreciate your attention to clarity...and yes..you've discussed this with us several times. 👍
@iamkhanproductions - Although my suggestions to your question does work it's really not perfect. Perfect is to keep the model a 2D layer so that all the things Mike mentioned work as expected. If I were you I'd go with the workflow he outlines because that's the right way to do things. My answer was really a hack to the specifics of working with an unrolled model. Not ideal.
Luck to you.
I promoted @Triem23's post because I think more users need to see it. As others have said, it's a great condensation of the process. Even if someone isn't working with 3D models/effects, the core info about how layers/tracks are processed is still important to know.
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