Freeze Your Logo With A Snowy Transition

Tutorial Details
  • Difficulty: Advanced
Download Source Files

Final Product What You'll Be Creating

Even though we’re past the Christmas season, many still have snow on the ground. Well this little effect would be a perfect opener for any “winter-themed” project. I understand that life can be tough because you can’t please everybody… but! you can freeze every logo! And we’re gonna show you how.


Requirements

  • Trapcode Particular You can download a trial version here.
  • Cinema 4D You can download a trial version here.

Overview

  • Core Training Value: Learn how to set up a snow blizzard scene with “logo to snow transition” using basics of Cinema 4D particle systems and a mix between After Effects Fractal Noise and Trapcode Particular.
  • Difficulty: Intermediate

First I’ll make a rough breakdown of the preview so it would be easier to follow the tutorial.
We have a logo and its transition into particles which is made purely in After Effects (using Trapcode Particular). Then there’s the 3D part which includes the snow and smoke flying all over made in Cinema 4D.
3D part probably can also be done inside After Effects with similar results but in the end it lacks a lot of control you can get out of a 3D app.

Let’s start with 3d.


Step 1

Open Cinema 4D and go to Edit>Project Settings. Now, in Attributes panel you can change project settings. I’ll change FPS to 25 and Maximum Time to 150 frames because I plan to have my animation between 5 and 6 seconds long.
Create a new Emitter (Objects>Particle>Emitter). Select it and in Attributes panel highlight Emitter and change X-Size to 270m. Then highlight Particle and change Birthrate Editor to 500 (particle count you’ll see in viewport) and Birthrate Renderer to 500 (particle count that’ll be rendered).
Change Stop Emission to 140F which means that emitter will emit particles until frame 140.
Save.

””


Step 2

Play the animation and you’ll see that particles are flying completely straight. To give them turbulence, we’ll add Turbulence force under Objects>Particle>Turbulence. Select it and under Object change Strength to 300, Scale to 50% and Frequency to 18%.
Play the animation now and you’ll see them flying like crazy.

Strength basicly is the velocity of particles.
Scale is a threshold of how many particles around each other will be affected – lower the value and particles will move more randomly, move it up and they’ll become more coordinated.

Frequency means how frequently the particle streams will change their direction. If it’s set to 0, there’ll be no change.

””


Step 3

Now, to have more control over particle direction, add Wind force (Objects>Particle>Emitter). Move it a little back in Z space for easier overview. Its position doesn’t matter, only the direction. No need to change any of its properties.
Save.

””


Step 4

Press Ctrl+R (Render>Render View) to render the viewport. Nothing. That’s because we haven’t assigned any object to particles.
To do it, create a new Sphere object (Objects>Primitive>Sphere). Under Object properties change Radius to 0.5m. Also, move the object behind emitter.
Now, select Sphere in Objects Manager and drag it on Emitter so the arrow by pointer would point downwards and release.
Press Ctrl+R again and see that every particle is a small sphere.
Save.

””


Step 5

Next, we’re going to create a camera. Do it by selecting Objects>Scene>Camera. The camera will be created basing on your view. While it’s selected change every value on Coordinates panel to 0 and hit Apply. This way it’ll be positioned right in center.
Select the Rotate Tool and rotate the camera by 90 degrees to the left.

””


Step 6

In View panel menu select Cameras>Scene Cameras>Camera to change your view to camera’s.
Now you can control the position of the camera by moving around in viewport. Do so to position it as seen in screenshot. You can use the given values.
Save.

””


Step 7

It’s obvious that there are not enough particles to make the snow as thick as in preview. That’s why we are going to duplicate our emitter 3 times.
Change back to perspective view by going to Cameras>Editor Camera (or clicking the white rectangle right to Camera in Objects Manager).
Select Emitter and duplicate it three times by holding Ctrl and dragging it down. Rename emitters to Front, Mid and Back.
Save.

””


Step 8

Now position the emitters as in screenshot. The idea is to have them as 3 separate layers of snow thus making it thick enough and giving some depth. They’ll be rendered separately and composited together in After Effects. Also change Y-Size for Back emitter to 300m and Particle count to 800.
Save.

””


Step 9

Next, the smoke part. We’ll make them by using PyroCluster shader which should already be inside your Cinema 4d. Duplicate Mid emitter and rename it to Smoke. Disable all the other particle layers by pressing on that green checkmarks. Select the Smoke layer. We won’t need so many particles so change their count to 100.

””


Step 10

When you play through the animation you’ll notice how particles move. We need them to move a little less chaotic, that’s why we need Turbulence to affect it differently than other layers. Duplicate Turbulence layer. Rename the new layer to Smoke_Turbulence. Change its properties to Strength: 40, Scale: 250 and Frequency: 0.
Next we need to move the turbulence box right (220m on Z axis) so it would be inside our camera’s field of view thus making particles move more linear.
Also, since Smoke particles will be directly affected by shader, delete Sphere object from Smoke Child.

””


Step 11

Now, we need to tell all the emitters which Force to use and which not. For this, there are Include attribute for every emitter. First, select Smoke layer and select this Include property. Exclude mode is already selected which means that every force that is dragged in the Modifiers box will not affect this emitter.
So we want this layer to be affected only by Wind and Smoke_Turbulence. Select Turbulence layer and drag it inside Modifiers box.
Play the animation and see how particles move.

In this case, Smoke_Turbulence can affect our other layers so no further changes are necessary there.
Save.

””


Step 12

Last thing we need to do is assigning of materials. For snow, create a new material and double-click on it to reveal its properties. Disable both Color and Specular. Enable Luminance and Transparency. Select Transparency and set its Texture to Fresnel. Open its Gradient by double-clicking on gradient icon. Drag the mid-point handle to the right a bit to soften the edges of our material.

””


Step 13

To apply PyroCluster shader we need to do two things. First, on the Materials panel go to File>Shader>PyroCluster and File>Shader>PyroCluster - Volume Tracer. Double-click on PyroCluster material and change Volume to 10 and Density to 0,2.
For Volume Tracer, no changes are necessary but it’s possible to change the resolution of smoke there.
The second thing you need to do is to add Environment object (Objects>Scene>Environment). Apply Volume Tracer material to it. It serves as PyroCluster renderer.
Now you can add the materials for corresponding layers. See the screenshot.
Switch the view to Camera.
Save. We’re ready to render.

””


Step 14

Open Render Settings. Select Output and specify your settings. I set the size to 1280×720, Frame Rate to 25 and Frame Range to 10F – 150F.
Under Save select output path and Format (I set it Quick Time Movie, Animation with 25 Fps and Million of Colors+).
Tick the Alpha Channel box.
First, you’ll render out the Smoke layer. Make sure, it’s the only one enabled as you can see in screenshot.
Star Render by selecting Render>Render to Picture Viewer (or Shift+R)

””


Step 15

At this point I did some test renders with snow and found that there’s something that I didn’t like so I moved moved Turbulence layer to X: -100m, Z: 220m and Camera to X: 150m, Y: 7m and Z: 245m. You don’t need to do this necessarily but I just wanted to remind that you should do your own changes if something doesn’t satisfy you.

For snow renders, we’ll have to enable Scene Motion Blur which you can enable under Effect…

Disable Smoke layer and enable Front. You’ll be rendering all three snow layers separately so after each render you’ll have to disable one and enable next one.
For Scene Motion Blur there are 2 properties that you’ll have to change for each render pass:
Samples – this means how many frames will be put in between our chosen length of motion blur (the more the better looking blur)
Strength – this is the length of motion blur

For Front layer these settings should be: Samples – 36 Times, Strength – 30%
For Mid layer: Samples – 25 Times, Strength – 25%,
For Back layer: Samples – 16 Times, Strength – 15%,

Render and you’re done with Cinema 4d.

””


Step 16

Switch over to After Effects and import the animations you just rendered. Set all of them to Premultiplied – Matted With Color: Black.
Create a new composition (Main_Comp) with desired settings. Bring in all the elements and put them into the right order. Change Smoke layer’s opacity to 30%.
Also, we need a background so create a new solid and apply Ramp effect. Call it BG. I used these colors: #021A23 and #000D07
Save.

””


Step 17

Bring in the logo and place it beneath Snow_Front and Snow_Mid layer. Precompose it (with "Leave all attributes in ‘Main_Comp’" enabled so that the new composition had the size of logo) and call the composition Main Logo.
Open Main Logo. Here you can add the texture for a logo. Bring in the picture you want to use for texture, position it on top of the logo and set Logo‘s TrkMat to Luma Matte.
Place a black solid in background so the logo wouldn’t be transparent.
Apply Levels on texture picture to bring up the contrast if neccesarry.
Save.

””


Step 18

Switch back to Main_Comp. You can see that logo has lost its sharpness. That’s because we precomposed it and now its seen as raster rather than vector. To fix it, simply enable Collapse Transformations (the little sun icon).
Highlight Main_Logo and precompse it again as same as previous. Call it Texture Transition. Open it.
Save.

””


Step 19

Here, create a new solid and apply Fractal Noise to it. Change its Contrast to 1180 and Brightness to -50. Under Transform uncheck Uniform Scaling. Change Scale Width to 600 and Scale Height to 300.
Add this expression to Offset Turbulence[time*260,0] Now you’ll be seeing at very bad looking Fractal Noise because of the scale. To make it more sharp and get detail, change Complexity to 9.
Tick Perspective Offset and we’ll get a nice, growth-like movement.

Scrub through timeline and see how it works.
Now you should work on your own a bit. Goal is to find a state where left side of the screen is almost empty and over a period of time it roughly fills it.
To make it easier you can use Evolution and Sub Offset properties – move them around until satisfied.

See the screenshot for my settings.
Save.

””


Step 20

Next, we need to mask out unnecessary parts because we’ll use this as a track matte. Make a white Solid and call it Mask_In. On top of it, make another Solid but black, call it Mask_Out.
The idea is to cut down everything we don’t need so that only growing part remain.
Also, to get a fade in, animate Brightness of Fractal Noise from -165 to -50 over 45 frames (01:20)
Change keyframe types as in screenshot.
Save.

””


Step 21

Select Mask_In, Mask_Out and Fractal Noise layer’s and precompose them into Transition_Matte.
Now bring in the texture you want logo to turn into.
Put it under Transition_Matte and set its TrkMat to Luma.

””


Step 22

You have a transition but it only goes one direction. We need it to dissolve too.
Select all layers and precompose them into Forward_Transition.
Bring in Transition_Matte on top. Right click on it and select Time>Time Reverse-Layer. Then go to its Rotation and change it to 180 degrees.
Change Forward_Transition TrkMat to Luma. Position Transition_Matte layer to get a nice dissolve.
Save.

””


Step 23

Now, to get those particles emitting nicely, we need another matte – this time only middle part itself. In Project panel duplicate Texture_Transition comp and rename the copy to Emitter_Matte. Open it.
Replace Forward_Transition with Transition_Matte. Set its TrkMat to Luma.Select both layer’s and precompose them to Emitter_Transition. Again, bring in Transition_Matte comp and place it under. Set its TrkMat to Luma.
Save.

””


Step 24

Okay, the hardest part is over. Switch to Main_Comp. Bring in Emitter_Matte comp. This will be an emitter map for Particular. Disable layer’s visibility and turn it into a 3d layer (Particular will warn you if you don’t).
Create a new Solid and call it Particles. Place it on top of Texture Transition. Apply Particular to it.

””


Step 25

Under Emitter set Emitter Type to Layer. Then, under Layer Emitter change Layer to Emitter_Matte.
Now set Particles/sec to 10000 to see what’s happening without long loading times. Change their Size to 1.5.
Open Turbulence Field under Physics>Air. Change Affect Size to 10 and Affect Position to 1000. Now particles will start moving around randomly.

””


Step 26

Add wind by setting Wind X to 300. You can see that particles are moving too randomly. Change Air Resistance to 20. It makes particles fly slower over time.
Set Complexity under Turbulence Field to 10.
Save.

””


Step 27

Scroll up to Emitter and change Emitter Size Z to 200, Velocity Random to 100, Velocity Distribution and Motion to 0.
Then, under Particle, set Life to 2 seconds, Size Random to 50%. Draw Curves as you see in screenshot.
Save.

””


Step 28

Another important thing you should change is Lightness – Size under Layer Emitter. It’ll give particles size depending on luminance of emitter pixels.
Also change Layer Sampling to Particle Birth Time.
Now particle size is a bit too big – lower it to 1.2.

””


Step 29

Still, there’s a problem – particles start to move almost at once they’re generated. We want them to drift with the wind for a while.
Under Turbulence Field, change Fade-in Time to 1,3. This will tell both Affect Size and Position to wait a while before taking effect.
Lastly, change Particles/sec to 50000 and enable Motion Blur.
Save.

””


Step 30

Now, the color correction.
Apply Hue/Saturation to Texture Transition. Tick Colorize and set Colorize Hue to 195 and Colorize Saturation to 20.
Create a new Adjustment Layer, put it on top and call it CC. Apply Curves and Noise, change their values as desired.
You’re done.

””


Add Comment

Discussion 117 Comments

Comment Page 1 of 21 2
  1. Sud says:

    wow.. looks amazing :)

  2. Rafael Braga says:

    Wow… really nice. Great tut

    My question is … why you guys keep using this video player ….

  3. Tiago Oliveira - The Hero says:

    Great Tuto.

  4. Tiago Oliveira - The Hero says:

    Really a Great Tut

  5. DeadLegs says:

    Excellent, particles with c4d just what I needed to know!

    I agree Rafael the video player on here is aweful – get flow player its much better than this.

  6. Steven_LS5 says:

    @ rafael: same thought ;)

  7. bob says:

    Nice stuff

  8. Juan says:

    Hi! Great Tutorial!

    I have the same though than Rafael, I can’t even play this player videos on my work (not that I should, but anyways). Would be great if you change it.

    Thanks!

  9. ronka says:

    for some reason i dont see in step to in the object setting scale and frequency, only strength.

    i use C4D 10 release.

  10. Rutger says:

    OMG yes a new video player would be great. Hate this thing.

  11. luantran says:

    Thank for share. Cool

  12. Rafa says:

    Awesome tut!
    Funny how it inspire the “Get a new player!!!!’ subject. I agree, I can never get this player to re-play the preview after its been viewed once (on a Mac or PC, using IE, Firefox or Safari…). Then again, I have not tried it on Opera browser…

  13. Matt says:

    Its a good sign when the majority of complaints arise with the video player and not the tutorial… (which I agree with, please get a new video player)

    Great job here!

  14. ronka says:

    for some reason i dont see in step to in the object setting scale and frequency, only strength.

    i use C4D 10 release.

    changeing the videoplayer will be great :)

  15. David L Good says:

    For these sites I would have to agree with most here — the video players are horrible. If my membership decision was based on the player… I wouldn’t be a member.

  16. Wesley says:

    Incredible tutorial, one of the best I’ve seen here in AETuts.

  17. IANH - BR says:

    Really Great!
    but try make a video tutorial man, some people dont like photos-tuts.

    • andrea says:

      yep..i usually prefer to download a video tutorial, and then watch it when i have some free time..(usually on my iphone when im on the underground..cos i have plenty of time to spend.. )
      btw.. i`ll try to check this one when i have time..looks cool!
      thanks
      a.

  18. shevchuk says:

    Excellent!
    why not use a object buffer and do 1 multi pass render?

    • Eddie Bogdanov says:
      Author

      Thanks everyone.
      Didn’t use any multipasses because I had to change Motion Blur settings for each render.
      And I agree that the player should be replaced.

  19. Kaj says:

    Nice effect.
    I use Max & Maya for 3D so I’m not going to bother with C4D. But that’s my problem.

    Like IANH said, I prefer the video tuts.

  20. franKeyframe says:

    yeah cool job

  21. tot pal says:

    very good , yeaahhh \m/

    a classic player will be great

  22. jink says:

    i don’t get whats wrong with the player? you press play and it plays

  23. NewVideoPlayer says:

    Player has to go! I tried to replay it and it kept hanging…what a pain!

  24. Nobru says:

    NIce tut…thanks

  25. Max says:

    I’m confused. Under Object Properties for the Turbulence I only have strength, not scale or frequency. Using C4D R11.

    Thanks

  26. ramesh says:

    very nice and creative thanks a lot

  27. Amazing tuto. thanx a lot. i learn a lot :D

  28. Max says:

    WOW!
    My favorite tut on this site now!
    Please make a video tutorial or let somebody do that!
    thanks from Germany,
    Max

  29. MINIMUS says:

    Great tutorial … I love it.. and I also agree with those guys whose mentioned above that the video player is trouble for many people.. I can’t replay the previews many other little bugs :-( But I give my max stars to this tutorial .

  30. Tony says:

    Can someone create one for me? I would really aprecciate that. Please, email me: tonysfms@gmail.com

  31. Max says:

    Also, anyone wondering why they cannot bump Scene Motion Blur Samples up to 36 it’s because you need C4D R11.5, the latest version.

  32. lanbo says:

    I have the same problem as ronka. I see only strength. frequenze and scale is not displayed. anyone an idea what’s the problem?

  33. titan says:

    bro why u don´t make a video tut??

  34. hubert says:

    Many tnx :D
    great tutorial :DDDD

  35. Jake says:

    Glad i glanced at aetuts, didnt know it was gonna use c4d. Thanks for the tut!

  36. Emma says:

    “Next, we need to mask out unnecessary parts because we’ll use this as a track matte. Make a white Solid and call it Mask_In. On top of it, make another Solid but black, call it Mask_Out.”

    sorry but that is complete gibberish. mask out what from a where now? what are we masking out is it additive or subtractive? and would the thread jackers with the video player whinge go somewhere else?

  37. Adam Blumert says:

    Awesome tut, thx for sharing :)
    And yes video player really sucks.

  38. Ahmed Sleem says:

    okay every one, we all get it. the video player is bad! STOP saying that already…

  39. Klas says:

    Thanks for the tutorial, great work!

  40. rks says:

    love the effect but i stuck on step 20… how to use those white and black mask?

    • Eddie Bogdanov says:
      Author

      Try to think about why I’m masking something there and you should understand how to do it. But basicly, as i mentioned, you need to cut out the middle part so everything behind it is white and everything ahead of it is black. When setting a Luma track matte – everything that’s white will be cut out and vice versa.

    • Jason Hepple says:

      lol it took me 2 days to figure out what he was on about but i finally got it.
      i think it was something like…. the black mask is meant to cover the right hand half, and the white on the left. watch his video and you can make sense out of it. you have to shift the masks to the right.

  41. parmeet says:

    nice work man….

  42. tarik says:

    Can you please explain little bit further step no.20. Thx

  43. Leo says:

    This is one of my favorite tutorials on this site. I don’t mind it not being on video. I learned a lot and created the project as a 1080p animation (1920×800). It took hours to render the 3D elements (even on my iMac i5, 8GB RAM), but the result was pretty impressive. I will post a link to the final version once I’m thru with it in AFX.

    I had been wanting to learn the right way to create a blizzard simulation after watching the trailer for Whiteout.

    Thank you, Eddie!

  44. Bryan Clark says:

    This looks great, man. Nice tut.

  45. any way to create the first few effects on 3Ds Max 2010?

  46. svenvaat says:

    I dont understend the part with Mask IN and OUT.
    I have tried a lot… no smooth result

    some help ..please

  47. John says:

    Really cool tut!!
    But the videoplayer you use sucks big big buggy times!

  48. Michael Warf says:

    I’m working through this demo with C4D 11.5. In step 3 it should read “(Objects>Particle>Wind)” instead of “(Objects>Particle>Emitter)”, in case it causes confusion in other readers.

  49. Michael Warf says:

    In Step 4 with C4D 11.5, when you choose “Press Ctrl+R again and see that every particle is a small sphere.” – you see nothing by default, even after changing the relationship between Emitter and the Sphere Object. This is because you also need to check “Show Objects” in the Particle Emitter Object Attributes to see anything by default.

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