


Objects within this range from the camera (MAIN_Z - plane_Z) is in focus. It simulates depth of field from different types of lenses. Blur layer - This layer blurs the layers in relation to their distance from the camera.Zoom layer - This is used to scale the layers to simulate distance from the camera.Once setup you should not manually change anything here. Translate layer - This is used to move the layers in relation to the camera layer.Use Z-depth to track in/out with camera.Īre moved, scaled and blurred in relation to the camera (MAIN layer) to simulate 3D plane space.Open Blur layer and change the 4 Plane_01_CamDistance references to Plane_02_CamDistance.ĭuplicate the plane as many times as you'd like and go through these steps again.Connect "LHS" to Plane_02_Z and "RHS" to Main_Z.Create a temporary layer and convert real value to subtract.Open Translate layer calculation and connect the two occurrences of "LHS" to Plane_02_Z.Open up the Scale layer "Amount" and connect "LHS" to Plane_02_Z.Select the layer "Z Depth" and Disconnect it.Duplicate Plane_01 and rename it to Plane_02.This calculation and export needs to be done separately for every new layer that is added. Convert a real value to subtract and set "LHS" to Plane_01_Z and "RHS" to Main_Z.Export different real-values as Falloff, Near-Focus and Far-Focus (convert Amount to Add, you've got three 'new' real values).Export "Size" as Initial-Blur and set value to 1.00x1.00.Create a temporary blur layer for exporting values.(Due to a bug, convert blend method to scale and set link subparameter to 1) Select the Blur layer and select it's "Blend Method" to "Straight".This whole calculation moves the layer more when it's closer to us and less when it's further away, thus creating illusion of depth. Convert the "Link" to "Add" and connect "LHS" to Plane_01_Z and "RHS" to Main_Z_Inverted.Next convert the "RHS" "Link" to "Range" and set "Min" to 0 and "Max" to 999999 to avoid some strange movement when layers move too far off the canvas.In "Link" connect "LHS" to Plane_01_Z and convert "RHS" to "Reciprocal".Convert "Link" to "Subtract" and set "Scalar" in this new calculation to -1.Set "Max" to 999999 since we really don't need an upper limit. Convert "Scalar" to "Range" and set "Min" to -1 to to avoid the layer to start moving the wrong direction when tracking out from the scene.This is what we'll base the movement of the planes on. We'll use "Z Depth" to decide where the layer is in space. Now we'll want the planes to scale based on it's distance from the camera. We'll also want the Plane_01 "Z Depth" so export that as Plane_01_Z.the radius) and export as Main_Z_Inverted. Connect the Main_Z value to "Link" from the scale converted and set "Scalar" subparameter to -1.Choose a real value (for example the radius) and convert it to a Scale value.For that create a temporary layer, say a circle, in any place of the layer stack.Next we'll need an inverted version of this value to use in our calculations.Also export the "Origin" from Main as Main_Origin.Now, in the plate layer create three new layers, Blur Layer, Translate Layer and Scale Layer.

Group the plate and rename it to "Main".We will later duplicate and alter this to add more plates. Group again the "Content" group and rename it to "Plane_01".You place all content of the plane in this group, this is what the circle represent. The movement and depth is accomplished by moving the main or "camera" layer. 1 gets really close while -3 is far away from the plates.Īll circles are of the same size and all is centered in the canvas, not moving at all. The camera starts at 0 and goes into the scene, closer to the plates at positive values and away from the scene at negative values. Furthest limit is around 1.7 where the layers are too far away to move at all. Higher values goes into space, lower out.įor the plates 0 puts them really close to the camera while 1 will put them away from the camera. The technique I'm demonstrating here uses layer Z Depth-values to position the layers in space. When the camera (or the layers) are moved you get pans and tracks with depth and space. It's a technique where you place different parts of the animation scene on glass plates at different height below the camera. The term multiplane is from when real cameras were used to photograph animation.
