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The Geometry group defines the size, shape and position of the polygon mesh or object that’s affected by the fractal. We recommend that you set up a composition camera when working with Mir and use this together with the Position and Rotation controls.
Mir was made for taking your creativity to high speed, utilizing the GPU rendering at its core. Because of this feature, you will find that while After Effects will remain responsive even when working with larger meshes, it is still ideal to keep the number of vertices to the minimum needed to ensure fast render time. The Reduce Geometry control can also be used as a fast preview mode when working with large and complex surfaces.
When starting out positioning a mesh in Mir, it may be helpful to turn the default Amplitude, found under the Fractal Group, down to 0. Without fractal noise, Mir will appear as a flat, rectangular plane ready to be manipulated to the angle you wish to start from.
Note: Mir supports up to eight Point lights, and unlimited Ambient lights. If a Spot light is used, Mir will respond as if it were a Point light.
Base Geometry pop-up
Choose whether you want your mesh to start off as a Plane, or to model itself around an OBJ Model.
Lets you pick an OBJ from a preset gallery of OBJ models, or to import your own.
Lets you decide if you want to control the size of your mesh using all of the axes at once (XYZ Linked), or to adjust each axis individually (XYZ Individual).
Size X, Y, Z
Sets the size (in AE pixels) of the mesh in the X, Y, and Z axes. These dimensions correspond to the size of the mesh horizontally and vertically, as well as its depth. When scaling up in size, it may be desirable to add more vertices to the plane to create a more detailed look.
Position X, Y, Z
The X and Y position in 3D space of the polygon mesh. These values can be keyframed over time to create movement and shift perspective. There is crosshair positioning for setting the center point of the mesh.
Rotate X, Y, Z
Rotates the mesh around the X, Y and Z axes. This does a 3D rotation.
Vertices X, Y
Sets the number of vertices used to generate the polygonal mesh along the X and Y axes. Vertices affect the speed of Mir’s render. Increase the number of vertices to create smoother, more detailed looking meshes but keep in mind that render times are directly proportional to the number of vertices. The higher the number, the longer it takes to render.
X, Y Step
Gives a zebra-like effect of skipping rows and/or columns in the mesh. Increasing the Step in either direction creates a striping effect of skipping rows and/or columns in the mesh (if used in only one direction) and square patterns if used in both directions.
Bend X, Y
Bends the mesh around X or Y axis. Higher values can produce Arc shapes, or twisting, vortex-like effects. This Bend is computed before the fractal displacement for more accurate shaping, whereas the Bend inside the Fractal group is computed after the fractal. When Bend is at 0, the Mir mesh will appear completely flat if no Fractal> Amplitude is applied.
Reduce Geometry pop-up
An option to quickly reduce the number of polygons. Setting the Geometry lower is useful to quickly preview heavy meshes and complex animations. When this is set to Auto, the resolution will match the Resolution setting of the Composition window.
There are five Reduce Geometry settings:
Give you to the option of dividing the geometry of the polygon mesh into Triangles (3 point polygons) or Quads (4 point polygons).
These controls unlock only when an OBJ Model is chosen as the Base Geometry for the mesh.
3D Model pop up
Contains a list of other layers within your composition; if you chose an OBJ model already from the preset gallery or imported it using Choose OBJ, you do not need to adjust this. Otherwise, adjust the layer chosen here to whichever one has your OBJ model.
If you'd adjusted and reimported your OBJ model after already mapping Mir to use it as a referencing, clicking this will update the mesh with those adjustments accordingly.
Normalize scales and moves the OBJ to ensure it is centered around the mesh position and fits within the bounding box defined by the Geometry Size parameters. If the OBJ is an OBJ sequence, only the first frame is used and will be the reference for the Normalization. OBJ sequence animations are not supported for Mir 3.0.
If you turn off Normalize, your OBJ might not be visible within the field of view or be very small or large depending on the range of coordinate values used by points in the OBJ.
Invert Z flips the OBJ on the Z axis, turning the object to face forwards or backwards (if located at default values).
Ignore Imported UVs
3D modeling software often includes UV mapping in the OBJ export for aligning materials on the model. This can be useful for Form in assigning order to your particles across the surface. Occasionally, these UVs cause unwanted results. If this is the case, checking ‘Ignore Imported UVs’ may give the order expected.
This creates a null within the composition that automatically gets mapped to the Position, Rotate, and Size parameters of your Mir layer-- meaning you can adjust and animate the size, rotation, or position of the null instead of each of your Mir parameters individually!