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# 3D cube with variable line thickness depending on depth

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 3D cube with variable line thickness depending on depth on May 28, 2014 at 1:34:52 pm

my question is quite simple:

Is it possible to make a rotating 3D cube in AE with variable lines weight.

Meaning lines which are far (along Z axis) are more thin, than those
that are close. And lines which go torwards us are tapered.

It sounds quite simple, but I can't get descent result.

I tried stroke, 3D stroke.. and no matter what, the cube doesn't look
good.

I want lines which are close to be 3px and those are far going to 1px.

(3DStroke has clipping parameter, however it affects visibility and not thickness)...

Help!

ThankS
M

 Re: 3D cube with variable line thickness depending on depthon May 28, 2014 at 3:08:25 pm

If you changed the focal length of the camera to make it more wide-angle, 3d stroke's cube would look more like what you want. (Assuming you're using Trapcode 3d Stroke.)

- The Great Szalam
(The 'Great' stands for 'Not So Great, in fact, Extremely Humble')

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 Re: 3D cube with variable line thickness depending on depthon May 28, 2014 at 3:14:55 pm

Hello,

That's true. But as the result it also distorts by cube... ;-(
That's the problem...

M.

 Re: 3D cube with variable line thickness depending on depthon May 28, 2014 at 3:33:23 pm

You could use the Beam effect tied with expressions to some nulls in 3d space (at the corners of the cube) and more expressions to determine the size of the beam at the ends. It'll be complicated to create, but it should be nice and flexible when you're done.

- The Great Szalam
(The 'Great' stands for 'Not So Great, in fact, Extremely Humble')

No trees were harmed in the creation of this message, but several thousand electrons were mildly inconvenienced.

 Re: 3D cube with variable line thickness depending on depthon May 28, 2014 at 4:08:47 pm

Yep. I thought of that, but basically I would need to write some sort of 3D engine for that. I could use 3D stroke as well to change taper based on the depth... it sounds pretty complicated. Anyway.. I think I "sort of" tuned 3D stroke/camera to achieve an "acceptable" result.