Pixelation continues with confined comps, 3D layers and caches

I have a project consisting only of objects HAVE contained in comps, used with 3D and I have a similar problem to many I've seen on this forum, but I tried all the solutions provided without result.

The lowest model level are a few layers to HAVE that are animated to the comp. appeal he comp A.

Two copies of model A are in comp B, each track stuck with another layer of HAVE.

Model B five copies are in C comp.

Model C is placed repeatedly in 3D space in the main computer where a camera moves beyond.

All vector layers are 3D and set its CR

All the layers of the model are in 3D and NOT worth CT

Without the appropriate parameters for CR/CT, caches everywhere drag (but rasterization of things well).

WITH the settings above, nothing not rasterized correctly (but the caches work). The compositions appear returned to the original format of the model A, which is highly pixelated (or blurred with quality facing up) that the camera is moving beyond.

I tried precomposition caches and their objects contained in comp B in their own model (also according to settings above) and got no change.

Of course, with hindsight, I could have climbed A comps objects, B and C, but at this time the project is in the final stage and I am wary of all the settings needed to go this route (it also seems like a very bad way to go about working with vector graphics).

Can anyone help, or it's just the way that is AE? (I'm experienced enough, but 1 year <.)

Thank you for this forum.

Here's what you're probably missing. We're going to implement something very simple. You have a hand Comp and a PreComp. The main computer contains the PreComp and a camera. The PreComp contains only single-layer - TestShape which is a 20 X 20 pixel solid red and he has a circular mask applied so that it looks like a point. When you add a mask to a solid you've essentially turned this vector layer in a layer.

Let's go through a certain number of things in the PreComp. With the fist, TestShape 600% globally and look at the edges. They are a mess. Turn on continuous rasterization and they are perfect.

Look at the model of the hand and intensify the layer PreComp 600%, and the terrible aspect of the edges. Turn on the Transformations of the collapse and the edge is sharp.

Note that I used two different terms for the same key. Collapse Transformations only applies to layers that are compositions. This means that elements inside this composition are treated as if they were in the main computer. In other words when the collapse Transformations is applied we are scaling of the TestShape layer 600%, then who still 600% effectively making the layer 3600% greater. Who do you follow? It is important.

Now back to the PreComp and add a solid second blue circular 20 X 20 with a mask. Call the Blue Solid 2 TestShape and make it 3D and turn on CR. Add a camera to the comp. Adjust the z value of the layer 2 TestShape so that the layer is about the same size as the 2D TestLayer. If the layer of TestShape is proportional to 600%, then the position of the Z TestLayer 2 will be about 80% of the value of the camera Zoom. Now the position of the camera X just a little to the right in order to have a blue circle overlapping a red circle in your COMP. Turning CR on and off the layer of TestShape 2 to see how it works. Pass the TestShape layer 2 more near the camera is exactly as the scaling of the layer.

Now return to your hand Comp. With CT turned on, you should see only the blue circle. This is because CT is ignorant of the camera in the nested model and using only the Active camera in the MainComp. Disable the CT and you will see what you see in the demo, but the edges will be soft. The only way to get the same point across in two compositions is to copy the camera in the PreComp and paste it into the nested model.

Here is one more interesting thing happens. If you do the PreComp one 3D layer it will multiply the value of the position of all 3D layers in the PreComp making camera movements to an interesting but impossible to deal with. In this example if you were to make 3D PreComp it would look like the blue layer has disappeared, but simply move the camera back and it will appear again.

Now let's add a matte by creating a new rectangular solid that is 1000 pixels wide and 200 pixels high and add a mask elliptical. This 600% increase scale use as a matte and turn on or off the CR. The results should be predictable. If you make a layer of mast track 3D move the Z position will not affect what is frosted and outside in the nested model. If you had 2 3D layers in the nested model you cannot move the cache by approach between the two 3D layers and mask only one of them.

I hope this helps. This is a good exercise to help you understand how CT and CR. Beginning throw in effects and learn more.

Tags: After Effects

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