You are viewing your effects threw the layer in the timeline. To be able to see this, go to your Effect Controls panel (if you don't have this, go to Window > Effect Controls: Summer_Forest in your case)

Ideally, starting with empty frames allows for creating the reflective surface from scratch, simplifying the process. However, if a reflection is present, it can be utilized advantageously by employing blend modes.


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Next, import your reflection footage into the composition and decrease its size until it fits proportionally over one of the eyes. Continue adjusting the scale until you are satisfied with the size in relation to the lens. Once this is done, duplicate the reflection layer but keep the duplicate layer hidden for now.

Lower the opacity of the reflection layer 1 to 1-10%, and with the pen tool, draw around the inside of the sunglasses frame (make sure you are still working with the reflection layer).


Currently, the reflection appears too bright, so we will introduce an exposure effect and reduce it slightly. Keep in mind that only a minor adjustment is necessary. The frame is becoming more realistic, but there is room for improvement. Realistically, the image in the reflection would be less sharp as we focus on the subject. To achieve this softening effect, apply a Gaussian blur with a value ranging from 5 to 7.

At this stage, you should have successfully tracked the reflection. However, if your actor turns or obstructs the sunglasses at any moment, you must manually adjust the mask through keyframing. Regrettably, this is a meticulous process that cannot be avoided.

Feel free to experiment with various blend modes to discover the one that suits your shot best. In my case, since the initial reflection was not very prominent, I was able to leverage it to my advantage. However, if the reflection in your shot is more noticeable, follow the aforementioned steps but add a solid black layer beneath your reflection footage (using the same mask and tracking). This additional layer helps enhance the visibility of the reflection while maintaining its realism.

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After Effects includes a vast array of Distort effects, both native and third-party plug-ins, for distorting (morphing) an image. The Warp effects include the ability to correct or stabilize images with Rolling Shutter distortion.

The positions of the vertices and tangents determine the size and shape of a curved segment. Dragging these points reshapes the curves that form the edge, thus distorting the image. For example, you can use Bezier Warp to reshape one image to fit another, as in wrapping a label around a jar. This effect is also helpful for correcting lens aberrations, such as the fisheye effect (barrel distortion) that can occur with a wide-angle lens; using Bezier Warp, you can bend the image back to achieve an undistorted look. By animating the effect and choosing a high-quality setting, you can create fluid visual effects, such as a jiggling gelatin dessert or a fluttering flag.

The effect uses the control layer specified by the Displacement Map Layer without considering any effects or masks. If you want to use the control layer with its effects, precompose it. If the control layer isn't the same size as the layer to which the effect is applied, it's centered, stretched, or tiled, depending on the setting for Displacement Map Behavior.

The one place you really need to be aware of this is in a floating point composite. For example, if you are working linear float with float elements then, as Tim indicates, screen is bad. Similarly you need to be careful adding if there is a chance that any of your elements contain values which are below 0. Often folks will clamp things like specular and reflection passes to ensure that values above 1 are retained but those below 0 will either be clipped or redistributed.

FYI. The practice of screening reflections comes from compositing in either video colour space, or more probably in Log where a screen is designed to replicate an old fashion double exposure trick which was used for things like Pyro and light effects.

- [Instructor] This is what we have so far, the light and the contact shadows on the water are helping to make this monster look much more believable. But if we look at other parts of this swamp, we can see that all the surrounding objects are reflecting here in the water. So let's work on those reflections as well as give our object the same environment features based upon this clip. So, to make this happen, I'm going to go to the beginning and for now I'm going to switch off the visibility of the monster null as well as the trucking data null just so they won't distract us when we are working on this. And obviously those null objects won't render anyway. All right, so apparently, this video was captured in full 4K resolution. We are working with the HD version, but if you're going to pull down the footage folder, I already prepared for you a 4K image of the first frame. And this is going to be a great source to be used as an environment layer inside Element 3D. So I'm going to just drag it underneath the other layers over here. And just so you see it over here, this is a much larger version of the same comp. You can also see the dimensions written in the project part, so if you have access to a 4K version of your footage, you can pull out better reflection in terms of quality. And the way to define it inside Element is to switch to the Element interface over here, under the effect controls, and then go to the custom layers options. And then pull down the custom texture mask. And here we can set Layer 1 to be our mini-lake.png, which is the version that we've just imported. So just one frame should work in this case. And now to tell Element to use this on this model, we need to click on the Scene Setup, and then click where it says environment, and then use this pull-down arrow to define our Custom Layer 1 to be used as the reflection for this model. And this means that it will take it and project the features on top of this model. Now it won't be 100% physically correct, but it will really work well. And you can see now that our monster really looks like he is part of the scene due to this environment treatment. But now what you want to do is also add a reflection for the entire model underneath. So to do so, I'm going to jump back to the Scene Setup over here, and then I'm going to start by selecting the Plain Model. And I'm going to click on this little Reflect Mode box. This will allow me to define the reflection mode. I'm going to use Mirror Surface, and I need to make sure that I'm going to select the material itself, go once again to the last options over here, the Advanced options, scroll down, and also tick the matte reflection. And this means that we can see now the reflection underneath this guy. So I can already see that we'll have a problem with the floor. It's not big enough. So if I'm here, I'm going to select the Plain Model once again, and then I'm going to scale it to 700% and click enter. And this will extend the floor and show us the reflection that we need across the entire frame. So we can see how this looks and compare it to the other reflections that we have in the scene. So it looks okay, but I think that if we'll separate the reflection we can control it separately. And then we will be able to make it more realistic, and match it so it'll look more similar to what we are seeing over here. So, to do so, what I'm going to do is select the Element there, and then press Control or Command+D to duplicate another copy. I'm going to select the lower one, and then I'm going to rename it "Element Reflection." Now we want to make sure that the upper copy doesn't show the reflection over here, so I'm going to make sure it is selected and then go under its Render Settings and then under the reflection, I'm just going to switch off the reflection completely. So if you're going to just take a look at this guy over here, this is what we have so far. Now I need to select the reflection, I'm going to switch off the visibility of the upper layer, and make sure that Element is only going to render it for this layer. So to do so, I'm going to jump once again into the Scene Setup. This time, I'm going to select the monster itself, making sure that the material is selected, because we need to click on the Advanced option and check off the Visible to Camera as well as Cast Shadow. This is going to leave us only with the mirrored reflection on this layer. So I'm going to say, okay over here, and in it this is what I'm seeing. We can see barely his feet. So let's just bring him back, and I'm going to set a different blending mode for the reflection layer. This is why we did all of this madness, and now we can see that by using the screen blending mode, we actually managed to match this reflection to the same appearance of other elements that we have over here. So this it! This is how you can add an environment projection as well as control their reflection using two copies of Element 3D, one for the object itself and the other one just for the reflection. All of this to create better integration between nature and 3D objects.

The problem is each eye has reflections of 4 light sources, so each eye looks like it has 4 white pupils inside the iris. The black pupil suffers from these reflections too. I hope you can understand what i mean. See the following photo. 2351a5e196

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