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Orientation | The orientation of the 3D object. This is similar to Rotation, but is interpreted differently when animated using Keyframes. /Orientation animates along the nearest path between different poses, and is useful for posing an object or animating an object between poses. Orientation values can't go out of range, so you can't use Orientation to "spin" an object (for that, use Orientation without animation to pose the object, and animate Rotation to create the spin) Default: 0.000000,-0.000000,0.000000 |
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Rotation | The rotation of the 3D object. This is similar to Orientation, but the X, Y and Z components are interpreted independently when animated and can go out of range. This makes Rotation very handy for animating spinning motion, but not as convenient for creating arbitrary poses or animation between specific positions (for that, use Orientation). Default: 0, 0, 0 |
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Radius | The largest radius of the ellipsoid (if Squeeze and Flatten are not used, the ellipsoid is a perfect sphere, and this is its radius) Range: 1 to 500; Default: 250 |
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Squeeze | Reducing this squeezes the ellipsoid horizontally along its X axis, making it narrower. The value is a percentage of Radius. Range: 25% to 100%; Default: 100% |
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Flatten | Reducing this flattens the ellipsoid vertically along its Y axis, making it shorter. The value is a percentage of Radius. Range: 25% to 100%; Default: 100% |
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Position | The position of the shape in 3D space in proportional layer coordinates. Default: 0, -20, 550 |
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Scale | A scaling factor to apply to the 3D shape after it has been projected onto the 2D layer. This makes the shape larger or smaller without affecting the perspective in 3D space. Range: 0 to 10; Default: 1 |
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Light Source | ||
Shading | Controls how the surface of the 3D shape is shaded.
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Intensity | The brightness of the light source, used when Shading is set to Point Light or Directonal Light. Range: 0% to 200%; Default: 100% |
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Shine | Controls how shiny the surface is. Higher values make the surface appear more metallic. Range: 0 to 1; Default: 0.8 |
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Specularity | The amount of specular reflectivity in the shape's surface material. Use lower values for a matte finish, and higher values for smooth, glossy surfaces. Range: 1 to 150; Default: 30 |
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Ambient | The amount of ambient light in the environment. Ambient light is light that comes from all around, without a particular direction, and is useful for shapes in scenes with lots of soft, scattered light. Lower values result in less ambient light, for a harsher lighting effect and more pronounced shadows. Higher values result in less pronounced, weaker shadows. Range: 0 to 1; Default: 0.1 |
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Color | The color of the light source. Default: |
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Direction | The direction of the light source, used when Shading is set to Point Light or Directional Light. Default: 75, -75 |
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Elevation | The distance of the light source from the shape (not from the screen). Positive values place the light source in front of the shape; negative values place the light source behind the shape. This is only used when Shading is set to Point Light or Directonal Light. Range: -100 to 800; Default: 100 |
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Texture Mapping | ||
Mirror | Flips alternate copies of the surface texture so that the edges meet seamlessly. Default: off |
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Repeat X | Number of times to repeat the layer texture horizontally. Range: 0.01 to 20; Default: 1 |
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Repeat Y | Number of times to repeat the layer texture vertically. Range: 0.01 to 20; Default: 1 |
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Angle | Rotates the surface texture of the shape (to rotate the individual texture tiles, use Twirl instead.) Range: -3600º to 3600º; Default: 0º |
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Crop | Controls cropping of the layer before it is used as a texture. Values less than zero result in cropping of the layer, and values greater than zero add extra transparent space around the edges of the layer. Set this to zero for no cropping. This is typically used to remove the transparent fringe or gap around layers that don't perfectly fill their bounding box, so that the layer tiles properly when used as a texture. Range: 0.01 to 2; Default: 1 |
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Twirl | Rotates texture instances before tiling (which is different to Angle, which rotates the surface texture as a whole). Range: -3600º to 3600º; Default: 0º |
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Offset | Shifts the surface texture by the given amount. Use this to adjust the alignment of the texture on the surface of the object, or animate it for a moving surface. Default: 0, 0 |
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Ray Marching | ||
Precision | Controls how precisely the 3D object is rendered by adjusting the number of iterations used when ray marching. More iterations will yield higher-quality results, especially for the edges of objects. Fewer iterations will give faster preview and export performance. For best results, a setting between 30 and 60 is recommended. Range: 10 to 200; Default: 60 |
Usage
Adding Ellipsoid to a layer causes the layer to replaced with a faux-3D ellipsoid using the original layer as the surface texture of the shape. By default, the shape is a perfect sphere, but can be squeezed or flattened using the Squeeze or Flatten settings, respectively.
Flat Projection
Note that although this effect produces a result that appears three-dimensional visually, the actual output is still a normal 2D layer, which interacts with other layers and effects as a normal flat layer.
Applying an effect such as Flip Layer or placing a layer containing a further object in front of a layer containing a nearer object will not behave as you might expect if the results of this effect were actually three-dimensional.
Transparency Limitations
Due to limitations of the rendering algorithm used by this effect, the interior and back-facing parts of the 3D object are not rendered. This is not normally a problem because the back-facing and interior faces are not normally visible. However, if you use a texture with transparent parts, the results may not be as you expect, as only forward-facing external surfaces are rendered.
Tip: Distorted Textures
When the layer is used as a surface texture, it may be stretched to fit the 3D object being rendered, which can cause the texture to appear distorted.
To compensate for this, you can adjust the Repeat X and Repeat Y properties, or change the setting of the Stretch property.
Use Cases
- Spherical objects: This effect is useful for modeling balls, marbles, and so on.
- Flattened spherical objects: Use this effect to model candy, flying saucers, and so on.
- Globes: Any image or photo that is an equirectangular projection can be used as a surface texture for a globe. (Tip: NASA publishes Public Domain equirectangular images that are useful for globes, including images of the Earth, Moon, Mars, and Jupiter.)
- Crystal Ball: You can use this effect together with Displacement Map to simulate refraction through glass. Start with a rectangular shape layer, add Ellipsoid and change Shading to Normal & Depth Map (the layer will change color and appear as a mixture of reds and greens; we'll use these colors for displacement). Finally, apply Displacement Map, turn on From Center and adjust Offset for both X and Y to 200 or higher. If you also want the shine of the light on the glass, just duplicate the layer, and on the upper copy of the layer delete Displacement Map, set Ellipsoid Shading to Point Light and chang the layer's blending mode to Screen or Overlay.