Visual Effect creation

Transforming Effect (Sneaker to helmet)

Create a sneaker and helmet, match each other side and position
(Helmet can be found in Window → Content Browser (Legacy) or Asset Browser)

Make Helmets and Sneakers multi layers structure into a single layer/ 1 piece of geometry:


Connect (in Subdivision icon) parent over all layers of helmet → Object (in Connect menu) → Phong mode: Highest → Hit C (the Connect layer and those helmet layers icons will change and auto rename as follow):
Screenshot 2021-09-30 at 1.17.23 PM.png
Screenshot 2021-09-30 at 1.19.41 PM.png
Keep the plastic holders layer and rename as Helmet, delete Connect layer and Football Helmet layer now

Create sneaker scale up while hemlet scale down:
In sneaker layer (delete obj file) → Mograph → Fracture (parent above sneaker) → Object → Mode: Explode Segment & Connect
Effector → Plain (name as Plain Shoe Scale up) → Parameter → Untick Position, Tick Scale → Tick Uniform and Absolute Scale, Scale: -1
Falloff (still in Plain menu) → Linear Field → Field → Length: 50cm, Direction: X-
→ Color Remap → Color mode: No Remap (so no color apply during transforming)
At 10F and 50F, create keyframes for the Field pass through the sneaker
Select Fracture layer, Mograph → Effector → Delay → Mode: Spring, Strength: 70%
Back to Plain layer, Parameter → Position, Y: 40cm
In Delay layer, create Disc (from cube icon), scale up larger than sneaker and touch the sole of sneaker (disc acts as a ground) → Simulation Tag → Collider Body
In Shoe Fracture layer → Simulation Tag → Rigid Body → Collision → Inherit Tag: None; Individual Elements: Off (otherwise the sneaker will self crash); Bounce: 50%, Friction: 30%
Force, Follow Position and Rotation: 10; Linear and Angular Damping: 0%; Drag: 5% (prevent sneaker fall down through the ground due to gravity)
Bake the Cache from those simulation Tags

For Helmet animation (scale both up and down):


Create Fracture parent over Helmet layer → Object → Explode Segments & Connect
Copy Plain layer (rename as Plain Helmet scale down), drag it under Fracture Helmet layer, Effectors box
In Plain layer, Linear Field, change Direction to X+, 1st keyframe set at 5F, 2nd keyframe at 40 (so the helmet appear in the beginning, then disappear)
Duplicate Plain Helmet Scale down layer, renamed as Scale up this time. Scale change from -1 to 1.5
→ In its Field layer, 1st keyframe set at 0F, 2nd keyframe at 35
Drag both Plain Scale up and Scale down layers in Fracture Helmet Effector box
In Fracture Helmet → Add Rigid Body Tag → Force: Follow Position and Rotation: 10
Disable Helmet Plain Scale up and Down, plus Shoe Fracture Rigid Body first → Go to timeline after 40F (or anytime after the Linear Field pass over the helmet) → in Helmet Rigid Body, Dynamics → Set Initial State
→ back to 0F timeline, enable back Plain Scale up and Down layer, check the animation
Helmet Fracture → Rigid Body tag → Cache → Bake Object
Re-enable Sneaker Rigid body, because the helmet rigid body is baked, no more effect of shoe rigid body will interrupt on Helmet

Apply golden material on just Nike tick on sneaker, and front side on Helmet:


Create → New Node Material → Gold
Also, create
White material (for background and object remained part use)→ Material Editor: Tick Color (select white color plate) and Reflectance
In sneaker layer, Select Polygon (L bar), change display with lines visible → hot key: U → L (loop selection), select one loop of the Tick, Hold shift to select remained polygons of the Nike Tick
→ Select (top menu) → Store Selection (selection tag is created in Sneaker layer, orange triangle icon)→
Apply gold material on sneaker → Select Tag in Gold material menu → Drag the Polygon selection tag to Selection box
Screenshot 2021-09-30 at 3.58.51 PM.png
Same procedure for Helmet

Create basic 360 environment that enable clean background and illumination for shadowing:


Create sky and background layer, composting them with Ground together with photo studio material and white material:
Ground (Disc) with: White material, Compositing tag (Tick Compositing Background, Seen by Camera)
Sky with: HDRI Photo Studio material (Only tick Luminance in Material Editor), Compositing Tag (Tick Compositing Background for HDR Maps and Composting Background, but untick seen by Camera)
Background with: White material only (Tick Color, V: 100%; tick Reflectance)

For quicker render:
Renderer: Physical
Sampler: Fixed ; Sampling Quality: Custom; Blurriness Subdivision (max): 4; Ambient Occulsion Subdivision (max): 4 ; Subsurface Scattering Subdivision (max): 1
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