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The Shapes of Things to Come
After Effects beta users, time to start building!
We are excited to introduce two new 3D features that work well individually but even better together: Parametric Meshes and Substance 3D Materials. With their powers combined, you can now design beautiful 3D scenes rich in shape and texture natively within After Effects.
AE’s growing toolbox of useful 3D features now includes an assortment of Parametric 3D Meshes, which is a fancy technical description for 3D shapes that you can use as building blocks for your compositions. These meshes include a Cube, a Sphere, a Plane, a Torus (mmm, donut), a Cone and a Cylinder, all of which can be customized to create a wide variety of looks.
Parametric 3D Meshes play well with imported 3D models. In this scene, the Meshes have only a default Material, which is white.
Combining Parametric Meshes with Substance 3D Materials (aka SBSARs) can give your 3D meshes and models an exciting new look. SBSARs are dynamic, adjustable materials that can look like almost anything, natural or man-made—construction materials, a forest floor, sci-fi components, you name it. If you’re new to the world of Substance, they’re a lot like MOGRTs but for 3D materials... for example, SBSAR authors can add as many controls as they like, creating endless opportunities for customization!
Both Substance 3D Materials and Parametric Meshes are available in After Effects beta Version 26.0.08 and later.
Parametric Meshes with Substance 3D Materials assigned—much better!
Making a Mesh of Things
Parametric 3D Meshes include a Cube, a Sphere, a Plane, a Torus (mmm, donut), a Cone and a Cylinder, all of which can be customized to create a wide variety of looks.
Introducing (drum roll) your newest AE building blocks!
Getting Started
You can add a Parametric Mesh to a composition in multiple ways:
The parametric Mesh tools can be found here
The tool dropdown contains each of the new shape types
Note: Parametric Meshes require the Advanced 3D Render Engine. If you attempt to access the Parametric Mesh menu using the Classic engine, you will see an alert with a prompt to change to the Advanced 3D engine.
Shape Drawing Tips
Draw the box in a downward direction and the cone will point down
Drag upward while drawing and the cone will point up
Modifying Meshes
In addition to the basic dimension of each shape, most 3D meshes also have bevel controls that allow you to round off the corners of an object to soften sharp edges. Most also have the ability to control the number of sides, so in addition to a default smooth-sided cone for example, you could reduce the number of sizes to 4 and create a square pyramid shape.
Bevels can drastically alter the appearance of a Parametric Mesh. A high enough value can even convert a cube into a sphere (almost)!
The Sphere, Cone, Torus and Cylinder shapes also allow you to carve out a slice from the object. If you want to build a pie chart, or animate a PAC-MAN, these are the controls for you.
The Cylinder and the Cone have end caps that can be turned off if you want to see inside the object. Similarly, if you create a slice in an object, the slice caps can be turned off if you want to create a hollow-object effect.
The left Cylinder shows a slice, with end caps and slice caps visible. The right image has the exact same geometry settings, except the end caps and slice caps are turned off.
Modification Tips
The Cone shape is basically a cylinder with discrete radius controls at each end… you can independently set, bevel and animate the top and bottom of the cone for some creative results. Other shapes have global bevel controls that affect the whole object.
Every object in this scene is made with the Cone shape.
Pro Tip: If you want a circular Plane instead of the default square Plane, don’t overlook the Plane's Corner Radius controls! Increase this value for rounded corners, crank it all the way up for a circular Plane, or set the Corner Sides to 1 if you want to create an octagon.
Intrinsic (Default) Materials
Each 3D Object has an Intrinsic, or Default Material applied to it, so you can easily adjust properties like Color, Roughness, Metal… options that are similar to the material controls in legacy 3D elements like extruded text and shape layers. There are some new ones in here however, such as Emission Color and Emission Intensity, which allow you to mix colors on the objects in creative and interesting ways.
Intrinsic Materials allow you to create a wide variety of compelling looks for your shapes
Substance 3D Materials
Parametric Cubes, Substance 3D Materials, and a Spotlight
In addition to the Default Materials, you can import and apply Substance Materials (SBSARs) to 3D shapes. This opens up a staggering variety of creative options.
Creating two parametric spheres of slightly varied sizes and applying different Substance 3D Materials to each is a quick way to create a planet with clouds. Video: Robert Hranitzky
As a starting point you can find a large library of free SBSARs to explore through Substance Community Assets, and thousands more professionally-created materials are available with a Substance 3D subscription. Download, mix & match, and explore! You can of course also create your own materials using the Substance suite of tools.
Working with Substance 3D Materials in After Effects is a slightly different workflow than you are probably accustomed to.
To apply Substance 3D Materials to Parametric Meshes, follow these simple steps:
Very Important Note: While Material Assignment options like Scale are specific to the layer or Mesh Selection, any changes you make to the SBSAR material itself are global changes and will affect every instance of that material in your project. If you’d like to customize just one instance, choose Duplicate and Assign Material in the flyout menu of the Material section of the Properties panel. This will create another instance of the material in your project and automatically assign it to the selected layer in place of the original.
5. Many materials also include helpful presets that give you quick access to different looks.
Note: Selecting a preset is local to the model, not a global change.
Look for the Presets drop-down in the Material section of the Properties panel. Not every SBSAR has them, but the ones that do are often filled with fun options to explore.
You can also apply Substance 3D Materials to imported 3D models with pre-assigned materials. How well this works will depend on the quality of the UV Maps in the model, but in most cases you will have complete freedom to customize the look of your models.
For models with multiple assignable materials, choose which part of the model you want to apply the material to via the Mesh Selection menu in the Properties panel. You can also navigate to it by twirling open the layer in the Timeline.
Each of these foil-wrapped chocolates is a unique instance of just two SBSAR materials!
Various presets for the chocolate wrappers, above
Tip: Need to find some more materials? The same menu also includes a shortcut to browse free Substance Community Assets.
SBSARs can currently be mapped to Parametric Meshes using two different methods, “Proportional” and “Stretch”. When you assign Substance materials with patterns to animated 3D shapes, by default the textures will maintain the material’s original proportions. However, if you animate the mesh properties, that may cause the texture to slide around the shape, or it might create seams that are unsightly. Switch the Projection Mode from Proportional to Stretch to make it “stick” to a mesh, even as it changes size.
Proportional: The default setting attempts to preserve the underlying scale, aspect ratio and general integrity of the material texture. This looks great in many circumstances and should animate well if you are modifying the surface position of the material, for example if you want to create a conveyor-belt texture that moves smoothly along a beveled cube.. However, if you animate the underlying geometry of the shapes, Proportional can appear to “slide around” or produce seams in the textures that many be undesirable.
Stretch: For shapes with animated or exaggerated properties (e.g. animated bevels) stretched can produce clean results with minimal visible seams. However, if your shape has an exaggerated dimension—a cube with a very long Y axis for example—the stretched texture may be noticeable. You can compensate for this with the Material Assignment > Scale property.
Note: If a SBSAR has an Alpha Channel, the 3D Shape will render with appropriate transparency, which can produce some truly beautiful results. As a bonus, if you use a Spot light or Parallel light to cast a shadow on a 3D Object with an appropriate SBSAR, the alpha channel will be correctly rendered in the shadow.
This 3-sided Cone with a metal grating SBSAR casts a detailed shadow, respecting the alpha channel built into the material.
While this article is lengthy, it is far from exhaustive. I hope it has inspired you to dive in and explore these deep new creative features in After Effects Beta, and let us know what you think!
Notes for Testing
Images and videos by Brian Maffitt unless otherwise noted.
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This is heading in a good direction! I still need to dive into the whole feature set but I think if the idea is to push 3D toolsets into AE we really need to have a better units system to prevent working at undesireable scale levels for the renderer or materials. Maybe a puppet/human primitive for scale reference could also help. But also being able to work with cm/inch for example.
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Oh and btw, this really needs to be solved. There is no point in having only 1 at a time! You need both at the same time while working in 3D.... It doesn't matter how it's solved but camera control should be available at any time via some mouse button + optionally holding modifier keys, regardless of what you're doing.
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As an alternative, you can use the 1/2/3 keys for camera navigation by enabling them in the 3D section of your Preferences so you can use Alt-drag for duplication. This will, however, mean you can't use the 1/2/3 keys as numbered marker shortcuts.
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Yet another comprimise eh...
1,2,3 aren't very universally standard nor intuitive/practical to use for viewport navigation. This should really be some combination of mouse buttons + modifier keys Shift/Alt/Ctrl. They are closest to rest position of your keyboard hand and given managing your 3D view is typically about 70% of your moment to moment flow when doing stuff in 3D this becomes significantly more important to get right.
If I'd be really critical about it, 1,2,3 camera navigation option should also be removed from AE's existence. It's another pick and choose scenario for no reason. There are plenty other solutions and new users should not get used to such an unoptimized method.
Has it ever been tested if for example making Alt Drag still work for both functions but the duplication only occurs if the Alt+drag operation is done starting from hovering over the gizmo? What about different modifiers? There are so many solutions to the problem that do not invlove making users choose either or.
I really hope to see these issues being tackled with better design choices.
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I think the prims work pretty well, it's nice that the layer is considered a native Mesh that can be changed to other prims after it's already created including retaining the settings used per type.
So far I haven't found any issues with using .sbsar mats.
One big issue with the renderer is still that it does internal display conversion. I get that this helps making it compatible with 8/16bit projects without any effort, but we need to be able to keep the rendere scene linear. The only way to composite this stuff now is by combining display referred data. But even in that context, the absence of any tonemapping inside the renderer make the appearance ugly and not match what you typically do to other media. Just a linear to 2.2gamma that even in 32bit projects clip at 1.0 isn't good enough.
A scene lit by an hdr map as seen in the image top left. (with lin->2.2gamma) but also rendered in the BG as tonemapped.
It's also not possible to work in Adobe Managed Linearized. Because of these internal shenanigans the scene ends up with 2.2 gamma applied twice.
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As a non-3D artist who has never been able to get to grips with Blender, I'm a big fan of the ever increasing 3D support in AE - a software whose interface just "clicks" for me.
I would love to see the ability to "cut into" these shapes (sorry to any actual 3D artists my ignorant language might be offending!) For example, if I want to make a rough TV shape, I can now very easily make a rounded cube with these new tools, but a slight recess in the front isn't possible. So instead I would have to essentially build the 5 non-screen faces of the TV with flat, rounded cuboids and then another cube inside. Cerintaly a million times more doable than it was before this update, but that feels like a good next step in my admittedly unculutred opinion.
I would also like to be able to scale a taurus on one dimension - essentially a 3D oval outline. You can do this now with these new tools using the scale property, but it squishes the pipe - I want to be able to change the "vertical" diameter without affecting the horizontal dimeter or pipe size... I hope that makes sense!
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I am knowledgable with 3D software (3Ds Max) and agree that these new features in AE are nice for quick and dirty 3D setups.
For your usecase, I suggest you take a look at Autodesk Tinkercad. It's a online and free tool for designing basic 3D models. You can then download in an appropriate format for AE. https://www.tinkercad.com/
Also PS, in the 3D space, cutting into an object/shape is often called a boolean 🙂
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Some more feedback. One thing that was a bit awkward to navigate is assigning materials. There is no browser with preview thumbnails of the sbsar files so if you load a whole bunch into your project, assigning them becomes very slow with only a dropdown menu.
Perhaps in basic form solution, double clicking an .sbsar file opens the material in the Footage panel but projected onto a user selectable sphere, cube, cylinder or complex test object with some basic lighting and the ability to rotate/pan/zoom the view for better inspection.
A material browser panel is also needed with some ability to drag/drop or other ways to quickly assign desired material to an object without having to pick it from a long list coming from a dropdown menu.
Maybe the dropdown menu itself should hold generated material thumbnails rather than text only?
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Think the only point of this is sell more substance. Why would anyone deal with this kind of workflow for some primitives? Even for the simplest task I will go to a real 3d enviroment (It's easier). I think after 20 years AE users are skilled on c4d, at least! Why even try a new set of tools that lead to a basic result? Add some enviroment or balls to composite? It's like AE becoming old on every update.
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Substance 3D Materials - Will this work for the text layer?
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