The Making of “Bagel 2”

Par­ti­cle FX

Some peo­ple have asked me how I made the par­ti­cle effects in Bagel 2, such as smoke and fire. Well, I’m sure you’ll be glad to hear that most of them were accom­plished rel­a­tively eas­ily using an appli­ca­tion called Par­ti­cle Illu­sion SE and a com­posit­ing pro­gram. I received Par­ti­cle Illu­sion SE for free with a mag­a­zine, and I must say it’s a great time saver for work­ing with 2D particles.

The way I did it was sim­ple: I’d choose a pre­set from the library which more or less fit my require­ments for a spe­cific shot. Then I’d play with the var­i­ous set­tings until it looked and behaved just the way I needed it to.
In After Effects, I often like to stack the same par­ti­cle sequence in sev­eral lay­ers with dif­fer­ent blend modes, which gives an added level of control.

In the scene below, most of the smoke was done using Par­ti­cle Illu­sion. To cre­ate the smoke trail fol­low­ing Bagel, I ani­mated the posi­tion of the smoke particle’s source, which I found worked sur­pris­ingly well.

The shim­mer­ing light com­ing from Bagel’s cam­era wasn’t done in Par­ti­cle Illu­sion, how­ever: This is a true vol­u­met­ric light ren­dered in 3D and com­pos­ited later with the rest of the scene. Most of the haze and fog is done using a pretty cheap trick: A sim­ple frac­tal cloud layer in After Effects, with the blend mode set to “Add”…

Post Pro­cess­ing

I’ve heard lots of nice com­ments on the look and atmos­phere in Bagel 2. Good that nobody’s seen the images that came directly from the ren­derer — they looked bland, flat and lacked much of the appeal they have now. Thank god for post-​​processing!

Straight from the renderer

Straight from the renderer


After post FX

After post FX


Com­pare these two images: The left one is “untouched”, in that it is exactly what Maya pro­duced when hit­ting the “Render”-button. The image on the right was post-​​processed in After Effects to add an effect of fog and depth of field to the back­ground, blurred high­lights for that dreamy feel­ing and some quite inten­sive colour correction .

To achieve the haze and blur in the back­ground, I had the ren­derer out­put a so called depth-​​map or z-​​map. This is a grayscale image of the scene, where the light­est parts are clos­est to the cam­era and the dark­est are the far­thest away. This map can be used by a post-​​processing appli­ca­tion to mask cer­tain effects.

Depth pass with Bagel in the crater

Depth pass with Bagel in the crater


Many com­posit­ing appli­ca­tions include plug-​​ins for use with depth maps, but the trou­ble is that there are sev­eral dif­fer­ent for­mats of depth maps so it’s quite likely that you’ll have to use a workaround like the one described below.
For the haze I used a “Solid Layer” with the colour of the fog and applied the inverted depth map as a mask. Then I played with the opac­ity and the blend modes until I was happy with the look — I found that an opac­ity value of 50 – 75% cou­pled with the blend mode “Lighten” will give con­vinc­ing results in most scenes. Though you’ll need to fid­dle around with the blend mode as results vary heav­ily depend­ing on the scene.
Due to the depth mask, the fog gets thicker in the dis­tance — there are many more effects you can achieve using this method!

The depth of field effect is achieved in roughly the same man­ner, but this time by using an “Adjust­ment Layer” instead of the “Solid Layer” and apply­ing a blur fil­ter. This one is a lit­tle more work to get to look right, but I think you get the idea.

Well then, I hope I was able to give you a lit­tle insight into the mak­ing of my ani­mated short film Bagel 2. The film is avail­able on 3dtotal’s “Short Drawer DVD or view­able online in the shorts sec­tion of this site — I’d be pleased if you had a look!

(orig­i­nally pub­lished on Vocan­son)