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BCC Extruded EPS

BCC Extruded EPS

Category: BCC 3D Objects

Effect Name: BCC Extruded EPS

The Extruded EPS filter, part of the BCC 3D Objects category, imports, extrudes, and animates 2D vector artwork using either the native Adobe Illustrator .ai or .eps format. Retain the original colors in the imported eps/ai file or create your own using the built-in material shader controls.

Users of After Effects, and Nuke can take advantage of tight integration with the native host 3D camera and lighting systems in addition to the filterโ€™s own built-in 3D camera and lighting options that are available across all hosts.

Also included with this filter are 3D deformers, such as ripple, pulse, bend-taper-twist, curl and a shatter explosion effect. The Jitter option offers additional automated control over the 3D text animation.

Working with the Filter

Presets and Common Controls

  • BCC filters come with a library of factory installed presets plus the ability to create your own custom presets and preview them with the BCC FX Browserโ„ข.
  • BCC filters also include common controls that configure global effect preferences and other host-specific effect settings.

For more information about working with presets and other common controls, Click Here.

Render Group

  • Polygon Count: Determines the number of polygons defining the extruded object.
  • Antialiasing: Sets the level of antialiasing applied to the edges of the extruded object.
  • Transparent Object: Allows for a more realistic appearance when using partially transparent materials on extruded surfaces.
  • Enable Motion Blur: Enables motion blur resulting from animation of the extruded object.
  • Use Comp Motion Blur: Enables the host native motion blur settings to be used.
  • MB Shutter Angle: Sets the shutter angle for the motion blur.
  • MB Smoothness: Determines the quality of the smoothness of the motion blur.
  • Use Comp Lights: Enables the host native light settings to be used.
  • Use Built-In Light: Enables one of three built-in light sources.
  • Use Built-In Light 2: Enables one of three built-in light sources.
  • Use Built-In Light 3: Enables one of three built-in light sources.
  • Use Comp Camera: Enables the host native camera settings to be used.
  • Aspect Ratio: Determines the aspect ratio of the imported object.
  • External File: Selects an external .eps or .ai file to load.
  • Watch Folder: Sets a watch folder which helps the filter finding a missing external image files when migrating the project to other systems.

Extrusion Group

  • Extrusion Style: Allows for saving and loading a preset style that includes all the Extrusion and Material attributes.
  • Extrusion Depth: Defines the depth of the side face that extends between the front and back of the extruded text.
  • Constant Scale: Toggles constant scaling.
  • Bevel Style: Determines the style of the bevel.
    • Straight: Creates a straight edged bevel.
    • Convex: Creates a convex edged bevel.
    • Concave: Creates a concave edged bevel.
    • Saved Preset: Selects a saved preset for the bevel.
    • Host Path: Uses a host mask path to determine the style of the bevel.
  • Bevel Saved Preset: Allows for saving and loading a bevel preset style.
  • Bevel Host Path: Selects a bevel path from available host masks.
  • Bevel Amount: Sets the depth of the edge bevels for the extruded text.
  • Back Bevels: Enables edge bevels between the side and back face of the extruded object.
  • Side Style: Determines the style of the side.
    • Straight: Creates a straight edged side style.
    • Saved Preset: Selects a saved preset for the side style.
    • Host Path: Uses a host mask path to determine the side style.
  • Side Saved Preset: Allows for saving and loading a side preset style.
  • Side Host Path: Selects a side path from available host masks.

Material Group

  • Ambient Intensity: Determines the amount of ambient light on all materials for an extruded object.
  • Material Count: Determines which faces of the extrusion share materials.
  • Material Preset: Allows for saving and loading a material preset styles.
  • Front Texture File: Selects a texture to map to the front surface of the 3D object.
  • Texture Layer: Selects an alternate layer within the AE comp to use as a texture mapped to the front surface of the 3D object.
  • Texture Alpha: Determines how alpha pixels are handled.
  • Texture Strength: Allows for fading a texture map.
  • Opacity: controls the opacity of the material.
  • Ambient: Sets the color of the ambient light.
  • Diffuse: Sets the color of the diffuse light.
  • Highlight: Sets the color of the highlights light.
  • Highlight Amount: Determines how much of a highlight will be reflected on the surface of the object.
  • Specular Strength: Determines how intense the highlight is.
  • Front Bump File: Selects a bump texture to map to the front surface of the 3D object.
  • Texture Layer: Selects an alternate layer within the AE comp to use as a bump texture mapped to the front surface of the 3D object.
  • Bump Strength: Sets the intensity of the bumps generated by the bump map.
  • Shift X: Shifts the bump map along the horizontal axis.
  • Shift Y: Shifts the bump map along the vertical axis.
  • Scale X: Scales the bump map along the horizontal axis.
  • Scale Y: Scales the bump map along the vertical axis.
  • Rotate: Rotates the bump map along the axis.
  • Reflection: Selects the reflection map.
  • Reflectivity: Determines how much of the reflection map is mixed in.
  • Two-Sided Lighting: Allows material to display the effects of lights on both sides.

Side, Bevel, and Back Material Groups

The Side, Bevel, and Back, Material Groups allow materials to be applied to their repective faces. They are enabled by adjusting the Material Count parameter. Each group contains the same parameters outlined in the Material Group section.

Transformations Group

  • Rotate X/Y/Z: Sets the rotation controls for the 3D axes.
  • Position X/Y: Sets the position along the horizontal and vertical axes.
  • Position Z: Sets the position along Z axis.
  • Match Position Z to Comp: When enabled, the position Z is matched to the composition.
  • Master Scale: Sets the scale along the X/Y/Z axes.
  • Scale X/Y/Z: Sets individual scale amounts along each axis.
  • Opacity: Sets the opacity of all materials.
  • Lock Pivot to Position: Locks the pivot point to the position parameters.
  • Pivot X/Y/Z: Allows for offsetting the pivot point.
  • Lock Pivot: The pivot is locked and follows the position.

Built-in Camera Group

The Built-in Camera parameter group includes parameters that affect the viewing perspective of the 3D object whenever the Use Comp Camera checkbox is not enabled.

  • Camera Model: Determines the type of camera used in the scene.
    • Position: Positions the camera in 3D space along the various axes.
    • Orbit: Orbits the camera around the 3D Object .
    • Pan: Pans the camera along the horizontal axis.
  • Camera Position XY: Positions the camera along the horizontal and vertical axes.
  • Camera Position Z: Positions the camera along the Z axis.
  • Camera Orientation: Determines the target of the camera.
    • Free: Allows the camera target to be set manually.
    • Target: Points the camera at a fixed spot.
  • Tumble: Tumbles the camera position along the vertical axis.
  • Spin: Spins the camera position along the horizontal axis.
  • Rotate: Rotates the camera position along the center point.
  • Target XY: Sets the target position along the horizontal and vertical axes.
  • Target Z: Sets the target position along the Z axis.
  • Orbit Radius: Sets the camera's distance from the object.
  • Orbit Tumble: Tumbles the camera orbit along the horizontal axis.
  • Orbit Spin: Spins the camera orbit along the center point.
  • Orbit Rotate: Rotates the camera.
  • Pan Distance: Pans the camera along the horizontal axis.
  • Pan Advance: Moves the camera in or out along the z axis.

Built-in Light Groups

The Built-in Light parameter groups include controls for up to three light sources.

  • Light Type: Determines the type of light used in the scene.
    • Point: A Point light shines from the source in all directions.
    • Spot: A Spot light shines from the source toward a target.
    • Spot + Shadows: A Spot + Shadows light is identical to a Spot Light, except that it is also capable of casting shadows.
  • Light Source XY: Sets the position of the point light along the horizontal and vertical axis.
  • Light Source : Sets the distance of the point light from the 3D object.
  • Target XY: Sets the target position along the horizontal and vertical axis.
  • Target Z: Sets the target position along the Z axis.
  • Angle: Sets angular width of the cone of light.
  • Falloff: Sets softness of the light falloff.
  • Color: Sets the color of the light source.
  • Intensity: Sets the intensity of the individual light source.
  • Attenuation: Sets the falloff distance.
  • Width: Sets width of the light source.
  • Alpha Shadow Tollerance: Defines the threshold for what the shadow considers opaque or transparent.

Deformers Groups

Many 3D Object filters include several true 3D deformers for warping the 3D extrusion in various ways. Among them are Bend-Taper-Twist, Curl, Shatter, Ripple, and Pulse. Each deformer manipulates the object in true 3D space.

Bendโ€“Taperโ€“Twist Deformer

  • Use Bend-Taper-Twist: Enables the Bent-Taper-Twist Deformer.
  • Effect Order: Determines the order in which the deformations are applied to the object.
    • Bend-Taper-Twist.
    • Taper-Twist-Bend.
    • Taper-Bend-Twist.
    • Twist-Bend-Taper.
  • Bend Strength: Determines how much bend is applied, and in which direction. Positive values bend the left and right edges of the object forward, while negative values bend them backward.
  • Bend Radius: Sets the steepness of the bend curve.
  • Bend Mode: Determines how the bend will appear.
    • Stretch: The Z scale of the object increases as the bend radius increases.
    • Curve: The Z scale does not change with the bend radius.
  • Left Taper: Tapers the Y and Z scales on the left of the object. Positive values increase Y and Z scale, while negative values decrease the Y and Z scales.
  • Right Taper: Tapers the Y and Z scales on the right of the object. Positive values increase Y and Z scale, while negative values decrease the Y and Z scales.
  • Left Twist: Twists the left side of the object.
  • Right Twist: Twists the right side of the object.
  • Center Offset Offsets the deformation in 3D space
  • Curl Deformer

    • Use Curl: Enables the Curl Deformer.
    • Direction: Determines what direction in 3D space the object will curl.
      • Guess: Curls along the longest axis in the direction of the shortest axis
      • Guess 2: Curls along the longest axis in the direction of the second shortest axis.
      • Left/Right + Y: Curls left to right along the Y axis.
      • Left/Right + Z: Curls left to right along the Z axis.
      • Top/Bottom + X: Curls top to bottom along the X axis.
      • Top/Bottom + Z: Curls top to bottom along the Z axis.
      • Front/Back + X: Curls front to back along the X axis.
      • Front/Bacl + Y: Curls front to back along the Y axis.
    • Reverse Direction: When enabled the direction of the curl is reversed.
    • Angle 1: Sets the primary curl.
    • Angle 2: Sets the secondary curl.
    • Tightness: Tightens or loosens the Curl.
    • Midpoint: Determines the position of Curl 2.
    • Amount: Sets the progression of the curl effect.
    • Axis Offset: Sets the scaling the curl cylinder.
    • Bend 1: Bends the object at the point of Curl 1.
    • Bend 1: Bends the object at the point of Curl 2.
    • Resolution: Determines how many curl points the deformer uses.
    • Noise Reduction: When enabled noise artifacts are reduced.

    Shatter Deformer

    • Use Shatter: Enables the Shatter Deformer.
    • Crack Mode: Determines how the object shatters.
      • Random: Creates randomly placed cracks.
      • Crack Points: Creates cracks that include cracks in areas of the geometry where various parts are connected.
      • Falloff Crack Points: Similar to Crack Points, but falloff means the crackability decreases farther from the crack points which can be used to create a more realistic shatter effect.
      • Horizontal Lines: Makes horizontal cuts through the mesh to create alternating horizontal lines of various sized pieces.
      • Angular Cut: Breaks the mesh at points where the mesh edges at a specific angle.
    • Polygon Count: Determines how the object is shattered.
    • Crackability: Sets the size of the pieces.
    • Crack Adjust: Determines the shatter pattern depending on Crack Mode.
    • Velocity Mode: Determines the movement of the shatter pieces as the object shatters.
      • Random.
      • Outward.
      • Inward.
      • Spiral CCW (Counter Clockwise).
      • Spiral CW (Clockwise).
      • Left-Right.
      • Left.
      • Right.
      • Up.
      • Down.
      • Back.
      • Forward.
    • Velocity Minimum: Sets the minimum velocity for the slowest shatter pieces.
    • Velocity Variation: Adds variation to the velocity between all the pieces, and also acts as a maximum velocity control.
    • Explosive Force: Sets the velocity curve creating a burst of speed as the pieces shatter away from the main shape.
    • Gravity: Exerts a pull on the shatter pieces (unless it is set to zero).
    • Scatter Wipe Mode: Determines the shatter wipe direction.
      • None: Wipe is disabled, the object will shatter all at once.
      • Left โ€“ Right.
      • Right โ€“ Left.
      • Top โ€“ Bottom.
      • Bottom โ€“ Top.
      • Back โ€“ Front.
      • Front โ€“ Back.
      • Random.
      • Small โ€“ Large: Small pieces will shatter first, followed by larger pieces.
      • Large โ€“ Small: Large pieces will shatter first, followed by smaller pieces.
      • Inside โ€“ Out.
      • Outside โ€“ In.
    • Wipe Time: Determines how long the wipe takes from start to finish.
    • Scatter Option: determines wipe behavior across parts.
      • Smooth: The wipe that moves across the parts as a whole.
      • Discreet: The wipe acts as several individual wipes that move simultaneously across each part.
    • Displace: Pushes the shatter pieces out away from or toward the center of the object.
    • Keep Threshold: Determines percentage of pieces that remain in place.
    • Spin Direction: Sets the rotation direction of pieces.
      • Random All: All pieces rotate randomly.
      • Tumble Forward: All pieces tumble along the X axis in one direction.
      • Tumble Both: Some pieces tumble along the X axis in one direction while others tumble along the X axis in the opposite direction.
      • Spin Forward: All pieces spin along the Y axis in one direction.
      • Spin Both: Some pieces tumble along the Y axis in one direction while others spin along the X axis in the opposite direction.
      • Rotate Forward: All pieces rotate along the Z axis in one direction.
      • Rotate Both: Some pieces rotate along the Z axis in one direction while others rotate along the X axis in the opposite direction.
    • Spin Speed: Sets the rotation speed of the pieces.
    • Spin Character: Sets a gradient that maps the difference in spin speed between the largest and smallest shatter pieces, allowing for having the larger pieces spin faster.
    • Time Scale: Sets the timing of the effect.
    • Time Mode: Determines auto-animation pattern.
      • Automated: Auto-animation follows the Time Scale settings.
      • Manual: Animation progresses according to the Manual Time parameter and ignores Time Scale parameter.
      • Manual Move: The velocity based movement and Scatter Wipe time progress according to the Manual Time parameter, but the Spin Speed behaves as Automated.
      • Manual Spin: The spin speed progresses according to the Manual Time parameter, but the Velocity based movement and Scatter Wipe time behave as Automated.
    • Manual Time: Sets the animation manually.
    • Random Seed: Allows for variation in the shatter result.

    Ripple Deformer

    The Ripple Deformer applies a ripple effect along the Z plane of the object.

    • Use Ripple: Enables the Ripple Deformer.
    • Position X: Sets the horizontal position of the ripple along the x axis.
    • Position Y: Sets the vertical position of the ripple along the y axis.
    • Stretch X: Stretches the ripple along the horizontal axis creating an elongated shape.
    • Phase: Offsets the timing of the ripple auto-animation.
    • Time Scale: Determines the speed of the ripple auto-animation with negative values animating the ripples outward from the center and positive values animating in the reverse direction. Higher values increase speed, while lower values reduce the speed.
    • Amplitude: Sets the height of the wave.
    • Frequency: Sets the frequency of the wave.

    Pulse Deformer

    The Pulse deformer offers several different deformations and provides auto-animation for pulse effects.The Pulse animation oscillates between the original undeformed object and the deformed object.

    • Use Pulse: Enables the Pulse Deformer.
    • Effect Type: Determines the style of pulse deformation.
      • Bulge: Creates a spherical bulge in the object.
      • Deform: Creates a variation on the bulge distortion.
      • Lumpy: Creates a lumpy variation on the bulge distortion.
      • Bend: Bends the object in the same manner as Bend-Taper-Twist.
      • Twist: Twists the object in the same manner as Bend-Taper-Twist.
      • Spin: Spins the object.
      • Bounce: Moves the object up and down on the vertical axis.
      • Approach: moves the object back and forth on the Z axis.
    • Pulse Type: Determines the animation curve of the pulse cycle as the deformation animates from the original undeformed object to the most deformed state (determined by Amplitude parameter) and back again.
      • Breathing: Creates a pulse where the animation accelerates as it moves away from an extreme, and decelerates as it gets closer to an extreme, with a slight pause between each back and forth.
      • Elastic: Similar to Breathing except with no pause between each back and forth animation.
      • Beat: Decelerates as it moves away from the original state and uses linear interpolation as it animates from the extreme back to the original with no pause.
      • Bop: Decelerates as it moves away from the original state, and accelerates as it animates from the extreme back to the original with a pause between pulses.
      • Uneven: Similar to elastic but the amplitude of the pulse varies so that some pulses are stronger than others.
      • Jerky: Similar to Elastic with a pause added midway between the undeformed and most deformed states.The interpolation eases in and out of the extra pause.
      • Random: The deformation jumps between random values. The Amplitude parameter has no effect (the Random Pulse automatically uses amplitude values between zero and 100). The animation uses a hold interpolation that snaps between states rather than smoothly animating between them.
      • Snap : Snaps back and forth between the original object and its deformed state. The animation uses a hold interpolation that snaps between states rather than smoothly animating between them.
      • Paused: Disables the pulsing auto-animation.
    • Amplitude: Determines the intensity of the deformation in the pulse animation.
    • Frequency: Determines the frequency of pulses, with higher values resulting in more frequent pulses, and lower values resulting in less frequent pulses.
    • Phase: Offsets the timing of the pulse auto-animation.
    • Center Offset X: Offsets the center of the deformation along the horizontal axis.
    • Center Offset Y: Offsets the center of the deformation along the vertical axis.
    • Radius: Determines the the size of the area in which the deformation is applied.

    Composite Group

    • Apply Mode: Determines the apply mode that the filter uses to composite the 3D Object over the input image.
    • Master Opacity: Sets opacity of the 3D object.
    • Brightness: Sets brightness of the 3D Object.
    • Contrast: Sets the contrast of the 3D Object against the source image.

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