Hey, I really like one of the Signalis edits you made - the one with Starlings in red outlines. I was wondering if you'd be able and willing to hand out some hints regarding how you achieved such an effect strictly via post-processing.
I'm trying to get more into the visual-side of game development (shaders and such) and I was wondering what kind of image processing logic I'd have to apply to output a similar effect.
I'd be grateful for any pointers, cheers!
Hi! Thank you, I'll try to give a detailed answer. ^^
I used Adobe After Effect for the whole video and made that effect using 4 adjustment layers and playing around with AE's built in effects.
The first layer is for color adjustment, it has 2 effects:
- CC Color offset with +5° on blue and -25°on red phase
- Shadow/Highlight auto amount with the setting of blend with original on 40%
This gives it a nice light blue tint:
The second layer is a bit more complex:
- CC toner with midtones set to white, blend with original 100%
- Light leaks - random: it uses the 3rd layer's mask as source with 'add' blending mode. It's AE's built in effect, but looks like it plays with the exposure's value randomly, therefore adds a flashing effect.
For some reason when you give it a mask as source and set the 'stretch second layer to fit' it doesn't actually follow the actual mask's edges, but stretches it and it ends up bigger (but follows the animated path anyway). I thought it's cooler because it looks like we are having a 2nd mask.
Third layer:
It uses a subtract mask with an animated path and 3 effects added:
- Find edges (inverted)
- CC Toner: Highlights set to bright red, midtones to dark red, blend with original set to 0%
- Exposure: Gamma correction on 1.5
This leaves the inner parts untouched but also finds the previous layer's edges and colors it (hence the extra lines, and bcuz the prev layer stretches the mask the lines don't always align with the actual mask's edges):
4th for some final touches (it only changes the inner part's exposure, making it a bit darker as a base and slightly increasing it to the audio):
- It has the 3rd layer's mask copied, but uses it with add, not subtract
- Exposure effect that is animated to the audio's amplitude (thisComp.layer("Audio Amplitude").effect("Both Channels")("Slider") * 0.025) and its gamma correction set to 0.8
Other than these I added different wiggle effects for some shots.
Honestly I didn't really know what I'm doing, I was mostly trying out what the software offers and going on "what does this setting do" principle. I am sure I could not recreate this look on purpose xD
Though If you wanted to make similar I think 1 layer will do the trick to start out from and then you can play around. Create a layer with a subtract mask and add the find edges effect (inverted), then add a CC toner to color the edges and adjust the strength with exposure.
If we are talking outside of a video editor, you'd need to find something similar to the find edges effect, invert it and tint that. I don't know much about those processes but many softwares have it built in (I think I saw similar in blender and unreal engine aswell?).
I hope I could help, thank you for the ask! ^^