O.K you guys, now I know youve all been putting this off for a long while now. But I think that your ready to tackle...
Dun Dun Darrrr!
The video post.....

Whats it all about alfie?........


This tut will focus on the glow effect, mainly because I've had an E about a problem concernig this, and also it's an effect that I know many people want to use. Here is the mesh that I used, nice and simple, the text is all one object.

Now, by way of quick explanation, Video post is just a list of effects that are applied to a scene in order. Thats it, no great mystery here, no cult knowledge aquired. You just have to know how to tell the effects which objects to apply to and what order to put the effects in so that you get the result the your after.
Now this is a simple video post queueueue. The first thing in the queueueue is usualy your max scene, it gets rendered as normal. Next are the effects that your going to apply to the rendered image. Each effect is a new foreground layer and appears on top of the last. So you need to build up your picture from the back to the front. The last thing in the queueueue is the output section, this is where your final image is saved.

So lets see what result we would get from this queue on my mesh......

I know what your thinking.... "this mans a genius!!"
But no, dear friends, it is a simple trick of the light. But now your thinking, "How did it know to glow just the letters?". Aha! well let me ontroduce you to a little friend of mine called the Object G-buffer. This a unique number you can assign to objects to tell video post what it needs to know. Select your object and then right click, and chooose properties. You will see a small box marked G-Buffer, numbers can range from 0 to 49.

So now , get your object (whaterver that may be, text is good to test with) and give it a G-buffer no. (5 if you please). Now call up the video post window, and follow these steps.....

  • Click the add scene button -
  • Click the add filter button -
  • Select Glow(frame only) from the list, then O.K
  • Click the output button -
  • Choose files and give it an output filename,(click setup to change the options for that format)

    The queue window should now look like the one at the top of this tut. But of course we need to setup the glow filter so that it knows what it should be doing so........

    Double click on the glow filter in the left window to call up its properties, click setup.

    Parameter Smarameters....


    This is the parameters you can set in the glow filter. Make sure you set it to key off the object channel and not the material channel (I'll explain that later), and make sure it is set to use a user defined colour (pick something soothing). Then set the glow size to about 13.
    Now our queue is ready we need to execute it, press the button to set it off. The screen will minimise and start to render, the glow effect becomes visable after the progress bar is finished so don't panic!

    If you've been good and followed the instuctions it should look like the glow piccy at the start.

    There must be more to this provincial life......


    "Hey you, I want my object to have two different colour glows on it!"
    Alrighty then, you need to have read my sub-object mapping tut for this...so go on, go away and read it. Drink it in and understand, I'll see you in a bit.....

    O.K your back, good. we need to give our object two different textures. Apply an edit mesh and select half of the letters (or just a group of faces if your not using a text object) and set it up with a material id, ala the other tut. Set up a multi-sub object with two textures in it, say one green and one blue. Apply this to your object. (in the shaded viewport half your object should now be blue and the other green)
    Because this is still one object we can't give it two seperate G-buffer numbers, so we need to key off the material instead. For this we need to use the material effects channel, the set of drop down numbers in the material editor....

    This is the drop down fella, just drag to the right number and the
    material effect channel is set

    Set the green material to number 1, and the blue material to number 2. Now return to the video post.

    Two glows?....are you insane?


    We need to add another glow filter - two colours, two filters. Add another the same as before, but this time make each glow a different colour. Also make sure that they are both set to Material effects channel and not the G-buffer object channel. You will have noticed that the glow you just put in is underneath the output file stage in the queue, this is not what we want because the picture will be saved before the last glow is applied! So, select both the output and the last glow filter and click the swap button.

    The queue should now look like this.....

    So now lets start that baby up! Click on the execute button and........

    Well what the hell did you expect? The Taj Mahal?


    Right you lot, one more thing before I go...... Say you want to have your object glow from behind, so you can still see your object but it has a spooky kinda glow around it.
    How would you do that?
    Well what we need is to do the same effect but composite the picture of the text back in after the glows have been done.

    This is the queue for such a complex opperation, You can see that a save of the original render has been made before the glows are added, It should be done to a format that supports alpha channels. Than at the end this image is pasted over the top of the glowing text, producing the effect that we need....

    To produce a composite event you need to add an image input event with the input button. Multi select it with the last glow in the list. Then the composite button is made active. Choose alpha composite from the list.

    Clear enough miss moneypenny, this should present no significant problems


    With all this malarky you should end up with an image something like his.....

    and now you can all have a sit down and a nice, well earned break. This info applies to a lot of the other video post filters, but the basic concept of layering your filters applies to all the effects. Have a play around and if you come up with a really cool effect, send us in a piccy and I'll put it in the gallery!