The custom shape comes from the color chanel info not the alpha info. The custom shape map uses the entire layer. Changing the number of repetitions has no effect.
If you limit your colors to black and white (luminance only) then everything above 50% is considered a white tile and can be fixed by a checkbox and everything below 50% gray will move as individual particles. If you use a color map then you get a lot more variation in the particles.
These are some example maps:
Thank you for that info. Can you point me to those samples? I don't think they came through.
Oops, Didn't get it up quick enough
I'll even give you a CS3 project file. The shatter map was made with Cells. I should also mention that you cannot animate a shape map. The shape comes from the first frame.
Lazlo Hollyfeld wrote:
Shouldn't the custom map shape on the shatter read ANY alpha from a layer? Why isn't it reading this one in particular?
As Rick said, it's using the color, not the alpha. the simple rule to keep in mind here is, that any element that exists as an isolated shape that has no connection to other shapes will be treated as an individual fragment. For simple text this means, as long as the letters are spaced apart they will move separately, but if they are conencted they won't. Taking this logic further on the other hand however also means, that even if they are connected, they would become separate, if a contour applied to them has a different color than the fill, because the contours connect and the fills are islands. Armed with that knowledge it should be possible for you to create any shape just by coloring your layers wit ha few distinct colors. and White and Black retain their special magic even then - you can still fix white regions even if your image uses separate colors elsewhere....
Back in the olden days, Brian Maffitt told us to run Colorama on custom shatter maps. apply it to a precomp or export a processed still image. Use the basic CMYRGB preset and add, if necessary, black and white. Set the transitions between the colors to hard edges.
Once you get the hange of making the slight adjustments in Colorama, the results are utterly predictable.
There's another thing you need to know about custom maps. If only a single pixel in a custom map's section receives "permission to go" from the force sphere or the map settings, the whole piece will fly.
Would you do me a favor and check the section about creating custom shatter maps in After Effects Help and see if it adequately conveys these tips? If not, would you mind adding a comment to point out where I missed something or wasn't clear?
Yes and no. It's technically accurate but that's not much help when faced by a creative challenge.
You need to read it like a newbie and in that case it's almost useless. It would be better if there were two simple illustrations on the page, a good map and a bad map. Or a bad map and the same map after Colorama or Curves had been applied.
david bogie video guy