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Free · 184 ideas with settings

Ideas for your next edit

Transitions, beat accents, halftones, glows, camera moves and full looks for After Effects. Each one comes with when to use it, the steps to build it and the values to start from. Filter by the plugins you own, or roll a random edit.

184ideas30transitions13full looks8guides18plugins covered
Edit builder

Roll an edit

Seven layers, one idea each, picked from what you can make with your plugins. Lock the ones you like and roll the rest until the stack feels like your song.

Edit stack › Top to bottom, like your timeline
  1. TransitionOmino Diffusion transition

    Clip A dissolves into bright streaky dither and clip B resolves out of it, a loud textured cut that hides a hard edit.

  2. Beat accentKeyframed impact shake

    A hand-built shake that hits hardest on the beat frame and settles, with real motion blur and no black edges.

  3. Camera or speedSmooth 3D camera pan

    Turn flat footage into a card in 3D space and glide a real camera past it, with a touch of perspective and true motion blur.

  4. TextureDiffusion dither print

    Turn footage into a few colors of dithered dots, like a 1-bit screen or a cheap print, then rough it up with grain.

  5. LightDeep Glow neon

    Heavy neon-sign glow on text and shapes, with a white-hot core, a saturated halo and a touch of color fringing.

  6. ColorFast Lumetri base grade

    Get every clip neutral and consistent in a few minutes, in the right order, by reading the scopes instead of guessing.

  7. Something extraHeat haze shimmer

    A soft, rising shimmer over hot asphalt, exhausts and fire that makes a shot feel like summer.

Read first

How good edits are built

The ideas below work better when the basics are right. These are short, practical reads on structure, sync, smoothness and getting your export to survive the upload.

015 min read

Anatomy of a modern edit

Most edits that land follow the song: a quiet intro, a build that tightens, a drop that pays it off, and a short outro. Here is what goes where, and how to keep the effects from eating each other.

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Four parts, one arc

The music already has a shape, so borrow it. Find the intro, the build, the drop and the outro in your track, put a comp marker at the start of each, and edit to those blocks instead of to the whole song at once. The picture should rise and fall with the audio.

Count in bars, not seconds. One bar is 4 beats, so at 120 BPM a bar lasts 2 seconds, and at 140 BPM it lasts about 1.7 seconds. Phrases come in 4 or 8 bars, which is where sections change. For a 15 to 30 second TikTok or Reel, a typical split looks like this:

  • Intro: 2 to 4 bars. Establish the subject and the mood.
  • Build: 4 bars. Cuts speed up, small accents start.
  • Drop: 8 bars. The densest part of the edit, where your best shots live.
  • Outro: 1 to 2 bars. One held shot, a title or a fade.

Intro: hold back on purpose

The intro is where you earn the drop. Use longer shots, 1 to 2 bars each, slow camera moves and almost no accents. A gentle grade and your texture layer (grain, halftone, print) should already be on, because texture is the glue of the whole edit and switching it on later looks like a mistake.

Good intro moves: a slow Scale push from 100% to 108% over the whole shot, a 2.5D pan, a soft glow, text that fades in on a vocal line. Avoid shakes and flashes here. Whatever you show in the intro, the drop has to beat, so do not spend your strongest shot or your biggest transition yet.

Build: tighten the rhythm

In the build, the cut rate climbs. A common pattern is one cut per bar, then one per 2 beats, then one per beat in the last bar before the drop. You can feel the energy rise even if the shots are calm, because the eye gets less time on each one.

Start adding small accents: a 2 to 4 frame scale punch on snares, light chromatic aberration, a short speed ramp into the last shot. The last half-bar before the drop is a good place for a riser effect: a zoom that keeps pushing, a blur that grows, or a flash that ramps up and cuts to black for 1 to 2 frames right before the drop hits. That tiny gap of black makes the drop feel louder.

Drop: spend your budget

The drop is where your best shots, your biggest transitions and your heaviest accents go. Cut on every beat or every 2 beats, put a shake or a punch on the kick, and save your most striking transition (a CC Jaws bite, a whip, a 3D spin) for the first frame of the drop and for the start of each 4-bar phrase inside it.

Even here, contrast matters. If every beat gets a shake, a flash and a transition, nothing stands out. Pick one main accent per bar and let the other beats be clean cuts. Speed ramps work well here too: slow the shot for the first 2 beats of a phrase, then snap back to full speed on the next kick.

Outro: let it breathe

End with your cleanest shot held for at least 1 to 2 seconds, often slowed to 50% with frame blending or Twixtor. Drop the accents, keep the texture, and let the glow or grade carry it. A slow fade to black over 12 to 24 frames, or a hard cut to black on the last beat, both work. A title or your handle goes here, not over the drop.

On short-form platforms, remember the loop. If your last frame flows into your first, people watch it twice. Matching the outro's framing or motion to the intro's first shot is an easy way to get that.

How much is too much

Most finished edits are more restrained than they look. These rules keep yours readable:

  • Keep roughly 70 to 80% of cuts as hard cuts. Transitions only read when they are rare.
  • Use at most one big accent per bar in the drop, and none or one per phrase in the intro.
  • Use at most 2 or 3 transition styles per edit. Repeating one style makes it a signature; ten styles make it a sample pack.
  • Texture and grade stay constant from start to finish. Accents come and go.
  • If you cannot see the subject's face or action during an effect, the effect is too long. Most accents should last 2 to 8 frames.
025 min read

Syncing to the beat

Sync is what makes an edit feel tight. Mark the beats while you listen, snap everything to those marks, and know which part of the drum kit each kind of cut belongs to.

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Mark the beats by ear

Drop the song into your comp, deselect all layers, and start a preview with Spacebar. Every time you hear a beat you want to hit, tap * on the numeric keypad. With no layer selected you get comp markers; with the audio layer selected you get layer markers that travel with the audio if you slide it. Layer markers on the audio are usually the better choice.

Do one pass per sound: one for kicks, one for snares, one for vocal hits. Then select the audio layer and press LL to show the waveform and nudge any marker that landed late. Kicks usually show as the tallest, sharpest spikes in the waveform, with a quick drop after each one. No numpad? Assign Add Marker to another key in Edit > Keyboard Shortcuts.

Snap to your markers

Hold Shift while dragging the time indicator, a layer, or a keyframe in the timeline, and it snaps to markers, keyframes and layer in and out points. That is the fastest way to line a cut up exactly on a beat.

Use J and K to jump to the previous and next visible marker or keyframe, then press Alt+[ or Alt+] to trim the selected layer's in or out point to that frame. To cut a long clip into beat-length pieces, park the time indicator on a marker and press Ctrl+Shift+D to split the selected layer there. To lay a stack of clips end to end, select them in order and use Animation > Keyframe Assistant > Sequence Layers. Snap first, then fine-tune by ear, because the waveform and your ears sometimes disagree by a frame.

BPM math

Frames per beat equals fps x 60 / BPM. Knowing this tells you how long your accents can be. At 120 BPM and 30 fps, a beat is 15 frames, so a 6-frame shake ends well before the next beat. At 150 BPM and 24 fps, a beat is 9.6 frames, so the same shake almost touches the next hit.

Most tempos do not divide evenly, so never count frames across a whole song: the error adds up. Mark by ear, and use the math only to size your effects. Common values:

  • 90 BPM: 16 frames at 24 fps, 20 at 30 fps, 40 at 60 fps.
  • 100 BPM: 14.4 at 24 fps, 18 at 30 fps, 36 at 60 fps.
  • 120 BPM: 12 at 24 fps, 15 at 30 fps, 30 at 60 fps.
  • 128 BPM: 11.25 at 24 fps, 14.06 at 30 fps, 28.13 at 60 fps.
  • 140 BPM: 10.29 at 24 fps, 12.86 at 30 fps, 25.71 at 60 fps.
  • 150 BPM: 9.6 at 24 fps, 12 at 30 fps, 24 at 60 fps.

Kicks, snares and vocals

Each sound has its own job. Kicks are the heartbeat: cut on them, and put scale punches, shakes and zoom transitions there. Snares are sharper and higher: flashes, inverts, chromatic punches and RGB splits fit them. Hi-hats are too fast for full cuts, but they suit tiny stutters or 1-frame flickers in the build.

Vocals are different. Cut on the start of a syllable, not on the beat, and use them for text reveals, lip-sync moments and story beats. In a phonk or velocity edit, the cowbell melody often deserves its own speed-ramp hits on top of the kick cuts.

Place a cut exactly on the marker frame. If it feels late on playback, move it 1 frame earlier. Accents should peak on the beat frame and decay after, so the punch starts with the sound rather than catching up to it.

Let the audio drive keyframes

For automatic pulses, right-click the audio layer and choose Keyframe Assistant > Convert Audio to Keyframes. You get an Audio Amplitude layer with a Both Channels slider. Link a layer's Scale to it with an expression like s = linear(thisComp.layer('Audio Amplitude').effect('Both Channels')('Slider'), 10, 30, 100, 110); [s, s], then raise the 10 until only the loud hits push the scale.

The full mix includes vocals and synths, so the result can be messy. To isolate the kick, duplicate the audio, add High-Low Pass set to Low Pass with Cutoff Frequency around 150 Hz, precompose it, and run Convert Audio to Keyframes on that precomp.

035 min read

Making it smooth

Smooth edits come from two things: motion blur that matches the speed of the move, and keyframes eased so the motion speeds up and slows down like a real camera. Here is how to get both.

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Motion blur, three ways

For layers you animate with keyframes, turn on the Motion Blur switch for the layer and the Enable Motion Blur button at the top of the timeline. You need both. Then open Composition > Composition Settings > Advanced: the default Shutter Angle of 180 looks natural. Raise it to 270 to 360 for more blur on fast whips, and raise Samples Per Frame from 16 to 32 if you see stepped copies instead of smooth streaks.

For a blur that ignores comp settings, add the Transform effect, animate its Position, Scale or Rotation instead of the layer's, uncheck Use Composition's Shutter Angle and set Shutter Angle to 180 to 360. This is handy inside precomps and for zoom transitions on adjustment layers, because the Transform effect blurs everything below its layer.

For blur on movement inside footage, like a fast pan, a speed ramp or a car flying past, use RSMB. It analyzes pixel motion and adds blur that keyframe blur cannot. Start with Blur Amount at 0.5 and raise it for ramps. Put RSMB after Twixtor, never before, because it needs to see the final retimed motion.

Speed graph vs value graph

Select a keyframed property and press Shift+F3 to open the Graph Editor. Right-click the graph to switch between Edit Value Graph and Edit Speed Graph. The value graph shows where the property is over time. The speed graph shows how fast it is changing, which is what your eye notices.

Use the speed graph for most work. A good ease-in-out looks like a single smooth hill: zero at the start, a peak in the middle, zero at the end. For a snappy zoom, drag the handles so the hill leans: a sharp peak right after the first keyframe (fast start, long settle) or right before the last keyframe (slow start, fast hit). For position, right-click Position and choose Separate Dimensions so you can shape X and Y separately.

Easing values that work

F9 applies Easy Ease, which is 33.33% influence on both sides. That is gentle, too soft for most edits. Select the keyframes, press Ctrl+Shift+K to open Keyframe Velocity, and push the influence higher:

  • Smooth camera move: 75% out of the first key, 75% into the last.
  • Zoom-in transition that slams into the cut: 0% out, 100% in, over 6 to 10 frames.
  • Zoom-out that bursts from the cut: 100% out, 0% in.
  • Whip pan: 90% to 100% on both sides with the move lasting 6 to 8 frames, so almost all the travel happens in the middle frames, where motion blur hides it.

Flow for repeatable curves

Flow is a panel that applies saved curves to selected keyframes in one click, instead of dragging handles each time. Open it from Window > Extensions, select two or more keyframes, pick a curve and apply. Expo and quint in-out curves give the sharp, modern feel common in transitions; sine in-out suits camera moves.

Save your own favorites in Flow so every transition in an edit uses the same curve. Consistent easing is a big part of what makes an edit feel finished.

Why linear looks wrong

Real things never start or stop instantly. A linear keyframe jumps from full speed to zero in one frame, and your eye reads that as a bump or a stutter, even at high frame rates. Eased motion accelerates and decelerates, so it feels like a camera operator or a physical object moved it.

Easing also gives motion blur somewhere to live. With an ease-in-out, most of the travel happens in a few fast middle frames, which get heavy blur, while the start and end stay sharp. That is exactly what a smooth transition looks like: clear, a streak, clear again. Linear spreads the speed evenly, so you get a medium blur on every frame and nothing feels fast.

044 min read

Choosing a transition

The right transition depends on the energy of the moment, the motion already in your shots, and whether a cut would simply do the job better. Use this as a checklist before reaching for an effect.

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Start with the question: does it need one?

A hard cut is the default, and it is usually the right answer. It is the fastest way to change shots, it keeps rhythm crisp, and it never looks dated. Reach for a transition only when it adds something: a change of scene, a change of section in the song, or a move that the two shots share.

A hard cut is better when the beat is very fast (under about 10 frames between hits), when the two shots contrast strongly in color or framing (the contrast is the impact), during dialogue or lip-sync, and right after a big transition, so the next one has room to land.

Match the energy

Pair transition strength with the music under it. In intros and quiet sections, use soft options: a cross dissolve, a light leak, a blur dissolve or a slow push, lasting 12 to 24 frames. In builds, use medium moves: slides, short zooms, a quick flash, 6 to 10 frames. On drops and big kicks, go hard: whips, spins, CC Jaws, glitch cuts, 3 to 8 frames.

A loud transition on a soft moment feels like a jump scare. A soft dissolve on a drop feels like the edit missed the beat. The length of the transition should be shorter than one beat in fast sections, so it finishes before the next hit.

Follow the direction of motion

If something in shot A is already moving, let the transition continue that movement. A car driving left to right wants a whip or slide going left to right. A camera pushing in wants a zoom-in transition. A spinning dancer wants a spin in the same rotation direction. Shot B should then pick up the motion in the same direction for at least a few frames.

Going against the motion makes the viewer's eye change direction twice, which reads as a bump. If the shots move in opposite directions, use a hard cut or a non-directional transition like a flash or a glitch.

Cut on motion

Place the cut or the transition's midpoint in the middle of an action: a head turn, a swing, a jump, a fast pan. The motion blur and the viewer's attention on the action both hide the join. Cutting while everything is still makes the edit point obvious.

Match cuts are the strongest version of this: cut from a round object to a round object, from a raised arm to a raised arm, or from one bright color to the same color, in the same part of the frame. No effect needed, and they look deliberate.

A quick decision guide

  • Fast beat, contrasting shots: hard cut, maybe a 1 to 2 frame flash on the kick.
  • Shots share motion direction: whip, slide or push in that direction, 6 to 8 frames with heavy motion blur.
  • Camera pushing in or pulling out: zoom in or zoom out transition, eased 0% out / 100% in.
  • Section change in the song: your signature transition (CC Jaws, a 3D spin, an ink wipe).
  • Quiet or emotional moment: dissolve, light leak or blur dissolve, 12 to 24 frames.
  • Glitch, phonk or cyber style: glitch cut, RGB split or slice, 2 to 4 frames.
  • Nothing fits: cut. You can always add an accent on the cut frame instead of a transition.
055 min read

Effect stacking and adjustment layers

Most looks are a stack of simple effects in the right order. Knowing how After Effects renders a layer, and giving each job its own adjustment layer, keeps your edit easy to change and fast to fix.

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Render order on a layer

After Effects processes a layer in a fixed order: masks first, then effects from top to bottom in the Effect Controls panel, then the layer's Transform properties. So a Drop Shadow added to a layer that you scale to 50% gets scaled down with it, and a glow is calculated before the layer is rotated.

Inside the effect stack, order changes the result. Grain before a blur gets blurred away; grain after the blur stays crisp. A glow before a grade gets graded; a glow after the grade keeps its own color. If something looks wrong, try dragging the effect up or down before changing its settings. When you need an effect to run after the transform, apply the Transform effect at the top of the stack instead, or precompose.

One adjustment layer per job

An adjustment layer applies its effects to everything below it in the timeline. Instead of piling every effect onto one adjustment layer, make one per job and name them. A typical stack from top to bottom:

  • TEXTURE: grain, halftone, print. On top so it is not shaken or graded.
  • TEXT: your titles, so they get the texture but not the shake.
  • SHAKE or CAM: shakes, punches and Transform-effect zooms, trimmed to the frames that need them.
  • GLOW: Deep Glow, the built-in Glow, or an Omino Diffusion and Glow stack.
  • GRADE: Lumetri Color or Magic Bullet Looks.
  • Footage and precomps.

Why separate layers pay off

Separate layers let you turn a whole job off with one eye icon to check it, trim accent layers to just the frames they should hit, and change the grade without touching the glow. Use the adjustment layer's Opacity to dial a look back: Opacity at 60% on a grade layer blends 60% of the graded image over the original.

Shakes on adjustment layers move the whole image and show the edges. Add Motion Tile before the shake with Mirror Edges checked and Output Width and Output Height at 120%, or scale the shake slightly with the Transform effect.

Precomposing

Select layers and press Ctrl+Shift+C to precompose. Choose Move all attributes into the new composition when you want effects and keyframes to live inside the precomp. Use Leave all attributes (single layer only) when you want to keep animating the outside. Precompose when you need to apply one effect to a group of layers but not to the rest, when you need to reset render order, or before Twixtor and RSMB so they see the final picture.

Name precomps clearly, like PRE_shot04_ramp, and keep them in a Precomps folder. Deep nesting is fine; unnamed nesting is not.

8, 16 or 32 bpc

Alt-click the 8 bpc label at the bottom of the Project panel to cycle bit depth, or set it in File > Project Settings. 8 bpc is fastest but bands on gradients, glows, vignettes and dark skies. 16 bpc fixes most banding for roughly double the memory. 32 bpc (float) lets brightness go past white, which makes glows, Deep Glow and exposure changes look like real light, and costs about 4 times the memory of 8 bpc.

Work in 8 bpc while cutting, switch to 16 or 32 for grading and final render. Some effects only support 8 bpc and clip the extra range: the icon next to each effect name in the Effects and Presets panel shows its maximum bit depth.

Keep the project tidy

  • Folders: Footage, Audio, Precomps, Adjustment, Renders, Assets.
  • Rename layers with Enter as soon as you add them: SHAKE_drop1 beats Adjustment Layer 7.
  • Use label colors by type: one color for footage, one for adjustment layers, one for text.
  • Before archiving, run File > Dependencies > Remove Unused Footage, then Collect Files.
065 min read

Exporting for TikTok, Reels, Shorts and YouTube

Every platform re-compresses your upload. Export at the right size and frame rate, give the encoder enough bitrate, and build your textures so they survive the second compression.

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Size and frame rate

TikTok, Reels and Shorts are vertical: build the comp at 1080 x 1920. YouTube is 1920 x 1080, or 3840 x 2160 if your footage allows it. Do not build in landscape and crop at export; set the comp up vertical from the start so your camera moves and text are framed for it. Instagram's profile grid shows a 3:4 crop from the middle of each Reel, so keep the subject of your cover frame near the vertical center.

Keep the frame rate of your source. Anime and film footage is usually 23.976 or 24, game captures and phone clips are 30 or 60. Converting 24 to 30 adds repeated frames that stutter on pans. If you mix sources, set the comp to the rate of most of your footage. 60 fps looks great for gameplay and car edits, but doubles render time.

9:16 safe zones

On vertical platforms, buttons, captions and the username sit on top of your video. None of the three apps publishes fixed numbers for regular posts and the layout changes often, so treat these as approximate for a 1080 x 1920 frame: keep faces and text out of the top 250 px, the bottom 500 px, the right 160 px (the like and share column) and about 80 px on the left. That leaves a box roughly 840 x 1170 px where anything important is safe. Long captions and ad placements cover more, up to about 670 px at the bottom, so keep key text higher if you post with a long description.

Make a solid with that box cut out using a mask, set it to Layer > Guide Layer so it never renders, and keep it at the top of your template comp. Backgrounds and texture can fill the whole frame; only the subject and text need to stay inside.

H.264 or an intermediate

After Effects 2023 and later can render H.264 straight from the Render Queue: in Output Module Settings choose H.264 as the Format, then open Format Options to set the bitrate. Older versions send the comp to Media Encoder with Ctrl+Alt+M. Media Encoder is still worth using for final uploads, because it offers High profile and VBR, 2 pass, which spends bits more evenly on grainy, busy shots. Set audio to AAC at 320 kbps, 48 kHz.

If the edit goes back into Premiere or another app, render an intermediate instead: Apple ProRes 422 HQ, or ProRes 4444 if you need alpha. Never compress twice to H.264 if you can avoid it. Each pass softens texture and adds blocking in dark areas.

Bitrates that survive

Platforms re-encode everything, so upload more bitrate than they keep. The encoder then has clean detail to work from instead of compressing your compression artifacts. Starting points for H.264:

  • Vertical 1080 x 1920, 30 fps: target 20 Mbps, maximum 30 Mbps.
  • Vertical 1080 x 1920, 60 fps: target 30 Mbps, maximum 40 Mbps.
  • YouTube 1920 x 1080: target 16 to 24 Mbps.
  • YouTube 3840 x 2160: target 50 to 80 Mbps.
  • Keep files under the platform's upload limit, and always check one test upload on a phone before posting the final.

Protecting grain and halftone

Fine texture is the first thing compression throws away. Grain, halftone dots, dither and scanlines are tiny high-contrast details that change every frame, which is exactly what encoders treat as expensive noise. At low bitrates they get smeared into blotchy mush, or vanish in flat areas and reappear in busy ones.

Build texture that the encoder can keep. Make grain bigger and softer: in Add Grain, set Viewing Mode to Final Output (the default Preview only shows grain inside a small box), then under Tweaking raise Size to 1.5 to 2, or scale a grain overlay up 150% to 200%, and lower Intensity slightly to compensate. Make halftone dots at least 6 to 8 px across at 1080 wide, avoid 1-pixel lines, and avoid full-frame texture that flickers every frame. Holding the texture for 2 frames with Posterize Time at half your frame rate also helps.

On YouTube, upload a 1080p edit upscaled to 1440p or 4K. Higher resolutions get a better codec and more bitrate, so your texture holds up even when people watch at 1080p. Always judge the result on the platform, not in your render.

075 min read

Keeping After Effects fast

Most slow projects are slow for a few fixable reasons: heavy footage, heavy effects previewed at full quality, and a cache that is full or on the wrong drive. Fix those first.

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Preview smarter

The quickest win is resolution. Set the Composition panel's resolution menu to Half while editing and Quarter for heavy 3D or glow work. At Half, After Effects renders a quarter of the pixels, so previews are often 3 to 4 times faster. Use the Region of Interest button to render only the part of the frame you are judging.

Open the Fast Previews menu at the bottom of the Composition panel. Adaptive Resolution drops quality while you scrub and sharpens when you stop. Draft and Fast Draft speed up 3D layers. Turn on Draft 3D at the top of the comp panel when moving cameras: it skips lights, shadows and depth of field until you switch it off. In Composition > Preview, enable Cache Frames When Idle so After Effects renders ahead while you think.

Turn heavy things off while you cut

Click the fx switch on heavy adjustment layers (glow, grain, Twixtor, RSMB) while you are timing cuts, and turn them back on for final checks. Set layer quality to draft with the quality switch for heavy precomps. Hide layers you are not working on with the Shy switch so the timeline stays short.

Motion blur is expensive. Leave the timeline's Enable Motion Blur button off while editing and turn it on for review. The per-layer switches stay set, so nothing is lost.

Proxies, precomps and pre-renders

4K and long-GOP footage (H.264 and H.265 from phones and cameras) is slow to decode. Right-click the footage, choose Create Proxy > Movie, and render a half-resolution ProRes or JPEG-sequence proxy. The box next to the footage in the Project panel switches between proxy and original; the final render uses the original if you set Proxy Use to Use No Proxies in Render Settings.

When a precomp is finished (a Twixtor ramp with RSMB, a heavy particle shot, a keyed subject), stop rendering it live. Select it and use Composition > Pre-render, set the output to ProRes 422 HQ or ProRes 4444 for alpha, and set Post-Render Action to Import & Replace Usage. The precomp is replaced by a single video file everywhere it was used. The precomp itself stays in the Project panel, so if you need to change it, select the rendered layer in the timeline and Alt-drag the precomp onto it to swap it back.

Disk cache and purging

Go to Edit > Preferences > Media & Disk Cache. Point the disk cache to your fastest SSD, ideally not the one holding your footage, and set the size to at least 100 GB. A larger cache means previews survive after you close and reopen the project.

If previews stop playing in real time or After Effects starts to stutter after hours of work, purge. Edit > Purge > All Memory frees RAM (Ctrl+Alt+/ on the numeric keypad). Edit > Purge > All Memory & Disk Cache clears everything, which is worth doing when the disk cache drive is almost full.

Hardware settings

  • File > Project Settings > Video Rendering and Effects: choose Mercury GPU Acceleration (CUDA or Metal) if available, not Mercury Software Only.
  • Edit > Preferences > Memory & Performance: keep Enable Multi-Frame Rendering on (After Effects 2022 and later). It renders several frames at once across CPU cores, for both previews and Render Queue.
  • Multi-Frame Rendering needs memory per core, so on 16 GB machines it uses fewer cores. Closing browsers and other apps helps more than any setting.
  • Plugins that are not built for Multi-Frame Rendering can slow it down. If one effect makes everything crawl, pre-render the layers that use it.
  • Leave RAM reserved for other applications at its default unless you run Premiere or Media Encoder at the same time.
084 min read

Building your own preset kit

The editors who work fast are not faster with the mouse. They have a kit: saved animation presets, ready-made adjustment layers and a template comp, all named so they can find them in seconds.

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Save animation presets (.ffx)

Any effect stack you build twice belongs in a preset. In the Effect Controls panel, Ctrl-click the effect names you want, then choose Animation > Save Animation Preset. The file is saved as .ffx in Documents\Adobe\After Effects (version)\User Presets by default. Use the Effects and Presets panel menu's Refresh List and it appears under * Animation Presets.

Presets keep keyframes and expressions too. Keyframes are placed starting at the current time when you apply the preset, so park the time indicator on the beat, select the layer, and double-click the preset. A 6-frame zoom punch saved this way lands on the beat every time.

Make presets beat-ready: start accents at their peak on the first keyframe and decay after, keep them 4 to 8 frames long, and drive the strength with a Slider Control named Amount so you can dial it back without opening the keyframes.

An adjustment-layer library

Some looks are better as layers than as presets. Keep a project called kit.aep with one comp full of named adjustment layers: grades, glows, textures, shakes, flashes and transitions. Each layer is a finished, tested look. Bring it into any project with File > Import, or copy a layer from the kit comp and paste it into your edit.

Save each one as an .ffx too, by selecting all its effects and saving them. Presets travel; projects carry context, so having both covers you when you are working on another machine.

A template comp

Build one starting comp for each format you post in, for example 1080 x 1920 at 30 fps and 1920 x 1080 at 24 fps. Inside, set up the adjustment stack (TEXTURE, TEXT, SHAKE, GLOW, GRADE), the safe-zone guide layer, an empty audio slot, and a camera with a null for 2.5D moves. Set the bit depth and the motion blur settings once.

Save it as its own project. At the start of a new edit, import it, duplicate the comp, drop in the song, mark the beats and start cutting. You skip 10 to 15 minutes of setup every time.

Name things so you can find them

Use a short prefix for the category, then what it does, then the length or strength. The Effects and Presets search box finds any part of the name, so typing TR_ lists every transition. A few examples:

  • TR_ZoomIn_8f, TR_Whip_L_6f, TR_Jaws_Down
  • AC_Shake_Hard_6f, AC_Punch_110, AC_Flash_2f
  • TX_Grain_Soft, TX_Halftone_8px
  • GL_Diffuse_Warm, GR_Teal_Orange
  • Add a version number when you change a preset (_v2) instead of overwriting one that older projects use.

Sharing your kit

An .ffx stores settings, not plugins or footage. If a preset uses Deep Glow or Sapphire, the person you share it with needs the same plugin. Presets that use footage (overlays, light leaks, textures) need the files sent alongside them. Zip the presets with the files and a short text note listing the plugins and the After Effects version you built them in.

Presets and projects saved in a newer version of After Effects often will not open in older ones. Build shared kits in the oldest version you can, or convert them for older versions before sending, so more people can actually use them. For projects, File > Save As > Save a Copy As offers the previous major version only, so anything older needs a converter.

The library

Every idea, with the settings

Open any card for the full recipe. Values are starting points for a 1920×1080 comp at 24 to 30 fps. The first chip is what the recipe is built on, and + chips are optional upgrades. Built-in means it ships with After Effects.

Full looks13

Complete styles, stacked in order. Start here if you know the vibe but not the effects.

Full looks · Look

Manga print look

Footage turned into a printed manga panel: solid ink shadows, dot screentone in the grays and drawn outlines on top.

Built-in

When to use itFreeze frames, reaction shots and fight hits in AMVs, or a whole intro section of a football edit that reads like a manga chapter. It is strongest on holds and slow moves, because the dots crawl on fast motion.

Printed manga uses three kinds of ink at once: solid black for shadows, a dot screen (screentone) for the grays, and hand-drawn line art. One halftone effect on its own gives you only the middle part, which is why it reads as a filter. Build the three parts on separate layers and the result reads as print, because your eye recognizes the same structure it sees on a real page.

The dot screen here is fully built-in. You make one soft round dot, tile it across the frame, add it on top of a black and white copy of your footage, then put Threshold above the pair. Where the footage is dark, more of each dot falls under the threshold, so the black dots grow. Where it is bright, they shrink and vanish. That is exactly how a print screen works, and you control dot size by changing the tile size.

The ink lines come from Find Edges, but only after Median has removed small texture. Without that step you get scribbles on every leaf and pore. A tiny Turbulent Displace that changes evolution every few frames makes the lines boil like hand-drawn animation. Everything finishes with a cream Tint and a faint paper texture, so pure white turns into paper and pure black turns into ink.

Build it

  1. Precompose your clip as SRC. Inside it add Black & White (defaults are fine) and then Levels with Input Black 20 and Input White 235. Contrast before thresholding is what keeps the grays from going muddy.
  2. Make the dot: new solid 14 x 14 px. Add Gradient Ramp, Ramp Shape Radial Ramp, Start of Ramp 7, 7 with Start Color black, End of Ramp 7, 0 with End Color white. Add CC RepeTile with Expand Right, Left, Up and Down all at 1400, then rotate the layer 45 degrees. A diagonal screen hides the grid from the eye, which is why print uses it.
  3. Build a precomp called SCREEN: SRC at the bottom, the dot layer above it set to Add, and an adjustment layer on top with Threshold, Level 190. The threshold must sit above both, because it has to see their sum.
  4. Build SHADOWS: another copy of SRC with Threshold Level 50. Set it to Multiply above SCREEN. This gives you flat black areas the dots alone cannot make.
  5. Build LINES: a copy of SRC with Median Radius 3, then Find Edges (Invert off), then Threshold Level 180, then Turbulent Displace Amount 3, Size 12. Set it to Multiply above SHADOWS.
  6. Above all of it, add an adjustment layer with Tint: Map Black To #141414, Map White To #F2EDE1. Then a solid with Fractal Noise (Contrast 60, Scale 40) in Multiply at 12% opacity for paper.
  7. Top layer: adjustment layer with Posterize Time Frame Rate 12. Stack order bottom to top: SCREEN, SHADOWS, LINES, Tint, paper, Posterize Time.
Expression on Turbulent Displace > Evolution (LINES layer)
posterizeTime(8);
random(0, 720);

Picks a new random wobble 8 times a second, so the line art boils like hand-drawn frames instead of sliding smoothly.

Signature moves

  • Freeze on the hit, cut to the manga stack for 8 to 12 frames, then cut back to color footage.
  • Speed-line burst behind the subject on the drop, scaling from 90% to 100% over 4 frames.
  • Panel slam: a bordered panel scales from 115% to 100% over 4 frames with a 2-frame white flash.
  • Ink flood: on the outgoing shot, keyframe Threshold Level from 50 to 255 over 6 frames so black floods the frame, then cut.
  • Hold the last beat on Posterize Time 6 for a stuttered drawn ending.

Starting values

Gradient RampRamp ShapeRadial RampBlack center, white edge, on a 14 px solid
CC RepeTileExpand Right / Left / Up / Down1400Big enough to cover the frame after a 45 degree turn
Threshold (screen)Level190Higher = bigger dots everywhere
Threshold (shadows)Level50Only the deepest shadows go solid
MedianRadius3Raise to 5 for cleaner, simpler lines
Threshold (lines)Level180Higher = thicker lines
Turbulent DisplaceAmount3Just enough wobble to feel drawn
TintMap White To#F2EDE1Paper white instead of screen white
Posterize TimeFrame Rate12Animation on twos

Other ways to make it

  • SapphireS_HalfTone replaces the whole SCREEN precomp: set the dot size around 8 to 12 px and the dot angle to 45 degrees, then keep the built-in SHADOWS and LINES layers on top. S_Sketch can stand in for the LINES layer if you want a pencil feel.
  • Built-inThis recipe is already built-in only. For a faster version, drop SCREEN and use CC Ball Action on a copy with Grid Spacing 8 and Ball Size 60: the dots will not change size, but it reads as print at a glance.

Try this

  • Speed-line burst: solid with Fractal Noise, uncheck Uniform Scaling, Scale Width 20, Scale Height 4000, then Polar Coordinates with Type of Conversion Rect to Polar and Interpolation 100%. Threshold at 150, mask out the center, Multiply it over the shot behind the subject.
  • Spot color: add Tint to the SHADOWS layer with Map Black To a deep red like #B3122E, so only the solid shadows print in color, like a two-ink cover. Then move the global Tint adjustment layer down so it sits directly above SCREEN. Left on top, it would turn the red back into gray, because Tint works from brightness only.
  • Pop-art dots: make the dot solid 32 x 32 px with matching ramp points, skip the 45 degree rotation, and color the result with Tritone instead of Tint.
  • Panel layout: put two or three of these comps inside bordered panels (rectangle shape layers with a 12 px black stroke, used as track mattes or masks) with 30 px paper-colored gutters between them, for a full manga page.

Watch out for

  • Dots buzzing on moving footage: the screen is fixed while the image moves, which is authentic, but at small tile sizes it flickers. Use a 20 px tile on moving shots or keep the look for holds.
  • Lines on every texture: raise Median Radius before Find Edges, not the threshold after it. Blurring the source removes detail; thresholding only makes the mess thicker.
  • Gray, flat result: you thresholded footage with no contrast. Fix it in SRC with Levels, not with the threshold values.

Effects used

Black & WhiteLevelsGradient RampCC RepeTileThresholdMedianFind EdgesTurbulent DisplaceTintFractal NoisePosterize Time
Full looks · Look

Dreamy diffusion stack

Soft, glowing highlights over a gentle warm grade and fine grain, the hazy look of a mist filter on a real lens.

Built-inDeep GlowOmino

When to use itSlow sections, emotional anime scenes, sunsets, edits to soft vocals or piano. Use it as the base of a whole section, not on single shots, so the haze feels like the world rather than an effect.

This look is three things in a specific order: a gentle grade, a diffusion pass, and grain. The order matters. Grade first, then diffuse, so the bloom picks up your warm highlights and spreads that color into the frame. If you grade after diffusing, the glow takes on whatever color you push later and the haze turns muddy or orange.

Diffusion always lifts your blacks, because the soft copy spills light into dark areas. That is part of the look, but too much and the image goes gray. A small Curves layer right after the diffusion pulls the black point back down without touching the glow. Think of it as putting contrast back where you want it, after the bloom has had its way.

Grain goes last and on top of everything. Grain is texture of the medium, not of the scene, so it should never be blurred or glowed. When grain sits under the diffusion it turns into soft noise blobs, which looks like a compression problem rather than film. On top, it ties the soft image together and stops the smooth gradients from banding on social media upload.

Build it

  1. Add an adjustment layer called GRADE above your clips. Apply Lumetri Color: Temperature 8, Contrast -15, Highlights -20, Saturation 90. In Creative, set Faded Film 10 and drag Highlight Tint slightly toward orange.
  2. Add a second adjustment layer called DIFFUSE above it. Apply Gaussian Blur with Blurriness 40 and Repeat Edge Pixels on, then set the adjustment layer's blend mode to Screen and its Opacity to 35%. Adjustment layers respect blend modes, so this screens a blurred copy of everything below over the sharp image: the sharp detail stays, and the bright areas spread a soft halo, which is exactly what a mist filter does.
  3. Add a third adjustment layer called BLACKS with Curves. Pull the bottom-left point to the right by about 10 units on the RGB channel so the shadows return to near-black. Leave the top of the curve alone.
  4. Add a fourth adjustment layer called GRAIN on top with Add Grain. Set Viewing Mode to Final Output, then under Tweaking set Intensity 0.35, Size 1.2, Softness 0.6.
  5. Optional: add a vignette in the GRADE Lumetri (Vignette Amount -0.8, Feather 70) to keep the eye in the bright center.
  6. Final stack bottom to top: clips, GRADE, DIFFUSE, BLACKS, GRAIN.
Expression on DIFFUSE layer > Opacity
35 + Math.sin(time * 1.5) * 5;

The bloom breathes slowly between 30% and 40% opacity, which feels alive without being noticeable as an animation.

Signature moves

  • Slow push from 100% to 106% over the whole shot with Easy Ease on both ends.
  • White dip transition: Exposure effect on an adjustment layer from 0 to 2.5 over 6 frames, cut, then back to 0 over 8 frames.
  • Focus pull between shots: Camera Lens Blur up to 25 on the outgoing clip, down from 25 on the incoming.
  • Light leak across the cut: a warm leak overlay (or a soft orange Fractal Noise blob) in Screen mode, drifting across the frame over 12 to 16 frames centered on the cut.
  • Slow motion with Frame Blending on for soft movement.

Starting values

Lumetri ColorContrast-15Softer base so the glow does not clip
Lumetri ColorHighlights-20Gives the bloom room before it blows out
Lumetri ColorTemperature8Warm highlights make a warm haze
Gaussian BlurBlurriness40On DIFFUSE, Repeat Edge Pixels on
DIFFUSE layerBlend mode / OpacityScreen / 35%Raise until you notice it, then back off a little
CurvesRGB black pointmoved right about 10Restores contrast after the bloom
Add GrainViewing ModeFinal OutputDefault only shows a preview box
Add GrainIntensity0.35Fine, barely visible at phone size
Add GrainSize1.2Slightly larger than pixel noise

Other ways to make it

  • Deep GlowUse it on the DIFFUSE layer in place of the blur (blend mode back to Normal, 100%) with a very large Radius (around 400) and a low Exposure (around 0.2). It spreads light more physically, so highlights glow while midtones stay clean.
  • Magic BulletIn Magic Bullet Looks, the Diffusion tool in the Lens category does the same job. Put it after your color tools in the Looks chain, matching the grade-then-diffuse order.
  • SapphireS_Glow with a wide width and low brightness, applied on the DIFFUSE adjustment layer in place of the blur (set the layer back to Normal at 100%).
  • OminoFor a textured, printed version instead of a clean haze, add omino diffusion on its own adjustment layer between GRADE and DIFFUSE. It is an error-diffusion dither, not a blur: it rebuilds the image from fine, streaky dots in a limited palette. Keep that layer around 25% opacity so the dots read as texture, and let the bloom above glow through it.

Try this

  • Cool dream: swap Temperature to -10 and push Highlight Tint toward cyan for night scenes or winter anime.
  • Heavier haze: duplicate DIFFUSE, raise Blurriness on the copy to 120 and drop its opacity to 15%. A wide faint layer plus a tighter one looks more like real mist than one strong layer.
  • Blur-to-focus intro: add Camera Lens Blur to the first clip, Blur Radius 30 to 0 over 12 frames with Easy Ease, so the shot drifts into focus under the haze.

Watch out for

  • Grain disappears or looks blotchy: it is under the diffusion. Move GRAIN to the very top.
  • Whole frame turns gray: DIFFUSE opacity is too high. Lower it before you reach for Curves, then use Curves for the last bit.
  • Faces go white and lose detail: lower Highlights in the grade further, to -35, so skin sits below the bloom's hottest range.
  • Add Grain only shows in a small box: Viewing Mode is still on Preview.

Effects used

Lumetri ColorGaussian BlurCurvesAdd GrainCamera Lens Blur
Full looks · Look

Phonk velocity edit

Hard speed ramps into slow motion, shakes on every kick, white flashes and chromatic punches over a dark, contrasty grade.

TwixtorRSMBBuilt-in

When to use itPhonk, drift phonk and hard trap edits of cars, football, fighters or anime. The ramps go on the build-up and the drop; the shakes and flashes go on the kick and snare.

A velocity edit lives on contrast in time: footage rushes at 300%, slams into 20% slow motion right on the beat, then rushes out again. The eye reads the slow section as the important moment. The ramp needs real in-between frames, which is why Twixtor sits first on the clip and RSMB right after it. RSMB has to see the retimed motion to blur it correctly, so swapping their order gives you blur on the wrong frames.

Everything above the clip lives on adjustment layers, stacked in the order the eye notices them. Grade sits lowest because it is the base image. The shake sits above the grade because moving pixels does not care about color. The chromatic split sits above the shake so the color fringes follow the shaking frame. Flashes sit at the very top, because a flash should hit everything, including the fringes.

The grade is dark and cold with crushed but not dead blacks, and the saturation pulled down. That makes the white flashes and red fringes feel brighter by comparison. Keep the accents short: 2 frames for flashes, 4 to 6 frames for shakes to decay. Long effects blur the rhythm; short ones punctuate it.

Build it

  1. Precompose each ramp clip. Inside, apply Twixtor, set Frame Interp to Motion Weighted Blend and keyframe Speed %: 300 until 6 frames before the beat, ease down to 20 on the beat, hold 20 for 8 to 12 frames, ease back to 300 over 4 frames. Use Easy Ease with 80% influence on the slow keyframes.
  2. Under Twixtor, apply RSMB. Start with a blur amount around 0.5; raise it to 1 on the 300% parts for streaky motion.
  3. Add an adjustment layer GRADE with Lumetri Color: Contrast 35, Blacks -20, Saturation 70, Temperature -12. Add Curves after it with a strong S shape.
  4. Add an adjustment layer SHAKE with Transform. Uncheck Use Composition's Shutter Angle, set Shutter Angle to 180, keep Uniform Scale checked and set Scale to 105 to hide edges. Paste the expression below into Position and add a layer marker (* on the numpad) on every kick.
  5. Chromatic punch: precompose everything so far as EDIT, duplicate it. On the bottom copy apply Shift Channels with Take Red From Full Off. On the top copy set Take Green From and Take Blue From to Full Off, blend mode Add. On the beat, keyframe the top copy's Position 14 px to the right, back to center over 5 frames.
  6. Add an adjustment layer FLASH on top with Exposure, Exposure 0 most of the time and 3 for exactly 2 frames on big hits. Use hold keyframes (Ctrl+Alt+H) so there is no fade.
  7. For snare hits, add a 1-frame adjustment layer with Invert above FLASH.
  8. Final stack bottom to top: clips with Twixtor then RSMB, GRADE, SHAKE, chroma pair, FLASH, Invert frames.
Expression on SHAKE layer > Transform > Position
var amp = 40, freq = 18, decay = 7, out = value;
if (thisLayer.marker.numKeys > 0) {
  var m = thisLayer.marker.nearestKey(time);
  if (m.time > time && m.index > 1) m = thisLayer.marker.key(m.index - 1);
  var t = time - m.time;
  if (t >= 0) {
    var e = amp * Math.exp(-decay * t);
    out = add(value, [Math.sin(t * freq * 6.283) * e, Math.cos(t * freq * 5.1) * e]);
  }
}
out;

Every layer marker fires a 40 px shake that drops to a quarter of its size after about 6 frames and is gone within about half a second. Drop markers on kicks and you never keyframe a shake again.

Signature moves

  • Velocity ramp 300% to 20% into the drop.
  • 2-frame white flash on the drop and on every fourth kick.
  • 1-frame Invert on snares.
  • Chromatic punch: 14 px red split decaying over 5 frames.
  • Scale punch 100% to 112% over 2 frames, back over 6.
  • 1 to 2 frames of pure black right before the drop.

Starting values

TwixtorSpeed %300 / 20 / 300Fast in, slow on the beat, fast out
TwixtorFrame InterpMotion Weighted BlendCleanest in-betweens for most footage
RSMBBlur amount (plain words)0.5 to 1Higher on the fast parts
Lumetri ColorContrast35Hard, punchy base
Lumetri ColorSaturation70Muted so flashes and fringes pop
TransformShutter Angle180With composition shutter unchecked
Shift ChannelsTake Red FromFull OffBottom copy of the chroma pair
ExposureExposure32 frames, hold keyframes

Other ways to make it

  • Built-inReplace Twixtor with Time Remapping (Ctrl+Alt+T). Put a keyframe on each beat with enough source time between beats to average about 300%, press F9, then in the Speed Graph drag the influence to about 80% so speed sinks toward zero on the beat and rushes in between. Set the layer's Frame Blending to Pixel Motion for the slow in-betweens, then replace RSMB with Pixel Motion Blur (Shutter Control Manual, Shutter Angle 270, Shutter Samples 16).
  • SapphireS_Shake on the SHAKE layer can replace the expression; keyframe its amplitude on each kick, and use S_DistortRGB for the chroma punch instead of the duplicated precomps.
  • UniverseUniverse Camera Shake on the SHAKE layer, with its amount keyframed up for 4 frames on each kick.
  • Deep GlowAdd it above GRADE with a small radius and a high threshold so only headlights and rim light glow. It gives the dark grade some bright points to read.

Try this

  • Black and white drop: on the drop, keyframe Lumetri Saturation from 70 to 0 for one bar, then back. The flashes hit even harder in mono.
  • Stutter: an adjustment layer with Posterize Time Frame Rate 8 across one bar right before the drop.
  • Red phonk: add Tint with Map White To #FF2A2A at Amount to Tint 35% on the GRADE layer for the red-black drift style.

Watch out for

  • Smeary, warping ramps: the slow part is too slow for the source frame rate. With 30 fps footage, do not go under 25%; with 60 fps, 15% usually holds up.
  • RSMB blurring the wrong motion: it is above Twixtor in the effect stack. RSMB must be under Twixtor so it sees the new frames.
  • Shake reveals black edges: raise Scale on the Transform effect, or lower amp in the expression.
  • Flashes feel late: they start on the beat frame but the eye needs them on the hit. Shift every flash 1 frame earlier.

Effects used

TwixtorRSMBLumetri ColorCurvesTransformShift ChannelsExposureInvert
Full looks · Look

Clean anime AMV

Sharp, smooth and colorful: eased zooms through mirrored edges, CC Jaws cuts on the snares, quick color pops and a light glow.

Built-inDeep GlowFlow

When to use itAMVs and anime edits to pop, EDM, and melodic songs where the cuts should feel smooth rather than aggressive. Zooms on bar changes, Jaws on snares, color pops on vocal hits.

A clean AMV is about control. Anime is already flat color with strong lines, so heavy effects bury the art. You sharpen a little, grade a little, and let the motion do the work. Every move is eased, so nothing starts or stops dead. That is why many editors use Flow: one curve, like an expo in-out, reused on every zoom gives the whole edit one consistent feel.

The smooth zoom transition has a fixed stack. On an adjustment layer over the cut, Motion Tile goes first with Mirror Edges on, then Transform second. Motion Tile builds mirrored copies around the frame, so when Transform scales the frame down, you see mirrored image instead of black. Reverse the order and Transform shrinks the frame first, leaving empty borders, and Motion Tile then just repeats those empty borders.

CC Jaws is different: it works on the outgoing clip itself, not on an adjustment layer, because it cuts that layer open and needs the next clip underneath to show through the teeth. The glow goes at the very top, after the grade, so it takes on the graded colors and stays subtle. A glow under the grade gets saturated and looks cheap.

Build it

  1. On each anime clip apply Unsharp Mask with Amount 60, Radius 1.0, Threshold 2. Upscaled anime sources are soft; this brings the line art back without halos.
  2. Add an adjustment layer GRADE across the edit with Lumetri Color: in Basic Correction set Contrast 10 and Saturation 105; in Creative set Vibrance 25. A touch of Sharpen (10) in Creative is fine on top.
  3. For a zoom transition, add an adjustment layer that covers 6 frames either side of the cut. Apply Motion Tile (Output Width 300, Output Height 300, Mirror Edges on), then Transform (uncheck Use Composition's Shutter Angle, Shutter Angle 180).
  4. Keyframe Transform Scale: 100 six frames before the cut, 250 one frame before the cut, 40 on the cut, 100 six frames after. Make the 250 key a hold keyframe (Ctrl+Alt+H) so the jump to 40 happens between frames and is not smeared by the motion blur. With Flow, give the first pair an expo-in curve (accelerating into the cut) and the second pair an expo-out curve (decelerating after it). Without Flow, see the Built-in alternative below.
  5. For a snare cut, apply CC Jaws to the outgoing clip: Completion 0 to 100 over 5 frames, Height 40%, Width 25%, Shape Spikes. Put the next clip directly underneath.
  6. For a color pop, add a 2-frame adjustment layer on a vocal hit with Hue/Saturation, Master Hue +150, Master Saturation +30.
  7. On top, add an adjustment layer GLOW with Deep Glow. Keep it low: Radius around 120, Exposure around 0.25, threshold high enough that only highlights and eyes glow.
  8. Stack bottom to top: clips (Unsharp Mask, CC Jaws where used), GRADE, zoom and color-pop adjustments, GLOW.
Expression on Clip or precomp layer > Transform > Scale
var n = 0, out = value;
if (numKeys > 0) {
  n = nearestKey(time).index;
  if (key(n).time > time) n--;
}
if (n > 0) {
  var t = time - key(n).time;
  var v = velocityAtTime(key(n).time - thisComp.frameDuration / 10);
  out = add(value, mul(v, 0.04 * Math.sin(3 * t * 2 * Math.PI) / Math.exp(6 * t)));
}
out;

Inertial bounce: when a scale keyframe lands, the layer overshoots slightly and settles. Great on character close-ups that snap into frame.

Signature moves

  • Mirrored zoom-in on bar changes: expo-in into the cut, expo-out after it.
  • CC Jaws on snares with Direction alternating 0 and 90.
  • 2-frame hue pop on vocal hits.
  • Inertial bounce on character close-ups.
  • Light shake (wiggle(15, 6)) for 4 frames on impacts in fight scenes.

Starting values

Unsharp MaskAmount60Radius 1.0 so lines sharpen, not shadows
Motion TileMirror EdgesOnOutput Width and Height 300
TransformShutter Angle180Motion blur on the zoom itself
TransformScale100 to 250, then 40 to 1006 frames each side of the cut
CC JawsCompletion0 to 100 over 5 framesLinear or slight ease in
CC JawsHeight40%Width 25%, Shape Spikes
Hue/SaturationMaster Hue+1502 frames only
Deep GlowExposureabout 0.25Subtle, after the grade

Other ways to make it

  • Built-inSwap Deep Glow for Glow: Glow Threshold 75%, Glow Radius 40, Glow Intensity 0.5. Without Flow, select the first and last Scale keys (both 100) and press F9. Open the Speed Graph (Shift+F3), drag their influence handles out to about 85%, then drag the speed of the two keys at the cut upward so the speed peaks right at the cut instead of dipping there.
  • SapphireS_Glow for the top glow and S_Swish3D for a 3D push transition when you want something heavier than a flat zoom.
  • RSMBIf you speed ramp anime pans, put RSMB on the clip so the pan smears like a camera move. Keep the amount near 0.3; anime looks fake with heavy blur.

Try this

  • Spin zoom: add Rotation 0 to 90 on the same Transform effect alongside the scale. Motion Tile mirrors keep the corners filled.
  • Outline pop: Roto Brush the character, duplicate as a cutout, add Layer Styles Stroke (Size 6, white, Position Outside) for 4 frames on a beat.
  • Softer AMV: for slower, sad sections, replace Deep Glow with a soft bloom: an adjustment layer with Gaussian Blur Blurriness 40, Repeat Edge Pixels on, blend mode Screen at 25%.

Watch out for

  • Black edges on zoom-outs: Transform is above Motion Tile in the stack, or Output Width is too low. Motion Tile first, at 300.
  • Jaws reveals black: the next clip is not underneath the outgoing one in the timeline. Overlap them by the length of the Jaws animation.
  • Glow on everything: threshold too low. Only eyes, skies, lights and effects should glow.
  • Haloed lines: Unsharp Mask Radius is too large. Keep it at 1 to 1.5 for anime.

Effects used

Unsharp MaskLumetri ColorMotion TileTransformCC JawsHue/SaturationDeep Glow
Full looks · Look

Y2K chrome look

Liquid chrome titles, a silvery blue grade, fisheye lens, twinkling star sparkles and a digicam date stamp in the corner.

Built-inDeep Glow

When to use itFashion edits, pop and hyperpop music, fan edits of 2000s icons, and intros that need a shiny logo. It suits bright, flashy footage and fast cuts.

Chrome is just a lightness map pushed through a wavy curve. Real chrome reflects sky and ground in alternating bright and dark bands, so if you give a title a smooth bevel and then run it through a Curves adjustment with two or three peaks, the smooth gradient turns into those reflected bands. The multi-peak curve is the whole trick. Everything else in the chrome stack only feeds it a better gradient.

The order on the title is fixed: Bevel Alpha builds an edge ramp, CC Glass adds bumpy lighting from a blurred copy of the text, Curves turns both into chrome bands, Tritone gives a cold blue-silver tint, and CC Light Sweep runs a shine across the finished surface last. Moving the sweep before Curves would get bent into bands too and stop reading as a highlight.

The footage side is a cool, slightly lifted grade with a fisheye from Optics Compensation, then sparkles, then glow on top so the sparkles bloom. A small orange date stamp in a digital font sells the era instantly; put it above the glow so it stays crisp, like a real camera overlay.

Build it

  1. Type your title in a heavy rounded font, white, and precompose it as CHROME. Duplicate the text inside, apply Fast Box Blur Blur Radius 12 to the copy, precompose that copy as BUMP and turn it off.
  2. On the visible text apply in order: Bevel Alpha (Edge Thickness 8, Light Intensity 0.6), then CC Glass with Bump Map set to BUMP, Property left on Alpha (the blurred edge of the copy becomes a smooth height ramp), Height 60, Displacement 0 so the letters are lit but not bent.
  3. Add Curves. On the RGB channel make an M shape: points at roughly input 0 to output 0, 64 to 230, 128 to 40, 192 to 255, 255 to 120. This is what makes it chrome.
  4. Add Tritone: Highlights #FFFFFF, Midtones #8FA8C8, Shadows #101828. Then CC Light Sweep: Width 40, Sweep Intensity 60, Direction 30, and keyframe Center from left of the text to right over 18 frames.
  5. For footage, add adjustment layer GRADE with Lumetri Color: Temperature -15, Contrast 15, Saturation 85, Faded Film 10, Highlight Tint toward cyan.
  6. Add adjustment layer LENS with Optics Compensation: Field Of View (FOV) 60, Reverse Lens Distortion off (turning it on does the opposite and removes fisheye). If the frame edges go transparent, add Transform after it on the same layer with Scale 110 to push them out of frame.
  7. Sparkles: shape layer Star with Points 4, Inner Radius 6, Outer Radius 60, white. Place a few on highlights and add the scale expression below.
  8. Top: adjustment layer GLOW with Deep Glow, threshold high, Exposure around 0.5. Above that, a text layer date stamp like 10 14 2003 in #FFB000.
  9. Stack bottom to top: footage, GRADE, LENS, sparkles, CHROME title, GLOW, date stamp.
Expression on Sparkle shape layer > Transform > Scale
var s = Math.abs(Math.sin(time * 4 + index)) * 100;
[s, s];

Each sparkle twinkles on its own rhythm because the layer index offsets the wave. Duplicate the layer and every copy blinks at a different moment.

Signature moves

  • Star wipe: Iris Wipe on the outgoing clip with Iris Points 10, Use Inner Radius on, Inner Radius about 40% of Outer Radius, Feather 10. Keyframe Outer Radius from 0 to 1300 over 8 frames so a five-pointed star opens onto the next shot.
  • Chrome logo sweep on the first beat.
  • Fisheye punch: Field Of View (FOV) 40 to 90 and back over 6 frames.
  • CC Glass Wipe between shots for a glossy liquid transition.
  • Sparkle pops on the hi-hats.

Starting values

Bevel AlphaEdge Thickness8Thicker for bolder chrome
CC GlassHeight60Bump Map = blurred text, Property Alpha
CurvesRGB curveM shape, 2 peaksMore peaks = more reflections
TritoneMidtones#8FA8C8Cold silver-blue
CC Light SweepWidth40Sweep Intensity 60, Direction 30
Optics CompensationField Of View (FOV)60Reverse Lens Distortion off for fisheye
Lumetri ColorTemperature-15Cool base so chrome feels at home
Deep GlowExposureabout 0.5Only highlights and sparkles

Other ways to make it

  • Built-inReplace Deep Glow with Glow: Glow Threshold 70%, Glow Radius 30, Glow Intensity 0.8. The rest of this recipe is built-in.
  • Element 3DExtrude the title with a bevel, use a chrome or mirror material with a bright studio reflection map, and spin it on Y for a true 3D chrome logo. Put Curves after it if the reflections look flat.
  • SapphireS_Glint on the footage adds star-shaped sparkles to every highlight automatically, instead of hand-placing shape stars.
  • Optical FlaresA small star-shaped flare tracked to the brightest point of the logo during the light sweep.

Try this

  • Iridescent chrome: replace Tritone with Colorama (default Output Cycle) at Blend With Original 60% for an oil-slick rainbow.
  • Bubble text: keep CC Glass but skip Curves and raise Height to 120 for glossy jelly letters.
  • Low-res camcorder: precompose the footage, scale the clip to 25% inside the precomp, then scale the precomp layer to 400% in the main comp. The detail lost at the small size gives the soft early-digital look.

Watch out for

  • Chrome looks like gray plastic: the curve has only one bend. It needs at least two peaks to create bands.
  • Sweep gets bent into stripes: CC Light Sweep sits above Curves in the effect list, so the curve bands it. Drag it to the bottom of the title's effects so it is applied last.
  • Fisheye shows transparent edges or corners: the distortion pulls the picture in from the frame edge. Add Transform after Optics Compensation on the LENS layer with Scale around 110. Scaling before the distortion does not help, because the empty area is created by the distortion itself.
  • No fisheye, the picture pinches instead: Reverse Lens Distortion is on. Turn it off; it is meant for removing lens distortion, not adding it.

Effects used

Bevel AlphaCC GlassFast Box BlurCurvesTritoneCC Light SweepLumetri ColorOptics CompensationDeep GlowIris Wipe
Full looks · Look

VHS retro look

Soft tape resolution, color bleeding sideways, sharpening halos, a rolling tracking band and scanlines, built in the order real tape damage happens.

Built-in

When to use itNostalgic edits, home-video style memories, 80s and 90s throwbacks, lo-fi music, and intros to retro sections. Works on anything, but best on footage that is already a bit warm and low contrast.

VHS damage happens in a specific order, and copying that order is what makes it believable. Recording loses horizontal detail and lets color smear sideways. Playback oversharpens to compensate, which creates bright halos. Tracking errors tear a band of the picture. Finally the TV adds scanlines and curvature. Stack your adjustment layers in that same order, bottom to top, and every layer damages what the layer below already damaged.

The key built-in is Channel Blur. VHS stores color at a much lower resolution than brightness, so red and blue smear horizontally while edges stay roughly sharp. Blurring only those channels, only horizontally, is a more accurate trick than offsetting RGB layers, and it is one effect instead of three duplicates.

The tracking band lives on its own adjustment layer that is only 80 px tall. An adjustment layer only affects what is under its own pixels, so its size becomes the band. Animate its position with an expression and the warp rolls up the screen. The on-screen text goes near the very top, above the damage, because the VCR drew it onto the signal after the tape.

Build it

  1. Adjustment layer TAPE above the footage: Fast Box Blur, Blur Radius 2, Blur Dimensions Horizontal. Then Channel Blur: Red Blurriness 10, Blue Blurriness 14, Green Blurriness 0, Blur Dimensions Horizontal.
  2. Adjustment layer COLOR: Lumetri Color with Contrast -10, Blacks +15, Saturation 120, Temperature 6, Shadow Tint toward teal, Highlight Tint toward magenta.
  3. Adjustment layer PLAYBACK: Unsharp Mask with Amount 120, Radius 4, Threshold 0. This oversharpening halo is very VHS. Then Wave Warp: Wave Type Smooth Noise, Wave Height 1, Wave Width 400, Direction 0, Wave Speed 3, so the image wobbles slightly.
  4. Tracking band: new adjustment layer, then in Layer Solid Settings set it to 1920 x 80. Add Wave Warp (Wave Height 15, Wave Width 30, Direction 0) and Noise (Amount of Noise 40%). Add the expression below to its Position.
  5. Adjustment layer NOISE: Noise, Amount of Noise 6%, Use Color Noise on.
  6. Scanlines: black solid with Venetian Blinds, Transition Completion 50%, Direction 0, Width 4, Feather 1. Set the solid to Multiply at 20% opacity. It has to be black: a white layer in Multiply changes nothing, so the lines would be invisible.
  7. Adjustment layer CRT: Optics Compensation, Field Of View (FOV) 20, Reverse Lens Distortion off, for a slight bulge. If the edges go transparent, add Transform after it with Scale 104. Then add Lumetri Color with only the vignette: Amount -1.2.
  8. On top: text layer PLAY and a counter like SP 0:00:12 in a blocky monospace font, white with a slight black drop shadow.
  9. Stack bottom to top: footage, TAPE, COLOR, PLAYBACK, tracking band, NOISE, scanlines, CRT, text.
Expression on Tracking band adjustment layer > Position
[value[0], 1180 - (time * 160) % 1280];

Starts the band just below the frame and rolls it up past the top every 8 seconds, then loops. Change 160 to roll faster.

Signature moves

  • Tape stop: Time Remapping slowing to a hold over 12 frames while Wave Warp Wave Height rises to 20.
  • Rewind: reverse the clip at 400% with the band rolling and << REW text.
  • Channel change: 2 frames of full Noise at 100% between shots.
  • Blue screen PLAY intro: solid #0033CC with white text for 1 second.
  • Tracking glitch on the snare: band jumps to a random height for 3 frames.

Starting values

Channel BlurBlue Blurriness14Red 10, Green 0, Horizontal only
Fast Box BlurBlur Radius2Horizontal, tape resolution loss
Unsharp MaskAmount120Radius 4 gives the edge halo
Wave WarpWave Height1Smooth Noise, Direction 0 so lines shift sideways
Wave Warp (band)Wave Height15On the 80 px tall adjustment layer
NoiseAmount of Noise6%Use Color Noise on
Venetian BlindsWidth4Completion 50%, Multiply 20%
Optics CompensationField Of View (FOV)20Reverse off, slight CRT bulge

Other ways to make it

  • SignalReplaces TAPE, PLAYBACK, the band and the noise with one analog signal emulation. Put it on one adjustment layer and keep the built-in scanlines, CRT layer and text above it.
  • UniverseUniverse VHS on one adjustment layer covers chroma bleed, noise and tracking. Use its tracking or distortion amount as your beat accent.
  • SapphireS_TVDamage gives tracking bars, noise and roll; place it where the tracking band layer would go.
  • BCCBCC Damaged TV in the same slot, with the built-in color and sharpening layers kept below it.

Try this

  • 4:3 home video: set the comp to 1440 x 1080, or add black pillarbox bars, and add a Lumetri Highlights +20 for blown-out camcorder skies.
  • Worn tape: keyframe Wave Warp Wave Height on PLAYBACK from 1 to 8 for 6 frames at random moments, and drop Saturation to 60 for an old copy.
  • Clean VHS for edits: skip the tracking band and scanlines, keep TAPE, COLOR and PLAYBACK. You get the color and softness without distracting damage.

Watch out for

  • Looks like a digital RGB split, not tape: you offset whole channels. Real VHS blurs color sideways; use Channel Blur, not offsets.
  • Band affects the whole frame: the adjustment layer is still full size. Change its size in Layer Solid Settings to 1920 x 80.
  • Text looks damaged too: the overlay is under the damage layers. Move it to the top.

Effects used

Fast Box BlurChannel BlurLumetri ColorUnsharp MaskWave WarpNoiseVenetian BlindsOptics Compensation
Full looks · Look

Cinematic film look

Soft film grade, red halation around highlights, gentle gate weave, real grain and 2.39:1 bars, stacked so each part stays believable.

Built-in

When to use itShort films, travel edits, clean cinematic edits, music videos and any section that should feel shot on film. Best on footage with practical lights, windows or sun, which give the halation something to work with.

Film looks come from a stack of small physical effects, and the order follows the path of light. A base grade sets exposure and color. Halation, the red glow film gets when light bounces off the back of the negative, sits right above that, since it comes from the brightest areas of the image. A soft print curve then rolls off the highlights. Gate weave and grain come after the image is finished, because they happen to the film strip, not to the scene.

Halation is built from the image's own highlights: Extract keeps only the brightest pixels, Fast Box Blur spreads them, and Fill turns them red-orange. Added back in Add mode, it glows only where light was strong. That is the difference from a regular glow, which brightens everything in the same color.

The bars go on top of the weave, so they stay locked while the picture under them drifts a pixel or two. That small mismatch is what a projector does, and the eye reads it as real. Work at 24 fps if you can, with frame blending off. Film has crisp individual frames, and blended frames feel like video.

Build it

  1. Adjustment layer BASE: Lumetri Color with Contrast -5, Highlights -25, Shadows +10, Saturation 90. In Color Wheels, push Shadows slightly toward teal and Highlights toward warm orange.
  2. Halation: precompose the footage plus BASE as FILM, duplicate the precomp layer and put it on top. On the copy apply Extract with Black Point 200, Black Softness 40, then Fast Box Blur Blur Radius 18, Iterations 3, then Fill with Color #FF3A1A. Set the copy to Add at 45% opacity.
  3. Adjustment layer PRINT: Curves, pull the top-right point down to about 240 output and add a gentle S below it. Lift the bottom-left to about 8 output for a soft film black.
  4. Adjustment layer WEAVE: Transform with Uniform Scale checked and Scale 101.5, and the expression below on Position.
  5. Adjustment layer GRAIN: Add Grain, Viewing Mode Final Output, Intensity 0.6, Size 1.1, Softness 0.4. Under Animation, keep Animation Speed at 1.
  6. Bars: black solid with a rectangle mask, Inverted, Mask Path set to 1920 x 804 centered. That leaves two 138 px bars for 2.39:1.
  7. Stack bottom to top: FILM precomp, halation copy, PRINT, WEAVE, GRAIN, bars.
Expression on WEAVE layer > Transform > Position
posterizeTime(24);
wiggle(5, 0.8);

A new tiny offset every frame, never more than about a pixel. Real gate weave is subtle; if you can see it moving on its own, lower the 0.8.

Signature moves

  • Slow push-in from 100% to 108% over the shot.
  • Fade through black over 12 frames between scenes.
  • Film burn: a 6-frame orange light leak in Screen across a cut.
  • Run-out flash: 1 to 2 overexposed frames at the end of a shot, Exposure +3.
  • Anamorphic flare crossing the cut.

Starting values

Lumetri ColorHighlights-25Room for halation and roll-off
ExtractBlack Point200Only the brightest highlights
Fast Box BlurBlur Radius18Iterations 3 for a smooth spread
FillColor#FF3A1ARed-orange halation
CurvesWhite pointabout 240 outputFilm never reaches pure white
TransformScale101.5Hides edges during weave
Add GrainIntensity0.6Size 1.1, Softness 0.4
Mask (bars)Mask Path1920 x 804, inverted2.39:1 on a 1080p frame

Other ways to make it

  • Magic BulletMagic Bullet Film on one adjustment layer replaces BASE and GRAIN with a negative and print stock emulation plus its own grain. Keep the built-in halation copy, WEAVE and bars above it.
  • SapphireS_FilmEffect covers grain, weave, flicker and dust in one effect; put it where WEAVE and GRAIN would go.
  • BCCBCC Film Grain replaces Add Grain with grain you can shape more like a real film stock.
  • Real Lens FlareA horizontal anamorphic streak on practical lights, above PRINT and below GRAIN, so the flare is grained like the rest.

Try this

  • Black and white film: add Black & White to BASE with Reds 70, keep the halation but set Fill to #FFD8B0 for a warm glow on mono.
  • Bars animate in: keyframe the mask from 1920 x 1080 to 1920 x 804 over 20 frames with Easy Ease, a nice way to say the edit is now in cinema mode.
  • Faded print: set Faded Film in Lumetri Creative to 25 and drop Saturation to 75 for an old reel.

Watch out for

  • Halation on everything: Black Point in Extract is too low. Raise it until only lamps, windows and sun survive.
  • Bars wobble: they are under the weave layer. Bars always go on top.
  • Grain looks like digital noise: Size below 1 and no Softness. Film grain is a little soft and slightly larger than a pixel.

Effects used

Lumetri ColorExtractFast Box BlurFillCurvesTransformAdd Grain
Full looks · Look

Cyber glitch look

Neon grade, block displacement tears, mosaic hits and RGB split, with Twitch adding random jolts on the beat.

Built-inTwitchDeep Glow

When to use itCyberpunk and gaming edits, electronic and dubstep drops, tech intros and night city footage. Use the glitch in bursts on drops and transitions, not continuously.

This look is neon color that keeps breaking. The grade pushes shadows to deep blue and highlights to magenta and cyan, then a glow makes signs and screens bloom. The glitch goes above the glow, so it tears the bright neon into hard-edged blocks, like the final signal is corrupting. If the glow came after, it would blur those torn edges and soften the digital feel.

The block tear is built-in. A hidden layer of Fractal Noise set to Block noise, stretched wide and thin, becomes a map of horizontal bars. Displacement Map pushes the image sideways by the brightness of those bars. A posterized evolution changes the pattern a few times a second, so it jumps instead of flowing, which is how digital errors behave.

Twitch sits at the top for the punctuation: random slides, color shifts and light flashes timed to the music. The RGB split is done last, on a duplicate of the whole finished edit, so one offset fringes everything at once: footage, neon, torn blocks and Twitch's jolts. Doing it earlier would mean splitting every layer separately, and the fringes would not line up.

Build it

  1. Adjustment layer GRADE: Lumetri Color, Temperature -25, Tint +20, Contrast 25, Blacks -15. Shadow Tint toward blue, Highlight Tint toward magenta.
  2. Adjustment layer NEON: Deep Glow, threshold high so only lights glow, Exposure around 0.6.
  3. Glitch map: new solid named MAP, apply Fractal Noise with Fractal Type Basic, Noise Type Block, Contrast 400, uncheck Uniform Scaling, Scale Width 2000, Scale Height 40. Add posterizeTime(12); time * 200 to Evolution. Precompose it and turn the precomp off.
  4. Adjustment layer TEAR: Displacement Map, Displacement Map Layer MAP, Use For Horizontal Displacement Luminance, Max Horizontal Displacement 60, Max Vertical Displacement 0, Edge Behavior Wrap Pixels Around on. Add the expression below to the layer's Opacity.
  5. Adjustment layer BLOCKS, only 2 to 3 frames long on hits: Mosaic with Horizontal Blocks 48, Vertical Blocks 27.
  6. Adjustment layer TWITCH on top of those: apply Twitch, enable slide, color and light, and keyframe its amount up only on the drops.
  7. Precompose everything as EDIT, duplicate it. Bottom copy: Shift Channels, Take Red From Full Off. Top copy: Take Green From and Take Blue From Full Off, mode Add, Position offset 8 px to the right.
  8. Scanlines: black solid with Venetian Blinds (Transition Completion 50%, Direction 0, Width 3) in Multiply at 15%. Black, not white: white in Multiply leaves the image unchanged.
  9. Stack bottom to top: footage, GRADE, NEON, TEAR, BLOCKS, TWITCH, then the EDIT RGB pair and scanlines in the output comp.
Expression on TEAR adjustment layer > Opacity
posterizeTime(12);
random() > 0.8 ? 100 : 0;

The tear flickers on about one frame in five, at random. Keyframe the layer's in and out points to only the sections where you want glitching.

Signature moves

  • Glitch cut: 3 frames of TEAR at full opacity across the cut.
  • Mosaic in: Mosaic blocks from 8 x 5 to 192 x 108 over 4 frames at the start of a shot.
  • RGB freeze: freeze frame with a 20 px split for 2 frames on the drop.
  • Text decode on titles with random Character Offset.
  • 1-frame black on the beat before the drop.

Starting values

Fractal NoiseNoise TypeBlockFractal Type Basic, Contrast 400
Fractal NoiseScale Width / Scale Height2000 / 40Uniform Scaling off, wide thin bars
Displacement MapMax Horizontal Displacement60Vertical 0 for clean horizontal tears
Displacement MapEdge BehaviorWrap Pixels AroundTorn parts reappear on the other side
MosaicHorizontal Blocks48Vertical 27 keeps square blocks
Lumetri ColorTemperature-25Tint +20 for blue-magenta
Shift ChannelsTake Red FromFull OffBottom copy of the RGB pair
Venetian BlindsWidth3Multiply 15%

Other ways to make it

  • Built-inReplace Deep Glow with Glow (Glow Threshold 65%, Glow Radius 25, Glow Intensity 1.2). Replace Twitch with an adjustment layer whose Transform Position uses posterizeTime(12); add(value, [random(-40, 40), 0]); for 4 frames on each hit.
  • Pixel SorterOn the drop, sort pixels by brightness in vertical streaks for 8 frames, above TEAR. It reads as the image melting.
  • SapphireS_DigitalDamage replaces the MAP and TEAR layers with block corruption and color errors in one effect.
  • UniverseUniverse Glitch on the TEAR slot, with its amount keyframed on the beats.

Try this

  • Data-mosh smear: split the footage for 6 frames on a hit (Ctrl+Shift+D) and add Pixel Motion Blur to that piece with Shutter Control Manual and Shutter Angle 360. The motion smears, and with TEAR above it the smeared image breaks into blocks like failing compression.
  • Glitch text: on a text layer use Animate > Character Offset, Character Offset 20, and in the Range Selector turn on Randomize Order. Animate Offset from 0% to 100% to decode the title.
  • Green terminal: swap the grade for Tint with Map White To #39FF14 for a monochrome hacker screen.

Watch out for

  • Glitch runs the whole time: it stops being an accent. Limit it to drops and cuts, 2 to 8 frames at a time.
  • Soft, blurry tears: the glow is above the tear. Move NEON below TEAR.
  • A cyan or red strip down one side of the frame: the top copy's 8 px shift uncovers the frame edge. Add Transform to both EDIT copies with Scale 101 so the edge stays out of frame.

Effects used

Lumetri ColorDeep GlowFractal NoiseDisplacement MapMosaicTwitchShift ChannelsVenetian Blinds
Full looks · Look

Sports hype edit

Punchy broadcast grade, freeze-frame player intros with the name behind them, glowing outlines, zoom-blur hits and flashes on every big moment.

Built-inSaber

When to use itFootball, basketball and fighter edits, player showcases and highlight reels. The freeze intros go on the first beat of a section, the hits go on goals, dunks and tackles.

Sports hype edits sell the athlete. The grade is clean and punchy so kits and grass look rich, then the edit stops time to introduce the player: a freeze frame, the background darkened, the name huge behind them, a glowing line tracing their outline. Each layer of that intro has a fixed spot in the stack: blurred background, name text, cutout, outline. The text must sit under the cutout, or the player cannot stand in front of their own name.

The glowing outline uses Saber, which draws along masks. Instead of drawing masks by hand, run Layer > Auto-trace on the Roto Brush cutout. It turns the alpha into masks on a solid that Saber can follow. Animate Saber's end offset and the line draws itself around the player in 8 frames.

The hits go on adjustment layers on top: Radial Blur in zoom mode, a scale punch and a 2-frame exposure flash. Keeping them on top means they also blur and flash the outline and text, so the whole frame reacts as one.

Build it

  1. Adjustment layer GRADE: Lumetri Color, Contrast 25, Shadows -10, Saturation 105, and in Creative Vibrance 30. In HSL Secondary, select the grass green and lower its saturation slightly so kits stand out. Then select the footage and GRADE and precompose them together (Ctrl+Shift+C) as GAME, so every copy you make next is already graded.
  2. Freeze the intro shot: park on the frame where the player looks best and split GAME there (Ctrl+Shift+D). Select the right-hand piece, choose Layer > Time > Freeze Frame and trim it to the intro length (24 to 48 frames). Duplicate the frozen piece once (Ctrl+D). After the intro, place another copy of GAME starting from the same source moment so the action continues.
  3. Bottom frozen copy BG: Gaussian Blur Blurriness 12 with Repeat Edge Pixels on, Exposure Exposure -1.2, and in Lumetri Saturation 40.
  4. Above it, the player name in a wide heavy font, 400 px tall, white at 90% opacity, kerned tight.
  5. Top frozen copy CUTOUT above the text: Roto Brush the player (Alt+W) on the frozen frame and refine the edge. Precompose it (Move all attributes) so the roto is baked into the alpha, then run Layer > Auto-trace on the precomp with Channel Alpha, Tolerance 1 and Apply To New Layer on. You get a new layer carrying the outline as masks.
  6. Outline: rename the auto-trace layer OUTLINE, move it above CUTOUT, apply Saber and set Core Type under Customize Core to Layer Masks. Glow Intensity around 40%, Core Size around 2. Animate the end offset from 0% to 100% over 8 frames. Set the layer to Screen, or set Saber to render on a transparent background in its render settings.
  7. Adjustment layer HIT on goals and dunks, 6 frames long: Radial Blur, Type Zoom, Amount 40 down to 0. Transform with Uniform Scale checked, the expression below on its Scale, and a layer marker on each hit.
  8. Adjustment layer FLASH on top: Exposure 2.5 for 2 frames with hold keyframes.
  9. Stack bottom to top: GAME (footage plus GRADE), BG, name text, CUTOUT, OUTLINE, HIT, FLASH.
Expression on HIT layer > Transform > Scale
var out = value;
if (thisLayer.marker.numKeys > 0) {
  var m = thisLayer.marker.nearestKey(time);
  if (m.time > time && m.index > 1) m = thisLayer.marker.key(m.index - 1);
  var t = time - m.time;
  if (t >= 0) out = value + 12 * Math.exp(-10 * t);
}
out;

Each marker punches the frame to 112% and lets it fall back over about 8 frames. Put markers on the goal, the dunk, the tackle.

Signature moves

  • Freeze-frame player intro with name behind and drawn outline.
  • Zoom-blur punch and 2-frame flash on the goal.
  • Speed ramp into slow motion on the skill, real speed on the finish.
  • Ball spin transition: on an adjustment layer over the cut, Motion Tile (Output Width and Output Height 300, Mirror Edges on) then Transform Rotation 0 to 180 over 6 frames with Shutter Angle 180. The mirrored tiles keep the corners filled while it spins.
  • Text slam: name scales from 140% to 100% over 3 frames with a small shake.

Starting values

Lumetri ColorContrast25Vibrance 30 for kits without orange skin
Gaussian BlurBlurriness12Background only, separates the player
ExposureExposure (BG)-1.2Darker background, brighter player
SaberCore TypeLayer MasksUnder Customize Core
SaberGlow Intensityabout 40%Core Size about 2
Radial BlurAmount40 to 0Type Zoom, over 6 frames
ExposureExposure (FLASH)2.52 frames, hold keyframes

Other ways to make it

  • Built-inUse the Layer Styles Stroke outline above instead of Saber, and Glow (Glow Radius 20, Glow Intensity 1.5) on a duplicate of the stroke for the light. Everything else in this recipe is built-in.
  • TwixtorSlow the skill move to 25% with Speed % right before the freeze, so time slows into the stop instead of halting.
  • RSMBOn fast camera pans and the real-speed parts after a ramp, put RSMB on the clip with a moderate amount so movement smears naturally.
  • SapphireS_Shake on the HIT layer instead of the scale expression when you want rotation and blur in the impact too.

Try this

  • Built-in outline: skip Saber and add Layer Styles Stroke to CUTOUT: Size 8, Color white, Position Outside, then Glow on a copy for the bloom.
  • Team colors: tint the BG copy with Tint, Map White To the club color, Amount to Tint 60%.
  • Double name: duplicate the text, set the copy to outline only (Fill off, Stroke 4 px) and offset it 20 px up for a layered poster feel.

Watch out for

  • Name covers the player: the text is above CUTOUT. Text goes under the cutout, above the background.
  • Saber line wanders off the player: you traced the moving footage instead of the frozen cutout. Auto-trace the frozen CUTOUT layer.
  • Grass glows neon: too much Vibrance and Saturation together. Pull greens down in HSL Secondary.

Effects used

Lumetri ColorRoto Brush & Refine EdgeGaussian BlurExposureSaberRadial BlurTransform
Full looks · Look

Night car edit

Teal-blue night grade with glowing red tail lights, light streaks trailing behind every lamp, motion blur on the rolls and a floating camera.

Built-inRSMBDeep Glow

When to use itCar edits, JDM and drift edits, night city drives and rolling shots. It works best on footage shot at night with street lights, headlights and neon in frame.

Night car edits are about lights against darkness. The grade sinks the shadows to teal-blue and keeps lights warm, so tail lights, signs and headlights become the subject. Then you make those lights do more: they leave trails, they glow, and they stretch into horizontal streaks like an anamorphic lens. Every light effect starts from the same isolated highlights, so the dark areas stay clean.

Light trails need Echo, and Echo does not work on adjustment layers. It reads earlier frames of its own layer, so it needs real footage pixels. The trick is a duplicate of the clip with Extract, so only lights survive, precomposed, with Echo on the precomp. Echo ignores effects applied before it on the same layer, so without that precompose step it echoes the whole frame and the car smears into mush.

RSMB goes on the clip itself, before any grading, so it reads clean motion. Deep Glow sits on top of the light layers and grade, so the trails glow too. A slow floating wiggle on a Transform adjustment makes even locked-off shots feel like they were filmed from a moving car.

Build it

  1. On each clip, apply RSMB with a moderate blur amount (around 0.6). Raise it on whip pans and rolls.
  2. Adjustment layer GRADE: Lumetri Color, Temperature -15, Contrast 20, Blacks -10, Saturation 90. Shadow Tint toward teal, Highlight Tint toward orange. In HSL Secondary pick the tail-light red and push Saturation up.
  3. Light trails: precompose the clip, duplicate the precomp and move the copy above GRADE. Apply Extract (Black Point 190, Black Softness 30) to the copy, precompose it again (Move all attributes) as LIGHTS, then apply Echo to LIGHTS with Echo Time (seconds) -0.033, Number Of Echoes 10, Starting Intensity 1, Decay 0.8, Echo Operator Maximum. Set the layer to Add.
  4. Anamorphic streaks: another copy with Extract (Black Point 220), then Fast Box Blur Blur Radius 150, Iterations 3, Blur Dimensions Horizontal, then Tint with Map White To #4AA8FF. Set to Add at 60%.
  5. Adjustment layer GLOW above those: Deep Glow, high threshold so only lights glow, Exposure around 0.4.
  6. Adjustment layer FLOAT: Transform with Uniform Scale checked and Scale 104, uncheck Use Composition's Shutter Angle, Shutter Angle 180. Add the expression below on Position.
  7. Adjustment layer GRAIN: Add Grain, Viewing Mode Final Output, Intensity 0.3.
  8. Stack bottom to top: clips with RSMB, GRADE, trail copy, streak copy, GLOW, FLOAT, GRAIN.
Expression on FLOAT layer > Transform > Position
wiggle(1.2, 6);

A slow 6 px drift about once a second. It reads as a camera mounted on a moving car, not a shake.

Signature moves

  • Whip pan transition with heavy RSMB between two driving shots.
  • Headlight flash cut: 2-frame Exposure +3 as the headlights face the camera.
  • Speed ramp on the wheel close-up, 100% to 30% over 6 frames.
  • Light streak wipe: a horizontal anamorphic streak crossing the frame on the cut.
  • Rev-matched shake: wiggle(20, 4) for 6 frames on engine revs.

Starting values

RSMBBlur amount (plain words)about 0.6Higher on whips and rolls
Lumetri ColorTemperature-15Teal night, lights stay warm
ExtractBlack Point190220 for the streak copy
EchoNumber Of Echoes10Echo Time -0.033, Decay 0.8
EchoEcho OperatorMaximumTrails do not overbrighten
Fast Box BlurBlur Radius150Horizontal only for anamorphic streaks
TintMap White To#4AA8FFBlue streaks, classic anamorphic
TransformScale104Hides edges during the float

Other ways to make it

  • Built-inReplace RSMB with Pixel Motion Blur (Shutter Control Manual, Shutter Angle 270, Shutter Samples 16) on the clip, and Deep Glow with Glow (Glow Threshold 75%, Glow Radius 50, Glow Intensity 1). The trails and streaks are already built-in.
  • Optical FlaresTrack a headlight with the Tracker, link a flare's position to it, and keep brightness low. Put it above GRADE and below GRAIN.
  • TrapcodeStarglow on the GLOW slot with a short streak length gives star-shaped glints on every light. 3D Stroke on a tracked path draws a clean light trail behind the car.
  • SaberDraw a mask along the road and use Saber with a red preset, end offset animated, for a stylized tail-light trail that follows the car.

Try this

  • Rainy streets: add CC Rainfall (Drops 2000, Speed 4000) under GRADE, and lower Black Point in the trail copy's Extract to about 170 so wet reflections on the road streak too.
  • Red-only night: in Lumetri HSL Secondary, desaturate everything except reds for a near-mono city with burning tail lights.
  • Long-exposure moment: on one shot, raise Number Of Echoes to 30 and Decay to 0.95 for 1 second of long-exposure trails.

Watch out for

  • Echo does nothing: it is on an adjustment layer. Echo needs a footage or precomp layer with motion inside it.
  • Whole car smears: Echo sits on the same layer as Extract, and Echo ignores effects applied before it. Precompose the Extract layer and put Echo on the precomp.
  • Lights look orange-gray: the grade crushes them. Lower Highlights less, and boost red in HSL Secondary instead of global saturation.

Effects used

RSMBLumetri ColorExtractEchoFast Box BlurTintDeep GlowTransformAdd Grain
Full looks · Look

Dark noir look

Hard black and white with crushed shadows, blind-slat shadows across faces, flickering light and heavy grain, with an optional single color left in.

Built-in

When to use itVillain edits, crime and detective edits, sad or tense sections, and dark anime moments. It suits close-ups, slow pushes and footage with one strong light source.

Noir is about light you do not get. The black and white conversion decides which colors turn bright and which turn dark, so skin can glow while backgrounds sink. Then a hard Curves crushes the shadows and leaves half the frame black. Shadow is the main shape of the image, and everything in this stack either adds more of it or makes the remaining light feel precious.

The signature shadow of window blinds is built-in: a solid with Venetian Blinds makes even slats, Fast Box Blur softens them like real cast shadows, and Multiply lays them over the image. It goes above the grade but under the grain and vignette, because a cast shadow is in the scene, not on the lens. Rotate it and mask it to fall across faces and walls only.

A slight Glow on the highlights stands in for old lens bloom, and grain sits on top. A flickering bulb is one Exposure effect with a random expression. Keep it rare, one dip every second or so, or it becomes a strobe.

Build it

  1. Adjustment layer BW: Black & White, Reds 70, Yellows 90, Greens 40, Cyans 30, Blues 10, Magentas 60. High reds and yellows brighten skin; low blues darken skies and clothing.
  2. Adjustment layer CRUSH: Curves, drag the bottom-left point right to about 40 input so deep shadows go pure black, and pull the highlights up into a steep S.
  3. Blinds: black solid with Venetian Blinds, Transition Completion 45%, Direction 0, Width 70, Feather 5. The black slats are the shadows; the gaps are where light comes through. Add Fast Box Blur Blur Radius 10. Rotate the layer 25 degrees, scale to 130%, and draw a feathered mask (Mask Feather 150) over the area where the blind shadows should fall, such as a face and the wall behind it. Mode Multiply at 70%.
  4. Adjustment layer BLOOM: Glow, Glow Threshold 80%, Glow Radius 30, Glow Intensity 0.4.
  5. Adjustment layer FLICKER: Exposure with the expression below on Exposure.
  6. Adjustment layer LENS: Lumetri Color with only the Vignette section: Amount -1.5, Midpoint 35, Feather 60.
  7. Adjustment layer GRAIN: Add Grain, Viewing Mode Final Output, Intensity 0.8, Size 1.3.
  8. Stack bottom to top: footage, BW, CRUSH, blinds, BLOOM, FLICKER, LENS, GRAIN.
Expression on FLICKER layer > Exposure > Exposure
posterizeTime(12);
random() > 0.92 ? -1.2 : 0;

Twelve times a second it rolls the dice; about once a second the whole frame dips by more than a stop for a couple of frames, like a failing bulb.

Signature moves

  • Slow push-in on a face, 100% to 110% over 4 seconds.
  • Hard cut to black on the beat for 6 frames, then back in.
  • Lighter or match flare: a 4-frame Exposure +2 with a radial mask around the flame.
  • Iris close at the end: a black solid on top with Iris Wipe, Iris Center on the eyes, keyframing Outer Radius from 1300 down to about 150 over 1 second, then to 0 on the last beat. Inside the iris the solid is transparent, so only the eyes stay visible.
  • One color returning on the final shot with Leave Color.

Starting values

Black & WhiteReds70Yellows 90 for bright skin
Black & WhiteBlues10Dark skies and denim
CurvesBlack pointabout 40 inputShadows clip to black
Venetian BlindsWidth70Completion 45%, Feather 5
Fast Box BlurBlur Radius10Soft cast-shadow edges
GlowGlow Threshold80%Radius 30, Intensity 0.4
Lumetri ColorVignette Amount-1.5Midpoint 35, Feather 60
Add GrainIntensity0.8Size 1.3, heavier than a film look

Other ways to make it

  • Magic BulletIn Magic Bullet Looks, build the same chain: a black and white tool, a contrast curve, then diffusion and grain. Looks keeps the order visible as a left-to-right chain, which helps.
  • SapphireS_FilmEffect replaces FLICKER and GRAIN with grain, flicker and dust together. Keep it in the same top slot.
  • BCCBCC Film Grain in the GRAIN slot for a denser, more organic noir grain.
  • Built-inThis recipe is fully built-in. The only optional piece is CC Light Rays on a lamp or window for visible beams, above CRUSH.

Try this

  • Sin City color: replace Black & White with Leave Color, Color To Leave red, Amount to Decolor 100%, Tolerance 15%, Edge Softness 10%. Only red lips, blood or cars keep color.
  • Blue noir: add Tint after CRUSH with Map White To #CFE3FF and Map Black To #05070C for cold moonlight instead of neutral gray.
  • Rain: CC Rainfall above BW with Drops 3000, Opacity 40%, and slow it with the footage.

Watch out for

  • Faces go muddy gray: Reds and Yellows are too low. Skin is mostly red and yellow, so those sliders set its brightness.
  • Blinds look pasted on: they are above grain and vignette, or not blurred. Keep them below GRAIN and give them Fast Box Blur.
  • Flicker turns into a strobe: lower the chance by raising 0.92 to 0.96.

Effects used

Black & WhiteCurvesVenetian BlindsFast Box BlurExposureGlowLumetri ColorAdd GrainLeave Color
Full looks · Look

Vaporwave look

Pink and cyan color mapped over the footage, a striped sunset sun, a scrolling neon grid floor and lo-fi motion.

Built-in

When to use itVaporwave, synthwave, city pop and lo-fi edits, aesthetic intros, and retro-internet themed fan edits. Works best on slow footage, statues, cityscapes and sunsets.

Vaporwave remaps color. Instead of grading the footage, you throw its colors away and paint new ones based on brightness: deep purple shadows, hot pink mids, cyan highlights. Tritone does this in one effect. Set contrast before Tritone, because Tritone only reads brightness, so a flat image turns into a flat pink wash and a contrasty one gets clear pink and cyan zones. Keep both inside a precomp with the footage: an adjustment layer changes everything below it, and you do not want the sun and grid remapped too.

Glow goes after Tritone so it blooms in the new colors. A glow before it would just be brightness that Tritone then repaints, losing the colorful halo. A little Noise and a lower frame rate with Posterize Time make it feel like a cheap 90s render rather than a modern filter.

The background set is all built-in: a sun made from a circle with a yellow-to-pink Gradient Ramp and Venetian Blinds slicing its lower half, and a grid floor from the Grid effect on a 3D solid tipped back. Scrolling the grid's anchor gives you the endless drive toward the horizon.

Build it

  1. Background: purple solid #1A0533. Sun: ellipse shape layer 600 x 600 px, precompose it. Inside, apply Gradient Ramp with Start Color #FFE66D at the top, End Color #FF2E88 at the bottom.
  2. Duplicate the sun precomp layer. On the top copy, draw a mask over the upper half only. On the lower copy, mask the bottom half and apply Venetian Blinds: Transition Completion 35%, Direction 0, Width 40. The top stays solid, the bottom gets the classic slices.
  3. Grid floor: new solid 3000 x 3000, make it 3D, X Rotation -80, position below the horizon. Apply Grid: Size From Width Slider, Width 100, Border 3, Color #FF71CE. Add Glow (Glow Radius 15). Add the expression below to Grid Anchor. Add a camera if you want to move it.
  4. Footage or a cutout statue goes above the set, inside its own precomp called SUBJECT. Inside SUBJECT, add adjustment layer CONTRAST above the footage: Lumetri Color, Contrast 30, Saturation 0.
  5. Still inside SUBJECT, adjustment layer MAP above CONTRAST: Tritone, Highlights #01CDFE, Midtones #FF71CE, Shadows #2A0B4F.
  6. Back in the main comp, adjustment layer BLOOM above everything: Glow, Glow Threshold 60%, Glow Radius 40, Glow Intensity 1.
  7. Adjustment layer LOFI: Noise Amount of Noise 5%, then Posterize Time Frame Rate 15.
  8. Main comp stack bottom to top: background, sun, grid, SUBJECT (footage, CONTRAST, MAP inside), BLOOM, LOFI, then text.
Expression on Grid floor > Grid > Anchor
[value[0], value[1] + time * 120];

Slides the grid lines along the floor forever. If they move away from the camera instead of toward it, change + to -. Make the distance per beat a multiple of the grid width (120 px a second at 72 BPM moves 100 px per beat) and the scroll locks to the music.

Signature moves

  • Slowed footage at 80% with Frame Blending to match slowed songs.
  • Window pops for text, linear and abrupt.
  • Checkerboard floor cut: swap the grid for Checkerboard on the beat.
  • Tile wall: Motion Tile with Output Width 300 and scale down to show the clip repeated.
  • Hue cycle: keyframe Tritone Midtones from pink to purple across 4 bars.

Starting values

TritoneMidtones#FF71CEHot pink
TritoneHighlights#01CDFECyan
TritoneShadows#2A0B4FDeep purple, not black
Lumetri ColorContrast30Saturation 0 before Tritone
Venetian BlindsWidth40Completion 35% for the sun slices
GridWidth100Border 3, Color #FF71CE
GlowGlow Threshold60%Radius 40, Intensity 1
Posterize TimeFrame Rate15Cheap 90s render feel

Other ways to make it

  • Deep GlowReplace BLOOM with Deep Glow at a medium Radius and Exposure around 0.6. Pink and cyan neon glow especially well with it.
  • UniverseUniverse Retrograde on top adds VHS-style softness and color bleed in one step, a common pairing with vaporwave.
  • Element 3DA slowly spinning 3D bust, dolphin or palm model, with a glossy material and a pink and cyan reflection map, placed between the grid and the footage.
  • Built-inThe main recipe is fully built-in; the plugins above only add polish.

Try this

  • Mall soft: lower Tritone with Blend With Original 50% and use pastel mint #B8FFE6 for highlights, for a gentler city-pop look.
  • Windows window pop: rectangles with a gray title bar and a fake close button, scaling 0 to 100% over 3 frames with linear keys. The cheapness is the point.
  • Mirror world: Mirror effect on the footage, Reflection Angle 90, for a symmetrical statue or skyline.

Watch out for

  • Everything turns one flat pink: no contrast before Tritone. Push Contrast up and saturation to 0 first.
  • Grid floor tears near the horizon: the solid is not big enough. Make it at least 3000 x 3000, and fade the far part with a feathered mask.
  • Looks too modern and clean: missing Posterize Time and noise. Vaporwave needs a bit of cheapness.
  • Sun and grid turn gray-pink: CONTRAST and MAP sit in the main comp above them. Move both into the SUBJECT precomp so only the footage is remapped.

Effects used

Lumetri ColorTritoneGlowPosterize TimeGradient RampVenetian BlindsGridNoise
Full looks · Look

Soft aesthetic edit

Pinterest-style softness: matte pastel grade, gentle bloom, drifting light leaks, fine grain and small serif text.

Built-in

When to use itDay-in-the-life edits, travel and café clips, fan edits of soft characters, couple edits and quiet songs. It works best on bright, daytime footage with lots of skin, sky and plants.

This look is calm. Contrast drops, blacks lift into a matte gray, greens get muted, skin warms to peach, and everything sits a little overexposed. The grade does most of the work, so it goes first. A matte black is the base of the look: lift Blacks and use Faded Film, and the image instantly reads as a printed photo instead of video.

Bloom and light leaks come next, as separate layers. The bloom is a blurred copy in Screen, so bright areas soften. The leak is a drifting, warm blob of light made from Fractal Noise. Put the leak above the bloom, so the leak itself stays clear instead of being blurred twice and disappearing.

Grain goes on top of the image so the whole thing feels like one photograph. Text and frames go above grain or below it, depending on what you want: above for a clean phone layout, below for a printed scrapbook feel. Keep the type small, lowercase and in a serif or thin sans, with wide tracking.

Build it

  1. Adjustment layer GRADE: Lumetri Color, Exposure 0.3, Contrast -25, Highlights -30, Blacks +25, Temperature 10, Saturation 85. In Creative, Faded Film 30, Highlight Tint toward peach. In HSL Secondary, select greens and lower saturation by about half.
  2. Adjustment layer BLOOM: Gaussian Blur Blurriness 30, Repeat Edge Pixels on. Set the adjustment layer's mode to Screen at 25% opacity.
  3. Light leak: new solid LEAK. Apply Fractal Noise (Contrast 120, Scale 600, Complexity 2), then Fast Box Blur Blur Radius 80, then Tint with Map Black To black and Map White To #FFB38A. Add the expression below to Evolution. Mode Screen at 40%.
  4. Adjustment layer GRAIN: Add Grain, Viewing Mode Final Output, Intensity 0.25, Size 1, Softness 0.5.
  5. Frame (optional): a white solid the size of the comp with a centered rectangle mask of 1840 x 1000 set to Inverted, which leaves a 40 px border. Put it above GRAIN for a clean layout.
  6. Text on top: lowercase, serif or thin sans, 48 px, tracking 200 in the Character panel, white or #FFF5EC, opacity 90%. To animate it, add Animate > Tracking and ease Tracking Amount from 100 to 0 over 12 frames while Opacity fades from 0 to 90%, so the letters drift together as they appear.
  7. Stack bottom to top: clips, GRADE, BLOOM, LEAK, GRAIN, frame, text.
Expression on LEAK > Fractal Noise > Evolution
time * 35;

The leak slowly shifts shape all the time, so it never looks like a fixed overlay. Raise to 60 for a busier leak.

Signature moves

  • Slow cross dissolves of 12 to 16 frames instead of hard cuts.
  • Focus pull transition: Camera Lens Blur Blur Radius 0 to 25 on the outgoing clip, 25 to 0 on the incoming, 10 frames each.
  • Gentle push from 100% to 104% across each shot.
  • Leak brightening over a cut: leak opacity 40% to 80% and back over 16 frames.
  • Photo card slide: the clip in a white-bordered frame sliding in from below over 14 frames with Easy Ease.

Starting values

Lumetri ColorBlacks+25The matte base of the look
Lumetri ColorFaded Film30Softens shadows further
Lumetri ColorContrast-25Calm, low-contrast image
Gaussian BlurBlurriness30On BLOOM, Screen at 25%
Fractal NoiseScale600Big soft blobs, Contrast 120
TintMap White To#FFB38APeach leak
Add GrainIntensity0.25Fine and quiet

Other ways to make it

  • Magic BulletMagic Bullet Looks can hold the grade, diffusion and grain in one chain; keep the leak and text as separate layers above it.
  • Deep GlowIn the BLOOM slot with a large Radius and very low Exposure (around 0.15) for a cleaner, more physical bloom.
  • Built-inThe main recipe is fully built-in; the plugins above only swap the bloom for a nicer one.

Try this

  • Cool pastel: Temperature -8, Highlight Tint toward lavender, leak color #C9B8FF. Good for winter or night soft edits.
  • Polaroid: use a thicker bottom border (40 px sides, 140 px bottom) in #F7F3EA and put GRAIN above the frame so it looks printed.
  • Dust: a solid with Fractal Noise (Contrast 600, Scale 20, Brightness -80) in Screen at 20% adds floating specks.

Watch out for

  • Skin turns orange: Temperature and Highlight Tint stack up. Keep one warm and the other neutral.
  • Looks washed out instead of soft: blacks are lifted but highlights are not controlled. Lower Highlights and keep Exposure small.
  • Leak sits like a sticker: it does not move. Animate Evolution and keep its opacity under 50%.

Effects used

Lumetri ColorGaussian BlurFractal NoiseFast Box BlurTintAdd GrainCamera Lens Blur

Motion transitions14

Zooms, whips, spins and pushes. The camera does the work, so these feel fast and physical.

Motion transitions · Transition

Clean zoom transition

The zoom in or zoom out cut done properly: mirrored edges, real motion blur and a speed curve that peaks right on the cut.

Built-in

When to use itOn a strong beat or a drop where one shot hands off to the next. Zoom in builds energy going into a hit, zoom out feels like a release after it. Fits AMVs, car edits, travel reels and almost any music edit.

Most zoom transitions look cheap for three reasons: the clip itself gets scaled so there is no shared blur, the edges go black when the scale drops under 100%, and the easing slows down right at the cut. The proper build fixes all three with an adjustment layer over the cut carrying Motion Tile and then Transform. Motion Tile fills the edges with mirrored copies, and the Transform effect has its own shutter angle, so you get strong, controllable blur without touching the layer switches.

You split that adjustment layer at the cut. If one layer jumped from 200% to 50% across the cut, the motion blur would sample the frames in between and smear a giant streak over your first frame of clip B. Two halves keep each blur clean. For a zoom in, the out half goes 100 to 200 and the in half goes 50 to 100. Each half is one doubling, so the zoom speed matches on both sides and the eye reads it as one move.

The speed should be highest exactly on the cut. Ease the far keyframes, keep the cut keyframes linear, and the speed graph becomes a ramp that peaks at the cut. That peak is where the blur is strongest, which is what hides the edit.

Build it

  1. Put clip B straight after clip A. Park the playhead on the cut and press Ctrl+Alt+Y for a new adjustment layer. Trim it to start 6 frames before the cut and end 6 frames after (move the playhead, then Alt+[ and Alt+]).
  2. Add Motion Tile first, then Transform. In Motion Tile set Output Width and Output Height to 300 and check Mirror Edges. The order matters: the tiles must exist before Transform shrinks the image.
  3. In Transform, uncheck Use Composition's Shutter Angle and set Shutter Angle to 270. The effect renders its own blur from its own keyframes.
  4. With the playhead on the cut, press Ctrl+Shift+D to split the adjustment layer into an out half and an in half.
  5. Out half: keyframe Scale 100 on its first frame and 200 on its last frame. Select the first keyframe, press F9, then Ctrl+Shift+K and set Outgoing Influence to 85%. Leave the last keyframe linear.
  6. In half: Scale 50 on its first frame, 100 on its last. Keep the first keyframe linear, give the last one F9 with Incoming Influence 85%.
  7. Open the Graph Editor, switch to the speed graph and check the shape: a ramp climbing into the cut, then falling away. If the in half looks slower, lower its start value toward 40.
  8. For a zoom out, swap the values: out half 100 to 50, in half 200 to 100, same easing.

Starting values

Motion TileOutput Width / Output Height300Enough tiles for scale down to about 35%
Motion TileMirror EdgesOnMirrored edges hide the tile seams
TransformUse Composition's Shutter AngleOffLets the effect set its own blur
TransformShutter Angle270180 is natural, 360 is heavy
TransformScale (out half)100 to 200 over 6 framesEase out 85%, linear into the cut
TransformScale (in half)50 to 100 over 6 framesLinear out of the cut, ease in 85%

Other ways to make it

  • BCCCross Zoom Dissolve and Crash Zoom Dissolve (prefixed BCC+ in recent versions) are ready-made zoom transitions that handle the blur for you. Apply one to clip A, pick clip B as the incoming layer, and keep it to about 12 frames centered on the cut. The manual build gives you finer control of the speed curve.
  • FlowSelect both keyframes of the out half and apply an expo-in curve, then expo-out on the in half. You get the same ramp shape with one click and it is easy to repeat across an edit.

Try this

  • Zoom into a subject: set Anchor Point and Position in Transform to the subject's face so the zoom pulls toward it instead of the frame center.
  • Add a small twist: animate Rotation 0 to 8 degrees on the out half and -8 to 0 on the in half. It reads as a camera move, not just a scale.
  • At 50 or 60 fps, double the frame counts to 12 per half so the move takes the same real time.
  • Stack a 2-frame white flash (a solid at Opacity 40%, Add blend mode) on the cut for a harder hit.

Watch out for

  • Scaling the clip layers instead of an adjustment layer. Each clip gets its own blur and the edges go black. Do the move on the adjustment layer above both.
  • Pressing F9 on every keyframe. The speed drops to zero right on the cut and the transition stalls. The cut keyframes must stay linear.
  • Putting Motion Tile below Transform. The image shrinks first and the tiles come too late, so you still see black corners.
  • Making it too long. Past about 10 frames per half it stops feeling like a cut and starts feeling like a slow camera move.

Effects used

Motion TileTransform
Motion transitions · Transition

Whip pan

A fast sideways whip that smears clip A off screen and lands on clip B, like the camera swung between them.

Built-in

When to use itBetween two shots that both have sideways energy, or on a snare or clap. Great in travel edits, football edits and fast music-video cuts. Avoid it between two static talking shots, it feels random there.

A real whip pan is a camera moving so fast the picture turns into streaks. You fake it by sliding the image sideways on an adjustment layer over the cut, letting Motion Tile fill the gap with mirrored copies, and blurring along the direction of travel. Since the frame is pure streaks at the peak, the viewer never sees the cut happen.

It is shorter than a zoom. Four frames on each side is plenty at 24 or 30 fps. The move should accelerate into the cut and decelerate out of it, like a real camera that starts and stops. Keep both halves moving the same direction: if clip A slides off to the left, clip B must arrive from the right.

The Transform shutter angle gives motion blur, but on a whip it can look stepped because the move per frame is huge. A Directional Blur on top smooths that into one clean streak. Tie the blur to the speed with the expression below and you never have to keyframe it.

Build it

  1. Make an adjustment layer from 4 frames before the cut to 4 frames after, then split it on the cut with Ctrl+Shift+D.
  2. On both halves add Motion Tile (Output Width 400, Output Height 100, Mirror Edges on), then Transform, then Directional Blur.
  3. In Transform uncheck Use Composition's Shutter Angle and set Shutter Angle to 360.
  4. Out half: Position 960, 540 on the first frame and -960, 540 on the last frame. Give the first keyframe F9 with Outgoing Influence 90%, leave the last one linear.
  5. In half: Position 2880, 540 on the first frame and 960, 540 on the last. First keyframe linear, last keyframe F9 with Incoming Influence 90%.
  6. On both halves set Directional Blur Direction to 90 (horizontal) and paste the expression below into Blur Length.
  7. Scrub frame by frame. The two frames touching the cut should be almost pure streaks. If you can still read clip A, push the out-half influence higher so more movement happens late.
Expression on Directional Blur > Blur Length
Math.min(effect("Transform")("Position").speed / 100, 150)

Blur follows the slide speed, so it is zero when still and maxes out at 150 on the cut.

Starting values

Motion TileOutput Width400Covers a full 1920 px slide
Motion TileMirror EdgesOnSeams disappear into the blur
TransformShutter Angle360Maximum blur for a fast whip
TransformPosition (out half)960 to -960 over 4 framesEase out 90%, linear into the cut
TransformPosition (in half)2880 to 960 over 4 framesLinear out, ease in 90%
Directional BlurDirection9090 is horizontal, 0 is vertical
Directional BlurBlur LengthUp to 150 via expressionPeaks on the cut

Other ways to make it

  • SapphireS_SwishPan is a one-effect whip with built-in blur. See the Sapphire swish entry for setup.
  • UniverseUniverse Swish Pan does the same move in one effect. Set Direction to Left or Right, pick clip B in Transition B, raise Maximum Blur, and animate Mix from 0% to 100% over about 8 frames centered on the cut.
  • RSMBIf you animate the layer Position instead of the Transform effect, put RSMB on an adjustment layer above to get the blur. The Transform shutter angle is still cleaner for this.

Try this

  • Whip right instead of left: out half 960 to 2880, in half -960 to 960.
  • Add a tilt: animate Rotation 0 to -6 degrees on the out half and 6 to 0 on the in half. It feels like a handheld swing.
  • Double whip: whip out to a 4-frame shot of something unrelated (a light, a crowd) and whip again into clip B. Good for a quick three-beat fill.

Watch out for

  • Halves moving in opposite directions. Clip B has to enter from the side opposite to where A left, or the motion reverses on the cut.
  • Not enough Output Width in Motion Tile. At 200 you will see a clean edge sliding past mid-whip. Use 400.
  • Easing the cut keyframes. The whip slows down at the exact moment it should be fastest.

Effects used

Motion TileTransformDirectional Blur
Motion transitions · Transition

Vertical whip tilt

The whip pan turned upright: the frame snaps up or down like a fast tilt, which feels right at home in vertical video.

Built-in

When to use itFor 9:16 TikTok and Reels edits, where the vertical swipe already feels natural. Also good from sky to ground (a jump, a ball in the air, a building to the street).

A vertical whip uses the same idea as a horizontal one: slide the image fast on an adjustment layer over the cut, fill the gap with mirrored tiles, and blur along the move. The difference is the feeling. Down reads as falling or landing, up reads as lift. Matching that to the content makes it feel motivated, like the shot after a ball kicked into the air.

In a vertical 1080x1920 comp the move is longer (1920 px), so you need more tile height and a little more blur. In a 16:9 comp, a vertical whip only travels 1080 px, so it covers less ground per frame than a horizontal one at the same frame count. A 270 shutter angle is usually enough there, and going higher just turns the short frame height to mush.

Add a tiny rotation of two or three degrees. A real tilt is rarely perfectly straight, and that small tilt is what makes it read as a camera instead of a slide.

Build it

  1. Make an adjustment layer from 4 frames before the cut to 4 after and split it on the cut with Ctrl+Shift+D.
  2. On both halves add Motion Tile (Output Width 100, Output Height 400, Mirror Edges on), then Transform, then Directional Blur with Direction 0.
  3. In Transform uncheck Use Composition's Shutter Angle, set Shutter Angle to 270 for 16:9 or 360 for 9:16.
  4. Whip up, 16:9: out half Position 960, 540 to 960, -540; in half 960, 1620 to 960, 540. For a 1080x1920 comp use 540, 960 to 540, -960, then 540, 2880 to 540, 960.
  5. Easing: out half first keyframe F9 with Outgoing Influence 90%, last keyframe linear. In half first keyframe linear, last F9 with Incoming Influence 90%.
  6. Animate Rotation: 0 to 3 on the out half, -3 to 0 on the in half, same keyframe times.
  7. Add the speed-driven blur expression to Blur Length, or keyframe it 0, 120 at the cut, 0.
Expression on Directional Blur > Blur Length
Math.min(effect("Transform")("Position").speed / 100, 120)

Same trick as the horizontal whip, capped a bit lower for the shorter move.

Starting values

Motion TileOutput Height400Covers the full vertical slide
TransformShutter Angle270 (16:9) / 360 (9:16)Shorter travel needs less blur
TransformPosition Y (out half, 16:9)540 to -540 over 4 framesEase out 90%
TransformRotation0 to 3, then -3 to 0Small tilt sells the camera
Directional BlurDirection00 blurs vertically
Directional BlurBlur Length0 / 120 / 0Peak on the cut

Other ways to make it

  • SapphireS_SwishPan can be set to a vertical move with its Direction control. Keep the duration to about 8 frames.
  • UniverseUniverse Swish Pan has Up and Down options in Direction. Animate Mix 0% to 100% over about 8 frames, centered on the cut.

Try this

  • Diagonal whip: move both X and Y and set Direction to 45 or 135. Good between two shots with diagonal lines.
  • Down into a landing: whip down into clip B, then add a 4-frame shake on the in half to sell the impact.
  • Stack two whips 8 frames apart on a fast double beat: up, then down.

Watch out for

  • Using a horizontal Direction of 90 out of habit. The blur goes sideways while the image moves up, and it looks broken.
  • Forgetting to raise Output Height in Motion Tile. The default 100 leaves a black gap the moment the image starts moving.

Effects used

Motion TileTransformDirectional Blur
Motion transitions · Transition

360 spin transition

The frame rolls a full turn through the cut, blurring into a circle and settling on the next shot.

Built-in

When to use itOn a big hit or the first beat of a drop. Common in car drift edits, skate and football edits, and AMVs on a spin attack or a turn. Use it once or twice per edit, it is loud.

A spin is easier than a zoom because rotation never jumps: the angle keeps climbing straight through the cut, so you can use one adjustment layer across the whole thing instead of splitting it. The clip changes underneath, the spin carries on, and the motion blur at the fastest point hides the swap.

The tricky part is the corners. A rotated 16:9 frame leaves big empty triangles, and at 45 degrees you would need nearly 200% scale to hide them. The common fix is Motion Tile with Mirror Edges, so the corners fill with mirrored picture that disappears in the blur. A small scale bump at the cut helps too.

Ease both ends and let the speed peak in the middle. The cut must sit exactly at the fastest frame, which is the middle of the move if both keyframes have the same influence.

Build it

  1. Make one adjustment layer from 6 frames before the cut to 6 frames after. Do not split it.
  2. Add Motion Tile (Output Width and Output Height 300, Mirror Edges on), then Transform.
  3. In Transform uncheck Use Composition's Shutter Angle and set Shutter Angle to 180. Rotation blur builds fast, so you need less than for a zoom.
  4. Keyframe Rotation 0x+0 on the first frame and 1x+0 on the last frame (one full turn over 12 frames).
  5. Select both keyframes, press F9, then Ctrl+Shift+K and set both influences to 80%. The speed graph should be a hill with its top on the cut.
  6. Keyframe Scale 100, then 120 on the cut, then 100 on the last frame, all with F9. The bump pushes the mirror seams out of frame at the busiest moment.
  7. Preview at full resolution. If the middle frames still show clear detail, raise Shutter Angle to 270.
Expression on Transform > Scale (only if you skip Motion Tile)
a = degreesToRadians(effect("Transform")("Rotation"));
r = thisComp.width / thisComp.height;
100 * (Math.abs(Math.cos(a)) + r * Math.abs(Math.sin(a)))

Scales just enough to keep the rotated frame covering the comp at every angle. It replaces the keyframed scale bump. Cleaner edges, but it scales up to about 196% at 45 degrees, so footage gets soft.

Starting values

Motion TileOutput Width / Output Height300Fills the rotated corners
Motion TileMirror EdgesOnNo hard tile seams
TransformRotation0x+0 to 1x+0 over 12 framesEasy ease, 80% influence both sides
TransformScale100 / 120 / 100Peak on the cut
TransformShutter Angle180Raise to 270 for more smear

Other ways to make it

  • SapphireS_Swish3D can roll the frame in its own plane with built-in Motion Blur and handles the incoming clip through its Background input. Raise Rotate until the frame turns about a full circle across the move, animate Wipe Percent 0 to 100 over about 12 frames, and leave Swivel and Tilt at 0 for a flat roll.
  • FlowApply a cubic or quart in-out curve to the two Rotation keyframes for a slightly snappier middle than 80% easy ease.

Try this

  • Half spin: rotate 0 to 180 over 8 frames. Faster and less dizzy, good for quicker songs.
  • Spin plus zoom: add the zoom from the clean zoom entry on split layers below the spin layer. The spin keeps running across the split while the zoom halves do their thing.
  • Counter-spin: animate the next clip's own layer Rotation from 20 to 0 over 6 frames after the cut so it seems to settle with inertia.

Watch out for

  • Splitting the layer like a zoom. Rotation is continuous, so the split just adds a risk of a hitch on the cut.
  • Putting the cut off center. If the cut lands two frames after the fastest point, viewers see clip B while it is still sharp and spinning. Slide the adjustment layer so its middle frame is the cut.
  • Using 360 shutter angle on a full spin. The edges smear into a gray disc and the whole frame goes muddy.

Effects used

Motion TileTransform
Motion transitions · Transition

Smooth flow zoom

A long, liquid zoom with a lens warp at the peak, shaped with strong exponential curves so it glides in and snaps through.

Built-inFlow

When to use itThe smooth-transition look from TikTok and Reels travel and lifestyle edits. Works on slower songs or the soft part before a drop, where a hard zoom would feel too aggressive.

This is the clean zoom with two changes: much stronger easing and a lens bulge that peaks on the cut. The easing is what makes it feel smooth. Instead of a gentle ramp, the speed stays almost flat for most of the move and then rockets up in the last two frames. That gives a long, calm drift followed by a snap, and the snap is where the cut hides.

Getting that shape with plain Easy Ease takes fiddling in the Graph Editor. Flow makes it one click: select two keyframes and apply an exponential curve. If you do not own Flow, push the influence to 95% or higher and drag the handles in the speed graph.

The warp comes from Optics Compensation with Reverse Lens Distortion checked, which bulges the frame like a fisheye. Keyframe its Field Of View (FOV) up into the cut and back down after, and the image seems to bend through the camera.

Build it

  1. Make an adjustment layer from 8 frames before the cut to 8 after and split it on the cut with Ctrl+Shift+D.
  2. On both halves add Motion Tile (Output Width and Output Height 300, Mirror Edges on), then Transform, then Optics Compensation.
  3. In Transform uncheck Use Composition's Shutter Angle, set Shutter Angle to 270. In Optics Compensation check Reverse Lens Distortion.
  4. Out half: Scale 100 to 250, Field Of View (FOV) 0 to 80. In half: Scale 40 to 100, Field Of View (FOV) 80 to 0. First and last frames of each half.
  5. With Flow: select the out half's keyframes and apply an expo-in curve. Select the in half's keyframes and apply expo-out. Do the same for Field Of View (FOV).
  6. Without Flow: on the out half set the first keyframe's Outgoing Influence to 95% and keep the last keyframe linear. Mirror it on the in half (first linear, last Incoming 95%).
  7. Check the speed graph. Each half should look like a hockey stick, almost flat and then very steep at the cut.
  8. If the corners pull in and show black at the warp peak, lower the peak Field Of View (FOV) to about 60 or raise the Scale end values by 10.

Starting values

TransformScale (out half)100 to 250 over 8 framesExpo-in curve
TransformScale (in half)40 to 100 over 8 framesExpo-out curve
TransformShutter Angle270Blur only shows at the steep end
Optics CompensationReverse Lens DistortionOnBulge instead of pinch
Optics CompensationField Of View (FOV)0 to 80, then 80 to 0Peak warp on the cut
FlowCurveExpo in / expo outOr 95% influence by hand

Other ways to make it

  • SapphireSwap Optics Compensation for S_WarpFishEye for a rounder lens bulge with more control. Keyframe its strength up into the cut and back down after, with the same expo timing.
  • UniverseAdd Universe Point Zoom after the warp for zoom streaks with a bit of glow. Keyframe its Length up into the cut and back down with the same curves, so the streaks only show at the snap.

Try this

  • Smooth zoom out: out half Scale 100 to 40, in half 250 to 100. Keep the warp the same.
  • Add Rotation 0 to 15 on the out half and -15 to 0 on the in half with the same curves for a twisting glide.
  • Make it 12 frames per half on very slow songs. The expo curve keeps it from feeling sluggish because the fast part stays short.

Watch out for

  • Using the same exponential curve on both halves. The out half must end fast and the in half must start fast, so they are mirror images: expo-in, then expo-out.
  • Leaving Reverse Lens Distortion unchecked. You get a pinch that pulls the picture toward the edges and looks like a bug.
  • Making the warp too strong. Past about 100 Field Of View (FOV) the edges stretch into thin lines that read as an error, not style.

Effects used

Motion TileTransformOptics Compensation
Motion transitions · Transition

Push slide

Clip B physically shoves clip A out of frame, with a small overshoot and settle so it lands with weight.

Built-in

When to use itWhen you want the viewer to see both shots at once for a moment: before and after, player to player, car to car. Fits clean sports edits, social recaps and comparisons.

Unlike a whip, a push keeps both clips sharp enough to read. That only works if they really sit side by side, so you build a wide strip with clip A on the left and clip B on the right, then slide the whole strip. Both clips get the same motion and the same blur, which is why it reads as one physical move.

The overshoot is what gives it weight. The strip slides a little past its final spot and settles back over three or four frames. Normally that overshoot would show a black edge on the right. Put Motion Tile with Mirror Edges on the strip layer and the overshoot reveals a mirrored sliver instead, which nobody notices.

Motion Tile only mirrors the outer edges of the strip, the far left of A and the far right of B, so it never touches the seam between the two clips. That is the reason to build a strip instead of animating two layers.

Build it

  1. Select clips A and B and choose Layer > Pre-compose (Ctrl+Shift+C), move all attributes. Open the precomp's Composition Settings (Ctrl+K), click the left-middle square of the Anchor grid on the Advanced tab, then on the Basic tab uncheck Lock Aspect Ratio and set Width to 3840. The left anchor keeps clip A where it was.
  2. Inside the precomp, set clip B's Position to 2880, 540. Slide clip B so it starts 8 frames before clip A ends, so both are playing during the push.
  3. Back in the main comp, set the precomp layer's Position to 1920, 540 so clip A fills the frame.
  4. On the precomp layer add Motion Tile (Output Width 120, Output Height 100, Mirror Edges on), then Transform. Uncheck Use Composition's Shutter Angle, set Shutter Angle to 180.
  5. Keyframe Transform Position X: 1920 at the first push frame (the first frame of the overlap, where clip B starts), -40 at frame 7, 0 at frame 11. Y stays 540.
  6. Easing: first keyframe F9 with Outgoing Influence 75%. Middle keyframe F9 with Incoming Influence 40%. Last keyframe F9 with Incoming Influence 75%.
  7. Line it up so the frame where the strip is halfway (X about 960) lands on your beat.

Starting values

PrecompComposition Settings > Width3840Room for both clips side by side
Motion TileOutput Width120Just enough for the overshoot
Motion TileMirror EdgesOnOvershoot reveals a mirror, not black
TransformPosition X1920 / -40 / 0 at frames 0 / 7 / 11Push, overshoot, settle
TransformShutter Angle180Keeps both clips readable

Other ways to make it

  • FlowUse two keyframes (1920 and 0) and apply a back-out style curve. The curve does the overshoot, so there is nothing to tune by hand.
  • UniverseUniverse Slide is the closest one-effect version: apply it to clip A, pick clip B in Transition B, set Direction to match your move and animate Mix 0% to 100% over about 10 frames. It moves in 3D and has no overshoot, so the strip build is still the way to get the gap and the settle.

Try this

  • Gap push: make the precomp 3880 wide and move clip B to 2920, 540 for a 40 px black gap. Set the precomp layer's Position X to 1940, then animate Transform Position X from 1940 to -60 (overshoot) and settle on -20. Looks clean and graphic on sports recaps.
  • Vertical push: build a 1920x2160 strip with B below A and animate Position Y instead. Fits 9:16 edits.
  • Elastic push: replace the three keyframes with a Flow back-out curve on two keyframes. Flow's overshoot curves give the same settle with less work.

Watch out for

  • Animating the two clips separately. Tiny timing differences open a flickering gap, and each clip blurs on its own.
  • Forgetting to overlap the clips in the precomp. Clip B freezes on its first frame during the push and the motion feels dead.
  • A huge overshoot. Past about 60 px it stops feeling like weight and starts looking like a mistake.

Effects used

Motion TileTransform
Motion transitions · Transition

3D card flip

The frame flips like a playing card and clip B is on the back, with real perspective and blur.

Built-in

When to use itReveals and reversals: a before and after, a player's two sides, a character change in an AMV, or the turn into a chorus. Feels playful, so it suits fan edits and recaps more than moody cinematic edits.

A card flip is two half-turns. Clip A rotates from facing you to edge-on, and the moment it is edge-on you swap to clip B, which finishes the turn from edge-on to facing you. At 90 degrees the layer is a thin line, so the swap is invisible.

The easiest built-in way is to make both clips 3D layers and keyframe Y Rotation. Adding a small push back in Z while it turns gives the flip depth and keeps the corners from swinging into the camera. Turn on layer motion blur so the edge smears as it spins.

There is also a one-effect shortcut: Card Wipe with one row and one column is literally a single card flip. Set Rows and Columns to 1, point Back Layer at clip B, and keyframe Transition Completion.

Build it

  1. Turn on the 3D switch for clips A and B. Check that both anchor points are centered (960, 540).
  2. Clip A: keyframe Y Rotation 0 at 5 frames before the cut and 90 on the cut. First keyframe F9 with Outgoing Influence 80%, cut keyframe linear.
  3. Clip B: keyframe Y Rotation -90 on the cut and 0 at 5 frames after. Cut keyframe linear, last keyframe F9 with Incoming Influence 80%.
  4. On both clips keyframe Position Z: clip A 0 to 400, clip B 400 to 0, same frames and easing as the rotation.
  5. Turn on the layer motion blur switch for both clips and the comp's Enable Motion Blur button. In Composition Settings > Advanced set Shutter Angle to 180.
  6. Put a dark solid or a blurred copy of clip A at the bottom of the stack so the background behind the card is not empty black.
  7. Shortcut version: apply Card Wipe to clip A, extend A 5 frames past the cut, set Back Layer to clip B, Rows and Columns to 1, Flip Axis to Y, then keyframe Transition Completion 0% to 100% over 10 frames with F9 on both. If clip B sits right under A, you see it behind the card mid-flip; to keep that space dark, point Back Layer at a duplicate of B with its eye off (effects can read hidden layers) and start the visible clip B on the frame the flip ends.

Starting values

Layer (3D)Y Rotation (clip A)0 to 90 over 5 framesEase out 80%, linear on the cut
Layer (3D)Y Rotation (clip B)-90 to 0 over 5 framesLinear on the cut, ease in 80%
Layer (3D)Position Z0 to 400, then 400 to 0Pushes the card away mid-flip
Composition SettingsShutter Angle180Under Advanced
Card WipeRows / Columns1 / 1One card = full-frame flip
Card WipeFlip AxisYX flips top over bottom
Card WipeTransition Completion0% to 100% over 10 framesEasy ease both ends

Other ways to make it

  • SapphireS_Swish3D with Swivel raised (rotation around the vertical axis) and the other rotations at 0 gives a flip with built-in Motion Blur, and takes clip B through its Background input. Animate Wipe Percent 0 to 100 over about 10 frames.
  • Element 3DFor a thick card with real edges and lighting, map clip A and B onto the front and back of a thin box and rotate the group. Overkill for most edits, but it looks solid.

Try this

  • Vertical flip: use X Rotation instead of Y Rotation for a top-over-bottom flip.
  • Tile flip: in Card Wipe set Rows to 4 and Columns to 7 and raise Timing Randomness to 0.3. The frame flips as a wall of tiles.
  • Add a 1-frame white flash on the edge-on frame to make the swap pop on a beat.

Watch out for

  • Off-center anchor points. The card swings around a corner instead of flipping in place. Press Ctrl+Alt+Home to center them.
  • Both rotations going the same way in sign. Clip B starting at +90 makes it look like it bounced back. Use -90 to 0.
  • Leaving the background black. A flip shows what is behind the card for a few frames, so put something there.

Effects used

Card Wipe
Motion transitions · Transition

Squash-and-stretch zoom

A zoom that stretches tall as it rushes in and lands squashed with a springy wobble, like the frame is made of rubber.

Built-in

When to use itFunny, bouncy or cartoony moments: meme edits, anime comedy beats, kids' content, a bass wobble. Avoid it in serious cinematic edits.

Squash and stretch is the oldest animation trick there is: things stretch along their direction of travel when they move fast and squash when they hit something. Applied to a zoom, the frame stretches vertically as it rushes into the cut and then lands slightly squashed before springing back to normal.

You get it by unchecking Uniform Scale in the Transform effect and animating height and width separately. Height leads and overshoots, width lags behind. The difference between the two is the stretch. Keep the area roughly constant: when height goes up a lot, width goes up less, and on the landing it flips.

The spring at the end is an expression. It reads how fast the value was moving at the last keyframe and adds a decaying wobble after it, so you get a natural bounce without hand-keying five extra keyframes.

Build it

  1. Make an adjustment layer from 5 frames before the cut to 8 frames after and split it on the cut with Ctrl+Shift+D.
  2. On both halves add Motion Tile (Output Width and Output Height 300, Mirror Edges on), then Transform. Uncheck Uniform Scale and Use Composition's Shutter Angle, set Shutter Angle to 270.
  3. Out half (5 frames): Scale Height 100 to 190, Scale Width 100 to 140. First keyframes F9 with Outgoing Influence 85%, last keyframes linear.
  4. In half (8 frames): Scale Height 60 at the cut, 100 at frame 5. Scale Width 80 at the cut, 100 at frame 5. Leave all of these keyframes linear. The bounce expression reads the speed the value arrives with, and F9 on the last key would bring that speed to zero and kill the wobble.
  5. Paste the spring expression below on both Scale Height and Scale Width of the in half. The last 3 frames of the layer give the wobble room to play out.
  6. If the wobble is too big, lower 0.05 in the expression to 0.03. If it dies too fast, lower the 8 to 6.
Expression on Transform > Scale Height and Scale Width (in half)
n = 0;
if (numKeys > 0) { n = nearestKey(time).index; if (key(n).time > time) n--; }
if (n == 0) { value; } else {
  t = time - key(n).time;
  v = velocityAtTime(key(n).time - thisComp.frameDuration / 10);
  value + v * 0.05 * Math.sin(4 * t * 2 * Math.PI) / Math.exp(8 * t);
}

Inertial bounce: after each keyframe it wobbles based on the speed it arrived with. 0.05 is amplitude, 4 is wobbles per second, 8 is how fast it dies.

Starting values

TransformUniform ScaleOffNeeded to stretch
TransformScale Height (out)100 to 190 over 5 framesLeads the move
TransformScale Width (out)100 to 140 over 5 framesLags, which creates the stretch
TransformScale Height (in)60 to 100 over 5 framesLands squashed, linear keys so the bounce fires
TransformScale Width (in)80 to 100 over 5 framesSlightly wider than height on landing
TransformShutter Angle270Hides the cut in the stretch

Other ways to make it

  • FlowA single curve between two keyframes can overshoot once but cannot wobble several times. Apply a back-out style curve to the in half's two keyframes for one overshoot and settle you can see and tweak, or keep the expression for a real multi-bounce spring.

Try this

  • Sideways stretch for whips: animate Scale Width up more than height while the image slides. The frame looks like it is being yanked.
  • Land on a bass hit with a real squash: in half Scale Height starts at 50. Pair it with a 2-frame shake.
  • Stretch out, not in: zoom out with the frame squashing flat (Scale Height 100 to 60) and spring back on clip B.

Watch out for

  • Stretching both axes equally. Then it is just a zoom. The width must lag or lead the height.
  • Ending the adjustment layer on the last keyframe. The expression's wobble happens after it, so give the layer 3 to 5 extra frames.
  • Easing the last keyframe with F9. The value arrives with zero speed, so the expression has nothing to bounce with. Keep the in half's keys linear.
  • Using the expression on the out half too. The wobble will fire before the cut and fight the stretch.

Effects used

Motion TileTransform
Motion transitions · Transition

Zoom through an object

Push into a dark doorway, a mouth, a tunnel or the subject itself, and come out the other side in the next shot.

Built-in

When to use itWhen clip A has a dark opening or a strong subject you can fly into: a tunnel, a car window, a pupil, a phone screen, a jersey. Music videos and cinematic edits love it because it feels planned, not added.

Instead of zooming the whole frame, you cut a hole in clip A and put clip B behind it. As A scales up toward the hole, the hole grows until it fills the frame and you are looking at B. Because the hole is something in the shot (a door, a dark window), it feels like the camera flew through the world.

Dark areas are the easiest because the edge of the mask hides in shadow. A soft feather and a little blur on the edge do the rest. With a subject instead of a hole, use Roto Brush to cut them out and put B inside their silhouette. You fly into the person and come out in the next scene.

Set the anchor point on the center of the hole. Then scaling pulls everything toward that point, and the hole never drifts out of frame.

Build it

  1. Put clip B below clip A and overlap them by 10 frames, so B starts 10 frames before A ends.
  2. On clip A, draw a mask with the Pen tool (G) around the dark area. Set the mask mode to Subtract and Mask Feather to 15 px. If the camera moves, right-click the mask and choose Track Mask.
  3. Use the Pan Behind tool (Y) to move clip A's anchor point to the center of the hole. If the hole moves, track it and keyframe the anchor to follow.
  4. Keyframe clip A's Scale 100 at the start of the overlap and 1500 at the end. Apply an expo-in shape: first keyframe F9 with Outgoing Influence 95%, last keyframe linear.
  5. Keyframe clip B's Scale 160 to 100 over the same 10 frames: first keyframe linear, last keyframe F9 with Incoming Influence 85%. B settling while A rushes past sells the depth.
  6. Turn on the motion blur switch for both clips and the comp's Enable Motion Blur. Set Shutter Angle to 270 in Composition Settings > Advanced.
  7. Trim clip A at the frame where the hole fully covers the frame (usually around Scale 800 to 1000). Anything after is wasted render time.

Starting values

MaskModeSubtractHole shows clip B below
MaskMask Feather15 pxEdge vanishes in the dark
LayerScale (clip A)100 to 1500 over 10 framesEase out 95%, linear end
LayerScale (clip B)160 to 100 over 10 framesLinear start, ease in 85%
Composition SettingsShutter Angle270Advanced tab

Other ways to make it

  • SapphireAdd S_Glow on clip B for the first 4 frames so the far side of the hole looks bright, like light at the end of a tunnel.
  • RSMBIf the layer motion blur looks stepped at 1500%, turn it off and put RSMB on an adjustment layer above both clips.

Try this

  • Through the subject: use Roto Brush on clip A, precompose the matte, then use it as an Alpha Matte for clip B so B plays inside the person. Zoom into their chest or face.
  • Through text: set a big word on screen, put clip B inside it with a track matte, and zoom into a letter's counter (the hole in an O or A).
  • Reverse it: start inside the hole in clip B and zoom out to reveal the full frame. Great as an ending.

Watch out for

  • Anchor point left at the frame center. The hole flies off to the side as A scales. Move the anchor to the hole.
  • A hard mask edge on a bright area. It shows a clean cutout line. Pick a darker spot or raise the feather.
  • Clip B frozen. If B does not overlap A by the full length of the zoom, it sits on its first frame while you fly toward it.

Effects used

Transform
Motion transitions · Transition

Rotation match cut

Two round or spinning things line up across the cut and the rotation carries straight through from one shot to the next.

Built-in

When to use itWhen you have a circle or spinning object in both shots: a wheel and a ball, a steering wheel and a vinyl record, an eye and a lens, a drift and a turntable. Car and football edits use it constantly.

A match cut works because the eye follows shape and motion, not content. If a round thing sits in the same spot, at the same size, turning the same way in both shots, the cut barely registers. Adding a forced rotation on top makes the link obvious and gives the cut a beat.

The work is in lining up. You move clip B so its circle sits exactly over clip A's circle, scale it to match, then rotate both around that shared center. Put both anchor points on the circle centers, and the rotation looks like one object spinning while the world around it changes.

Spin direction matters. If the wheel in clip A turns clockwise, rotate the frame clockwise too, and make clip B continue that way. Fighting the real motion looks wrong even if viewers cannot say why.

Build it

  1. Find the frame on clip A where the round object is clearest. Use the Pan Behind tool (Y) to put clip A's anchor point on the circle center. Do the same for clip B.
  2. Set clip A's Opacity to 50% temporarily, put clip B above it, and move and scale clip B until the two circles overlap. Then set A back to 100%.
  3. If the circles move during the shots, track each one with the Tracker panel (Track Motion, position only) and apply the track to a null. Parent the clip to its null.
  4. On clip A add Transform, set its Anchor Point and Position to the circle center, uncheck Use Composition's Shutter Angle, set Shutter Angle to 180. Keyframe Rotation 0 at 6 frames before the cut and 90 on the cut. First key F9 with Outgoing Influence 85%, cut key linear.
  5. On clip B add the same Transform setup on its own circle center. Rotation -90 on the cut to 0 at 6 frames after. Cut key linear, last key F9 with Incoming Influence 85%.
  6. Add Motion Tile above Transform on both clips (Output Width and Output Height 200, Mirror Edges on) so the rotated corners are filled.
  7. Scrub across the cut at 50% speed. The circle should stay put while everything around it changes.

Starting values

TransformAnchor Point / PositionCircle centerSame point for both values
TransformRotation (clip A)0 to 90 over 6 framesEase out 85%, linear on the cut
TransformRotation (clip B)-90 to 0 over 6 framesLinear on the cut, ease in 85%
TransformShutter Angle180Keep the circle readable
Motion TileOutput Width / Output Height200Fills rotated corners

Other ways to make it

  • SapphireS_Swish3D with only Rotate raised can do the rotation and blur in one effect. Move its Center onto the circle (it is measured from the frame center, and the Center Widget lets you drag it). The manual build is still easier when the circle moves and you need tracking.

Try this

  • Match by scale instead: if clip B's circle is much bigger, also animate B's Scale from the matched size back to 100 over the in frames. It doubles as a zoom.
  • Shape match without rotation: line up two horizons, two doorways or two faces at the same angle and use a straight cut. The alignment step is the same.
  • Spin the other way on a reverse beat: clip A clockwise, clip B counterclockwise, with a white flash on the cut. More aggressive, works on drops.

Watch out for

  • Rotating around the frame center. The circle swings out of position and the match is lost. Rotate around the circle.
  • Skipping the 50% opacity alignment. Guessing by eye leaves a visible jump on the cut.
  • Spinning against the real motion in the footage. Match the direction the object is already turning.

Effects used

Transform
Motion transitions · Transition

Scale-down grid reveal

The shot shrinks back into a 3x3 wall of clips, then the camera dives into a different tile to land on the next shot.

Built-in

When to use itRecaps, intros and montage moments where you want to show many shots at once: a season recap, a team intro, a travel highlight. Also a strong opening for a TikTok that lists things.

The grid reveal tells the viewer that this shot is one of many. You pull back from clip A until it becomes the center tile of a 3x3 wall, hold for a beat so the eye can take in the grid, then push into another tile that becomes clip B. It is a zoom out and a zoom in with a pause between them.

Build the grid as a big precomp (three times the comp size in both directions) with a clip in each tile. Then animate the grid layer's Anchor Point and Scale together. The anchor point decides which tile you are looking at, and scale decides how much of the grid you see. That keeps every move centered without position math.

For a quicker version with no extra clips, Motion Tile on one layer gives you a grid of the same shot. It is less impressive but takes a minute.

Build it

  1. Make a new comp 5760 x 3240 called Grid, same frame rate. Drop nine clips into it and place them at X 960, 2880, 4800 and Y 540, 1620, 2700. Clip A goes in the center tile (2880, 1620), clip B in the top right (4800, 540).
  2. Optional: add a thin black border between tiles. Put a black solid at the bottom of the Grid comp, unlink each clip's Scale and set it to 99.8, 99.6%. That leaves an even gap of about 4 px on every side. Tiles read better with a thin border.
  3. Put the Grid comp in your main comp. Set its Anchor Point to 2880, 1620 and Position to 960, 540, Scale 100. Now clip A fills the frame.
  4. Frames 0 to 8: keyframe Scale 100 to 33.3. Anchor stays at 2880, 1620. Easing: F9 on both keys with 75% influence, or a Flow expo in-out curve.
  5. Frames 8 to 14: hold. Copy the frame-8 Scale keyframe to frame 14, and also set an Anchor Point keyframe at 2880, 1620 on frame 14, so the full grid sits still for about a quarter second.
  6. Frames 14 to 22: keyframe Anchor Point to 4800, 540 and Scale to 100. Same easing. The view dives into clip B's tile. If the tile swoops in a curve, move the end Anchor Point key earlier to frame 18 so the view centers on the tile before the zoom speeds up.
  7. Turn on the layer motion blur switch and Enable Motion Blur, or use a Transform effect with Shutter Angle 180 and animate its values instead.
  8. If the corners show empty space when the anchor moves, check that each tile edge touches the grid edge exactly.

Starting values

Grid compSize5760 x 32403 x 3 tiles of 1920 x 1080
Grid layerAnchor Point (clip A)2880, 1620Center tile
Grid layerAnchor Point (clip B)4800, 540Top right tile
Grid layerScale100 / 33.3 / 33.3 / 100 at frames 0 / 8 / 14 / 22Out, hold, in
Composition SettingsShutter Angle180Advanced tab

Other ways to make it

  • FlowApply an expo in-out curve to the out and in moves. The pull-back eases gently into the hold, which makes the grid feel calm before the dive.
  • OminoOmino Squares can break a single shot into a tile pattern for a stylized take on the one-clip version.

Try this

  • One-clip grid: on clip A add Motion Tile (Output Width and Output Height 300, Mirror Edges off) then Transform, and scale from 100 to 33.3. A wall of the same shot. Cut to B on a beat.
  • Make the hold frames hit a beat each: flash a different tile white (Opacity 60% solid on top) on each beat during the hold.
  • Use a 3D camera: turn the Grid layer 3D and tilt it -15 degrees on X while scaled out for a wall-of-screens feel.

Watch out for

  • Animating Position instead of Anchor Point. The math gets messy and the tile drifts off center while scaling.
  • No hold. Without a pause the grid flashes by and nobody registers it. Hold 6 to 10 frames.
  • Clips in the grid that do not overlap the transition time. They show frozen frames or empty tiles. Make sure every tile clip covers the whole move.

Effects used

Motion TileTransform
Motion transitions · Transition

3D camera fly-through

A 3D camera dollies forward through clip A and finds clip B waiting deeper in space, with real perspective and depth of field.

Built-in

When to use itCinematic edits and slow builds where a zoom would feel flat. Great when you have a cutout subject or overlay to place between the two clips so the camera passes something on the way.

A 2D zoom only changes scale. A camera dolly changes perspective: layers closer to the lens grow faster than layers further away. If you put clip A at the front, clip B deeper in Z and maybe a cutout or a dust overlay between them, the camera move gives you parallax for free, and the transition feels like traveling through space.

The numbers are simple once you know one thing: with a 50mm camera preset in a 1920 wide comp, the camera Zoom is 2666.7. A layer exactly that far from the camera fills the frame at 100% scale. So if you move the camera by the same distance as the gap between the layers, each clip fills the frame at its stop.

Build it

  1. Turn on the 3D switch for clips A and B. Overlap them by 12 frames.
  2. Set clip A Position to 960, 540, 0 and clip B to 960, 540, 3000. Both at Scale 100.
  3. Add a camera (Layer > New > Camera), One-Node Camera, preset 50mm. Its Zoom is 2666.7.
  4. Keyframe the camera Position Z: -2666.7 at the start of the overlap, 333.3 at the end. That is the same 3000 px gap, so clip B lands at full frame.
  5. Easing: Flow expo in-out on both keyframes, or F9 with 90% influence on both. The camera drifts, accelerates through clip A, then glides to a stop on B.
  6. Turn on Depth of Field in the camera options. Focus Distance 2666.7, Aperture 40 px, and keyframe Focus Distance so it stays on whichever clip is ahead.
  7. Turn on layer motion blur for both clips and Enable Motion Blur. In Composition Settings > Advanced set Shutter Angle to 180.
  8. Optional: put a Roto Brush cutout of clip A's subject at Z -800 with Scale 70%, so from the camera's start it lines up exactly over the subject in clip A (it is 1866.7 px from the lens instead of 2666.7). It then flies past the lens first. That parallax is what sells the depth.

Starting values

CameraZoom2666.750mm preset at 1920 wide
CameraPosition Z-2666.7 to 333.3 over 12 framesExpo in-out
Layer (3D)Position Z (clip A / clip B)0 / 3000Gap equals camera travel
CameraDepth of FieldOnAperture 40 px for soft falloff
Composition SettingsShutter Angle180Advanced tab

Other ways to make it

  • TrapcodeFill the gap between the clips with Particular dust that uses the comp camera. The particles streak past the lens and add depth.
  • FlowAn expo in-out curve on the camera Z keyframes gives the drift-snap-glide shape in one click.

Try this

  • Add drift: animate the camera Position X from 960 to 1110 over the same frames for a slightly curved path.
  • Overlay layers: put dust, light leaks or particles at several Z depths between the clips. Each moves at a different speed.
  • Use clip A's dark area with the mask from the zoom-through entry so the camera flies through a hole instead of through the whole frame.

Watch out for

  • Camera passing through clip A while it is still fully opaque. That is the point, but if the layer clips oddly at the lens, fade clip A's Opacity to 0 over the last 2 frames before the camera reaches it.
  • Wrong scale at the stop. If clip B looks soft or small at the end, the camera did not travel the same distance as the gap. Recheck the Z numbers.
  • Forgetting to overlap the clips. Clip B sits on its first frame for the whole fly-through.

Effects used

Camera
Motion transitions · Transition

Sapphire swish transitions

One-effect whips and 3D swings with built-in blur: S_SwishPan for flat whips, S_Swish3D for tumbling, rotating moves.

Sapphire

When to use itWhen you need a lot of whips and swings fast, like a long montage with a transition every bar. The motion and blur are handled for you, so you spend time on timing instead of setup.

Sapphire's swish transitions do in one effect what the manual builds do with three. S_SwishPan slides the outgoing clip off and the incoming clip in with directional blur. S_Swish3D does the same but moves the frame in 3D, so you can tumble, flip or roll it with perspective. Both blend the two clips at the midpoint, which hides the cut even when the blur is light.

Sapphire transitions in After Effects work on two layers: apply the effect to the outgoing clip, overlap it with the incoming clip, and pick the incoming clip in the effect's Background layer menu. Then keyframe Wipe Percent across the overlap, or turn on Auto Trans to run it over the whole length of the outgoing layer. The overlap is the length of the transition, so trim your clips so they share the frames you want.

The Load Preset button opens Sapphire's preset browser with ready-made swish variations. They are a good starting point, then adjust the speed and blur to the song.

Build it

  1. Overlap clip A and clip B by 8 frames for a whip or 12 frames for a 3D swing. Clip A on top.
  2. Apply S_SwishPan (or S_Swish3D) to clip A from the Sapphire Transitions category.
  3. In the effect's Background layer menu, pick clip B. Trim clip A so it ends on the last overlap frame.
  4. Leave Auto Trans off and keyframe Wipe Percent from 0 on the first overlap frame to 100 on the last overlap frame.
  5. Easing: F9 on both keyframes with 80% influence, so the fastest part sits in the middle of the overlap. Line that middle frame up with your beat. The effect also has Slow In and Slow Out controls; set them low if you ease with keyframes, so the two don't stack.
  6. In S_SwishPan, set Direction to match the action (horizontal for most whips) and raise Blur Amount until the middle frames are pure streaks.
  7. In S_Swish3D, choose which rotation to use: Swivel for a door-like swing around the vertical axis, Rotate for a roll in the frame's plane, Tilt for a forward tumble. Start with one, two at most, and keep Motion Blur up.

Starting values

S_SwishPanDirectionHorizontal for most whipsMatch the action in the shot
S_SwishPanBlur AmountHigh enough that the middle frames are streaksHides the blend
S_Swish3DSwivel / Rotate / TiltSwivel for a swing, Rotate for a rollOne axis reads cleanest
LayerOverlap8 frames (whip), 12 frames (3D)This is the transition length
S_SwishPan / S_Swish3DWipe Percent0 to 100 across the overlapEasy ease 80% both, Auto Trans off

Other ways to make it

  • Built-inNo Sapphire: the whip pan and 360 spin entries build the same moves with Motion Tile, Transform and Directional Blur.
  • BCCBCC+ Swish Pan (BCC Swish Pan in older versions) is the BCC equivalent, and Swish Glow, Swish Prism and Swish Warp add a look on top. The setup logic is the same: overlap the clips, pick the incoming clip, keyframe the progress.
  • UniverseUniverse Swish Pan has Left, Right, Up and Down directions and a Maximum Blur control. Pick clip B in Transition B and animate Mix 0% to 100%. Same timing advice: 8 frames, fastest point on the beat.

Try this

  • Save your tuned version with Save Preset and reuse it for every whip in the edit, so they all match.
  • Stack an S_Shake on an adjustment layer over the last 4 frames of the swish to land it with impact.
  • Pair an S_Swish3D roll (Rotate only) with the Built-in spin entry's scale bump on an adjustment layer above for a heavier hit.

Watch out for

  • No overlap between the clips. The effect has nothing to transition to and you see clip A swish into black.
  • Linear keyframes on Wipe Percent with Slow In and Slow Out at zero. The swish moves at constant speed and feels like a slideshow. Ease both ends.
  • Using the same preset for every cut in a long edit. Alternate directions or axes so it does not feel copy-pasted.

Effects used

S_SwishPanS_Swish3D
Motion transitions · Transition

Zoom-blur punch

A short burst of radial zoom blur that explodes out from the center and snaps into the next shot, with almost no actual scale change.

Built-inBCC

When to use itOn kicks and snares in fast edits where a full zoom would take too long. Phonk and velocity edits, sports hype, quick TikTok cuts. It is 6 frames total, so you can use it often.

This is the zoom transition cut down to its essence. Instead of scaling the frame a lot, you scale it only a little and let a radial blur do the work. The blur streaks every pixel outward from the center, so for two frames it looks like a hard zoom, and then it is gone. Because the scale barely changes, you do not need Motion Tile for most of it.

CC Radial Fast Blur is fast to render and does the job. Its Zoom menu has a Brightest option that keeps the highlights in the streaks, which gives a punchier, light-speed look than Standard. Peak the blur on the first frame of clip B, not the last frame of clip A. The eye reads the new shot as arriving out of the blur.

BCC's blur filters give a smoother, higher quality streak with more control over the falloff and the center, which helps when you want it to read as a lens effect rather than a filter.

Build it

  1. Make an adjustment layer from 3 frames before the cut to 3 frames after. No split needed, the scale change is small.
  2. Add Transform then CC Radial Fast Blur. In Transform uncheck Use Composition's Shutter Angle, set Shutter Angle to 180.
  3. Keyframe Transform Scale: 100 at frame -3, 115 on the cut, 100 at frame +3. F9 on all three.
  4. Keyframe CC Radial Fast Blur Amount: 0 at frame -3, 85 on the cut, 0 at frame +3. Make the cut keyframe linear and the outer two F9 with 70% influence.
  5. Set Zoom to Brightest for a light-streak look, or Standard for a neutral blur.
  6. Move Center to the subject if they are off center, so the streaks pour out of them.
  7. BCC version: replace CC Radial Fast Blur with BCC Radial Blur (BCC+ Radial Blur in recent versions), put its center on the same point, and keyframe its blur amount with the same timing.

Starting values

CC Radial Fast BlurAmount0 / 85 / 0 at frames -3 / 0 / +3Peak on the first frame of clip B
CC Radial Fast BlurZoomBrightestKeeps highlights in the streaks
CC Radial Fast BlurCenterSubject's face or 960, 540Streaks pour out from here
TransformScale100 / 115 / 100Small bump, the blur does the rest
TransformShutter Angle180Smooths the scale bump

Other ways to make it

  • BCCBCC Radial Blur gives a smoother streak than the CC version. Keyframe its blur amount 0 / high / 0 across the 6 frames. For sideways punches, BCC Directional Blur with the same timing does the whip version. For a ready-made version, Crash Zoom Dissolve and Cross Zoom Dissolve are BCC transitions built on the same idea (recent versions prefix these with BCC+).
  • SapphireS_BlurMoCurves with Mode set to Transform and Blur blurs from its own animation: keyframe Z Dist from 1 to about 0.85 on the cut and back to 1, with Center on the subject. The speed of the Z Dist change drives the streak length. Same 6-frame timing.
  • UniverseUniverse Point Zoom is a zoom blur with a little glow. Put its Position on the subject and keyframe Length 0 / high / 0 across the 6 frames, peak on the cut.

Try this

  • Zoom-out punch: keyframe Scale 100 / 88 / 100 and add Motion Tile (300, Mirror Edges on) above Transform to cover the edges.
  • Color punch: add Exposure with Exposure 0 / 1.2 / 0 on the same frames for a flash that rides the blur.
  • Double punch on a double kick: two 6-frame punches back to back, the second one with Amount 60 so it feels like an echo.

Watch out for

  • Blur peaking on the last frame of clip A. The viewer sees clip B appear sharp and the punch feels late. Peak on the cut.
  • Making it longer than 8 frames. It turns into a foggy dissolve instead of a punch.
  • Default Center on an off-center subject. The streaks come from empty space and the hit misses.

Effects used

CC Radial Fast BlurTransformBCC Radial Blur

Effect transitions16

CC Jaws, flashes, light leaks, ink and slices. The effect carries the cut.

Effect transitions · Transition

Omino Diffusion transition

Clip A dissolves into bright streaky dither and clip B resolves out of it, a loud textured cut that hides a hard edit.

OminoBuilt-in

When to use itOn the drop, between two energetic shots, or from a calm section into a hype one. It is louder than a white flash and fits anime, gaming and phonk edits.

This transition works because at its peak neither clip is readable. You ramp the diffusion glow up until clip A breaks into bright colored streaks, cut to clip B on the strongest frame, then ramp back down. The viewer never sees the cut, only a burst of texture that swells and clears. It is the textured cousin of the flash transition.

Using an adjustment layer makes the ramp easy. An adjustment layer's Opacity blends its effects with the clips below, so animating that one property fades the whole stack in and out. Ease into the peak and come out a little faster, so the burst feels like it builds and then releases. Making the second half about two thirds the length of the first gives it a small push into the new shot.

Exposure does a lot of the work. The diffusion alone gets busy but not bright, so an Exposure effect after the glow lifts the whole frame toward white at the peak. Keep the peak just short of pure white so a bit of the streak pattern survives. That texture is what makes it feel like this effect and not a plain flash.

Build it

  1. Cut clip A into clip B on the beat. Add an adjustment layer above them (Ctrl+Alt+Y, Cmd+Option+Y on Mac) that starts 9 frames before the cut and ends 6 frames after it.
  2. Apply Omino Diffusion, then Glow (Glow Threshold 50%, Glow Radius 60), then Exposure, then Transform to the adjustment layer.
  3. Keyframe the adjustment layer's Opacity: 0% at its first frame, 100% on the cut frame, 0% at its last frame.
  4. Keyframe Exposure: 0 at the start, 1.5 on the cut, 0 at the end. Keyframe Glow Intensity 0.5, 2.5, 0.5 on the same frames.
  5. Keyframe Transform > Scale from 100 to 108 on the cut and back to 100. Uncheck Use Composition's Shutter Angle and set Shutter Angle to 180 for motion blur on the push.
  6. Select all keyframes and press F9. In the Graph Editor, drag the first keyframe's outgoing influence to about 80% and the cut keyframe's incoming influence to 20%, so the build accelerates into the cut. Or apply a Flow expo-in curve to the first half and expo-out to the second.
  7. Preview at full speed. If you can still see the cut, raise Exposure at the peak to 2 or extend the build by 2 frames.

Starting values

Adjustment layerOpacity0% to 100% to 0%Fades the whole stack; peak on the cut frame
GlowGlow Intensity0.5 to 2.5 to 0.5Blooms the streaks at the peak
ExposureExposure0 to 1.5 to 0Lifts the peak toward white
TransformScale100 to 108 to 100Small push for travel
TimingBuild / release9 frames / 6 framesAt 24-30 fps

Other ways to make it

  • Built-inPosterize, Directional Blur, Glow and Exposure on an adjustment layer, keyed the same way.
  • SapphireSapphire's glow dissolves, such as S_DissolveGlow, give a clean bright crossover in one effect if you want the burst without the dither texture.

Try this

  • Built-in only: replace Omino Diffusion with Posterize (Level 4) and Directional Blur (Blur Length 0 to 60 to 0) and keep the rest of the stack.
  • Soft version: swap the diffusion for Gaussian Blur (Blurriness 0 to 80 to 0, Repeat Edge Pixels on) for a dreamy haze blowout instead of a textured one.
  • Quick version for fast songs: shorten to 5 frames in, 4 frames out, and push Exposure to 2. It reads as a textured flash.
  • Change the diffusion direction on the cut frame with a Hold keyframe, so clip A streaks one way and clip B the other.

Watch out for

  • Cutting before or after the peak frame, which reveals the edit. Keep the cut exactly on the keyframe with the highest values.
  • Pushing exposure so far that the peak is pure white for several frames. That turns it into a flash and hides the texture. Keep only one or two frames near white.
  • Linear keyframes, which make the burst feel mechanical. Ease them so it builds.

Effects used

Omino DiffusionGlowExposureTransform
Effect transitions · Transition

Squares block transition

The frame breaks into big flat squares on the beat and resolves into the next shot, a crisp digital cut that fits phonk and gaming edits.

OminoBuilt-in

When to use itHard beats in phonk, velocity, gaming and tech edits, the switch into a drop, or any cut where you want a deliberately digital feel instead of a smooth one.

A block transition works the opposite way to a blur. Instead of softening detail away, it throws it away in big steps. When the frame is a handful of flat squares, two different shots look almost the same, so you can cut between them on the coarsest frame and nobody notices. The steps then shrink back to full detail on the new clip.

Omino Squares assembles your image out of small squares. Read the controls by what they do rather than by name. Square size is the one you animate. Big squares at the cut, tiny at the ends. Its futz section adds irregularity, including a wibble control that makes the squares jitter, which is useful when you want the grid to feel alive rather than clean.

Keep the keyframes stepped rather than smooth if you want the classic digital look. Hold keyframes make the resolution jump in clear stages, like an old game loading. Smooth keyframes give a softer pixel zoom. Both work, but pick one per edit so the style stays consistent.

Build it

  1. Put an adjustment layer over the cut, starting 6 frames before it and ending 6 frames after.
  2. Apply Omino Squares to the adjustment layer.
  3. Keyframe the square size: smallest setting at the start, about 120 px squares on the cut frame, smallest again at the end.
  4. Add in-between keyframes every 2 frames with sizes like 20, 50, 120, 50, 20 px, then select them and right-click Toggle Hold Keyframe (Ctrl+Alt+H, Cmd+Option+H) for stepped jumps.
  5. On the peak frames, raise wibble in the futz section a little so the big squares shiver instead of sitting still.
  6. Built-in route: use Mosaic instead and keyframe Horizontal Blocks from 1920 to 16 to 1920. Put the expression below on Vertical Blocks so the blocks stay square, and check Sharp Colors.
Expression on Mosaic > Vertical Blocks
Math.max(1, Math.round(effect("Mosaic")("Horizontal Blocks") * thisComp.height / thisComp.width))

Matches the vertical block count to the comp's aspect ratio so every block stays square, in any comp size.

Starting values

Omino SquaresSquare sizesmall to 120 px to smallPeak on the cut frame
Omino Squaresfutz > wibblelow, peak frames onlyAdds jitter to the squares
MosaicHorizontal Blocks1920 to 16 to 1920Built-in fallback
MosaicVertical BlocksexpressionKeeps blocks square
MosaicSharp ColorsOnFlat, hard-edged blocks
KeyframesInterpolationHoldStepped resolution jumps

Other ways to make it

  • Built-inMosaic with Horizontal Blocks keyed down to 16 at the cut, the square-ratio expression on Vertical Blocks, and Sharp Colors on.
  • SapphireS_DigitalDamage gives a blockier, more broken version of the same cut, with blocks that shift and smear.

Try this

  • One-sided: start the squares on clip A's last 4 frames and cut to clip B at full detail. It reads as clip A shattering.
  • RGB split on the peak: precompose the cut, duplicate it three times, give each copy Shift Channels keeping only red, green or blue (set the other two to Full Off), blend the copies with Add, and offset red 8 px left and blue 8 px right for the peak frames.
  • Smooth pixel zoom: use regular keyframes with F9 easing instead of hold, and push Transform > Scale 100 to 115 at the same time.
  • Beat stutter: on a fast hi-hat section, flash the squares on and off every 2 frames with hold keyframes instead of using them as a transition.

Watch out for

  • Stretched rectangles instead of squares in the Mosaic version, because the vertical count does not follow the horizontal one. Use the expression.
  • Peak blocks too small, so both shots are still readable and the cut shows. Go bigger on the cut frame.
  • Using it on soft, slow songs where it fights the mood. Save it for hard beats.

Effects used

Omino SquaresMosaicShift Channels
Effect transitions · Transition

Jaws bite cut

The outgoing shot splits along a row of teeth and bites open onto the next clip. Fast, aggressive, and easy to read on a phone.

Built-in

When to use itOn a hard drop, a kick or a hit in phonk, velocity and sports edits. Use it between two high-energy shots where a plain cut feels too polite.

CC Jaws cuts a layer along a zigzag line and opens a gap outward from that line, like a mouth. Put it on the outgoing clip with the incoming clip directly underneath, and as Completion runs from 0% to 100% the teeth eat the old shot and show the new one. The edge is hard and geometric, so the eye reads it as one single bite even at 6 frames. That's why it sits so well on beats.

The look lives or dies on timing. A linear ramp from 0% to 100% feels like a mechanical wipe. A fast start that settles at the end feels like a snap. You also want the bite centered on the beat: the teeth should be about halfway open on the beat frame, not just starting. That way the reveal reads as a reaction to the sound instead of arriving late.

On its own the bite is flat, because nothing in the frame moves. A small push with the Transform effect gives it speed, and Transform renders its own motion blur through Shutter Angle, so the teeth smear a little as they move even with comp motion blur off. Carry the same push into the first frames of the incoming clip and the two shots feel like one movement.

Build it

  1. Stack the clips: outgoing on top, incoming directly below. Overlap them by at least 8 frames so there is always footage under the teeth.
  2. Select the outgoing clip and apply Effect > Transition > CC Jaws. Set Shape to Spikes, Height to 40%, Width to 25% and leave Center at 960, 540.
  3. Go to 3 frames before the beat and keyframe Completion at 0%. Go to 3 frames after the beat and set it to 100%. That's a 6-frame bite with the midpoint on the beat.
  4. Select the last keyframe and press Shift+F9 (Easy Ease In). Open Keyframe Velocity with Ctrl+Shift+K and raise its incoming influence to 90%. Leave the first keyframe linear. Fast start, soft landing: that's the snap.
  5. Add Effect > Distort > Transform below CC Jaws on the outgoing clip. Keyframe Scale from 100 to 115 on the same two frames with the same easing. Uncheck Use Composition's Shutter Angle and set Shutter Angle to 180.
  6. On the incoming clip, add Transform and keyframe Scale from 115 to 100 over its first 6 frames, with Easy Ease In at 90% on the last key. Same shutter settings.
  7. Step through with Page Down. If the beat frame doesn't show the teeth about half open, select both Completion keys and nudge them with Alt+Left or Alt+Right one frame at a time.

Starting values

CC JawsCompletion0% → 100% over 6 framesMidpoint on the beat
CC JawsShapeSpikesThe classic triangular teeth
CC JawsHeight40%Lower = shallower teeth
CC JawsWidth25%Changes how many teeth fit across the frame
CC JawsDirection0x+0.0°Angle of the bite line
TransformScale100 → 115Push that gives the bite speed
TransformShutter Angle180With Use Composition's Shutter Angle off

Try this

  • Reverse bite: put CC Jaws on the incoming clip instead, placed on top, and keyframe Completion from 100% to 0%. The new shot closes over the old one like a mouth snapping shut.
  • Slow bite: stretch it to 12 frames and use a Flow expo-in-out curve. It turns the aggressive cut into something that fits a cleaner cinematic edit.
  • Aimed bite: move Center onto the ball, a fist or the subject's face so the bite line passes right through the point of interest.
  • Swap Shape to Block for square, digital-looking teeth that suit car and tech edits.

Watch out for

  • Black frames in the gap: the incoming clip starts on the beat, so the first half of the bite has nothing underneath. Overlap by at least the full transition length.
  • Starting the bite on the beat: the reveal lands late and feels disconnected. Center the animation on the beat instead.
  • Teeth running the wrong way: Direction sets the angle of the bite line. Add 90° if it runs vertically when you wanted horizontal.

Effects used

CC JawsTransform
Effect transitions · Transition

Vertical jaws split

The bite line turns vertical and the two halves of the old shot slide apart like doors, teeth and all.

Built-in

When to use itOn a shot with one subject in the middle of the frame: a player facing camera, a character turning, a car head-on. Great in AMV and fan edits where you want the split to run right through the subject.

Rotate the CC Jaws bite line by 90° and the frame tears left and right instead of top and bottom. That small change reads very differently. Most footage moves horizontally and the eye scans that way, so a vertical tear feels like doors being ripped open, and it pairs naturally with whip pans and sideways motion.

CC Jaws on its own only opens a gap. The halves never move. The trick here is to duplicate the outgoing clip, mask each copy to one side of the bite line, and slide the two copies apart with the Transform effect. Because Transform sits below CC Jaws in the stack, the teeth travel with each half, so you get two toothed doors pulling away from each other instead of a static hole. The straight mask edge trims the very tips of the teeth where they cross the center line, which is one reason to keep the teeth short here. With motion blur over 8 frames, those trimmed tips read as part of the tear.

Line the bite up with the subject. If the player sits at x = 1100, both the jaw Center and the mask edge should sit at 1100. When the split runs through the subject, the transition feels designed for that exact shot, which is the whole point of an effect transition.

Build it

  1. Outgoing clip on top, incoming below, overlapping by 10 frames.
  2. On the outgoing clip apply CC Jaws: Direction 0x+90.0°, Shape Spikes, Height 30%, Width 15%, Center at the subject's horizontal position (for example 960, 540).
  3. Keyframe Completion from 0% to 100% over 8 frames, with the beat on frame 3. Leave the first key linear, then select the last key, press Shift+F9 and set its incoming influence to 90%.
  4. Duplicate the clip with Ctrl+D. On the top copy draw a rectangle mask covering everything left of the bite center. On the lower copy draw a mask covering everything right of it. Keep Mask Feather at 0.
  5. Add Transform below CC Jaws on each copy. On the left copy keyframe Position from 960, 540 to 760, 540. On the right copy go from 960, 540 to 1160, 540. Use the same two frames and easing as Completion.
  6. On both Transform effects uncheck Use Composition's Shutter Angle and set Shutter Angle to 180 so the doors smear as they open.
  7. On the incoming clip add Transform with Scale from 108 to 100 over its first 8 frames, Easy Ease In at 90%, so the new shot pushes forward through the gap.
Expression on CC Jaws > Center (both copies)
p = thisComp.layer('Subject Null').transform.position;
[p[0], value[1]]

Keeps the bite line on a tracked subject. Attach the track to a null named Subject Null. Works as-is when the clip layer itself isn't moved or scaled. The masks don't follow the null, so place their edges where the null sits on the beat frame; over 8 frames the drift is small.

Starting values

CC JawsDirection0x+90.0°Vertical bite line
CC JawsHeight30%Shorter teeth keep the doors readable
CC JawsWidth15%More, smaller teeth
CC JawsCompletion0% → 100% over 8 framesBeat on frame 3
TransformPosition±200 px on XLeft copy goes left, right copy goes right
TransformShutter Angle180Motion blur on the sliding halves

Try this

  • Diagonal doors: set Direction to 0x+45.0°, cut the masks along the same diagonal and slide each half about 200 px straight away from the line (roughly 140 px on X and 140 px on Y, opposite signs for the two halves).
  • One door: only slide one half and leave the other as a wall. It feels like the new shot is shoving the old one out.
  • Whip combo: follow the doors with a 6-frame whip pan on the incoming clip in the same direction one half travels.

Watch out for

  • Mask edge and jaw Center don't match: you get a straight edge or a sliver of the wrong half. Put both at exactly the same X value.
  • Transform above CC Jaws in the stack: the image slides but the teeth stay put. Drag Transform below CC Jaws.
  • The bite line slicing through a face: nudge Center and the mask edge 40 to 60 px to one side so the line runs beside the face, not across the eyes.

Effects used

CC JawsTransform
Effect transitions · Transition

Stacked jaws with bands

Two or three jaws with different teeth, angles and timing chew through the frame, leaving colored bands along the cut.

Built-in

When to use itThe biggest drop of the song, the chorus start, the goal. Use it once or twice per edit so it stays special, and keep the simple bite for the smaller hits.

Every CC Jaws instance cuts its own pattern, and when you stack several on one layer the gaps add up. Change the Shape, nudge the Direction a few degrees and move Center on each one, and the bite stops looking like a stock wipe. It looks like something tore through the shot.

Timing is what makes it read as chewing. If every instance runs on the same frames, the result is just one messier jaw. Delay each one by 1 or 2 frames and you get a rhythm: bite, bite, open. Short delays are the key. At 24 or 30 fps, 1 frame is enough for the eye to register a second cut.

The bands come from layers between the two clips. Put an accent-colored solid and a black solid under the outgoing clip, each with their own jaws that run a little later. Where the outgoing shot has opened but the solid hasn't, you see a strip of color hugging the teeth. Pick the band color from the incoming shot and the transition feels like it belongs to the edit.

Build it

  1. Layer order, top to bottom: outgoing clip, accent solid (for example #FF2D55), black solid, incoming clip. Make the solids comp size and trim all four so they overlap for 12 frames.
  2. On the outgoing clip apply CC Jaws: Shape Spikes, Direction 0x+0.0°, Height 40%, Width 20%. Keyframe Completion 0% → 100% over 6 frames, linear first key, Shift+F9 with 90% influence on the last.
  3. Duplicate the effect with Ctrl+D to get CC Jaws 2. Set Shape to RoboJaw, Direction to 0x+12.0°, Center to 960, 420, Height 25%, Width 30%. Delete its keyframes and add the expression below to Completion so it runs 1 frame behind.
  4. Select both jaws on the outgoing clip, copy with Ctrl+C, select the accent solid and paste with Ctrl+V. Shift the first effect's keyframes 2 frames later.
  5. On the black solid apply one CC Jaws with Shape Block, Direction 0x-8.0°, Height 35%, Width 18%, keyframed 0% → 100% over 6 frames starting 4 frames after the outgoing clip's first key.
  6. Put the beat on the frame where the outgoing clip is half open. The whole thing runs about 10 frames: 6 for the first bite plus 4 frames of band delay.
  7. Add an adjustment layer starting on the beat with Transform Scale keyed 106 → 100 over 4 frames (Easy Ease In, 90%) for a small punch.
Expression on CC Jaws 2 > Completion
effect('CC Jaws')('Completion').valueAtTime(time - framesToTime(1))

Copies the first jaw's animation 1 frame late. effect() reads the layer it sits on, so when you paste both jaws onto the accent solid, CC Jaws 2 follows the solid's own CC Jaws, and shifting that one's keys moves both.

Starting values

CC JawsShapeSpikesFirst bite on the outgoing clip
CC Jaws 2ShapeRoboJawDifferent tooth profile breaks the pattern
CC Jaws 2Direction0x+12.0°Small angle offset so the lines cross
CC Jaws 2Center960, 420Offset 120 px up
CC Jaws (black solid)ShapeBlockSquare teeth on the last layer
CC Jaws (black solid)Direction0x-8.0°Tilts the other way
All layersDelay1-2 frames per layerMore than 3 frames reads as a flat color frame

Try this

  • Cross bite: two Spikes jaws at Direction 0x+0.0° and 0x+90.0°. The frame opens in four pieces.
  • Liquid version: use Shape Waves on every layer and stretch to 14 frames with a Flow ease-in-out. Softer, good for slower fan edits.
  • White bands only: make both solids white and add Glow to the top one (Glow Radius 30). The cut looks like it's burning open.

Watch out for

  • Stacking four or five jaws: at 10 frames it turns into noise. Two on the clip and one or two band layers is plenty.
  • No stagger: identical timings look like one jaw. Offset each layer by at least 1 frame.
  • Bands that hold too long: a 4-frame delay shows a flat color frame. Keep delays to 1 or 2 frames.

Effects used

CC Jaws
Effect transitions · Transition

Jaws with impact shake

A jaws bite that lands with a short decaying shake, so the cut feels like it physically hit something.

Built-inSapphire

When to use itOn bass hits, 808 drops, tackles and impacts. Very common in velocity and phonk edits where the bite and the shake land together on the same beat.

A bite on its own is a graphic event. Add a shake that starts on the beat and dies out over half a second and it becomes a physical one: something slammed shut and the camera felt it. The decay matters most. A shake that stops dead or keeps going at full strength reads as a bug, but one that fades quickly reads as impact.

Shake along the axis the teeth close on. With a horizontal bite line, the jaws open up and down, so a mostly vertical shake feels like the jaw slamming. A little horizontal movement and a degree or two of rotation keep it from looking robotic.

Put the shake on an adjustment layer above both clips so it hits the end of the bite and the start of the new shot equally. Motion Tile with Mirror Edges fills the borders before Transform moves the frame, so you never see the edge of the image and you don't have to scale the shot up and lose resolution.

Build it

  1. Build a classic bite: CC Jaws on the outgoing clip, Completion 0% → 100% over 6 frames, beat at the midpoint.
  2. Create an adjustment layer above both clips, starting on the beat frame and 12 frames long.
  3. Apply Motion Tile to it first: Output Width 120, Output Height 120, Mirror Edges on.
  4. Apply Transform below Motion Tile. Add the expression below to Position. Uncheck Use Composition's Shutter Angle and set Shutter Angle to 180.
  5. Alt-click the Rotation stopwatch on the same Transform and enter t = time - inPoint; 2.5 * Math.exp(-7 * t) * Math.sin(t * 60).
  6. Keyframe Transform Scale at 110 on the beat and 100 4 frames later. Select the last key, Shift+F9, influence 90%. That's the punch that starts the shake.
  7. Optional: add Exposure to the same adjustment layer for a 2-frame flash. Keyframe Exposure 1.5 on the beat, 1.5 on the next frame and 0 on the frame after, then select the keys and press Ctrl+Alt+H so they hold instead of fading.
Expression on Transform > Position (adjustment layer)
t = time - inPoint;
a = 45 * Math.exp(-7 * t);
[value[0] + a * 0.3 * Math.sin(t * 70), value[1] + a * Math.sin(t * 95)]

Mostly vertical shake that starts at 45 px and fades out in about half a second. Raise 7 for a shorter shake, lower it for a longer rumble.

Starting values

Motion TileOutput Width / Output Height120 / 120Room for the shake
Motion TileMirror EdgesOnHides the borders without scaling the shot
TransformPosition45 px peak, decay 7From the expression
TransformRotation2.5° peakKeeps the shake organic
TransformScale110 → 100 over 4 framesThe punch on the beat
TransformShutter Angle180Shake blur sells the hit

Other ways to make it

  • SapphireUse S_Shake on the adjustment layer instead of the expressions. Set a high Frequency, keyframe Amplitude from strong on the beat to zero 12 frames later with Easy Ease In, and turn up Motion Blur so the shake smears.

Try this

  • Double hit: duplicate the adjustment layer and start the copy on the next kick, with 45 dropped to 25 in the expression.
  • Vertical jaws: with a vertical bite line, swap the 0.3 to the Y side so the shake runs horizontally.
  • Shake on the incoming only: move the adjustment layer so it starts 1 frame after the beat. The bite stays clean and the new shot arrives shaking.

Watch out for

  • Transform placed above Motion Tile: the frame moves before the edges get filled, so black borders show. Keep Motion Tile first.
  • No decay: a constant wiggle() reads as a shaky camera, not an impact. Use the exponential falloff.
  • Shake starting before the beat: it gives the hit away early. Start the adjustment layer exactly on the beat frame.

Effects used

CC JawsMotion TileTransformExposure
Effect transitions · Transition

White and color flash

The frame blows out to white or a color on the cut and fades back on the new shot. It hides the cut and hits the beat at once.

Built-inDeep Glow

When to use itSnares, claps, camera shutter sounds, the first frame of a chorus. Works in every style, from soft wedding-style edits (long, gentle flash) to phonk (2-frame white hit).

A flash works because the eye can't compare two shots across a blown-out frame. The brightness peak resets your vision, so the cut becomes invisible and the new shot feels like it was revealed by light. Put the peak exactly on the cut frame and it also lands as an accent on the beat.

There are two ways to build it, and they look different. A white solid on Add is flat: it covers detail evenly. Exposure on an adjustment layer blows out the highlights first and the shadows last, so for a frame or two you see the shot burning into white. Add Glow after Exposure and the bright areas bleed outward, like an overexposed film frame. That version looks expensive and costs nothing.

The shape of the curve sets the mood. A fast ramp in (2 or 3 frames, linear) and a slower fade out (5 to 8 frames, eased) feels natural, because light snaps on and decays. Color flashes follow the same timing. Pull the color from the incoming shot so the flash feels like it belongs to it.

Build it

  1. Create an adjustment layer above the cut, starting 3 frames before it and ending 5 frames after.
  2. Apply Exposure. Keyframe Master > Exposure at 0 on the first frame, 4 on the cut frame and 0 5 frames after the cut. Or skip the keyframes and use the expression below.
  3. Leave the first two keys linear. Select the last one, press Shift+F9 and set incoming influence to 75% so the fade settles gently.
  4. Apply Glow after Exposure: Glow Threshold 60%, Glow Radius 80, Glow Intensity 1.5.
  5. For a pure white hit, add a white solid (Ctrl+Y) with mode Add. Opacity 0% 2 frames before the cut, 100% on the cut, 100% 1 frame later, 0% 5 frames after. The 1-frame hold gives a hard punch.
  6. For a color flash, apply Fill to the white solid and pick the color from the incoming shot with the eyedropper. Set the solid's mode to Screen and peak opacity at 85%.
  7. Check the cut frame: it should be almost entirely white or colored. If you can still see the edit, raise the peak Exposure to 5.
Expression on Exposure > Master > Exposure
f = timeToFrames(time - inPoint);
peak = 3;
f <= peak ? linear(f, 0, peak, 0, 4) : ease(f, peak, peak + 5, 4, 0)

Builds the whole flash from the layer's in point: 3 frames up, 5 frames eased down. Move the layer and the flash moves with it.

Starting values

ExposureExposure0 → 4 → 03 frames in, 5 frames out
GlowGlow Threshold60%Only bright areas bloom
GlowGlow Radius80Wide, soft bleed
GlowGlow Intensity1.5Pushes the burn
White solidOpacity0 → 100 → 100 → 0%-2, 0, +1, +5 frames around the cut, mode Add
FillColorPicked from the incoming shotFor the color flash, solid mode Screen

Other ways to make it

  • Deep GlowReplace Glow with Deep Glow on the same adjustment layer. Keyframe its exposure and radius up on the cut frame and back down over 5 frames. The falloff is more physical, so the burn looks like real overexposure.

Try this

  • Double flash: two peaks 3 frames apart (4, then 2.5) for a snare roll or a double clap.
  • Dip to black: same timing with Exposure going to -6. Feels heavier, good before a slow-motion shot.
  • Long soft flash: 8 frames in, 14 out, peak 2.5, for wedding, travel and clean cinematic edits.

Watch out for

  • Flashing on every cut: it stops meaning anything. Save it for the strongest beats.
  • Symmetric in and out: a flash that fades out as fast as it came reads as a glitch. Make the fade out about twice as long.
  • Using Normal mode on the white solid: you get a flat gray wash. Use Add or Screen.

Effects used

ExposureGlowFill
Effect transitions · Transition

Light leak transition

A warm burst of orange and red light sweeps across the frame and the cut happens behind it. Soft, filmic, and forgiving.

Built-inSapphireUniverse

When to use itTravel, summer, couple and clean cinematic edits, and the softer parts of music-video edits. Put it on cuts between two calm shots where a flash would be too harsh.

A real light leak is light hitting the film where it shouldn't, so it's warm, blurry and uneven. You can build one from nothing: a solid with 4-Color Gradient for warm colors, Fractal Noise multiplied on top to break it into blotches, then a heavy Gaussian Blur. On Screen mode, the dark parts disappear and only the glowing color stays.

As a transition, the leak does the same job as a flash, just softer. It slides across the frame, peaks in brightness on the cut and fades out over the new shot. Because it's colored and moving, the eye follows the light instead of the edit. The cut frame should be the brightest frame of the leak.

Build the solid bigger than the comp so you can slide it without showing edges, and precomp it once. After that you can drop it on any cut, flip it, rotate it or change the evolution so no two leaks look the same. Sapphire (S_LightLeak) and Universe (the HalfLight transition) both ship ready-made leaks with presets if you'd rather not build your own.

Build it

  1. Create a solid 3000 x 1600 named Leak. Apply 4-Color Gradient: Color 1 #FF5A1F, Color 2 #FFB03A, Color 3 #B3122E, Color 4 #000000, Blend 250.
  2. Apply Fractal Noise below it: Fractal Type Dynamic, Noise Type Soft Linear, Contrast 180, Brightness -10, Scale 800, Complexity 3, Blending Mode Multiply. Add the expression below to Evolution.
  3. Apply Gaussian Blur: Blurriness 150, Repeat Edge Pixels on.
  4. Precomp the solid (Ctrl+Shift+C, Move all attributes). In the main comp, set the precomp's mode to Screen (or Add for a hotter leak).
  5. Place the leak 12 frames before the cut and 12 after. Keyframe Position from 400, 540 to 1520, 540 across all 24 frames with F9 at 40% influence.
  6. Keyframe Opacity 0% at the start, 100% on the cut frame, 0% at the end. F9 on all three keys.
  7. Optional: on the cut frame add an adjustment layer with Exposure at +1, fading to 0 over 4 frames, so the leak burns through the cut.
  8. For the next cut, reuse the precomp with Rotation 180° or a different Evolution offset so the leaks don't repeat.
Expression on Fractal Noise > Evolution
time * 90

Keeps the blotches drifting, so the leak flickers like real light. Use 200 for a busier leak.

Starting values

4-Color GradientBlend250Smooth color mixing
Fractal NoiseBlending ModeMultiplyBreaks the gradient into blotches
Fractal NoiseContrast180Higher = darker gaps between patches
Fractal NoiseScale800Big, soft shapes
Gaussian BlurBlurriness150Makes it look like light, not paint
LayerModeScreenBlack drops out
LayerOpacity0 → 100 → 0%12 frames in, 12 out, peak on the cut

Other ways to make it

  • SapphireApply S_LightLeak to an adjustment layer above the cut, open its preset browser and pick a warm leak. Keyframe its overall brightness from zero to full on the cut and back over 12 frames, and animate its position so the light sweeps.
  • UniverseUse Universe HalfLight, a light leak transition with 15 built-in styles. Apply it to the outgoing clip, pick the incoming clip as its second layer, choose a style from the presets, and animate its mix from 0% to 100% over about 24 frames centered on the cut. You can also tune its brightness, hue and direction.

Try this

  • Cool leak: swap colors for #2EC5FF, #7A5CFF, #FF4FD8 for night and neon edits.
  • Leak plus flash: let the leak peak 2 frames before the cut and add a 1-frame white Add solid on the cut itself.
  • Corner burn: keep the leak in one corner (Position around 1700, 150) and animate only Opacity and Scale 90 → 120.

Watch out for

  • Solid the same size as the comp: when it slides you see its hard edge. Make it at least 3000 x 1600.
  • Too little blur: the leak looks like orange smoke or paint. Keep Blurriness above 100.
  • Leaks on fast hard-hitting cuts: they're too slow and soft. Use a flash or a jaws there instead.

Effects used

4-Color GradientFractal NoiseGaussian BlurS_LightLeakHalfLight
Effect transitions · Transition

Ink bleed reveal

The next shot spreads across the frame like ink in water, through a luma track matte you build yourself.

Built-in

When to use itAnime and manga edits, artistic music-video edits, slower intros and emotional sections. Best on cuts between two shots with different color, so the spreading shape is easy to see.

An ink transition is a matte that grows. White parts of the matte show the incoming clip, black parts hide it. As the white blob spreads, the new shot bleeds in. You can use stock ink footage, but you can also build the matte in a few minutes and have full control over where it starts and how fast it spreads.

The organic edge comes from a classic trick: distort, blur, then crush. Turbulent Displace wobbles a few white circles, Gaussian Blur softens them so neighboring shapes melt together, and Levels with a narrow input range pulls the blur back into a crisp edge. The result is a gooey, wet edge that moves when you animate the evolution.

The matte goes above the incoming clip as a luma track matte. Luma means brightness decides visibility, which is also why stock ink footage works: black ink on white paper just needs the inverted version. Ease is important. Ink rushes out at first and then creeps, so an expo-out curve looks right and a linear one looks fake.

Build it

  1. Create a comp named Ink Matte, 1920 x 1080, 30 frames. Add a black solid as the bottom layer.
  2. Draw three white ellipse shape layers. Main blob: 1400 x 1400 at the center. Two small blobs: 600 x 600 at 500, 300 and 1450, 800.
  3. Keyframe the main blob's Scale from 0% to 180% over 20 frames. At 180% its edge (about 1260 px from center) clears the frame corners, which sit 1101 px out. Small blobs go 0% → 100% over 16 frames, starting 3 and 5 frames later. On every last key use Shift+F9 with 90% influence, or a Flow expo-out curve.
  4. Add an adjustment layer on top. Apply Turbulent Displace: Amount 120, Size 90, Complexity 3, with the evolution expression below.
  5. On the same adjustment layer apply Gaussian Blur Blurriness 25, then Levels with Input Black 110 and Input White 145. The blobs should look like wet ink with sharp edges.
  6. In the main comp put the Ink Matte precomp directly above the incoming clip, and the outgoing clip underneath both. On the incoming clip set Track Matte to the Ink Matte layer with the luma option (Luma Matte in older versions).
  7. Start the matte 4 frames before the beat. By frame 20 the frame should be fully white so the incoming clip is fully visible.
  8. Split the incoming clip (Ctrl+Shift+D) right after the matte is fully white, and remove the track matte from the second part.
Expression on Turbulent Displace > Evolution
time * 300

Keeps the edge moving as it spreads, so it reads as liquid. Use 600 for a boiling edge.

Starting values

Turbulent DisplaceAmount120How far the edges wobble
Turbulent DisplaceSize90Size of the wobbles
Gaussian BlurBlurriness25Lets blobs melt into each other
LevelsInput Black / Input White110 / 145Narrow range re-sharpens the edge
Main blobScale0 → 180% over 20 framesExpo-out, big enough to clear the corners
Incoming clipTrack MatteInk Matte, LumaWhite shows the new shot

Try this

  • Stock ink: drop black-on-white ink footage in place of the precomp and use the inverted luma option, because the ink is the dark part.
  • Colored rim: put a solid in your accent color between the clips, matted by a copy of Ink Matte that starts 2 frames earlier. A colored edge leads the reveal.
  • Corner spill: use one blob, move it to a corner of the frame and scale it 0% → 350% so the ink pours in from one side.

Watch out for

  • Incoming clip vanishing after the transition: when the matte layer ends, the matted layer becomes invisible. Split the clip as in the last step, or extend the matte.
  • Levels range too wide: blurry, smoky edges. Too narrow: jagged, aliased edges. Keep the gap between Input Black and Input White around 25 to 40.
  • Matte edges stopping at the comp border: if the blobs never reach the corners, the frame never fully opens. Keep the main blob at 180% or more, since the blur and Levels eat a little of the edge.

Effects used

Turbulent DisplaceGaussian BlurLevels
Effect transitions · Transition

Displacement map smear

The outgoing shot tears into horizontal streaks and the new shot snaps back together from the same streaks.

Built-in

When to use itCar, tech and velocity edits, and fast cuts on synths or risers. It sits between a whip and a glitch: energetic but less messy.

Displacement Map pushes pixels sideways based on the brightness of another layer. Mid gray does nothing, white pushes one way, black the other. Feed it a map of thin horizontal bands and every band slides a different amount, so the image tears into streaks. Ramp the strength up at the end of the outgoing clip and down at the start of the incoming, and the cut hides inside the peak.

The map decides the character. Block noise stretched wide gives hard digital slices. A smooth gradient gives a stretchy, liquid smear. The incoming clip itself as the map gives something stranger: the new shot's shapes start bending the old one before it appears.

Use the same map on both sides. When the streaks on the incoming clip match the ones the outgoing clip ended on, the eye reads one continuous motion instead of two effects.

Build it

  1. Create a comp named Disp Map, 1920 x 1080. Add a solid with Fractal Noise: Fractal Type Basic, Noise Type Block, Contrast 300, Complexity 1. Under Transform, uncheck Uniform Scaling, set Scale Width 2000 and Scale Height 40.
  2. Put Disp Map in the main comp and turn off its eye. Effects can read hidden layers.
  3. On the outgoing clip apply Displacement Map: Displacement Map Layer Disp Map, Use For Horizontal Displacement Luminance, Use For Vertical Displacement Off, Displacement Map Behavior Stretch Map to Fit, Wrap Pixels Around on.
  4. Keyframe Max Horizontal Displacement from 0 to 600 over the last 5 frames. Select the first key, press Ctrl+Shift+F9 (Easy Ease Out) and set outgoing influence to 80% so it accelerates into the cut.
  5. On the incoming clip apply the same effect and keyframe Max Horizontal Displacement from 600 to 0 over the first 5 frames. Shift+F9 on the last key, 80% influence.
  6. Add Directional Blur to both clips: Direction 0x+90.0°, Blur Length keyed 0 → 40 on the outgoing and 40 → 0 on the incoming, same frames.
  7. Hard cut between them on the beat. No crossfade needed: the peak smear hides it.
Expression on Fractal Noise > Transform > Offset Turbulence (in Disp Map)
posterizeTime(12);
[random(0, 1920), random(0, 1080)]

Reshuffles the bands 12 times a second, so the streaks jump instead of holding still.

Starting values

Fractal NoiseNoise TypeBlockHard-edged bands
Fractal NoiseScale Width / Scale Height2000 / 40Long thin horizontal streaks
Displacement MapMax Horizontal Displacement0 → 600 / 600 → 05 frames each side of the cut
Displacement MapUse For Vertical DisplacementOffKeeps the tear purely horizontal
Displacement MapWrap Pixels AroundOnNo transparent gaps at the edges
Directional BlurBlur Length0 → 40 → 0Smooths the streaks

Try this

  • Liquid smear: replace the noise with Gradient Ramp (black left, white right) and use 400 displacement. Smooth and stretchy.
  • Next-shot map: set Displacement Map Layer to the incoming clip itself on the outgoing side, with Max Horizontal Displacement 0 → 150.
  • Vertical tear: swap the noise scale to 40 x 2000 and use vertical displacement instead.

Watch out for

  • Effects on the map layer being ignored: an effect that reads another layer sees its source, not its effects. Always build the map in its own precomp.
  • Transparent edges during the smear: turn on Wrap Pixels Around.
  • Different maps on each side: the streaks don't line up and you see two effects. Use the same Disp Map for both clips.

Effects used

Displacement MapFractal NoiseDirectional Blur
Effect transitions · Transition

Slice and strip wipes

The frame breaks into strips that flip, shutter or slide away in sequence to reveal the next shot.

Built-in

When to use itHi-hat rolls, fast rhythmic sections, sports stat moments, fashion and tech edits. Strips match graphic, grid-like music very well.

Slicing the frame into strips turns one cut into many small ones, which is why it sits well on fast rhythmic parts like hi-hat rolls. After Effects gives you three ways to do it. Card Wipe flips real 3D cards with the incoming clip on their backs. Venetian Blinds closes the frame in thin stripes. A stack of Linear Wipe strips lets each slice wipe in its own direction with its own timing.

The stagger is what makes strips feel alive. When every strip moves at once, it looks like a mask. When each one starts a frame after the last, the eye follows a wave across the screen. Card Wipe has this built in through Transition Width and Timing Randomness. For the Linear Wipe stack you build it with keyframe offsets or an expression.

Alternate the directions in a stack and the frame looks like it's being shredded. Add a small slide with Transform in the same direction as each wipe and the strips feel like they're being pulled, not erased.

Build it

  1. Card Wipe: outgoing clip on top. Apply Card Wipe: Back Layer the incoming clip, Rows & Columns Independent, Rows 1, Columns 16, Flip Axis Y, Flip Direction Positive, Flip Order Left to Right, Transition Width 40%, Timing Randomness 0.15.
  2. Keyframe Transition Completion 0% → 100% over 14 frames with F9 at 60% influence. The flipping cards should cross the middle of the frame on the beat.
  3. Venetian Blinds: on another cut, apply Venetian Blinds to the outgoing clip. Direction 0x+90.0°, Width 80, Feather 0. Keyframe Transition Completion 0% → 100% over 8 frames, linear first key, Shift+F9 at 90% on the last.
  4. Linear Wipe stack: duplicate the outgoing clip 3 times (Ctrl+D) so you have 4 copies named Strip 1 to Strip 4, stacked in that order with Strip 1 on top. Give each a rectangle mask covering one 270 px horizontal band, top to bottom.
  5. On Strip 1 apply Linear Wipe, Feather 0, Wipe Angle 0x+90.0°. Keyframe Transition Completion 0% → 100% over 8 frames, Shift+F9 at 90% on the last key. Copy the effect to the other strips and set Wipe Angle to 0x+270.0° on Strips 2 and 4.
  6. On Strips 2 to 4, delete the Transition Completion keys and add the expression below, so each strip runs one frame later than the one above it.
  7. Add Transform below Linear Wipe on each strip, with Position sliding 150 px on X in the direction of its wipe over the same 8 frames. Offset each strip's Position keys by the same 1 frame as its wipe. Uncheck Use Composition's Shutter Angle and set Shutter Angle to 180.
Expression on Linear Wipe > Transition Completion (Strips 2-4)
d = index - thisComp.layer('Strip 1').index;
thisComp.layer('Strip 1').effect('Linear Wipe')('Transition Completion').valueAtTime(time - framesToTime(d))

Each strip copies Strip 1's animation, delayed by one frame per layer below it.

Starting values

Card WipeColumns16With Rows 1 for vertical card strips
Card WipeTransition Width40%How many cards flip at once
Card WipeTiming Randomness0.15Breaks the perfect order
Card WipeTransition Completion0 → 100% over 14 framesF9 at 60%
Venetian BlindsWidth80Stripe thickness
Venetian BlindsTransition Completion0 → 100% over 8 framesFast, snappy
Linear WipeWipe Angle0x+90.0° / 0x+270.0°Alternate per strip
Linear WipeFeather0Hard slice edges

Try this

  • Diagonal shred: rotate the strip masks and wipes to 0x+30.0° and use 6 thinner strips.
  • Card Wipe with depth: open the Position Jitter and Rotation Jitter groups and raise the Z position and X rotation jitter amounts a little, so cards drift off the plane as they flip.
  • Blinds into color: put a solid in your accent color under the outgoing clip with its own Venetian Blinds running 2 frames behind.

Watch out for

  • Gaps between strips: mask edges that don't touch leave hairlines. Overlap neighboring masks by 1 or 2 px.
  • All strips on the same frames: it looks like one mask. Offset each by at least 1 frame.
  • Card Wipe showing the wrong shot after the flip: set Back Layer to the incoming clip, and precomp the incoming if it has effects, because the effect reads the source without them.

Effects used

Card WipeVenetian BlindsLinear WipeTransform
Effect transitions · Transition

Noise gradient wipe

The old shot burns or dissolves away in irregular patches driven by Fractal Noise, with an optional glowing edge or glassy refraction.

Built-in

When to use itFantasy and anime edits, flashbacks, fire or magic themes, and slow cinematic transitions. The burn version suits darker edits; the glass version suits dreamy ones.

Gradient Wipe reveals the layer underneath in order of brightness: the darkest pixels of the gradient layer go first, the brightest last. Feed it Fractal Noise and the old shot disappears in random organic patches. Mix in a Gradient Ramp first and the patches travel across the frame in one direction, which reads as intentional rather than random.

The burn edge is the best trick here. Put a bright orange solid between the clips with the same wipe running 2 frames behind. Where the outgoing shot is gone but the solid isn't yet, a thin glowing band follows the edge, like paper burning. Add Glow to the band and it starts to look like real fire.

CC Glass Wipe uses the same noise map but refracts the image as it goes, like looking through rippled glass. It's softer and dreamier than the burn. Since both effects read the same precomp, build the noise map once and try both.

Build it

  1. Create a comp named Wipe Map, 1920 x 1080. Add a solid and apply Gradient Ramp: Start of Ramp 0, 540 black, End of Ramp 1920, 540 white.
  2. Apply Fractal Noise below it: Fractal Type Basic, Noise Type Soft Linear, Contrast 140, Scale 350, Complexity 4, Blending Mode Overlay, Opacity 70%.
  3. Put Wipe Map in the main comp, eye off. On the outgoing clip apply Gradient Wipe: Gradient Layer Wipe Map, Gradient Placement Stretch Gradient to Fit, Transition Softness 10%.
  4. Keyframe Transition Completion 0% → 100% over 16 frames. Select both keys, F9, then set both influences to 60% (or a Flow cubic ease-in-out).
  5. Burn edge: add a solid #FF6A00 between the outgoing and incoming clips. Apply Gradient Wipe with the same map, Transition Softness 25%, and paste the expression below on its Transition Completion.
  6. Apply Glow to the orange solid: Glow Threshold 40%, Glow Radius 40, Glow Intensity 2.
  7. Glass version instead: skip the solid, remove Gradient Wipe from the outgoing clip and apply CC Glass Wipe: Layer to Reveal the incoming clip, Gradient Layer Wipe Map, Softness 20, Displacement Amount 25. Keyframe Completion 0% → 100% over 18 frames, F9 at 60%.
Expression on Gradient Wipe > Transition Completion (orange solid)
thisComp.layer('Outgoing').effect('Gradient Wipe')('Transition Completion').valueAtTime(time - framesToTime(2))

Runs the orange band's wipe 2 frames behind the outgoing clip. Rename Outgoing to your clip's layer name.

Starting values

Fractal NoiseBlending ModeOverlayMixes noise into the ramp so the wipe has a direction
Gradient WipeTransition Softness10%Slightly soft patch edges
Gradient WipeTransition Completion0 → 100% over 16 framesEase in-out at 60%
Gradient Wipe (orange solid)Transition Softness25%Softer edge on the burn band
GlowGlow Radius40Fire bloom on the band
CC Glass WipeDisplacement Amount25How much the image refracts
CC Glass WipeSoftness20Edge softness of the glass

Try this

  • Radial burn: in Wipe Map use Ramp Shape Radial Ramp with Start of Ramp at the subject, so the burn opens from them.
  • Dark burn: add a black solid between the orange band and the incoming clip, 1 frame behind the orange, for a charred rim.
  • Animated patches: add time * 60 on the noise Evolution so the patches shift while the wipe runs.

Watch out for

  • Applying Fractal Noise directly to a layer and picking that layer as Gradient Layer: the wipe ignores the effect. The map must be its own precomp.
  • No direction in the map: pure noise reveals everywhere at once and looks like a dissolve. Mix in the Gradient Ramp.
  • Burn band too wide: a 4-frame delay shows a flat orange frame. Keep it at 1 to 2 frames.

Effects used

Gradient WipeFractal NoiseGradient RampGlowCC Glass Wipe
Effect transitions · Transition

Shape and radial wipes

Colored bars or a growing circle sweep in and the next shot arrives inside the last shape. Clean, graphic and on-brand.

Built-in

When to use itIntros, YouTube-style edits, sports graphics, music-video edits with a strong color palette. The circle version fits any shot with a clear subject in it.

Shape-layer wipes look designed because they use flat color and clean geometry. Two or three colored bars slide across the frame one after another, and the last shape is used as a track matte for the incoming clip. You see color, color, then the new shot sliding in with the same motion, which ties the whole transition together.

The stagger and the easing do all the work. Bars 2 frames apart with an expo-out curve feel snappy and expensive. Bars moving together with linear keyframes feel like a PowerPoint slide. Tilt the bars by about 12° and turn on motion blur, and the movement starts to have energy.

The circle version grows an ellipse from the subject and uses it as the matte. CC Radial ScaleWipe is the one-effect shortcut: a hole opens from a point and the image around it bulges outward as it goes, which gives the reveal a bit of punch without any shape layers.

Build it

  1. Bars: draw a rectangle shape layer 3000 x 2400, fill #FFD400, Rotation -12°. Name it Bar A. Keyframe Position from -1600, 540 to 960, 540 over 8 frames.
  2. Select the last key, Shift+F9, incoming influence 90%. Leave the first key linear. Or apply a Flow expo-out curve.
  3. Duplicate to Bar B, fill white, and add the expression below to its Position so it follows 2 frames behind. Duplicate again to Bar C with a 4-frame delay (change the 2 to 4).
  4. Layer order, top to bottom: Bar C, incoming clip, Bar B, Bar A, outgoing clip. Set the incoming clip's Track Matte to Bar C with the alpha option (Alpha Matte in older versions). Extend Bar C to the end of the incoming clip, or split the incoming clip (Ctrl+Shift+D) once the bar covers the frame and remove the matte from the second part, or the shot vanishes when the bar layer ends.
  5. Turn on the motion blur switch for the bars and the comp. In Composition Settings > Advanced, set Shutter Angle to 180.
  6. Circle version: draw an ellipse 2400 x 2400 centered on the subject (that size only covers the frame when the subject is near the center; use 4400 x 4400 when they sit off center, so the circle still reaches the far corner), keyframe Scale 0% → 100% over 10 frames with the same expo-out, and use it as the incoming clip's alpha matte. Add a second ellipse with only a white stroke, Stroke Width 40, scaling 2 frames ahead of the matte for a ring.
  7. One-effect version: apply CC Radial ScaleWipe to the outgoing clip, set Center on the subject and keyframe Completion 0% → 100% over 10 frames. Use Ctrl+Shift+F9 at 80% on the first key so it starts slow and bursts open.
Expression on Bar B > Transform > Position
thisComp.layer('Bar A').transform.position.valueAtTime(time - framesToTime(2))

Bar B copies Bar A's move 2 frames late. Change the 2 for a wider or tighter stagger.

Starting values

Bar APosition-1600 → 960 on X over 8 framesExpo-out
BarsRotation-12°Diagonal energy
BarsDelay2 frames eachBar B +2, Bar C +4
Incoming clipTrack MatteBar C, AlphaNew shot arrives inside the last bar
EllipseScale0 → 100% over 10 framesCircle reveal from the subject
CC Radial ScaleWipeCompletion0 → 100% over 10 framesSlow start, fast finish
CC Radial ScaleWipeCenterOn the subjectWhere the hole opens

Try this

  • Brand bars: use 3 colors from your channel's palette and keep them on every transition in the edit.
  • Reverse radial: tick Reverse Transition on CC Radial ScaleWipe so the hole closes onto the subject instead of opening.
  • Split bars: make each bar half height, with the top half coming from the left and the bottom half from the right.

Watch out for

  • Bars too small when rotated: corners of the frame stay uncovered. Keep them at least 3000 x 2400 when tilted.
  • Matte layer below the clip: a track matte must sit directly above the layer it mattes.
  • Linear keyframes on graphic wipes: they look cheap. Always use expo-out or a strong ease-in on the last key.

Effects used

CC Radial ScaleWipe
Effect transitions · Transition

Sapphire S_Dissolve set

Ready-made dissolves that bloom, blur, ray out or ripple through the midpoint. One effect, one keyframe pair, polished result.

Sapphire

When to use itClean cinematic, wedding, travel and slow emotional sections. Also useful as a quick fix when a cut between two shots feels jumpy and you don't want a big effect.

The Sapphire dissolves are crossfades with something extra happening at the halfway point. S_DissolveGlow blooms the highlights, S_DissolveBlur blurs and S_DissolveDefocus defocuses through the cut, S_DissolveRays throws light rays from bright areas, S_DissolveDistort warps the image, and S_DissolvePuddle ripples it like water. The extra effect peaks exactly when both shots are half visible, so it covers the moment a normal crossfade looks muddy.

In After Effects they work on a pair of layers. You put the effect on the outgoing clip, pick the incoming clip in its Background layer menu, and animate Dissolve Percent (leave Auto Trans off so your keyframes are in charge). The effect renders the whole blend on the top layer, so the top layer has to cover the whole transition and end where it does.

Pick by mood. Glow and Rays for warm and emotional, Defocus for clean cinematic, Distort and Puddle for dreamy or flashback moments. Each one has presets, so browse them before tweaking parameters.

Build it

  1. Overlap the clips by 12 frames, outgoing on top. Trim the outgoing clip so it ends exactly at the end of the overlap.
  2. If the incoming clip has effects or masks, precomp it first (Ctrl+Shift+C). A layer picked in an effect menu is read without its effects.
  3. Apply S_DissolveGlow to the outgoing clip. In the effect's Background layer menu, choose the incoming clip.
  4. Keyframe Dissolve Percent from 0 at the start of the overlap to 100 at the end, 12 frames. Select both keys and press F9. For a softer feel, set both influences to 70%.
  5. Put the beat at the midpoint. That's where the glow peaks.
  6. Click Load Preset to open the preset browser and try a few presets. Then adjust Glow Brightness and Glow Width: brighter for a flash-like dissolve, wider for a dreamy one.
  7. Swap to S_DissolveDefocus on a cut between two clean shots, or S_DissolveRays when the incoming shot has a bright sky or practical lights. Same keyframes, same layer setup.

Starting values

S_DissolveGlowDissolve Percent0 → 100 over 12 framesF9, influence 70%
S_DissolveGlowBackgroundIncoming clip (precomped if it has effects)The shot it dissolves into
S_DissolveBlurDissolve Percent0 → 100 over 8 framesShorter works for a quick blurred cut
S_DissolveDefocusDissolve Percent0 → 100 over 14 framesBokeh through the cut, cinematic
S_DissolvePuddleDissolve Percent0 → 100 over 20 framesLonger so the ripple can be read
Outgoing clipOut pointEnd of overlapThe effect renders the full blend on this layer

Try this

  • Punchy glow: 6 frames instead of 12, a preset with strong brightness, and a 1-frame white flash on the midpoint.
  • Rays into a title: use S_DissolveRays from a shot into a black title card for a light-burst reveal.
  • Flashback: S_DissolvePuddle over 20 frames, then grade the incoming shot desaturated.

Watch out for

  • Outgoing clip ending before the transition finishes: the effect can't render the end of the blend and the frame pops. End the clip exactly at the end of the overlap.
  • Incoming shot looking ungraded during the dissolve: its effects were ignored. Precomp it and pick the precomp.
  • Using the same Sapphire dissolve on every cut: one or two types per edit is enough.

Effects used

S_DissolveGlowS_DissolveBlurS_DissolveDefocusS_DissolveRaysS_DissolveDistortS_DissolvePuddle
Effect transitions · Transition

BCC dissolve transitions

Boris Continuum's flare, prism, blur and broken-TV dissolves, plus its light leaks, for fast polished cuts.

BCC

When to use itMusic-video and travel edits (flare, prism, leaks), retro or horror edits (damaged TV), and quick clean cuts (blur). Good when you need a finished-looking transition in under a minute.

BCC ships a set of transitions that each pair a dissolve with a look. BCC Lens Flare Dissolve sweeps a flare across the cut, BCC Prism Dissolve splits the image into color fringes, BCC Blur Dissolve defocuses through it, and BCC Damaged TV Dissolve breaks the signal like an old set. They all peak at the halfway point, where a plain crossfade would look weakest.

Setup is like any two-layer transition in After Effects: the effect sits on the outgoing clip, you point it at the incoming clip, and you animate its progress. BCC's preset browser is worth opening first. The presets cover most of what you'll want, and starting from one is faster than building from defaults. Names shift a little between versions: in recent Continuum releases the blur, prism and light leak effects carry a BCC+ prefix (BCC+ Blur Dissolve, BCC+ Prism Dissolve, BCC+ Light Leaks), so search the Effects & Presets panel without the prefix.

BCC Light Leaks is a filter, not a transition (BCC also has a separate Light Leaks Dissolve), but it works as one on an adjustment layer over a cut: animate its strength up to the cut frame and down after. Pair it with BCC Blur Dissolve underneath and you get a soft, warm cut with almost no setup.

Build it

  1. Overlap the clips by 12 frames, outgoing on top, and trim the outgoing clip to end where the overlap ends.
  2. Precomp the incoming clip if it has effects, since an effect layer menu reads the layer without them.
  3. Apply BCC Lens Flare Dissolve to the outgoing clip. In its transition/second-layer menu, pick the incoming clip.
  4. Keyframe the transition's progress from 0 to 100 over 12 frames. F9 on both keys at 60% influence. Put the beat on the midpoint where the flare is brightest.
  5. Open the BCC preset browser, try a few flare presets, then move the flare's start and end position so it travels across the brightest part of the incoming shot.
  6. For a retro cut, swap to BCC Damaged TV Dissolve with the same keys but only 6 frames, linear. Broken signal looks better fast and mechanical.
  7. For the leak: add an adjustment layer 10 frames before to 10 frames after the cut, apply BCC Light Leaks, pick a preset, and keyframe its strength from zero to full on the cut and back to zero, F9 on all keys.

Starting values

BCC Lens Flare Dissolveprogress0 → 100 over 12 framesF9 at 60%
BCC Prism Dissolveprogress0 → 100 over 8 framesShorter, the fringes read better fast
BCC Blur Dissolveprogress0 → 100 over 10 framesClean defocus cut
BCC Damaged TV Dissolveprogress0 → 100 over 6 framesLinear keys
BCC Light Leaksstrength0 → full → 0 over 20 framesPeak on the cut, adjustment layer

Try this

  • Prism on a hit: BCC Prism Dissolve over 4 frames on a snare reads like a chromatic punch with a cut inside it.
  • Stacked: BCC Blur Dissolve on the clip plus BCC Light Leaks on an adjustment layer above, both peaking on the same frame.
  • Retro sequence: BCC Damaged TV Dissolve on every cut of a short VHS-style section, varying the preset each time.

Watch out for

  • Default settings straight away: BCC defaults are often neutral. Start from a preset.
  • Outgoing clip ending early: the transition needs the top layer for its whole length. Trim it to the end of the overlap, not before.
  • Flares crossing the subject's face at the peak: move the flare path so it passes beside them.

Effects used

BCC Lens Flare DissolveBCC Prism DissolveBCC Blur DissolveBCC Damaged TV DissolveBCC Light Leaks
Effect transitions · Transition

Glitch cut

Four frames of broken signal and swapped frames hide the cut. Short, sharp, and over before the eye can read it.

Built-inTwitchUniverseSapphire

When to use itSnare hits, vocal chops, tech and gaming edits, and any cut where two shots don't match well. Keep it to 3 to 5 frames: as a transition it should feel like a hiccup, not a section.

A glitch cut works because the eye gives up on a frame that looks broken. For 2 frames either side of the cut the image tears and jumps, and by the time it settles you're on the new shot. The less time it takes, the better it works. Anything longer than about 5 frames stops being a transition and becomes a glitch effect.

The trick that sells it is swapping frames across the cut. Instead of A A A B B B, you play A B A B B: one frame of the new shot flashes in before the cut, then the old one comes back for a frame. It reads like a bad signal flicking between channels. Add a square wave tear and a horizontal jump on the same frames and you're done. The glitch section covers deeper looks if you want more.

Build it

  1. Split the incoming clip so you can place a single frame of it 2 frames before the cut, above the outgoing clip. The order around the cut becomes A, B, A, B, B.
  2. Add an adjustment layer from 2 frames before the cut to 2 frames after (4 frames).
  3. Apply Wave Warp: Wave Type Square, Wave Height 40, Wave Width 200, Direction 0x+0.0°, Wave Speed 0, Pinning None. At 0° the waves run down the frame, so the image breaks into horizontal bands that shift sideways. Add random(0, 360) to Phase so the tear changes every frame.
  4. Apply Offset and add the expression below to Shift Center To, so the whole frame jumps sideways each frame.
  5. For a brightness pop, add Exposure and keyframe Exposure 0 on the frame before the cut, 1 on the cut and 0 on the frame after. Select the keys and press Ctrl+Alt+H so they hold, giving a one-frame hit instead of a fade.
Expression on Offset > Shift Center To
[value[0] + random(-200, 200), value[1]]

random() gives a new value every frame, so the frame jumps sideways on each one. Add posterizeTime(12); on a line above it if you want each jump to hold for two frames at 24 fps.

Starting values

Wave WarpWave TypeSquareBlocky digital tears
Wave WarpWave Height40How far the slices shift
Wave WarpWave Width200One full wave; each tear band is half this tall
Wave WarpDirection0x+0.0°Horizontal bands that shift sideways
Wave WarpPinningNoneLets the edges tear too
OffsetShift Center To±200 px randomFrom the expression
Adjustment layerLength4 frames2 before, 2 after the cut

Other ways to make it

  • TwitchPut Twitch on the 4-frame adjustment layer, enable the slide, blur and color options, and keyframe its overall amount high on the cut frame and zero 2 frames either side.
  • UniverseApply Universe Glitch Transition to the outgoing clip, pick the incoming clip in Transition B, start from one of its presets and animate Mix from 0% to 100% over 4 to 6 frames centered on the cut.
  • SapphireApply S_DigitalDamage to the 4-frame adjustment layer and pick a short, heavy preset. Animate its amount up on the cut and off 2 frames later.

Try this

  • Silent glitch: skip the effects and only do the A, B, A, B, B frame swap. Surprisingly clean.
  • Vertical jump: on the 2 frames after the cut, change the Offset expression to [value[0], value[1] + random(-150, 150)] so the new shot lands with a vertical hiccup instead.
  • Hard stop: end on one frame of black between A and B for a dropped-signal feel.

Watch out for

  • Making it too long: past 5 frames it reads as an effect, not a cut. Keep it to 3 to 5 frames.
  • Glitching on every cut: save it for the hits that need it.
  • A dull swap frame: if the single B frame is a static, dark part of the shot, nobody sees it. Pick its most contrasty frame, even from later in the clip.

Effects used

Wave WarpOffsetExposure

Beat accents14

Shakes, punches, flashes and strobes that land on the kick or the snare without changing the shot.

Beat accents · Technique

Keyframed impact shake

A hand-built shake that hits hardest on the beat frame and settles, with real motion blur and no black edges.

Built-inSapphireTwitchRSMB

When to use itKicks and snares that line up with a hit in the footage: a tackle, a punch, a car landing, a hard cut on the drop. Big in phonk and sports edits, small and rare in clean cinematic ones.

A wiggle() shake is random noise. It has no idea where the beat is, so it reads as a shaky camera, not an impact. A keyframed shake is different: the biggest offset lands exactly on the hit frame, then every following frame swings the other way by a smaller amount, like a camera rig absorbing a blow. That decay is what your eye reads as weight. Five or six keyframes are enough, and because you placed them by hand, every one sits on the beat.

Two details make it look finished. First, motion blur. The Transform effect has its own shutter, so you can blur the shake without turning on motion blur for the whole comp. The smear on that first big frame is what sells the speed. Second, edges. Moving the frame 40 pixels exposes black at the border. Motion Tile placed before Transform extends the picture with mirrored copies, so the shake reveals image instead of black.

Build it once on an adjustment layer, save it as an animation preset, and you can drop it on any hit in a second. Then change the size per hit, so the drop shakes harder than the third kick of a verse. That variety matters more than the shake itself.

Build it

  1. Put the playhead on the hit frame and add an adjustment layer (Ctrl+Alt+Y / Cmd+Option+Y) above your footage. Press Alt+[ (Option+[) to start it there, step 5 frames forward with Page Down and press Alt+] (Option+]) so it lasts 6 frames.
  2. Apply Motion Tile. Set Output Width and Output Height to 120 and check Mirror Edges. Leave Tile Width and Tile Height at 100.
  3. Apply Transform below Motion Tile in the stack. Order matters: tile first, then move. Uncheck Use Composition's Shutter Angle and set Shutter Angle to 240.
  4. On the first frame of the layer, set keyframes on Position and Rotation: Position 1000, 515 (40 px right, 25 px up), Rotation 2.
  5. Step forward one frame (Page Down) and swing the other way: Position 925, 565, Rotation -1.5. Next frame: 990, 525 and 1. Next: 945, 550 and -0.5. Next: 968, 536 and 0. Last frame: 960, 540 and 0.
  6. Leave all keyframes linear. Easing slows each swing at its extremes, which turns a hit into a wobble.
  7. Preview with audio. If it feels weak, push the first two keyframes further out rather than adding frames. A longer shake reads as a rumble, not a hit.
  8. Select both effects and choose Animation > Save Animation Preset. Next time, drop the preset on a fresh adjustment layer at the hit.
Expression on Transform > Position (on the trimmed adjustment layer)
amp = 40;
freq = 9;
decay = 8;
t = time - inPoint;
d = amp * Math.cos(freq * t * 2 * Math.PI) / Math.exp(decay * t);
value + [d, -d * 0.6]

A procedural version of the same idea: biggest offset on the first frame of the layer, swinging back and forth and dying out. Change amp per hit and trim the layer to set where it starts.

Starting values

Motion TileOutput Width / Output Height120Extra picture for the shake to reveal
Motion TileMirror EdgesOnMirrored edges hide the seam better than repeated tiles
TransformUse Composition's Shutter AngleOffLets the effect blur on its own
TransformShutter Angle240180 is crisp, 360 is a heavy smear
TransformPosition (hit frame)1000, 51540 px out on the first frame, then smaller swings
TransformRotation (hit frame)2A little rotation makes it feel physical
Adjustment layerLength5-6 framesAt 24-30 fps. Longer reads as handheld

Other ways to make it

  • SapphireS_Shake gives you Amplitude, Frequency and Motion Blur in one effect. Keyframe Amplitude from high to 0 over 6 frames to get the same decay. See the S_Shake setups entry.
  • TwitchEnable only the Slide and Scale operators, set the speed high, and keyframe the overall amount from high to 0 across the hit for a jittery, glitchier shake.
  • RSMBIf you shake with layer Position instead of the Transform effect, put RSMB on an adjustment layer above the shake to add motion blur from the actual movement.

Try this

  • Vertical slam: put all the offset on Y (960, 580, 960, 515, 960, 552, 960, 535, 960, 540) for landings, jumps and stomps.
  • Rotation-led: Rotation 4, -3, 1.5, -0.5, 0 with only 10 px of position. Good for punches and spinning moves.
  • Push and shake: add Scale 106 on the hit frame, back to 100 by frame 4, so the hit also lunges toward the viewer.
  • Rumble: 12-16 frames, starting at 15 px and decaying slowly, under a bass drop or an engine rev.

Watch out for

  • Easy ease on every keyframe. The shake goes soft and floaty. Keep the keyframes linear.
  • Transform placed above Motion Tile. The frame moves first, then tiles, and the black edges come back. Drag Motion Tile to the top.
  • The same full-size shake on every beat. It stops meaning anything by the fourth one. Use half values on smaller hits and save full size for real impacts.

Effects used

Motion TileTransform
Beat accents · Effect

S_Shake impact setups

Four ready setups for Sapphire's shake: hard impact, bass rumble, rotational slam and slow handheld drift.

SapphireBCCTwitch

When to use itWhen you want a shake that already has its own motion blur and randomness, and you shake a lot: velocity edits, car edits, football compilations with a hit every bar.

S_Shake moves the frame with smooth noise on each axis, adds rotation, and blurs the movement for you. Its defaults look like a continuous handheld camera, which is not an impact. The trick is the same as with a hand-keyframed shake: keyframe the amplitude so it jumps up on the hit frame and falls to zero a few frames later. The plugin handles the direction changes and blur. You only decide where it hits and how hard.

Frequency is the setting most people ignore, and it changes the feel completely. High frequency means the frame changes direction every frame or two, which reads as a violent, short impact. Low frequency means slow, wide drifts, which reads as someone holding a camera. Impacts want high frequency and fast decay. Rumbles want high frequency and a slow decay. Drift wants low frequency and no decay at all.

Put it on an adjustment layer trimmed to the hit, not on the footage. That way you can stack several shakes over one long clip, move them along the timeline to match the beat, and copy one you like to the next hit with Ctrl+C and Ctrl+V.

Build it

  1. Add an adjustment layer above the clip, starting on the hit frame. Trim it to 8 frames for an impact or 16-24 for a rumble.
  2. Apply S_Shake. Leave Wrap on Reflect (the default), which fills the exposed edges with a mirrored copy. Only if you switched it to No and black edges show, add Motion Tile above it with Output Width and Output Height at 120 and Mirror Edges on.
  3. Check Motion Blur and leave Mo Blur Length at 1 (a full frame of blur), so the first big jolt smears. Drop it to 0.5 for a crisper hit.
  4. Impact setup: raise Frequency well above its default of 8 (try 16), set Tilt Rand Amp to 2 for a little rotation, and keyframe Amplitude at 2 on the first frame and 0 on frame 6, linear.
  5. Bass rumble setup: Amplitude about a third of the impact (around 0.7), same high Frequency. Hold the amplitude for most of the layer, then ramp it to 0 over the last 6 frames.
  6. Rotational slam: raise Tilt Rand Amp to 5 or more and lower X Rand Amp and Y Rand Amp to about half their defaults. Same fast decay on Amplitude as the impact. Good on spins and punches.
  7. Handheld drift: Frequency around 1, Amplitude around 0.5, no keyframes, layer covering the whole shot. Use it under slow shots so they don't feel locked off.
  8. Change Seed between copies so two neighboring hits don't jolt in the same direction.

Starting values

S_ShakeAmplitude (impact)2 on frame 1, 0 by frame 6Linear keyframes, the decay is the impact
S_ShakeFrequency (impact / rumble)16Default is 8; higher changes direction every frame or two
S_ShakeFrequency (drift)1Slow, wide moves like a handheld camera
S_ShakeTilt Rand Amp2Rotation in degrees; 5 or more for the rotational slam
S_ShakeMotion Blur / Mo Blur LengthOn / 1Turn it off only for a crunchy, stuttery look
S_ShakeSeedDifferent per copyStops repeated hits looking identical
S_ShakeWrapReflectMirrored edges instead of black

Other ways to make it

  • Built-inHand-keyframe Transform Position and Rotation with Motion Tile above it. See the keyframed impact shake entry.
  • BCCBCC Camera Shake does the same job. Keyframe its amount high on the hit and to zero over 6 frames, and pick a faster shake speed for impacts.
  • TwitchTwitch's slide operator gives a harder, more digital jolt. Keyframe the overall amount from high to zero across the hit.

Try this

  • Double tap: two short impact layers 4 frames apart, the second at half amplitude, for a snare flam or a double hit in the footage.
  • Shake into a cut: start a rumble 8 frames before the cut and let the amplitude grow into it, then a full impact on the first frame of the new shot.
  • Stack with a zoom punch: keyframe a Transform Scale from 110 to 100 on the same adjustment layer so the shake and the push hit together.
  • Save your four setups with the Save Preset button at the top of S_Shake (or Animation > Save Animation Preset with the keyframes included) so each one is one click on the next project.

Watch out for

  • Leaving S_Shake at a constant Amplitude across a whole clip. It looks like an earthquake, not a beat. Keyframe the amplitude to zero after each hit.
  • Low frequency on an impact. The frame slides lazily instead of jolting. Raise the frequency for anything that should feel like a hit.
  • Applying it straight to the footage. You lose the ability to slide the shake to the beat independently. Use trimmed adjustment layers.

Effects used

S_ShakeMotion Tile
Beat accents · Technique

Zoom punch on the beat

The frame jumps toward the subject on the hit and eases back, like the camera flinched forward.

Built-inFlow

When to use itKicks, vocal hits, a player touching the ball, a face turning to camera. The most useful small accent there is, and the one you can use most often without it getting old.

A zoom punch works because it copies a reflex. When something hits, your attention jumps toward it. A sudden 10-15% scale up on the beat frame does the same thing to the viewer, then the slow return lets them recover before the next hit. The shape of the curve is everything: instant out, slow in. If the zoom eases into the peak, it feels like a camera move. If it is already at the peak on the beat frame, it feels like a punch.

Aim it. Scaling from the center of the frame is fine, but scaling from the subject's face or the ball pulls the eye exactly where you want it. The Transform effect lets you move the anchor without touching the layer itself, and it has its own motion blur, which turns the one-frame jump into a short radial smear.

Since it only scales up, you never reveal edges, so no Motion Tile is needed. That makes it the cheapest accent to drop in. Keep the size small on ordinary beats (104-106%) and save 115% and up for the bigger moments.

Build it

  1. Add an adjustment layer above the clip, starting on the hit frame and 8 frames long.
  2. Apply Transform. Set Anchor Point and Position to the same value, placed on the subject (for example both 1180, 420). The image does not move, but scaling now happens from that point.
  3. Uncheck Use Composition's Shutter Angle and set Shutter Angle to 180.
  4. On the first frame, keyframe Scale at 112. Six frames later, keyframe Scale at 100.
  5. Shape the curve: select the first keyframe, press Ctrl+Shift+K (Cmd+Shift+K) and set outgoing influence to 5%. On the second keyframe set incoming influence to 85%. Or select both and apply an expo-out curve in Flow.
  6. For extra punch, add CC Radial Fast Blur with Center on the same point as your anchor. Keyframe Amount at 30 on the first frame and 0 on frame 3.
  7. Preview with audio and compare a few sizes. If the punch hides the action, lower Scale rather than shortening it.

Starting values

TransformScale (hit frame)112104-106 for small beats, 115-120 for drops
TransformScale (6 frames later)1008-10 frames for a softer settle
TransformAnchor Point = PositionOn the subjectAims the punch
TransformShutter Angle180With Use Composition's Shutter Angle off
TransformKeyframe influenceOut 5%, in 85%Fast start, long settle
CC Radial Fast BlurAmount30 to 0 over 3 framesKeep it short or the image goes soft
CC Radial Fast BlurZoomStandardBrightest gives a glowing smear on bright footage

Other ways to make it

  • FlowSelect the two Scale keyframes and apply an expo-out or a steep custom curve. Save it as a preset curve so every punch uses the same feel.
  • SapphireS_Shake with Z Rand Amp (its zoom axis) raised and X Rand Amp and Y Rand Amp lowered gives a punch with built-in jitter. Keyframe Amplitude from high to 0 over 6 frames so the zoom and the shake hit together in one effect.

Try this

  • Pre-zoom: ease Scale from 100 to 108 over the 4 frames before the beat (expo-in), then cut to the next shot on the beat. The zoom builds the tension, the cut releases it.
  • Tilted punch: add Rotation 2 on the hit frame back to 0 with the scale, alternating the sign on each hit.
  • Step punch: on snare rolls, stack 104, 107, 110, 113 on consecutive hits and hold, then release to 100 on the downbeat.
  • Zoom-out punch: Scale 92 to 100. This one reveals edges, so add Motion Tile above Transform with Output Width and Output Height at 120 and Mirror Edges on.

Watch out for

  • Easy ease on both keyframes. The zoom accelerates into the beat and lands soft. Make the first keyframe leave fast.
  • Punching every kick at the same size. It turns into a pulse the viewer stops noticing. Vary the size and skip some kicks.
  • Scaling the footage layer directly. Later trims and speed ramps move the punch away from the beat. Keep it on an adjustment layer.

Effects used

TransformCC Radial Fast Blur
Beat accents · Effect

Chromatic aberration punch

Red, green and blue split apart for a few frames on the hit, like the lens could not keep up.

Built-inSapphireUniverse

When to use itSnares, bass hits and fast cuts in phonk, velocity and AMV edits. Pairs well with a zoom punch or shake on the same frame.

Real lenses bend each color by a slightly different amount, so at high contrast edges you get colored fringes. When the fringes suddenly widen on a hit, the image looks like it was jolted harder than the glass could handle. That is the read you are after: a split that appears on the beat and closes within 3-5 frames. A constant split is a look; a punching split is an accent.

The built-in way splits the image into three copies, each keeping one color channel, then adds them back together. With all three lined up, you see the normal image. Scale the red and blue copies slightly and color fringes appear, strongest at the edges of frame and clean at the center, which is exactly how lens aberration behaves. Offsetting position instead gives a flatter, more digital split.

Keep every channel copy at 100% or above. Scaling a copy down leaves a gap at its border and you get a colored frame line around the shot.

Build it

  1. Select the clip (or all the layers in the section) and precompose with Ctrl+Shift+C (Cmd+Shift+C), choosing Move all attributes.
  2. Duplicate the precomp twice with Ctrl+D so you have three copies. Name them Red, Green and Blue from bottom to top.
  3. Apply Shift Channels to each. On Red, set Take Green From and Take Blue From to Full Off. On Green, set Take Red From and Take Blue From to Full Off. On Blue, set Take Red From and Take Green From to Full Off.
  4. Leave Red in Normal mode and set Green and Blue to Add (press F4 if you can't see the Mode column). The image should look exactly like the original.
  5. On the Red layer, keyframe Scale (S): 104 on the hit frame, 100 four frames later. Shape it fast out, slow in.
  6. On the Blue layer, add the expression below to Scale so it follows red at half strength.
  7. Optionally add a zoom punch or shake on an adjustment layer above all three, starting on the same frame.
Expression on Blue copy > Transform > Scale
s = thisComp.layer('Red').transform.scale[0];
v = 100 + (s - 100) * 0.5;
[v, v]

Blue sits halfway between green and red, so the fringe grades from red on the outside to magenta inside instead of one flat band. You only ever keyframe the red layer.

Starting values

Shift ChannelsTake Green From / Take Blue From (Red copy)Full OffKeeps only red
LayerBlend mode (Green and Blue copies)AddAdds the channels back into a full image
LayerScale, Red copy (hit frame)104102 for small hits, 106-108 for drops
LayerScale, Blue copyHalf of red's offsetDriven by the expression
LayerPunch length4 framesUp to 8 for a slower lens wobble

Other ways to make it

  • SapphireS_DistortRGB on an adjustment layer warps each channel through its own noise, so the split bends and wobbles instead of offsetting cleanly. Keyframe its overall amount high on the hit and to zero over 4 frames. Lower its frequency for broad bends, raise it for a nervous jitter.
  • UniverseRGB Separation works on one layer with no precomp. Keyframe its Radius on the hit and back to 0 over 3-4 frames; turn off Linear if you want the split to go diagonal, and use Angle to aim it.

Try this

  • Flat split: instead of scale, keyframe Position on red +14 px on X and blue -14 px, back to center over 4 frames. Reads more digital and glitchy.
  • Vertical split: offset on Y for hits that move up or down, like a jump or a dunk.
  • Aimed split: move each copy's Anchor Point and Position to the subject before scaling, so the subject stays sharp and the background fringes.
  • Stutter: red at 104, 100, 104, 100 on four single frames for a jittery snare roll.

Watch out for

  • Leaving Green and Blue in Normal mode. You only see the top channel. Set them to Add.
  • Scaling a channel copy below 100. A colored line appears around the frame. Keep every copy at or above 100.
  • Holding the split for a whole section. It reads as a style choice, not a hit, and it softens the image. Keep it to a few frames.

Effects used

Shift Channels
Beat accents · Technique

Flash frames

One or two frames of white or color on the hit, the fastest way to make a cut land.

Built-inDeep Glow

When to use itDrops, the first frame of a big shot, camera flashes, gunshots, the snare that starts a new section. Works in every style if you use it sparingly.

A flash frame is a blink. For one or two frames the eye sees almost nothing, then the next image arrives with full contrast, so it feels brighter and harder than it really is. That is why a flash on a cut hides small mismatches and makes the new shot feel like an event. Shorter is stronger: one frame at full white is a hit, five frames of slow fade is a transition.

There are three flavors worth knowing. A white solid in Normal mode is a pure blackout to white, the loudest option. A white solid in Add mode lights the image up instead of covering it: at full opacity it still clips to white, but below that the shot shows through brighter rather than washed with gray, so shapes come back sooner as it fades. An Exposure push on an adjustment layer overexposes the shot itself, so shapes stay visible and it looks like light rather than a card. Color flashes in your edit's palette tie the accent into the grade.

Place the flash so its brightest frame sits on the first frame of the new shot, not the last frame of the old one. The eye registers the flash and the cut as one event.

Build it

  1. Move the playhead to the beat. Make a white solid with Ctrl+Y (Cmd+Y), color #FFFFFF, comp size.
  2. Trim it to 2 frames: press Alt+[ (Option+[) to start it on the beat, step one frame forward with Page Down and press Alt+] (Option+]).
  3. Keyframe Opacity (T): 100% on frame 1, 40% on frame 2.
  4. Leave it Normal for a pure white card, or set the blend mode to Add and lower frame 1 to 70% for a flash that brightens the image so a ghost of the shot shows through.
  5. For a softer bloom, extend the solid to 5 frames and fade Opacity from 100% to 0%, with the last keyframe's incoming influence at 80% so it lingers a little.
  6. For an exposure flash instead, add an adjustment layer with Exposure. Keyframe Exposure at 3 on frame 1, 1.2 on frame 2 and 0 on frame 4.
  7. For a color flash, swap the solid color (or add Fill to the adjustment layer) and use Screen mode so the color tints the image instead of covering it.

Starting values

SolidLength1-2 frames3-5 frames with a fade for a bloom
SolidOpacity100% then 40%Second frame lets the eye back in
SolidBlend modeAdd or NormalNormal is a pure white card; Add below 100% brightens the image instead of graying it
ExposureExposure3, then 1.2, then 0Over 4 frames, reads as light
FillColorPalette colorUse with Screen mode for color flashes

Other ways to make it

  • Deep GlowOn an adjustment layer, keyframe Deep Glow's Exposure from a high value on the hit to zero over 4 frames. You get a flash that blooms out of the highlights instead of a flat white card.

Try this

  • Black flash: one frame of black right before the drop. The silence-to-impact contrast makes the drop feel bigger.
  • Double flash: white, one normal frame, white again. Good for two quick hits or a camera flash.
  • Color pair: alternate two palette colors on consecutive hits (for example warm orange, then cyan) so repeated flashes don't feel identical.
  • Glow flash: add Glow to the exposure adjustment layer and keyframe Glow Intensity from 2 to 0 with the exposure, so the highlights bloom on the hit.

Watch out for

  • A flash on every beat. It tires the eyes and stops meaning anything. Keep full white flashes for section changes and big hits.
  • Flash landing a frame late. Turn on the audio waveform (LL on the audio layer) and line the flash up with the start of the transient, not the peak.
  • Long white fades that look like an old slideshow. If it lasts more than 5 frames, use the exposure version instead.

Effects used

ExposureFill
Beat accents · Technique

Strobe sections

A burst of rhythmic flashes or inverts locked to the tempo, for build-ups and the first bars of a drop.

Built-in

When to use itRisers before a drop, chant sections, double-time hi-hat runs, a fast montage of hits. Keep it to a bar or two.

A single flash marks one beat. A strobe marks a passage. It works when it is locked to the tempo, so each flash lands on a subdivision of the beat (eighth notes, sixteenths). A strobe counted in random frame numbers drifts against the music and looks like a rendering error. The fix is simple: work out frames per beat from the BPM, or let an expression do it for you.

Frames per beat is fps x 60 / BPM. At 24 fps and 120 BPM that is 12 frames per beat, so eighth notes are every 6 frames and sixteenths every 3. Phonk around 140 BPM does not divide evenly, which is why an expression that reads time instead of counting frames stays in sync.

Be careful with intensity. Full white flashes faster than about three per second can be uncomfortable or harmful for viewers with photosensitive epilepsy. Keep strobe passages short, drop the opacity, or use inverts and exposure shifts instead of pure white.

Build it

  1. Find the song's BPM (many audio apps and online tap tools will tell you). Note the frame where the strobe section starts and ends.
  2. Add an adjustment layer over just that section.
  3. Apply what you want to strobe: Invert for a negative flicker, Exposure at 1.5 for a brightness pulse, or nothing if you are using a white solid instead.
  4. Add the expression below to the layer's Opacity (T). On an adjustment layer, opacity controls how strongly its effects show, so the effects switch on and off in time.
  5. Set bpm to the song's tempo and sub to 2 for eighth notes or 4 for sixteenths. on sets how much of each step is lit.
  6. For a quick built-in alternative, use Strobe Light: set Strobe Period (secs) to one subdivision (0.25 for eighths at 120 BPM) and Strobe Duration (secs) to 0.04 (one frame at 24 fps).
  7. Ramp it: split the section into two layers and use sub 2 for the first bar and 4 for the last, so the strobe speeds up into the drop.
Expression on Adjustment layer (or white solid) > Opacity
bpm = 140;
sub = 2;
on = 0.35;
ph = ((time - inPoint) * bpm / 60 * sub) % 1;
ph < on ? 100 : 0

Turns the layer on at the start of every subdivision. Start the layer exactly on a beat and it stays in sync for as long as it runs.

Starting values

ExpressionbpmSong tempoKeeps the strobe locked to the music
Expressionsub24 for sixteenths on the last bar
Strobe LightStrobe ColorWhiteOr a palette color
Strobe LightStrobe Period (secs)60 / BPM / 20.25 at 120 BPM
Strobe LightStrobe Duration (secs)0.04One frame at 24 fps
Strobe LightRandom Strobe Probability0%Random breaks the sync
ExposureExposure1.5Gentler than full white

Try this

  • Shot strobe: put two clips on top of each other and add the expression to the top clip's Opacity. The picture flips between two angles on every subdivision.
  • Color strobe: two adjustment layers with Fill in different colors, Screen mode, the second one with ph >= on ? 100 : 0 so they alternate.
  • Invert strobe: Invert with Channel set to Luminance, which flips the brightness but keeps the colors roughly where they were.
  • Fading strobe: change the last line to ph < on ? 100 * (1 - ph / on) : 0 so each flash decays instead of switching off.

Watch out for

  • Counting frames when the BPM does not divide into your frame rate. The strobe slides off the beat. Use the time-based expression.
  • Strobing for 10 seconds. It goes from exciting to unwatchable. One or two bars is plenty.
  • Full white at full speed. Lower the opacity to 40-60% or use Exposure instead, for comfort and for platforms that flag flashing content.

Effects used

Strobe LightInvertExposure
Beat accents · Effect

Invert hits

Flip the image to its negative for one or two frames on the hit, a harsh, graphic punctuation mark.

Built-in

When to use itHard snares, distorted bass hits, horror and dark AMV edits, phonk drops. Strong on dark footage, where the invert turns into a burst of light.

An invert works on the same principle as a flash, but instead of adding light it swaps it. Darks become bright, warm becomes cold, and for a frame the scene looks like an X-ray of itself. On dark footage, the invert is basically a flash with the shapes still visible. On bright footage it is a sudden plunge into dark. Either way, the eye notices the total change in the picture, and that registers as a hit.

The Invert effect has several channel modes. RGB gives the classic photo negative with complementary colors. Luminance flips brightness while keeping hues close to where they were, which looks less alien and sits better in a color-graded edit. Adding Tint before it makes a black and white negative, the harshest and most graphic version.

Build it

  1. Add an adjustment layer starting on the hit frame. Trim it to 2 frames (1 frame for small hits).
  2. Apply Invert. Leave Channel on RGB and Blend With Original at 0%.
  3. Preview. If the colors feel too wild for your grade, switch Channel to Luminance.
  4. For a black and white negative, add Tint above Invert with Amount to Tint at 100%.
  5. Pair it: put a zoom punch or shake on the same frame. The invert carries the hit, the motion makes it feel physical.
  6. For a triple hit on a snare roll, use three 1-frame invert layers with one normal frame between each.

Starting values

InvertChannelRGBLuminance for a softer, color-safe version
InvertBlend With Original0%Anything in between goes flat gray
TintAmount to Tint100%Black and white negative
Adjustment layerLength1-2 frames3 or more starts to read as a look

Try this

  • Invert the subject only: duplicate the clip, roto the subject (or use the cutout you already have for text behind subject), and put Invert on the cutout. The background stays normal.
  • Invert the background only: same cutout, invert the plate underneath. The subject pops forward.
  • Invert plus flash: invert on frame 1, a white Add solid at 60% on frame 2. Reads as a lightning strike.
  • Hue invert: set Channel to Hue for a color swap that keeps the brightness. Subtle enough for cleaner edits.

Watch out for

  • Using Blend With Original at 50% to make it subtler. Half an invert is mid gray. Shorten it instead, or use Luminance.
  • Inverting for 4 or more frames on every snare. It becomes an unpleasant flicker. Keep it to 1-2 frames and a handful of hits.
  • Inverting over text or a logo you want readable. Put titles above the invert layer.

Effects used

InvertTint
Beat accents · Technique

Freeze hit with flash

The action stops dead on the hit with a white flash, holds for a moment, then carries on.

Built-inDeep Glow

When to use itThe peak of the action: the ball leaving the boot, the punch connecting, a character's face turning. Best on a beat that is followed by a gap or a held note.

A freeze turns a fraction of a second into a picture the viewer can actually look at. In football and anime edits it is how you say this moment matters. The flash covers the jump from motion to still, which would otherwise look like a dropped frame, and gives the freeze a camera shutter feel, like the moment was photographed.

Three things keep a freeze alive instead of dead. A slow push in during the hold, so the still image never fully stops moving. A change in the grade (desaturated, tinted, or brighter), so it is obvious the freeze is a choice. And the right length: 8-12 frames at 24 fps, or exactly one beat, so the action restarts on the next hit.

The cleanest build is to split the clip, freeze a copy, and slide the rest of the clip later in time so the action picks up exactly where it stopped.

Build it

  1. Place the playhead on the exact frame of the hit and select the clip. Split it with Ctrl+Shift+D (Cmd+Shift+D).
  2. Select the second half and duplicate it (Ctrl+D). On the lower copy, with the playhead still on the hit, choose Layer > Time > Freeze Frame. Step 9 frames forward and press Alt+] (Option+]) so the freeze lasts 10 frames.
  3. Move the upper copy 10 frames later so it starts where the freeze ends: select it and press Alt+Shift+Page Down (Option+Shift+Page Down), which moves a layer 10 frames later.
  4. Add an adjustment layer over the 10 frozen frames. Apply Exposure and keyframe Exposure at 2.5 on the first frame and 0 on the fourth. That is the flash.
  5. On the same adjustment layer, add Tint with Amount to Tint at 70% for a washed, photographic hold.
  6. Add Transform and keyframe Scale from 100 to 105 across the whole freeze, linear, so it slowly pushes in.
  7. On the first frame after the freeze, add a small zoom punch or shake so the restart lands too.

Starting values

FreezeHold length8-12 framesOr exactly one beat
ExposureExposure2.5 to 0 over 4 framesThe flash on the first frozen frame
TintAmount to Tint70%Makes the hold read as deliberate
TransformScale100 to 105, linearKeeps the still image alive
TransformUse Composition's Shutter AngleOffNo blur needed, keeps the freeze crisp

Other ways to make it

  • Deep GlowReplace the Exposure flash with Deep Glow's Exposure keyframed high to low over 4 frames. The frozen highlights bloom like a camera flash.

Try this

  • Subject pop: during the freeze, keep the subject in color (a roto cutout above the tinted plate) while the background goes gray.
  • Outline freeze: add a white stroke around the cutout for the hold. A classic sports and anime edit move.
  • Text in the freeze: drop a name or a stat on the frozen frame, timed to the flash.
  • Flash out too: a 2-frame white flash at the end of the freeze as the action restarts, for a hit-hold-hit rhythm.

Watch out for

  • Freezing on a blurred frame. Step a frame or two either side of the hit to find a sharp one and freeze that.
  • Holding too long. Past about half a second without movement, the edit feels like it stalled. Keep the slow push and trim the hold.
  • Forgetting to slide the rest of the clip. Without the offset, the action skips forward by the freeze length when it restarts.

Effects used

ExposureTransformTint
Beat accents · Effect

Exposure punch

The whole image brightens on the hit and decays, like the scene caught a burst of light from the beat.

Built-inDeep Glow

When to use itKicks and bass hits where a full flash would be too much. Clean cinematic edits, car edits at night, concert and music-video edits.

An exposure punch is the polite version of a flash. The image never disappears, it just gets brighter for a moment and falls back. Because the picture stays readable, you can use it far more often than a flash, on kicks and smaller hits, and it still adds energy. On night footage and anything with lights in it, it looks like the lights are pulsing with the music.

The secret is contrast in time. Dip the exposure slightly for the two frames before the hit, then punch. The eye judges brightness relative to what it just saw, so a dip before the punch makes the punch feel twice as bright without blowing out the highlights. Add a glow that also pulses and the highlights bloom while the shadows stay put.

Build it

  1. Add an adjustment layer that starts 2 frames before the hit and ends 6 frames after it.
  2. Apply Exposure. Keyframe Exposure at 0 on the first frame, -0.5 one frame before the hit, 1.2 on the hit frame and 0 five frames later.
  3. Shape the decay: on the last keyframe, set incoming influence to 80% (Ctrl+Shift+K) so it falls fast and settles gently.
  4. Add Glow below it. Set Glow Threshold to 65%, Glow Radius to 40, then keyframe Glow Intensity at 0, 1.5 on the hit, 0 five frames later.
  5. On bright daytime footage, lower the peak to 0.6. It clips sooner.
  6. If you prefer working in Lumetri, the Exposure slider under Basic Correction does the same job; keyframe it with the same timing.

Starting values

ExposureExposure (frame before hit)-0.5The dip that makes the punch read brighter
ExposureExposure (hit frame)1.20.6 on bright footage, 2 for drops
ExposureDecay5 frames, in influence 80%Fast fall, gentle settle
GlowGlow Threshold65%Only highlights glow
GlowGlow Radius40Larger for a dreamier bloom
GlowGlow Intensity0 to 1.5 to 0Keyframed with the exposure
Lumetri ColorExposure1.0 on the hitAlternative to the Exposure effect

Other ways to make it

  • Deep GlowSwap Glow for Deep Glow, set a moderate Radius, and keyframe its Exposure with the same timing. The bloom is softer and more physical than the built-in glow.
  • SapphireS_Glow with its Brightness keyframed high on the hit and back to its resting value over 5 frames gives a similar pulse with more control over the glow color.

Try this

  • Kick pulse: peak at 0.4 with no glow on every kick of a section, then full 1.2 with glow on the snare.
  • Dark punch: invert the idea, Exposure -1.5 on the hit back to 0, for heavy, sinister bass hits.
  • Warm punch: add Fill in orange at low opacity in Screen mode on the same adjustment layer so the burst has a color.
  • Drive it from the music instead of keyframes with the audio-driven accents entry.

Watch out for

  • Punching an already bright image to 2 or more. The highlights clip to flat white and you lose detail. Lower the peak or add the dip before it.
  • Linear decay. It looks mechanical. Ease the last keyframe.
  • Using Brightness & Contrast for this. Its Brightness mostly pushes the midtones (and with Use Legacy on it lifts the blacks to gray), so it reads as a grade change, not light. Exposure scales all the light, which looks more natural.

Effects used

ExposureGlowLumetri Color
Beat accents · Effect

Blur punch

A short burst of zoom, directional or focus blur on the hit that snaps back to sharp.

Built-inSapphire

When to use itFast edits where a shake would be too much, dreamy and slowed edits, the beat right before a reveal. Also good for hiding a rough cut.

Blur reads as speed or as a loss of focus, and both make good accents. A zoom blur that streaks out from the center feels like the camera lunging forward. A directional blur along the action feels like a whip. A focus blur that snaps from soft to sharp feels like the lens finding the subject exactly on the beat.

That last one is worth thinking about. Most people blur on the hit and sharpen after. Try the reverse: soft for the 4 frames before the beat, sharp on the beat. The beat becomes the moment of clarity, which suits reveals, face shots and slowed edits. The normal version (sharp, blurred on the hit, sharp again) suits hard drops.

Build it

  1. Add an adjustment layer starting on the hit frame, 4-5 frames long.
  2. Zoom blur: apply CC Radial Fast Blur, set Center on the subject, keyframe Amount at 40 on the hit frame and 0 on frame 4.
  3. Focus snap: apply Gaussian Blur, check Repeat Edge Pixels, keyframe Blurriness at 30 on the hit frame and 0 on frame 3.
  4. Directional smear: apply Directional Blur, set Direction to match the motion in the shot (for example 90 for a left-right move), keyframe Blur Length at 60 on the hit and 0 on frame 3.
  5. For a lens-like defocus, use Camera Lens Blur with Blur Radius 20 to 0. It looks better on lights but renders slower.
  6. Shape every decay fast out, slow in: outgoing influence 5% on the first keyframe, incoming 80% on the last.
  7. For the reverse focus pull, move the blur keyframes so the blur is at full 4 frames before the beat and reaches 0 on the beat.

Starting values

CC Radial Fast BlurAmount40 to 0 over 4 frames60 for drops
CC Radial Fast BlurZoomStandardBrightest makes lights streak
Gaussian BlurBlurriness30 to 0 over 3 framesFocus snap
Gaussian BlurRepeat Edge PixelsOnStops dark edges creeping in
Directional BlurBlur Length60 to 0 over 3 framesMatch Direction to the motion
Camera Lens BlurBlur Radius20 to 0Nicer bokeh, slower render

Other ways to make it

  • SapphireS_RackDefocus gives a lens-shaped defocus with proper bokeh on highlights. Keyframe its defocus amount the same way as Blurriness.

Try this

  • Blur plus zoom punch: pair CC Radial Fast Blur with a Transform Scale 110 to 100 on the same frames. The two together feel like one big lunge.
  • Blur on the cut: blur the last 2 frames of shot A and the first 2 of shot B with the same settings. The cut disappears into the smear.
  • Edge blur only: use a blurred duplicate with a feathered elliptical mask cut out of the center, so only the edges streak and the subject stays sharp.
  • Alternate types: zoom blur on kicks, directional on snares, so repeated hits don't look the same.

Watch out for

  • Leaving Repeat Edge Pixels off on Gaussian Blur. A dark halo creeps in from the frame edges. Turn it on.
  • Holding the blur too long. Past 5 frames it just looks out of focus. Keep the peak to a frame or two.
  • Directional blur pointing against the motion. It looks like a mistake. Match Direction to how things move in the shot.

Effects used

CC Radial Fast BlurGaussian BlurDirectional BlurCamera Lens Blur
Beat accents · Technique

Letterbox bar hit

Black cinema bars slam in on the beat and change the whole mood of the next section.

Built-in

When to use itThe switch from intro to drop, the start of a slow-motion section, a villain or hero entrance. Works in horizontal and vertical edits.

Letterbox bars tell the viewer this part is a film now. Bringing them in slowly is a transition. Slamming them in on a beat is an accent: the frame physically closes around the action, and every shot after it feels more serious and wider. Pulling them back out on the next big change gives you a second accent for free.

The math for a 2.39:1 frame in a 1920x1080 comp is simple. The picture height is 1920 / 2.39 = 803, so each bar is about 140 px. Build the bars as solids that scale from their outer edge, so one Scale keyframe pair animates them and you can overshoot for a bounce.

On vertical 1080x1920 edits, bars that leave a 16:9 window (each about 656 px) are a strong way to switch into a cinematic section in the middle of a TikTok edit.

Build it

  1. Make a black solid (Ctrl+Y), 1920 x 140, named Bar Top. Set Anchor Point to 960, 0 and Position to 960, 0, so it scales down from the top edge.
  2. Make a second black solid, same size, named Bar Bottom. Set Anchor Point to 960, 140 and Position to 960, 1080.
  3. On Bar Top, unlink the Scale chain icon. Keyframe Scale at 100, 0 two frames before the beat, 100, 115 on the beat, 100, 100 four frames later.
  4. On Bar Bottom, Alt-click the Scale stopwatch and add the expression below so it always copies the top bar.
  5. Ease the last keyframe (incoming influence 70%) so the overshoot settles instead of bouncing.
  6. On an adjustment layer under the bars, add Transform with Scale 104 on the beat back to 100 over 6 frames, so the picture pushes in as the bars close.
  7. To release, keyframe Scale back to 100, 0 over 6 frames on the next section change.
Expression on Bar Bottom > Transform > Scale
thisComp.layer('Bar Top').transform.scale

Both bars move together. You only ever keyframe the top one.

Starting values

SolidSize1920 x 1402.39:1 bars on a 1080p comp
Bar TopAnchor Point / Position960, 0 / 960, 0Scales from the top edge
Bar BottomAnchor Point / Position960, 140 / 960, 1080Scales from the bottom edge
Bar TopScale (beat frame)100, 115Overshoot, then settle to 100, 100
TransformScale (footage)104 to 100Push in as the bars land
SolidSize (vertical 9:16)1080 x 656Leaves a 16:9 window

Try this

  • Squeeze hit: bars jump to 100, 200 (280 px each) for 3 frames on a snare, then back to 100, 100. A quick tightening without changing the section.
  • Bars as a cut: bars close fully (100, 386 each, meeting in the middle) over 3 frames, cut under them, and open on the new shot.
  • Color bars: use your palette color instead of black for stylized music-video edits.
  • Tilted bars: precompose both bars with their animation (Move all attributes), then give the precomp Rotation -3 and Scale 112. The scale pushes the rotated corners past the frame edge so no picture peeks above the top bar, and you get a skewed, aggressive frame.

Watch out for

  • Bars that don't meet the comp edge exactly. A one-pixel line of picture shows above the top bar. Check the Anchor Point and Position values.
  • Putting text under the bars. Keep titles above the bar layers or inside the open area.
  • Bringing the bars in and out on every few beats. It makes the frame feel nervous. Use them to mark sections.

Effects used

Transform
Beat accents · Technique

Audio-driven accents

Turn the song into keyframes and let the bass push the zoom, exposure or glow for you.

Built-in

When to use itLong sections with a steady kick, lyric videos, visualizer style edits, or as a subtle bed of movement under your hand-placed hits.

Convert Audio to Keyframes reads the loudness of the music and writes a keyframe on every frame into a null called Audio Amplitude. On its own that number is noise. The useful part is a linear() expression that maps a band of loudness to a band of values: below a threshold nothing happens, above a ceiling you get the full accent, and in between it scales smoothly. That threshold is what makes it react to the kick and ignore the rest.

linear(a, 10, 30, 0, 12) means: when the audio value a is 10 or less, output 0; when it is 30 or more, output 12; in between, blend. Read the actual numbers off the graph before choosing them. Loud, compressed tracks sit high all the time, so the floor must be higher.

Audio-driven accents are great for constant pulse, but they can't tell a kick from a vocal. Use them for the background rhythm and hand-place your big hits on top.

Build it

  1. The assistant reads all active audio in the comp, not just the selected layer, and only inside the work area. Turn off the audio switch (the speaker icon) on every layer except the music, and set the work area to cover the whole song (B and N set its start and end at the playhead).
  2. Choose Animation > Keyframe Assistant > Convert Audio to Keyframes. A null named Audio Amplitude appears. Turn the other layers' audio back on afterwards.
  3. Twirl it open and select Both Channels > Slider. Open the Graph Editor and look at the values: note roughly where the quiet parts sit and where the kick peaks reach.
  4. On the footage (or a precomp of the section), add the expression below to Transform > Scale. Set the first two numbers to just above the quiet level and just below the peaks.
  5. Preview. If it twitches on hi-hats and vocals, raise the low threshold. If it barely moves, lower the high one.
  6. Reuse the same idea elsewhere: on an Exposure adjustment layer, put a = thisComp.layer('Audio Amplitude').effect('Both Channels')('Slider'); linear(a, 10, 30, 0, 1) on Exposure.
  7. If the result jitters, select the slider keyframes and run Window > Smoother with a small tolerance, or swap linear for ease for a softer response.
  8. For a cleaner kick signal, export a bass-only copy of the song from an audio app (low-pass around 150 Hz), import it, turn off the full song's audio switch, convert with only the bass copy audible, then mute the bass copy and turn the song back on.
Expression on Footage or precomp layer > Transform > Scale
a = thisComp.layer('Audio Amplitude').effect('Both Channels')('Slider');
p = linear(a, 10, 30, 0, 12);
value + [p, p]

Adds up to 12% scale on loud hits and nothing below the threshold. It adds to the layer's existing scale, so your own keyframes still work. For a 3D layer use value + [p, p, p].

Starting values

Audio AmplitudeBoth Channels > SliderRead the graphTypical quiet 5-10, kicks 25-40
ExpressionLow threshold10Raise until hats stop triggering it
ExpressionHigh threshold30Where the full accent kicks in
ExpressionScale added0 to 12Keep it 3-6 for a subtle pulse
ExposureExposure (driven)0 to 1Same thresholds

Try this

  • Glow pulse: drive Glow Intensity with the same a = ... first line, then linear(a, 12, 30, 0, 1.5), for highlights that breathe with the beat.
  • Chromatic pulse: drive the red copy's Scale in the chromatic punch setup with the same first line, then v = linear(a, 15, 35, 100, 103); [v, v].
  • Shake on hits only: on a Transform Position, after the same first line use s = linear(a, 20, 35, 0, 25); value + [random(-s, s), random(-s, s)] for jitter that only appears on loud hits.
  • Mix with markers: let the audio drive a small pulse everywhere and use beat markers for the hits that matter.

Watch out for

  • Thresholds guessed instead of read. The layer either never moves or never stops. Look at the slider values in the Graph Editor first.
  • Converting with other audio switched on. The assistant mixes every active audio layer, so sound effects and voiceover trigger accents too. Turn off every audio switch except the music before you convert.
  • A short work area. Keyframes are only written inside it, so the accents stop halfway through the song. Set the work area to the full song first.
  • Copying the expressions into another comp. They still point at Audio Amplitude in thisComp, which doesn't exist there. Convert the audio in that comp too, or point the expression at the original with comp('Main').layer('Audio Amplitude').

Effects used

Slider ControlTransformExposure
Beat accents · Technique

Beat map and accent tiers

Mark every hit before you touch an effect, label how big each one is, and vary accents so 30 seconds never feels repetitive.

Built-in

When to use itBefore any beat-synced edit. Ten minutes of mapping saves an hour of nudging layers, and the tiers are what keep a short edit from turning into one effect on repeat.

Most edits that feel off are not missing effects. Their accents land a frame early or late, or every beat gets the same treatment. Fix both at the start. Tap markers live on the song, tidy them against the waveform, and write a word in each marker saying how big the hit is. Now every accent you build has an exact frame to snap to, and you can jump between them with J and K.

Then think in three tiers. Small: kicks and hats. A 4% zoom punch, an exposure lift, or nothing. Medium: snares, vocal hits, cuts. A flash, a chromatic punch, an invert, a short shake. Big: the drop, the last hit, the peak of the action. Stack a shake, a flash, a chromatic split and maybe a freeze. In a 30-second edit you get two or three big hits. If everything is big, nothing is.

Inside each tier, rotate. Never use the identical accent more than three times in a row; change one thing each time: shake direction, zoom in or out, flash color, which way the colors split. Change families by section: small zooms in the verse, blur and strobe in the build, shakes and flashes on the drop, fewer and softer in the outro. And leave gaps. A bar with no accents right before the drop makes the drop hit twice as hard.

Let the footage decide the direction. If the player runs left, shake left and split the colors horizontally. Accents that agree with the motion in the shot feel like part of it; accents that fight it feel pasted on.

Build it

  1. Import the song, add it to the comp, select its layer and press LL to show the waveform.
  2. Press Space to preview with audio and tap * on the numeric keypad on every hit you hear. No keypad: stop on each hit and choose Layer > Markers > Add Marker.
  3. Zoom into the timeline and drag each marker onto the start of the spike in the waveform. Taps are usually 1-2 frames late.
  4. Double-click each marker and type a tier in Comment: big for drops and peaks, nothing for ordinary beats. Add snare or vocal if it helps you plan.
  5. Rename the audio layer to Beats (Enter on the layer name).
  6. For the small, repeating accents, add an adjustment layer over the whole edit with Transform and paste the expression below into Scale. Every marker now gets a punch that decays, bigger on big markers.
  7. Build the medium and big accents by hand: press K to jump to the next marker, drop a flash, shake or chromatic punch preset there, press K again.
  8. Play the whole edit once and list your accents in order. If three in a row are the same, change one.
Expression on Adjustment layer > Transform > Scale (Uniform Scale checked)
m = thisComp.layer('Beats').marker;
p = 0;
if (m.numKeys > 0) {
  n = m.nearestKey(time).index;
  if (m.key(n).time > time) n--;
  if (n > 0) {
    k = m.key(n);
    amp = (k.comment == 'big') ? 16 : 6;
    p = amp * Math.exp(-10 * (time - k.time));
  }
}
value + [p, p]

Finds the last marker before the current time and adds a scale punch that dies out. Markers commented big hit harder. Move a marker and the accent moves with it.

Starting values

Beat mapSmall tierScale +4-6%, exposure +0.4, or nothingKicks and hats
Beat mapMedium tierFlash, chromatic, invert, short shakeSnares, vocal hits, cuts
Beat mapBig tierShake + flash + chromatic, or a freeze2-3 per 30 seconds
Beat mapRepeat limit3 in a rowThen change direction, color or type
Expressionamp (normal / big)6 / 16Percent of scale added on the marker
Expressiondecay10Higher is a snappier punch

Try this

  • Drive other properties with the same expression, ending with value + p since they are single values: on Exposure, use amp values of 0.4 and 1.5; on a Transform Rotation, alternate the sign with (n % 2 ? 1 : -1) multiplied into p.
  • Comp markers instead: with no layer selected, * adds composition markers. Swap the first line for m = thisComp.marker;.
  • Section labels: add markers with comments like verse, build, drop on a separate layer as a map of where each accent family belongs.
  • Half-time trick: in a busy section, accent only every second kick. The edit breathes and the full-time section that follows feels faster.

Watch out for

  • Building effects first and syncing later. Every change to the cut throws them off. Map the beats first.
  • Trusting tapped markers. Taps run late. Always line them up against the waveform before you build on them.
  • One accent family for the whole edit. Even perfect timing gets dull. Rotate types by tier and by section.
  • No gaps. Constant accents flatten the energy. Leave a quiet bar before every big moment.

Effects used

Transform
Beat accents · Effect

Diffusion glow on the beat

The streaky Omino glow flares up on every kick and fades back, so the frame lights up with the music without moving.

OminoBuilt-in

When to use itPhonk and electronic tracks with a clear kick, the first bars after a drop, and anime edits where a shake would be too much. It also works on the snare alone as a lighter accent.

This is a beat accent that does not move the frame. Instead of shaking or zooming, the Omino Diffusion glow layer jumps up on the hit and fades back over a few frames. Your eye reads the sudden burst of colored light as impact, but the shot stays steady. That makes it a good fit for edits where you already have a lot of camera motion.

The shape of the pulse matters more than its size. A fast rise and a slower fall feels like a hit, because real light flashes are instant and decay gradually. The reverse, a slow rise and a fast drop, feels like a swell and suits build-ups instead.

Keyframing every beat by hand gets slow, so this setup drives the pulse from layer markers. You tap markers on the beats once, and an expression on a Slider Control turns each marker into a pulse that decays on its own. You then link the glow layer's Opacity to the slider. Change the expression's three numbers and every pulse in the edit updates at once.

Build it

  1. Build the Omino Diffusion glow on a duplicate of the clip as in the Omino Diffusion glow entry, blend mode Screen.
  2. On that duplicate, add Expression Controls > Slider Control and rename it Pulse.
  3. With the duplicate selected, play the music and press * on the numeric keypad on each kick to drop layer markers. Zoom in and nudge any late ones onto the exact frame where the waveform spikes.
  4. Alt-click (Option-click) the stopwatch on the Slider property and paste the expression below.
  5. Press T to show the duplicate's Opacity, Alt-click its stopwatch and type effect("Pulse")("Slider"), or drag the pickwhip onto the Slider property.
  6. Scrub to a marker. Opacity should jump to about 80 on the beat frame and be back near 10 six to eight frames later. If the fall is too long, raise decay. If it is too short, lower it.
  7. For a stronger hit, add a second slider with the same expression and base = 0.5, amp = 1.5, and pickwhip the first Glow's Glow Intensity to it, so the glow both brightens and spreads.
Expression on Slider Control > Slider
var base = 10, amp = 70, decay = 8;
var n = 0;
if (marker.numKeys > 0) {
  n = marker.nearestKey(time).index;
  if (marker.key(n).time > time) n--;
}
if (n > 0) {
  var t = time - marker.key(n).time;
  base + amp * Math.exp(-decay * t);
} else {
  base;
}

Finds the last layer marker before the current time and adds a spike that decays exponentially. base is the resting value, amp the extra on the beat, decay how fast it settles.

Starting values

LayerOpacity10% base, 80% peakDriven by the Pulse slider
GlowGlow Intensity0.5 base, 2.0 peakOptional second slider
Slider ControlSliderexpression drivenRename the effect to Pulse
Expressiondecay8Settles in about 6-8 frames at 24-30 fps
LayerModeScreenAdds light without covering the clip

Other ways to make it

  • Built-inDrive a Screen duplicate with Gaussian Blur Blurriness 40 and Glow using the same marker expression on Opacity, for a softer pulse without the dither texture.
  • Deep GlowPut Deep Glow on the duplicate after Omino Diffusion and pickwhip its exposure-style strength control to a second slider with base = 0, amp = 1.5 for a pulse that adds more light.

Try this

  • Keyframes instead of markers: on the beat frame set Opacity to 80%, one frame before it 10%, and 10% again 7 frames after. Make the first pair Linear so the jump is instant, and give the last keyframe Easy Ease In at 100% influence, or a Flow expo-out curve, for the soft tail.
  • Built-in only: use the built-in approximation from the Omino Diffusion glow entry (Posterize, Noise, Directional Blur, Glow) on the duplicate and drive its Opacity with the same expression.
  • Snare-only pulse: put markers only on the snare and lower amp to 40, so the kick carries a shake elsewhere and the snare gets the glow.
  • Swell into a drop: for the last bar before a drop, keyframe Opacity from 0% up to 90% with a Flow expo-in curve, then cut hard on the drop.

Watch out for

  • Markers a frame late, so the pulse feels lazy. Zoom the timeline in and move each marker onto the frame where the waveform spikes.
  • Putting the markers on a different layer than the expression. marker reads the markers of the layer the expression lives on, so keep both on the duplicate.
  • Pulsing every single beat for a whole minute, which numbs the eye. Use it on the kick in one section and switch accents in the next.

Effects used

Omino DiffusionGlowSlider Control

Camera & panning12

Smooth pans, 3D camera moves, parallax and tracked elements. Movement that makes still shots breathe.

Camera & panning · Technique

Smooth 3D camera pan

Turn flat footage into a card in 3D space and glide a real camera past it, with a touch of perspective and true motion blur.

Built-inFlow

When to use itAny clip that feels static: slow-mo shots, car rollers, football build-ups, anime stills between beats. It works best leading into or out of a cut on a strong beat.

Edits use this move constantly: a clip that would sit flat on screen suddenly feels shot on a slider. The trick is that After Effects can treat your 2D footage as a flat card in 3D space. When a real 3D camera moves past that card, you get a small perspective shift, real motion blur and a move that eases like a physical rig instead of an image sliding around.

Parenting the camera to a null is the part people skip. On a two-node camera, Position and Point of Interest fight each other when you keyframe them, and on a one-node camera you end up juggling Position and Orientation. A null gives you one clean set of Position and Rotation channels to animate. Rotating the null swings the camera around the footage, and that is where the slight keystone tilt comes from, the detail that makes it read as 3D rather than a 2D slide.

The feel lives in the Graph Editor. A plain F9 Easy Ease looks robotic. Pull the influence handles out so the speed graph becomes a tall, narrow hill: the move leaves gently, covers most of the distance in the middle frames and settles long. That shape is what people mean when they say a pan is smooth.

Build it

  1. Make your footage layer 3D (the cube switch) and leave it at Position Z 0. Set its Scale to 120% so no edge shows when the camera moves and tilts.
  2. Add a camera: Layer > New > Camera, Type One-Node Camera, Preset 50mm. In a 1920x1080 comp that gives Zoom 2666.7 px and puts the camera at Z -2666.7, which frames a Z 0 layer at exactly 100%.
  3. Add a null (Layer > New > Null Object), make it 3D and set its Position to 960, 540, 0, the center of your footage. Pick-whip the camera's parent to the null.
  4. On the null, set keyframes 20 frames apart: Position X 1060 to 860, Z 0 to 150 (a slight push), and Y Rotation 4° to -4°.
  5. Select all the keys and press F9. Open the Graph Editor, switch to the speed graph and drag every influence handle to 80%. You want one tall, symmetric hill with no flat shelf at either end.
  6. Turn on motion blur: the layer's motion blur switch and the comp's Enable Motion Blur button. In Composition Settings > Advanced set Shutter Angle 180, Shutter Phase -90, Samples Per Frame 16.
  7. Set the footage to Layer > Quality > Best so the resampling during the move stays clean.
  8. Place the move so the peak of the speed hill sits on the beat, or starts right on the cut.

Starting values

CameraZoom2666.7 px50mm preset in a 1920 wide comp
FootageScale120%Overscan for the move and tilt
NullPosition X1060 to 860 over 20 framesThe travel
NullPosition Z0 to 150Slight push in
NullY Rotation4° to -4°Gives the keystone perspective
Graph EditorInfluence80% out, 80% inTall narrow speed hill
Composition SettingsShutter Angle180Natural film blur
Composition SettingsSamples Per Frame16Smooth blur on fast frames

Other ways to make it

  • FlowSelect the null's keyframes and apply a strong ease-in-out curve (an expo-in-out style shape) instead of tuning influence by hand. Save it as a preset so every pan in the edit has the same feel.

Try this

  • Snap and settle: out influence 15%, in influence 90%. The move fires on the beat and drifts into place, the standard velocity-edit pan.
  • Tilt instead of pan: animate X Rotation -4° to 4° and Position Y 640 to 440 instead of X.
  • Stronger perspective: use the 35mm preset (Zoom 1866.7 px). The same rotation bends the card more, which suits car and action shots.
  • Double move: a 20-frame pan, 6 frames of hold, then a second pan back half the distance. Reads like an operator correcting their framing.

Watch out for

  • Keyframing the camera directly. On a two-node camera the Point of Interest drags the view around in odd arcs, and on a one-node camera the rotation and travel get tangled in one set of keys. Animate the null and leave the camera alone.
  • Rotating more than about 10° on flat footage. The card starts to look like a card. Keep rotation small and let Position do the travel.
  • No overscan, so black corners flash in for a frame. Keep the footage at 120% or reduce the move.
  • Only switching on the comp's motion blur. Each layer needs its own motion blur switch too, or the camera move stays crisp and steppy.

Effects used

Camera & panning · Technique

Drift across cuts

One slow camera floats over every clip at the same speed, so a run of hard cuts feels like one continuous move.

Built-in

When to use itMontage sections, intros, slow verses and lyric parts: anywhere you cut quickly between shots that were filmed static. Hold one drift through a section and change it at the drop.

Hard cuts are the backbone of most edits, but a run of five locked-off clips can feel like a slideshow. If one camera keeps drifting at the same speed over all of them, the eye reads continuity: the cut changes the picture, but the motion carries through. It is the same reason music videos keep the gimbal moving between setups.

The build is simple. Every clip sits in one comp as a 3D layer, and one camera parented to a null drifts across them with a linear expression. Because the motion never eases in or out, there is no visible start or stop at any cut. A slight push in Z on top of the sideways drift adds the feeling of moving into the scene instead of past it.

The catch is coverage. A camera that travels 400 px over ten seconds would slide clean off a clip that stays in one place. The fix is an expression that re-centers each clip under the camera at its own midpoint. Every clip then only needs a few percent of overscan, no matter where in the edit it falls, and you never have to touch it again when you re-cut.

Build it

  1. Put the clips back to back in one comp. Select them all, turn on 3D and set Scale to 108%.
  2. Add a One-Node Camera with the 50mm preset and a 3D null at 960, 540, 0. Parent the camera to the null.
  3. Alt-click the null's Position stopwatch and type add(value, mul([40, 0, 20], time)). The camera now moves 40 px right and 20 px forward every second, at a constant speed.
  4. Alt-click the first clip's Position stopwatch and paste the centering expression below. Then use Edit > Copy Expression Only, select the other clips and paste.
  5. Check coverage: at 40 px/s, a 3-second clip travels about 60 px either side of center, and 108% leaves about 75 px of spare image on each side. For longer clips add roughly 1% scale per extra 10 px of travel.
  6. Turn on motion blur for the clips and the comp. At this speed it is subtle, but it stops fine detail from crawling.
  7. To vary the feel without keyframes, give some clips a Z value of 400 and Scale 124%. The expression treats Z as an offset, so those clips sit deeper and drift a little slower on screen.
Expression on Each clip > Transform > Position
cam = thisComp.activeCamera;
mid = (inPoint + outPoint) / 2;
p = cam.toWorld([0, 0, 0], mid);
[p[0], p[1], p[2] + cam.cameraOption.zoom + value[2]]

Places each clip dead center and at 100% framing in front of the camera at the clip's midpoint. The layer's own Z value becomes a depth offset.

Starting values

NullPosition expressionadd(value, mul([40, 0, 20], time))40 px/s sideways, 20 px/s push
ClipsScale108%Covers clips up to about 3 seconds
ClipsPosition Z (offset)0, or 400 at 124% scaleDeeper clips drift slower
CameraZoom2666.7 px50mm preset
Composition SettingsShutter Angle180Light blur on the drift

Try this

  • Diagonal float: use mul([30, -15, 20], time) so the camera rises as it drifts. Good for dreamy intros.
  • Gentle roll: add value + time * 0.4 to the null's Z Rotation for a slow tilt that builds over the section.
  • Speed change on the drop: replace the Position expression with linear keyframes, keep the same slope through the verse, then make the slope three times steeper after the drop.
  • Alternate direction per section by duplicating the camera and null for each section and trimming them, with the X speed flipped to -40.

Watch out for

  • Easing the drift. Any ease shows up as a speed change at some random cut. Keep it linear.
  • Skipping the centering expression, then wondering why clips late in the edit slide off screen.
  • Drifting too fast. Above about 80 px/s it stops reading as drift and starts reading as a pan. Stay between 20 and 60.

Effects used

Camera & panning · Technique

Photo parallax 2.5D

Cut a still into foreground, middle and background, fill the hole behind the subject, then move a camera through it so the photo feels like a shot.

Built-in

When to use itStills, posters, manga panels, anime screenshots and photos in tribute or recap edits. Also great on freeze frames: freeze, split into layers, then push through.

A still has no depth, so any 2D zoom on it looks like exactly that: a picture getting bigger. Parallax is what sells depth. When the camera moves, near things slide past faster than far things. Split a photo into layers, space them out in Z, and After Effects does the parallax for you. The still starts to feel like a moment someone filmed.

The hard part is the hole. Once you cut the subject out, the background layer still has the subject painted on it, and when the layers shift you see a ghost. Content-Aware Fill paints that area away using the pixels around it. It does not need to be perfect, because most of the filled area stays hidden behind the subject and only a thin strip near the edges ever shows.

Keep the move small. A push of a few hundred pixels in Z and about a hundred sideways is plenty. Big moves expose the fill, stretch the cutout and break the illusion. The best ones feel like the photographer breathed in. If you want more drama, add speed, not distance.

Build it

  1. Import the photo into a 1920x1080 comp, fit it with Ctrl+Alt+F, then precompose it (Move all attributes into the new composition) so you work with a frame-sized layer. Make the comp 5 seconds.
  2. Duplicate the layer into three: FG, MID, BG. On FG, cut out the subject with a Pen mask (Mask Feather 2 px) or Roto Brush on the first frame. On MID, mask a middle element if there is one, like a car or a railing.
  3. On BG, draw a mask around the subject, set its mode to Subtract and Mask Expansion to 15 px so it swallows the edge halo. Set the work area to the first frame only.
  4. Save the project. Open Window > Content-Aware Fill: Fill Method Object, Lighting Correction Subtle, Range Work Area, then Generate Fill Layer. Enable Time Remapping on the fill layer (Ctrl+Alt+T) and drag its out point to the end so the frame holds. Precompose BG and the fill together as BG clean.
  5. Make all three layers 3D and push them back: FG Z 0, MID Z 500, BG clean Z 1200. Use the scale expression below on each so they keep their framing, or set Scale by hand to 100%, 119% and 145%.
  6. Add about 7% extra scale to BG clean (155% by hand) so it covers the sideways move.
  7. Add a One-Node Camera (50mm) and a 3D null at 960, 540, 0, camera parented to it. Keyframe the null across the whole shot: Position X 960 to 860, Z 0 to 300. Press F9, then set speed graph influence to 60% on both sides.
  8. Scrub and watch the subject's edges. Where the fill shows a smear, shrink the move or pull the FG cutout's mask in by 1 px with Mask Expansion -1 px.
  9. Turn on motion blur and set every layer to Layer > Quality > Best.
Expression on Each depth layer > Transform > Scale
cam = thisComp.activeCamera;
z = cam.cameraOption.zoom.valueAtTime(0);
d = length(cam.toWorld([0, 0, 0], 0), position.valueAtTime(0));
s = value[0] * d / z;
[s, s, s]

Rescales each layer so it frames exactly as it did in 2D at the first frame, whatever its Z. Leave Scale at 100%, or raise it for overscan (107% on BG clean); the expression multiplies on top. Keep the depth layers unparented so position is their real place in the scene.

Starting values

FGPosition Z / Scale0 / 100%Subject plane
MIDPosition Z / Scale500 / 119%100 x (2666.7 + Z) / 2666.7
BG cleanPosition Z / Scale1200 / 155%145% plus room for the move
BG maskMask Expansion15 px, mode SubtractIncludes the subject's edge halo in the fill
Content-Aware FillFill MethodObjectRebuilds what was behind the subject
Content-Aware FillLighting CorrectionSubtleMatches gentle light changes
NullPosition X960 to 860Sideways parallax
NullPosition Z0 to 300Push in
Graph EditorInfluence60% out, 60% inSlow, even float

Try this

  • 2.5D push-in: skip the sideways move and only push Z 0 to 500 over 3 seconds. The subject grows faster than the background, the classic 2.5D zoom for anime stills and match posters.
  • Velocity version: do the push in 8 frames with out influence 10%, in influence 90%, landing on the beat, then hold.
  • Fourth depth: add a dust, smoke or bokeh overlay at Z -300 in front of the subject so something crosses the lens.
  • Orbit-style parallax: rotate the null Y Rotation 0° to 3° instead of moving X.

Watch out for

  • Skipping the fill. The ghost of the subject on the background shows the moment anything moves.
  • Hard cutout edges. A 1-2 px feather and -1 px of Mask Expansion on the cutout hide the fringe.
  • Moving too far. The fill is a guess, so keep the revealed strip under about 150 px on screen.
  • Generating the fill before saving. Content-Aware Fill writes its frames next to the project file, so it needs a saved project.

Effects used

Roto Brush & Refine EdgeContent-Aware Fill
Camera & panning · Technique

Null-driven orbit

Swing the camera around a fixed point so text, footage and background turn together with real perspective.

Built-inElement 3D

When to use itTitle reveals, player intros, logo stings and freeze-frame moments with text beside the subject. It sits well on the slow build before a drop.

An orbit is the camera circling something while it keeps looking at it. In After Effects the cleanest way is to park a null exactly where the subject is, parent the camera to it and rotate the null. The camera travels on a perfect arc and always points at the center, because it is carried around like an object on the end of a stick.

This beats animating a two-node camera's own Position, where the point of interest makes the path wobble and every keyframe changes the radius. With a null, the radius is simply the camera's distance from the null and the orbit angle is one rotation value you can shape in the Graph Editor. Want a tighter orbit? Move the camera closer to the null and lower Zoom to match.

An orbit only looks good when there is depth to orbit around. One flat layer just turns into a trapezoid. Stack a title in front, the footage in the middle and a plate behind, and the orbit shows them sliding against each other. That relative motion is what reads as 3D, much more than the rotation itself.

Build it

  1. Build depth: footage 3D at Z 0 with Scale 120%, a 3D title at Z -400, and a background plate or second clip at Z 800 with Scale 170%. At that depth 130% only just fills the frame, and because the plate sits behind the orbit center it slides the opposite way as the camera swings, so it needs the extra room.
  2. Add a One-Node Camera (50mm). Add a 3D null and set its Position to the orbit center, usually 960, 540, 0 (the footage plane). Parent the camera to the null. The camera's Position now reads 0, 0, -2666.7: that is your radius.
  3. Keyframe the null's Y Rotation from -12° to 12° over 3 seconds. Add X Rotation 3° to -3° for a slight crane feel.
  4. Select the keys, press F9 and set speed graph influence to 50% on both sides. Orbits look best with a long, gentle ease; a sharp ease makes the arc feel like a whip.
  5. Check the first and last frames for edges. The footage at 120% and the plate at 170% cover 12° of swing; raise both if you widen the angle.
  6. For a more dramatic orbit, shorten the radius: set the camera's Position to 0, 0, -1600 and its Zoom to 1600 px. Framing stays the same, perspective gets stronger.
  7. Turn on motion blur, Shutter Angle 180.
Expression on Null > Y Rotation
value + time * 20

Continuous orbit at 20° per second. Use on text, shapes and 3D elements, not flat footage.

Starting values

NullPosition960, 540, 0Orbit center on the footage plane
CameraPosition (parented)0, 0, -2666.7Radius of the orbit
NullY Rotation-12° to 12° over 3 sThe orbit
NullX Rotation3° to -3°Adds a crane feel
Graph EditorInfluence50% out, 50% inLong gentle ease
TitlePosition Z-400Foreground layer
BackgroundPosition Z / Scale800 / 170%Rear layer; 130% just fills at rest, the rest covers the swing

Other ways to make it

  • Element 3DElement 3D renders through the comp camera, so the same null orbit swings around real 3D text and models. Place the Element layer's group at the orbit center and keep your 2D layers around it for depth.

Try this

  • Full spin for titles: in Composition Settings > 3D Renderer choose Cinema 4D, give the text an Extrusion Depth of 40 under Geometry Options, and use the continuous expression.
  • Spiral: animate the camera's parented Z from -2666.7 to -2200 during the orbit so it closes in while circling.
  • Beat orbits: a 6-frame move of 8° with out influence 5%, in influence 85% on each kick, alternating direction.

Watch out for

  • Null in the wrong place. If the null is not at the subject's depth, the subject swings out of frame. Put it on the plane you want to stay centered.
  • Orbiting flat footage past about 25°. It visibly becomes a card. Keep footage orbits small and give the big angles to text.
  • Using a two-node camera. The point of interest is one more thing to manage. A one-node camera on a null is simpler and predictable.

Effects used

Camera & panning · Technique

Smooth fake handheld

A slow, floating wiggle that makes locked-off or stabilized footage feel filmed by a person, without looking shaky.

Built-inSapphire

When to use itTripod shots, gameplay, screen recordings, stills and stabilized footage that now feels too locked. Good under slow verses and in the build before a drop.

Most fake handheld looks like an earthquake because people use wiggle with a high frequency. Real operators drift: the frame floats a few pixels one way, settles, floats back. That is a low frequency, roughly half a wiggle to one wiggle per second, with a small amplitude and a little bit of roll.

Separating dimensions matters. One wiggle on Position moves X and Y with the same frequency and amount, and the result looks mechanical. Splitting them lets you give X more travel than Y, the way a camera sways side to side more than it bobs. Each axis also runs on its own rhythm, so the motion never repeats in an obvious pattern.

Put it on a camera null, not on the footage. That way everything in the comp moves together, including text and overlays, exactly like a real camera. One slider controls the strength, so you can calm it down in quiet parts and open it up on the chorus without touching the expressions.

Build it

  1. Add a One-Node Camera (50mm) and a 3D null at 960, 540, 0, with the camera parented to the null. Make your footage 3D and set its Scale to 108% for edge cover. The roll and the Z Position breathing eat into the top and bottom margin, which is only 1080 px tall to start with.
  2. On the null, right-click Position > Separate Dimensions. Add Effect > Expression Controls > Slider Control, rename it Amount and set it to 100.
  3. Alt-click X Position and paste the expression below.
  4. Alt-click Y Position and paste the same thing with different numbers: wiggle(0.9, 9 * a, 2, 0.35). A different frequency keeps X and Y out of step.
  5. Alt-click the null's Z Rotation and use a = effect("Amount")("Slider") / 100; wiggle(0.5, 0.6 * a). A fraction of a degree of roll is what sells a human holding the camera.
  6. Optional breathing: on Z Position, a = effect("Amount")("Slider") / 100; wiggle(0.4, 20 * a).
  7. Keyframe Amount: 60 in calm parts, 100 normally, 160 for a few frames after a big hit, with F9 on each key.
Expression on Null > X Position (dimensions separated)
a = effect("Amount")("Slider") / 100;
wiggle(0.7, 14 * a, 2, 0.35)

0.7 wiggles per second, 14 px. The last two arguments add a second, faster layer of motion at 35% strength.

Starting values

NullX Position wigglefreq 0.7, amp 14Side-to-side sway
NullY Position wigglefreq 0.9, amp 9Less bob than sway
NullZ Rotation wigglefreq 0.5, amp 0.6°Subtle roll
NullOctaves / amp multiplier2 / 0.35Adds faint micro detail
Slider ControlAmount10060 calm, 160 after hits
FootageScale108%Covers these amounts and the roll, up to Amount 160

Other ways to make it

  • SapphireApply S_Shake to a precomp of the shot, set Frequency to about 0.7 so it moves roughly once per second, keep Amplitude low (around 0.5) and add a little rotation with Tilt Rand Amp at 0.5. Leave Wrap on Reflect so the edges stay filled. It is quicker to set up, but it moves only that layer, not the whole 3D scene.

Try this

  • 2D only: precompose the clip, add Transform, set its Scale to 105 and put wiggle(0.7, 12, 2, 0.35) on its Position. Less control, still far better than a fast wiggle.
  • Walking feel: Y at wiggle(2, 22) and X at wiggle(1.2, 12), roll at wiggle(1, 1).
  • Bake it: select the property and use Animation > Keyframe Assistant > Convert Expression to Keyframes, then hand-edit specific moments.

Watch out for

  • Frequency too high. Anything above about 2 reads as shake, not handheld.
  • The same numbers on X and Y. The frame sways along a diagonal and looks robotic. Change the frequency on one axis.
  • No overscan. Black edges creep in on the far swings. 108% covers these values up to Amount 160; raise it if you go further.
  • Adding it to footage that already shakes. Stabilize first, then add the float back in.

Effects used

Slider ControlTransform
Camera & panning · Technique

Ken Burns done well

A slow push or pan on a photo that stays sharp, moves at an even speed and is already in motion when the cut lands.

Built-in

When to use itPhoto montages, tribute edits, recaps, team lineups, and screenshots or posters dropped between video clips.

Ken Burns is a slow zoom and pan across a still. Most versions look cheap for three reasons: the photo goes soft because it was scaled past its resolution, the zoom seems to slow down because Scale was keyframed linearly, and the move eases in and out, so it visibly starts and stops inside the shot.

Scale is perceptual. Going from 100% to 110% looks like a bigger jump than going from 110% to 120%, even though both add ten points. So a linear Scale keyframe looks like it is decelerating. An exponential scale changes size by the same percentage every frame, which your eye reads as a constant push. After Effects has a keyframe assistant for it, or you can use an expression.

Timing matters as much. In an edit you usually see only two or three seconds of each still. If the move is linear across a slightly longer layer, it is already moving on the first frame and still moving on the last. The cut then feels like it interrupted a camera, not like a slideshow advancing to the next slide.

Build it

  1. Check resolution. A photo stays pixel-sharp up to 1920 / photo width x 100%. A 4000 px wide photo is crisp up to 48%, so plan a move like 40% to 46% rather than 100% to 115%.
  2. Pick a target: eyes, a crest, the ball. Push toward it, not toward the middle of the frame.
  3. Set Scale keyframes at the layer's first and last frames, for example 40% to 46% (a 15% push) over 4 seconds. Add Position keyframes that move about 80 px so the target drifts toward frame center.
  4. Select both Scale keyframes and run Animation > Keyframe Assistant > Exponential Scale. It replaces them with a keyframe on every frame for an even push. Or use the expression below instead.
  5. Keep Position linear: right-click the keys > Keyframe Interpolation > Temporal Interpolation Linear. Only ease the ends if the still is on screen for more than about 5 seconds.
  6. Set Layer > Quality > Best and Layer > Quality > Bicubic so the slow move does not shimmer.
  7. Make the layer longer than the slot it fills, then slide it so the cut catches the move mid-flight.
Expression on Photo > Transform > Scale
a = Math.log(40);
b = Math.log(46);
s = Math.exp(linear(time, inPoint, outPoint, a, b));
[s, s]

Even, exponential push from 40% to 46% across the layer. Change the two numbers; it adapts when you trim the layer.

Starting values

PhotoScale40% to 46%For a 4000 px wide photo
PhotoPosition travel80 pxToward the subject
KeyframesInterpolationLinearNo visible start or stop
LayerQualityBest, BicubicCleaner slow resampling
MovePush amount10-20% over 3-6 sBigger pushes feel rushed

Try this

  • Pull out for an ending: swap the two numbers so it starts tight and reveals the whole photo.
  • Add a tiny roll: Rotation -0.5° to 0.5°, linear across the layer.
  • Cheap depth: duplicate the photo, mask the subject on the top copy and give that copy 3% more push than the background. For the full version, use photo parallax.
  • Beat accent: keep the slow push on the layer, add a Transform effect and keyframe its Scale from 105 on a snare back to 100 four frames later, with out influence 5% and in influence 80%. Using the effect keeps the accent separate from the per-frame Exponential Scale keys.

Watch out for

  • Upscaling a small photo past its real pixel size. Use a bigger source or a smaller move.
  • Easy Ease on both ends. The move starts and stops on screen and looks like a slideshow. Keep it linear across the cut.
  • Pushing toward the frame center instead of a subject. The move should have a reason to exist.

Effects used

Camera & panning · Technique

Stabilize then reframe

Let Warp Stabilizer remove only the jitter, then choose the framing and the move yourself so the shot is steady and intentional.

Built-in

When to use itPhone footage, run-and-gun clips, car and sports shots from a handheld camera: any shot you want to push or pan on that already has jitter in it.

Warp Stabilizer is great at removing shake and bad at framing decisions. With its default Stabilize, Crop, Auto-scale framing it smooths the motion, then crops and scales up by whatever it takes to hide the moving edges, always centered. One rough moment can push that zoom far past what the rest of the shot needs, and you get no say in where the frame sits. The default Subspace Warp method can also bend faces and straight lines.

The better workflow splits the job. Warp Stabilizer does one thing, smoothing the camera path, using a method that cannot warp the image and framing set to stabilize only. Then, one level up, you pick one fixed scale and add your own clean move. The jitter is gone, the zoom is the one you chose and the camera move is a choice you made.

This also fixes the classic edit problem where a stabilized clip looks dead. Real footage has motion. After stabilizing, you can put back a slow push or pan that fits the beat, instead of the random float the original operator gave you.

Build it

  1. Trim the clip to the part you use, then precompose it (Move all attributes into the new composition). Warp Stabilizer needs the layer to match the comp size, and it is happiest on a plain, unretimed layer.
  2. Inside the precomp, apply Effect > Distort > Warp Stabilizer. It analyzes in the background. Set Result Smooth Motion and Smoothness 20%.
  3. Set Method to Position, Scale, Rotation. The default Subspace Warp can bend faces and edges; this method only moves the frame as a whole.
  4. Set Borders > Framing to Stabilize Only. You will see the edges moving around. That is expected.
  5. If it still wobbles, open Advanced, turn on Detailed Analysis and let it analyze again. Set Rolling Shutter Ripple to Automatic Reduction for phone footage.
  6. In your edit comp, scale the precomp to the smallest value that hides every moving edge, often 108% to 115%. Scrub the whole clip; the worst frame decides.
  7. Add your own move to that layer: Position 30 px across the clip, linear, or a full 3D camera pan. Keep the scale fixed unless the push is deliberate.
  8. If you retime with time remapping or Twixtor, do it on this stabilized precomp, after the stabilize.

Starting values

Warp StabilizerResultSmooth MotionKeeps the intended move
Warp StabilizerSmoothness20%Higher crops more
Warp StabilizerMethodPosition, Scale, RotationNo warping of faces or lines
Warp StabilizerFramingStabilize OnlyYou do the scale yourself
Warp StabilizerDetailed AnalysisOn if it wobblesSlower, more accurate
Warp StabilizerRolling Shutter RippleAutomatic ReductionFor phone and DSLR footage
Stabilized precompScale110%One fixed value, no breathing
Stabilized precompPosition30 px drift, linearYour own move

Try this

  • Tripod look: Result No Motion, then add a slow linear drift or a smooth handheld float on top for full control.
  • Keep the life: Smoothness 8% removes only the micro jitter and keeps the operator's real move.
  • Heavy shake: if Position, Scale, Rotation cannot keep up, try Perspective. Save Subspace Warp for shots with no faces and no straight lines.

Watch out for

  • Leaving Framing on Stabilize, Crop, Auto-scale. The effect picks the zoom and centers the frame for you, often cropping far more than you would. Use Stabilize Only and set the scale yourself, trimming off the roughest frames if they force a big crop.
  • Smoothness at 50% on a walking shot. The crop gets huge. Start at 15-25%.
  • Stabilizing after a speed ramp. Analyze the original frames, then retime the stabilized precomp.

Effects used

Warp StabilizerTransform
Camera & panning · Technique

Rack focus pull

Shift sharpness from one depth to another, so a title snaps into focus as the footage behind it falls soft, or the reverse.

Built-inSapphire

When to use itTitle reveals over footage, switching attention between two players or characters, intros and endings. Land the moment of full sharpness on a beat.

A rack focus moves the viewer's attention without moving the frame. Eyes go to whatever is sharp, so pulling focus from the background to a title, or from a title to a face, is a cut without a cut. It feels expensive because on a real set it takes a focus puller to do it well.

There are two routes. If you have separate layers at different depths, like a 3D title in front of footage, use the camera's own depth of field: turn it on, set Aperture, and animate Focus Distance between the two layers. If you only have a single clip, use Camera Lens Blur with a depth map built from a roto matte, and animate which depth is in focus.

Both give lens-shaped blur with real bokeh on highlights, which reads as optical in a way Gaussian Blur never does. Keep the pull short, 10 to 18 frames, with a firm ease. Real focus pulls leave one subject quickly and settle onto the other.

Build it

  1. Camera route: make the footage and a title 3D and name them Footage and Title (the expression below looks for those names). Footage Z 0, title Z -800. At that depth the title looks about 1.4x bigger, so scale it down to taste.
  2. Add a One-Node Camera (50mm). Under Camera Options set Depth of Field On, Aperture 150 px, Blur Level 100%.
  3. With the camera at Z -2666.7, the title is 1866.7 px away and the footage 2666.7 px. Keyframe Focus Distance 2666.7 to 1866.7 over 14 frames, press F9, then set speed graph influence to 70% on both sides.
  4. Or drive it by layer: add a null named Focus Control with a Slider Control named Mix, and paste the expression below on Focus Distance. 0 focuses the title, 100 the footage, and it stays correct if you move either layer.
  5. Footage route: roto the subject with Roto Brush and precompose it as Depth Map. Inside, put a black solid at the bottom, add Fill (white) to the subject layer, and add Gaussian Blur 8 on it to soften the boundary.
  6. Put Depth Map into your comp and turn its eye off. On the footage add Camera Lens Blur: Blur Radius 20, Blur Map > Layer Depth Map, Channel Luminance, Placement Stretch Map to Fit.
  7. Animate Blur Focal Distance from 0 (background sharp, subject soft) to 255 (subject sharp, background soft) over 14 frames with the same ease.
Expression on Camera > Camera Options > Focus Distance
c = thisComp.layer("Focus Control").effect("Mix")("Slider");
a = thisComp.layer("Title");
b = thisComp.layer("Footage");
dA = length(toWorld([0, 0, 0]), a.toWorld(a.anchorPoint));
dB = length(toWorld([0, 0, 0]), b.toWorld(b.anchorPoint));
ease(c, 0, 100, dA, dB)

Measures the real distance to each layer, so you keyframe one slider from 0 to 100 instead of distances.

Starting values

CameraDepth of FieldOnUnder Camera Options
CameraAperture150 px100-250 for visible blur at these distances
CameraBlur Level100%Full lens blur
CameraFocus Distance2666.7 to 1866.7 over 14 framesFootage to title
TitlePosition Z-800Foreground depth
Camera Lens BlurBlur Radius20Footage route
Camera Lens BlurBlur Focal Distance0 to 255Background to subject
Camera Lens BlurPlacementStretch Map to FitMap lines up with the footage

Other ways to make it

  • SapphireSapphire's defocus effects, S_RackDefocus and S_ZDefocus, give richer lens bokeh than the built-in blur. Animate the defocus amount over the same 14-frame ease, and use the roto matte from the footage route to choose what stays sharp.

Try this

  • Lens breathing: nudge the camera Zoom from 2666.7 to 2720 during the pull. Real lenses shift framing slightly as they focus.
  • Defocus out: rack the title out of focus at the end of its hold instead of fading it.
  • Prettier bokeh: in Camera Options set Iris Shape Hexagon and raise Highlight Gain so lights in the footage bloom into shapes.

Watch out for

  • Keyframing Gaussian Blur. It looks like a smear, not a lens. Use the camera or Camera Lens Blur.
  • Masks or effects on the map layer in the main comp. Camera Lens Blur reads the map layer's source and ignores them, so build the map inside a precomp.
  • Aperture too low. Under about 50 px the blur barely shows at these distances.
  • A pull that drags on. Past about 24 frames it reads as a mistake rather than a choice.

Effects used

Camera Lens BlurSlider ControlFillGaussian BlurRoto Brush & Refine Edge
Camera & panning · Look

Tilt-shift miniature

Blur the top and bottom of a high-angle shot, push the color and speed it up so real streets and stadiums look like toy models.

Built-inMagic Bullet

When to use itEstablishing shots: a stadium before kickoff, a city at the start of a travel edit, a race track or car meet from above. One or two shots per edit is enough.

Your brain judges size from depth of field. A real tilt-shift lens tilts the focus plane so only a thin band of the frame is sharp, which is how close-up shots of tiny objects look. Put that band on a wide, high shot of a city or a stadium and your eye decides the whole scene must be small.

The blur alone does half the work. The rest is toy-like color and motion: more saturation, a bit more contrast, and footage sped up then dropped to a lower frame rate, so cars and people move in small choppy steps like stop motion. Together they make the illusion hard to unsee.

Shot choice decides everything. You need a high angle looking down at roughly 30 to 60 degrees, lots of small moving things and no close foreground. A drone shot, the view from the top row of a stadium or a rooftop clip works. Eye-level footage will just look blurry.

Build it

  1. Pick a high, wide shot. Speed it up with right-click > Time > Time Stretch, Stretch Factor 25% (4x faster).
  2. Build the map: a new 1920x1080 comp named TS Map. Add a black solid, then a white solid with a rectangle mask over the middle third of the height. Draw the rectangle wider than the comp so only the top and bottom edges feather, and set Mask Feather to 300 px.
  3. Move the white band to where your sharp subject sits, often a little below center. Keeping it in its own comp means the mask counts as image data for the blur.
  4. Drop TS Map into your main comp and turn its eye off. Add an adjustment layer with Camera Lens Blur: Blur Radius 18, Blur Map > Layer TS Map, Channel Luminance, Placement Stretch Map to Fit, Blur Focal Distance 255 so white stays sharp.
  5. Add Lumetri Color on another adjustment layer: Basic Correction > Contrast 20, Basic Correction > Saturation 140, Creative > Vibrance 15.
  6. Add Posterize Time on a top adjustment layer with Frame Rate 12.
  7. Optional: Lumetri Color > Vignette > Amount -0.8 to pull the eye to the sharp band.

Starting values

Time StretchStretch Factor25%4x speed, go to 12.5% for traffic
TS Map maskMask Feather300 pxSoft falloff from the sharp band
Camera Lens BlurBlur Radius18Above 30 looks fake
Camera Lens BlurBlur Focal Distance255White in the map stays sharp
Camera Lens BlurPlacementStretch Map to FitMap covers the frame
Lumetri ColorSaturation140Toy-like color
Lumetri ColorContrast20Plastic, punchy surfaces
Posterize TimeFrame Rate12Stop-motion steps

Other ways to make it

  • Magic BulletMagic Bullet Looks has a Swing Tilt camera tool that blurs everything outside a focus band. Place the band on the subject and set the blur amount on its canvas, then add saturation and contrast tools in the same stack. Keep Posterize Time and the speed change in After Effects.

Try this

  • Real tilted plane: make the footage 3D, X Rotation -45°, scale it up to fill, and add a camera with Depth of Field On, Aperture 250 px, focused on the layer's center. The blur grows smoothly with distance like a real tilted lens.
  • Moving band: keyframe the white solid's Position inside TS Map to follow a car or player across the frame.
  • Model-railway warmth: add Temperature +15 and lift Shadows +20 in Lumetri for a painted look.

Watch out for

  • Masking the white solid directly in the main comp. Camera Lens Blur ignores a map layer's masks and effects. Keep the map in a precomp.
  • Eye-level footage. Without a looking-down angle the trick does not land.
  • Leaving the speed at 100%. Real-speed traffic looks like real traffic; the speed-up and choppy frame rate are half the illusion.

Effects used

Camera Lens BlurLumetri ColorPosterize Time
Camera & panning · Technique

Fake dolly zoom

The subject holds its size while the background stretches away or crowds in behind them, built from a cutout and a 3D camera.

Built-in

When to use itRealization moments, a player staring down an opponent, the beat right before a drop, horror and tense edits. Use it once per edit, on a held shot.

A dolly zoom moves the camera toward the subject while zooming out, or away while zooming in, at exactly the rate that keeps the subject the same size. Only the perspective changes: the background either rushes away and widens, or crowds in behind the subject. It is the shot of a character realizing something, and it lands hard right before a drop.

After Effects can do it properly with a 3D camera, as long as the subject and the background are separate layers at different depths. The subject sits at Z 0, a clean background sits far behind it. As the camera moves, an expression on Zoom keeps the subject's size locked, while the background's apparent size changes because its distance changes by a different ratio.

The 2D cheat, scaling the background while the subject stays put, works for short hits. The 3D way is worth the setup because the ratio is exact, the perspective is real, and you can shape the move in the Graph Editor like any other camera move.

Build it

  1. Use a steady shot, tripod or stabilized with No Motion. Cut out the subject: Roto Brush on video, or a Pen mask on a freeze frame. Precompose the cutout as Subject.
  2. Make a clean background: duplicate the footage, mask the subject with mode Subtract and Mask Expansion 20 px, then run Content-Aware Fill with Fill Method Object. Precompose the plate and its fill as BG.
  3. Make both 3D. Subject Z 0, Scale 100%. BG Z 1000, Scale 165%, which covers the frame for the whole move below.
  4. Add a One-Node Camera, 50mm (Zoom 2666.7 px, Position Z -2666.7).
  5. Keyframe the camera's Position Z from -2666.7 to -1600 over 2 seconds. Leave X and Y alone.
  6. Alt-click Zoom and paste the expression below. The subject now holds its size while the background shrinks and widens behind it.
  7. Ease the Z keys: F9, then speed graph influence 40% on both sides for a smooth dolly. For a hit on the drop, use out 10%, in 90% over 12 frames.
  8. For the opposite feel, background crowding in, start the camera at Z -1600 with Zoom 1600, and move it back to -2666.7.
Expression on Camera > Camera Options > Zoom
s = thisComp.layer("Subject");
d = length(toWorld([0, 0, 0]), s.toWorld(s.anchorPoint));
d0 = length(toWorld([0, 0, 0], inPoint), s.toWorld(s.anchorPoint, inPoint));
value * d / d0

Scales Zoom with the camera's distance to the subject, measured against the first frame, so the subject keeps its size whatever the camera does.

Starting values

SubjectPosition Z / Scale0 / 100%Stays the same size
BGPosition Z / Scale1000 / 165%Enough cover at the wide end
CameraZoom (start)2666.7 px50mm; the expression handles the rest
CameraPosition Z-2666.7 to -1600 over 2 sDolly in, lens widens
Graph EditorInfluence40% out, 40% inReal-dolly feel
BG maskMask Expansion20 px, mode SubtractClean plate without edge ghosting

Try this

  • 2D cheat for quick hits: leave everything 2D and scale only BG from 100% to 130% over 12 frames with Exponential Scale. The background crowds in while the subject holds.
  • Stronger depth cue: add Camera Lens Blur on BG and grow Blur Radius from 0 to 10 during the move.
  • Three speeds: cut out a middle object and place it at Z 400 so the move has a near, middle and far layer.

Watch out for

  • No clean plate. The subject's ghost on the background slides out from behind the cutout.
  • Too little background scale. At the wide end of the move the edges show. Check the last frame and raise BG scale if you change distances.
  • Handheld source. The cutout and background drift apart. Stabilize first.
  • Dollying too close. Past about Z -1200 the lens gets so wide the background distorts and the fill shows.

Effects used

Roto Brush & Refine EdgeContent-Aware Fill
Camera & panning · Technique

Track and pin text

Solve the real camera with 3D Camera Tracker, then stand text or logos on a wall, road or pitch so they move with the shot.

Built-inElement 3D

When to use itPlayer names on the pitch, a title on a wall in a travel edit, a date painted on the road in a car edit: any text you want to live inside the scene.

Text that sticks to the ground or a wall, with correct perspective as the camera moves, is one of the clearest signs of a produced edit. 3D Camera Tracker analyzes the footage, finds hundreds of feature points and works out where the real camera was on every frame. It then gives you an After Effects camera that moves the same way.

Once that camera exists, any 3D layer you place on the tracked surface moves with the scene by itself. No keyframes, no corner pinning. You select three or more track points on the surface you want, and the tracker creates a text layer, solid or null already lined up with that plane.

Tracking works best on shots with parallax: the camera moves sideways or forward, and the scene has texture like grass, asphalt, brick or crowd seats. Choose the shot well and it solves on the first try. Pure zooms, pure tripod pans and frames full of moving people are the hard cases.

Build it

  1. Trim the clip to the frames you use, select it and run Animation > Track Camera. It analyzes in the background, then solves the camera.
  2. Check Advanced > Average Error. Under 0.5 px is great, under 1 px is usable. If it fails or the error is high, set Shot Type correctly (Variable Zoom if the shot zooms) and turn on Advanced > Detailed Analysis.
  3. With the effect selected, hover the footage. Track points appear, and a target circle shows the plane they define. Shift-click or lasso three or more points on one flat surface.
  4. Right-click the target > Create Text and Camera. You get a 3D text layer on that plane and a 3D Tracker Camera.
  5. Type your text, then adjust Scale and move it along the surface. To stand text up on a floor, rotate it X Rotation -90° and lift it so its baseline sits on the ground.
  6. Turn on motion blur for the text and the comp with Shutter Angle 180, so the text blurs with the footage on fast moves.
  7. Match the plate: Gaussian Blur 0.7 on the text and the same grain your footage has, so it does not look pasted on top.
  8. For shadows, right-click the target > Create Shadow Catcher, Camera and Light, then set the text's Material Options > Casts Shadows to On.

Starting values

3D Camera TrackerShot TypeFixed Angle of ViewVariable Zoom if the lens zooms
3D Camera TrackerSolve MethodAuto DetectMostly Flat Scene for walls and pitches
3D Camera TrackerAverage Errorunder 0.5 pxRead-only quality check
3D Camera TrackerDetailed AnalysisOn if the solve failsSlower, more points
TextCasts ShadowsOnWith the shadow catcher and light
Gaussian BlurBlurriness0.7Matches the footage's softness
Composition SettingsShutter Angle180Text blur matches camera blur

Other ways to make it

  • Element 3DElement 3D renders through the comp's active camera, so the 3D Tracker Camera drives it too. Create a null on the tracked surface, then line up Element's group position with it to stand real 3D text or objects on the pitch.

Try this

  • Text behind the subject: roto the person, put the roto copy above the text, and they walk in front of it.
  • Logos and graphics: use Create Null and Camera, then parent a 3D precomp or shape layer to the null.
  • Tripod pans: set Solve Method to Tripod Pan. There is no real depth, but text still sticks to the background.
  • Speed ramps: precompose the footage, the text and the tracker camera together, then ramp the precomp so everything stays locked.

Watch out for

  • Picking points from different surfaces. The plane tilts. Choose points only on the floor, or only on the wall.
  • Clean, sharp text over soft footage. Add blur, grain and motion blur so it sits in the shot.
  • Expecting depth from a pure pan or zoom. Use Tripod Pan or a 2D track instead.
  • Retiming the footage layer after tracking. The solve is tied to its timing; ramp a precomp instead.

Effects used

3D Camera TrackerGaussian Blur
Camera & panning · Transition

Pan-to-reveal transition

The camera pans off one clip and lands on the next, while a foreground shape sweeps past faster to hide the join.

Built-inFlow

When to use itBetween two shots from the same place, a passing car into a driver close-up, the walkout onto the pitch. Best on a build-up beat, landing on the downbeat.

This is a camera-move transition that feels physical rather than like an effect. Both clips sit side by side in 3D space and one camera pans from the first to the second. Because the move happens in one space, motion blur, parallax and easing all behave like a real pan, so the second clip feels like it was just off to the side all along.

The join between the clips is the weak spot, so you hide it with something closer to the camera. Because it is nearer, it crosses the frame faster than the clips do, which is exactly what a pillar or a person does when a real camera pans past them. That extra speed is what sells the depth.

Unlike a whip pan, this stays readable. The move is quick enough to work as a transition but slow enough that you see the parallax. Around 10 to 16 frames, with a strong ease into the landing, keeps it smooth and lets the second clip settle before the next beat.

Build it

  1. Put clip A and clip B in one comp, overlapping in time for the length of the move. Make both 3D. Clip A Position 960, 540, 0, clip B 2880, 540, 0: exactly one frame width to the right, edges touching.
  2. Add a One-Node Camera (50mm) and a 3D null at 960, 540, 0, with the camera parented to the null.
  3. Keyframe the null's Position X from 960 to 2880 over 12 frames, starting where the transition should begin.
  4. Select both keys, press F9, then in the speed graph set out influence 35% and in influence 85%. The pan picks up quickly and lands softly on clip B.
  5. Make the occluder: a black solid 360 x 1400 px, or a roto'd pole, tree or player from clip A, precomposed. Make it 3D at Position 1920, 540, -500. At Z -500 it moves about 1.23x faster than the clips.
  6. Scrub to the frame where the null is at X 1920. The seam and the occluder are both centered there. At 360 px wide the occluder covers the seam the whole time the seam is on screen, and it sits just outside the frame on the first and last frames. Wider and a strip of it stays parked at the frame edge before and after the move. If you change its depth, use a width of about 0.72 times its distance in front of the clips.
  7. Turn on motion blur for all layers and the comp, Shutter Angle 180 to 270.
  8. Slide the whole move so the moment the occluder crosses frame center lands on the beat.

Starting values

Clip APosition960, 540, 0Starting frame
Clip BPosition2880, 540, 0One frame width right
NullPosition X960 to 2880 over 12 framesThe pan
Graph EditorInfluence35% out, 85% inFast start, soft landing
OccluderPosition1920, 540, -500Closer, so it moves faster
OccluderSize360 x 1400 pxCovers the seam through the move and clears the frame at both ends
Composition SettingsShutter Angle180-270More blur sells speed

Other ways to make it

  • FlowSelect the null's two keyframes and pick an asymmetric curve with a short start and a long, soft landing. Save it so every reveal in the edit shares the same timing.

Try this

  • Vertical reveal: put clip B at 960, 1620, 0 and pan the null's Y from 540 to 1620. Lay the occluder flat: 2400 x 200 px at 960, 1080, -500. Good for tilting down from sky to subject.
  • Swing: add Y Rotation 0° to -6° on the null during the move so the pan rotates rather than slides.
  • No occluder: leave a 200 px black gap (clip B at X 3080, null to 3080) for a cleaner, darker pass.
  • Found occluder: roto a lamp post or a player crossing frame in clip A and use that, so the transition looks like it happened on set.

Watch out for

  • Clips not touching. A hairline of black shows. Use exact numbers, 1920 apart, or overlap by 2 px.
  • Occluder at the same depth as the clips. It moves at the same speed and the parallax is gone. Keep it at least 300 px closer.
  • Too short. Under about 8 frames it becomes a whip pan and nobody sees the reveal.
  • Clips that do not overlap in time. Both must be on the timeline for the whole move.

Effects used

Speed & motion blur14

Speed ramps, Twixtor, RSMB, echoes and stutters. How time feels in your edit.

Speed & motion blur · Effect

Omino Feedback tunnel

Classic video feedback: each frame leaves a scaled copy of itself behind, so motion turns into tunneling trails.

OminoBuilt-in

When to use itDance and performance shots, a subject moving against a dark background, trippy music-video sections and intros. Keep it to short bursts on strong movement.

Video feedback is what happens when you point a camera at its own monitor: every frame contains a slightly scaled copy of the frame before, which contains another copy, and so on. Movement leaves trails that tunnel into or out of the frame. Omino Feedback is a simple version of that. It is close to Echo, but with scaling and centering, which is what turns plain trails into a tunnel.

Read the controls by what they do: how much of the previous frame is kept, how much each copy is scaled, and where the scaling is centered. Copies scaled a little larger than the frame pour outward; smaller ones fall inward toward the center. Animating any of these over a few beats makes the trails ripple, which is where the effect gets interesting.

Feedback only shows where things change. A static shot just looks slightly blurred, and a busy background turns to mush. A subject moving against a dark or plain background gives the cleanest trails, which is why it suits dance, performance and cutout shots.

Build it

  1. If the background is busy, cut the subject out first with Roto Brush and precompose the cutout over black, so only the subject leaves trails.
  2. Apply Omino Feedback to the clip or the cutout precomp. Search omino in the Effects & Presets panel to find it.
  3. Set the feedback amount high enough that you see several trailing copies, but below the maximum so the trails fade instead of building up to a white mess.
  4. Set the scale a few percent larger than the frame to pour outward, or a few percent smaller to fall inward, and put the center on the subject.
  5. Keyframe the scale or center across 2 to 4 beats so the tunnel shifts with the music.
  6. Built-in route: duplicate the layer 5 times, enable Time Remap on each copy (Ctrl+Alt+T), and use the expressions below so each copy is a few frames older and a little bigger. Set the copies to Screen.
  7. Trim the effect to the section with the strongest motion and cut back to the clean shot on a beat.
Expression on Scale (on each duplicate above the layer named Base)
var k = thisComp.layer("Base").index - index;
var s = 100 + k * 6;
[s, s]

Each copy above the original grows 6% more than the one below it. Pair it with time - k * 2 * thisComp.frameDuration on each copy's Time Remap (with the same first line) so each copy is also 2 frames older, and 100 - k * 15 on Opacity.

Starting values

Omino FeedbackFeedback amounthigh, below maxTrails should fade out, not stack to white
Omino FeedbackScalea few percent above or below 100%Above pours outward, below falls inward
Omino FeedbackCenteron the subjectThe tunnel grows from here
EchoEcho Time (seconds)-0.04Built-in trails, no scaling
EchoNumber Of Echoes6
EchoDecay0.7Lower fades the trail faster
EchoEcho OperatorScreenBright trails over dark backgrounds

Other ways to make it

  • Built-inEcho for plain trails, or 5 time-remapped, scaled duplicates in Screen for a tunnel, as in the steps.
  • SapphireS_Feedback builds scaled, rotated feedback in one effect if you want more control over the tunnel.

Try this

  • Built-in trails without the tunnel: apply Echo with Echo Time (seconds) -0.04, Number Of Echoes 6, Starting Intensity 1, Decay 0.7, Echo Operator Screen.
  • Inward pull on a drop: start with the scale above 100%, then switch it below 100% with a Hold keyframe on the drop so the trails reverse direction.
  • Colored trails: add Hue/Saturation after the feedback with Master Hue driven by time * 120, so each older copy has shifted color.
  • Text feedback: apply it to a white text precomp over black and screen it over the shot for tunneling lyric words.

Watch out for

  • Using it on a static or busy shot. Nothing moves, so there are no trails, or everything moves and it turns to mush. Pick clean motion on a plain background.
  • Feedback amount at the maximum, so trails never fade and the frame fills up. Back it off.
  • Leaving it on for a whole section. It is tiring. Use it in short bursts.

Effects used

Omino FeedbackEchoTime Remap
Speed & motion blur · Technique

Time Remap velocity ramp

Footage rushes between beats and hangs on each hit, built with Time Remapping and a shaped speed curve.

Built-in

When to use itThe core move of velocity and phonk edits, car and football edits, and any clip where one moment should land exactly on a kick or snare. Works best on footage with clear action: a strike, a drift, a hair flip.

A velocity edit is not about slow motion or fast motion on its own. It is about the change between them. The clip races, then nearly stops right on the beat, then races again, so every hit feels like the footage is reacting to the music. Time Remapping gives you that control because it turns the clip's own timeline into a property you can keyframe. Each keyframe says: at this moment in the comp, show this moment of the source. Put two keyframes close in comp time but far apart in source time and the clip plays fast. Spread them out in comp time with little source between them and it plays slow.

Open the Graph Editor and you can read the speed at a glance. In the Value Graph, a steep line is fast, a flat line is slow and a line going down is reverse. A velocity ramp looks like a staircase with rounded corners: steep climbs between beats, flat landings on each beat. Switch to the Speed Graph and the same ramp becomes a row of hills. Speed peaks between beats and drops toward zero on each keyframe. The shape of those hills is the whole feel of the edit. Tall, narrow hills give a hard snap. Wide, soft hills give a floaty, cinematic ramp.

That shape comes from easing. Easy Ease on a Time Remap keyframe sets the speed at that keyframe to zero, which is why the footage hangs on the beat. Dragging the influence handles out to 80 or 90% stretches that slow hang around each keyframe and squeezes the rush between beats into a shorter, faster burst. The fast sections then need motion blur, otherwise they look like a slideshow instead of speed. That is the job of Pixel Motion Blur or RSMB.

Build it

  1. Trim the clip to one shot and precompose it if it already has effects on it. Select the layer and press Ctrl+Alt+T (Cmd+Opt+T on Mac) to enable Time Remapping. Two keyframes appear, one at each end.
  2. Mark the beats. Play the song with the layer selected and tap * on the numeric keypad on every kick or snare you want to hit. These layer markers are your keyframe targets.
  3. Drag the default end keyframe out of the way (or delete it) and extend the layer's out point so it covers the whole section.
  4. Hold Shift while dragging the playhead to snap to the first marker. Add a Time Remap keyframe and set its value to the source moment you want on that beat, for example the frame the ball leaves the foot. Repeat on each marker.
  5. Check the speed between keyframes: source time covered divided by comp time. 1.5 seconds of source across 12 frames at 24fps (0.5 s) is 300%. Keep most rushes between 200% and 400% so they read clearly.
  6. Select all Time Remap keyframes and press F9 for Easy Ease. Open the Graph Editor with Shift+F3, click the Choose graph type and options button at the bottom and pick Edit Speed Graph.
  7. Drag the yellow influence handles on each keyframe outward to about 85%. The hills get taller and narrower. For exact numbers, select a keyframe, press Ctrl+Shift+K and type the influence into the Keyframe Velocity dialog.
  8. Add Pixel Motion Blur to the layer with Shutter Control set to Manual and Shutter Angle at 180. Push it to 360 if the fast parts still strobe.
  9. Preview at full resolution with audio. If a hit feels late, nudge that keyframe one frame earlier. Visual hits often feel better a frame ahead of the sound.

Starting values

Time RemappingKeyframe interpolationEasy Ease (F9)Speed drops to zero on each beat keyframe
Time RemappingInfluence80-90%Higher = longer hang on the beat, shorter and faster rush
Time RemappingAverage speed between beats200-400%Source seconds covered divided by comp seconds
Pixel Motion BlurShutter ControlManualSo you set the angle yourself
Pixel Motion BlurShutter Angle180-360360 for very fast rushes
Pixel Motion BlurShutter Samples16Raise to 32 if the blur looks stepped

Other ways to make it

  • FlowSelect all Time Remap keyframes and apply an expo-in-out curve from Flow instead of F9. Every ramp gets the exact same shape, which keeps a long edit consistent.
  • TwixtorSkip Time Remapping and keyframe Twixtor's Speed % instead, for example 300 to 20 to 300. Twixtor invents the in-between frames, so the slow landings stay smooth even on 30fps footage.
  • RSMBReplace Pixel Motion Blur with RSMB at Blur Amount 0.5. It usually renders faster and gives you more control over how much blur each section gets.

Try this

  • Soft cinematic ramp: keep influence around 50% and space the beats further apart. Speed changes gently instead of snapping.
  • Hang on the drop: on the biggest hit, add a second keyframe 6 frames after it with a value only 2-3 source frames later. The clip crawls at about 40% before rushing again.
  • Push in with it: keyframe Scale from 100% to 115% on the same beats with the same easing, so the camera seems to move in as time slows.
  • Ramp into reverse: give the next keyframe an earlier value than the current one. The Value Graph line dips down and the clip rewinds.

Watch out for

  • Keyframes a frame off the beat. Put markers on the beats first and snap the playhead with Shift before adding each keyframe.
  • Slow landings that stutter. 30fps footage at 30% shows each frame about three times. Set Frame Blending to Pixel Motion, use Twixtor, or shoot at 60fps or higher.
  • Running past the end of the clip. If a keyframe's value is later than the source's last frame, the layer just holds that last frame. Check values against the clip length.
  • No motion blur on the fast parts, so they look choppy instead of fast. Add Pixel Motion Blur or RSMB.

Effects used

Time RemappingPixel Motion Blur
Speed & motion blur · Effect

Twixtor smooth slow motion

Real-looking slow motion from normal footage, with Twixtor inventing the frames your camera never shot.

Twixtor

When to use itAny slow-motion moment where the footage was not shot fast enough: a skill move, a car sliding past, a character turning. Best on clean single shots with a clear subject against a calmer background.

Twixtor looks at two real frames, works out where every pixel moved (its motion vectors) and builds new frames in between by pushing pixels along those paths. When the tracking is good, a 60fps phone clip slowed to 25% looks like it came off a high-speed camera. When it fails, you get warping: arms melt into the background, a ball stretches into a sausage, the frame edge smears. Nearly every failure comes from the setup, not the plugin, so most of this entry is about feeding it the right footage and settings.

Start with the frame-rate math, because it decides how much Twixtor has to invent. Say you have 60fps footage in a 30fps comp. At Speed % 100 the clip plays in real time and you only see every second source frame. At 50, every output frame is a real source frame: nothing invented, perfect quality. At 25, each output frame moves half a source frame, so half of what you see is invented. At 10, four of every five are. The same 25% on 24fps footage in a 24fps comp invents three of every four. Higher source frame rates are the cheapest quality upgrade there is.

Warping usually happens where a fast subject crosses a busy background. The vectors cannot decide whether a pixel belongs to the player or the crowd behind him, so both get dragged. The fix is to separate them. Duplicate the layer, mask the subject on the top copy and give both copies the same Twixtor settings. Masks are applied before effects, so the top copy only tracks the subject and the bottom copy only has to get the background right. Twixtor Pro can take a foreground matte directly, which does the same job with less work.

Build it

  1. Check the real frame rate: select the clip in the Project panel and read the fps at the top. Phone footage is often variable frame rate. If the clip stutters or drifts, re-encode it to a constant frame rate before you start.
  2. Trim the clip so it holds one continuous shot. Twixtor will happily morph across a cut and ruin the frames on both sides.
  3. Apply Twixtor directly to the footage layer as the first effect, above any stabilizing or color work. If you must precompose, open the precomp's Composition Settings (Ctrl+K) and set its frame rate to the footage rate, or Twixtor only sees 30 real frames a second.
  4. Set Input: Frame Rate to the footage's real rate, for example 59.94. Leave Time Remap Mode on Speed.
  5. Set Speed % to 50 for a clean half-speed shot, or keyframe it for a ramp: 100 on the approach, 25 on the hit, back to 100. Ease those keyframes with F9.
  6. Set Frame Interp to Motion Weighted Blend and Motion Vectors to Best. For dark or flat footage, set Image Prep to Contrast/Edge Enhance so the tracker has edges to hold onto; skip it on clean, contrasty footage, where it can make edges harsh.
  7. Tune Motion Sensitivity: lower it if parts of the image warp, raise it if you see soft double images from blending. It can be keyframed, so you can change it only around the problem frames. Turn on Smart Blend if objects entering or leaving the frame edge smear.
  8. Step through the slow section with Page Down. Where the subject warps, duplicate the layer, draw a mask around the subject on the top copy (Mask Feather 15 px, Mask Expansion 10 px) and keyframe the mask to follow it every few frames.
  9. Add RSMB after Twixtor (below it in Effect Controls) if the fast parts of the ramp look choppy, then render a preview before judging.

Starting values

TwixtorInput: Frame Rate59.94Must match the footage, not the comp
TwixtorSpeed %5060fps in a 30fps comp: no invented frames
TwixtorSpeed %25Half the frames invented; clean on simple motion
TwixtorFrame InterpMotion Weighted BlendLess softening on big motion; compare with Blend
TwixtorMotion VectorsBestSlower, most accurate tracking
TwixtorImage PrepContrast/Edge EnhanceFor dark, flat or log footage
TwixtorSmart BlendOnReduces smearing at frame edges
Mask (subject copy)Mask Feather15 pxSoft edge hides the seam between copies

Other ways to make it

  • Built-inTimewarp does the same job: Method Pixel Motion, Adjust Time By Speed, Speed 25. Its Matte Layer input handles subject separation like Twixtor Pro's matte.
  • RSMBPut RSMB after Twixtor at Blur Amount 0.5 to blur the fast parts of the ramp.
  • FlowApply an ease curve from Flow to the Speed % keyframes so ramp-ins and ramp-outs match across every clip.

Try this

  • Frame-exact sync: switch Time Remap Mode to Frame Num and keyframe Frame Num, so a specific source frame lands on the beat.
  • Smooth speed-up: Twixtor also works above 100%. At 300% with RSMB after it, fast sections blur like a real camera instead of skipping.
  • Crossing fix: when a hand passes in front of a face, mask the hand on the top copy only for the frames of the crossing, then let the mask go.
  • Anime footage: art animated on twos has held frames, which Twixtor reads as no motion followed by a jump. Slow those shots only to 50%, or use Frame Mix frame blending instead.

Watch out for

  • Leaving Input: Frame Rate at the comp rate. Twixtor misreads the source timing, so speeds come out wrong and frames get doubled or skipped.
  • Precomposing into a 30fps precomp. Twixtor only gets 30 real frames a second to work with. Apply it to the footage layer directly or match the precomp rate to the footage.
  • A cut inside the clip. Twixtor morphs one shot into the next. Split at every cut (Ctrl+Shift+D) and give each shot its own Twixtor.
  • Expecting miracles at 5% from 24fps footage: nineteen of every twenty frames would be invented. Stay around 30-50% on 24fps sources.

Effects used

TwixtorTwixtor Pro
Speed & motion blur · Effect

RSMB realistic motion blur

Camera-style blur on the motion inside the footage itself, so fast or sped-up clips smear instead of strobing.

RSMBBuilt-in

When to use itAfter speed ramps, on sports and car clips shot with a fast shutter, and on anything that looks crisp but jittery when it moves. Not for blurring your own keyframed moves; that is the layer motion blur switch's job.

After Effects has two very different kinds of motion blur, and mixing them up is the most common blur mistake. The layer motion blur switch blurs the movement you create: keyframed Position, Scale, Rotation, a shake made with Transform. It knows nothing about what moves inside the footage. A car crossing the frame in the clip stays sharp no matter what the switch says. RSMB works the other way. It compares neighboring frames, estimates how each pixel moved and smears it along that path, the way a real shutter would have.

That makes RSMB the fix for two problems. Sped-up footage: at 300% each frame jumps three times as far, so a shot that looked fine in real time turns into a strobe. Fast-shutter footage: phones and sports cameras in daylight often shoot at 1/1000 s or faster, so every frame is frozen sharp and motion looks choppy. RSMB measures the real distance moved, so the same Blur Amount looks natural at any speed. 0.5, the default, gives roughly the look of a film-style 180° shutter. 1.0 is roughly 360°.

Pixel Motion Blur is the built-in version of the same idea. It estimates motion the same way, renders a bit slower and has fewer controls, but it is good enough for most edits. Where both struggle is at subject edges against a busy background: the blur drags background pixels along with the subject. Lowering the amount helps, and RSMB Pro can take a foreground matte to keep the two apart. Where you put the effect matters too, as the steps below explain.

Build it

  1. Ask what is moving. Motion inside the clip gets RSMB or Pixel Motion Blur. Motion from your own keyframes gets the layer motion blur switch. Many shots need both.
  2. Apply RSMB to the footage layer, after Twixtor if you use it. Time Remapping happens before effects, so RSMB sees the remapped frames. If your graphics card is supported, turn on Use GPU; renders get much faster.
  3. Leave Blur Amount at 0.5 and preview. That is the natural, film-like amount.
  4. For whip-fast moments, keyframe Blur Amount from 0.5 up to 1.0 on the fastest frames and back down. Ease the keyframes with F9.
  5. If small fast objects like a ball or a wheel tear or blur in the wrong direction, RSMB is losing track of them. Lower Blur Amount on just those frames, or with RSMB Pro give it a matte of the object so it is tracked separately from the background. If the blur looks jittery or noisy across the whole frame, lower the amount slightly; a smaller, steady blur reads better than a big, wobbly one.
  6. Built-in route: apply Pixel Motion Blur, set Shutter Control to Manual, Shutter Angle to 180, Shutter Samples to 16. Raise samples to 32 if you see stepped copies instead of a smooth smear.
  7. Adjustment layer route: put RSMB on an adjustment layer above all your footage but below text and graphics. It then blurs everything moving under it, including your keyframed moves, so turn the layer motion blur switch off on those layers to avoid double blur.

Starting values

RSMBBlur Amount0.5Same feel as a 180° shutter
RSMBBlur Amount1.0360° feel, for the fastest frames
Pixel Motion BlurShutter ControlManualLets you set the angle per layer
Pixel Motion BlurShutter Angle180Matches RSMB at 0.5
Pixel Motion BlurShutter Samples1632 if you see stepped copies
Pixel Motion BlurVector Detail20Higher tracks finer motion, renders slower

Other ways to make it

  • TwixtorStack Twixtor first and RSMB second on the same layer, so RSMB blurs the frames Twixtor built. This is the standard pairing for velocity edits.

Try this

  • Blur only the rushes: keyframe Blur Amount at 0 in the slow parts and 0.6 in the fast parts, so the slow-mo stays crisp and readable.
  • Smear transition: push Blur Amount to 1.5 for the two frames around a whip cut so the shots streak into each other.
  • Blur the shake separately: if your camera shake comes from a Transform effect, use its own Shutter Angle for the shake and keep RSMB for the footage.

Watch out for

  • Expecting the layer motion blur switch to blur a car moving inside the footage. It only blurs keyframed layer motion. Use RSMB or Pixel Motion Blur.
  • RSMB on an adjustment layer above text. The text edges smear every time the footage moves. Keep text above the adjustment layer.
  • Applying it before Twixtor. Twixtor then has to track already-blurred frames and interpolates mush. Twixtor first, RSMB second.
  • Amount too high everywhere. A whole edit at 1.0 looks like it was filmed through jelly. Use 0.5 as the base and go higher only on the fastest frames.

Effects used

RSMBPixel Motion Blur
Speed & motion blur · Effect

Pixel and Force Motion Blur

The two built-in blurs that cover what the motion blur switch misses: animated effects, precomps and footage.

Built-in

When to use itWhen a spin, slide or transition built from effects looks sharp and steppy even with motion blur turned on. Common with CC Jaws, Motion Tile pans, Offset slides, animated distortions and nested comps.

The motion blur switch only knows about layer transforms. If the movement comes from an effect, like Offset sliding the image or CC Jaws biting through the frame, the switch does nothing and a fast move looks like a stack of sharp copies. A few effects have their own shutter controls (Transform does), most do not. CC Force Motion Blur fills that gap. It renders the layer several times at in-between moments of each frame and averages the results, so anything that animates smoothly over time gets real blur, whatever caused the movement.

The catch is that it needs something to sample between frames. Keyframed effects, expressions and animated layers inside a precomp all change smoothly between frames, so they blur well. Plain video footage does not: the camera only recorded whole frames, so there is nothing new in between. For footage, use Pixel Motion Blur, which estimates motion from the pixels instead of re-rendering time. Rule of thumb: animation you made gets Force Motion Blur, motion the camera recorded gets Pixel Motion Blur.

Both cost render time. CC Force Motion Blur at 16 samples renders the layer 16 times per frame, so a heavy precomp gets heavy fast. Keep samples low while you work and raise them for the final render. Put it on the precomp layer rather than on each layer inside, so one blur covers the whole animation, and keep heavy effects like glows outside the precomp so they are not rendered 16 times.

Build it

  1. Build the move first. Example: a mirrored pan transition with Motion Tile (Output Width 300, Output Height 300, Mirror Edges on) followed by Offset, keyframing Shift Center To across the screen in 8 frames.
  2. Precompose the animated layer (Ctrl+Shift+C, Move all attributes).
  3. On the precomp layer, apply CC Force Motion Blur (Effect > Time).
  4. Set Motion Blur Samples to 8 while you work. Turn on Override Shutter Angle and set Shutter Angle to 360 for a smooth smear on transitions, or 180 for natural motion.
  5. Before the final render, raise Motion Blur Samples to 16 or 24. Too few samples show as visible copies on fast moves.
  6. For a footage layer instead, apply Pixel Motion Blur: Shutter Control Manual, Shutter Angle 180, Shutter Samples 16, Vector Detail 20.
  7. Toggle the fx switch next to each effect name in Effect Controls to compare blurred and unblurred on the fastest frame.

Starting values

CC Force Motion BlurMotion Blur Samples8Working previews
CC Force Motion BlurMotion Blur Samples16-24Final render; fewer shows copies
CC Force Motion BlurOverride Shutter AngleOnUse your own angle, not the comp's
CC Force Motion BlurShutter Angle360Smooth smear for transitions; 180 for natural
Pixel Motion BlurShutter ControlManualSet the angle yourself
Pixel Motion BlurShutter Angle180Natural camera blur
Pixel Motion BlurShutter Samples1632 for very fast motion
Pixel Motion BlurVector Detail20Raise for small fast details

Try this

  • Expression shakes: a wiggle() on an effect property, like Offset Shift Center To, gets no blur from the switch. Precompose and add Force Motion Blur at 360.
  • Effect transitions: precompose a CC Jaws or CC Page Turn transition and add Force Motion Blur at 180 so the moving edges streak slightly.
  • Split duty: in a precomp holding footage plus keyframed graphics, put Pixel Motion Blur on the footage inside and CC Force Motion Blur on the precomp layer outside. Each handles its own kind of motion.

Watch out for

  • Putting CC Force Motion Blur on raw footage and seeing nothing change. Footage has nothing between frames to sample. Use Pixel Motion Blur.
  • Low samples on a fast move. At 4 samples a fast slide shows four sharp copies instead of a blur. Use 16 or more for renders.
  • Leaving motion blur switches on for the layers inside as well. Fast moves can come out over-smeared and renders get slower. Pick one blur per move.

Effects used

CC Force Motion BlurPixel Motion BlurMotion TileOffset
Speed & motion blur · Technique

Frame Blending modes

Pick Frame Mix or Pixel Motion so slowed or mismatched footage plays smoothly instead of stuttering.

Built-in

When to use itAny time footage plays at a speed or frame rate different from the comp: time-stretched shots, time-remapped ramps, 24fps clips in a 30fps comp. The quick fix when you do not want to set up Twixtor.

When a clip runs slower than its native speed, After Effects has to fill the gaps. With frame blending off, it repeats frames. A 30fps clip at 50% in a 30fps comp shows every frame twice, which reads as a stutter. Frame blending tells After Effects to build something better for those in-between frames. It only acts on layers whose timing has changed: a Time Stretch, Time Remapping, or a frame rate that differs from the comp. On a normal clip at normal speed and matching rate, it does nothing.

There are two modes. Frame Mix crossfades the neighboring frames. It is fast and never warps, but moving things get a soft double-exposure ghost. That ghosting can be the look: dreamy, music-video slow motion. Pixel Motion uses optical flow, like Twixtor and Timewarp. It tracks movement and builds real in-between frames, so motion stays sharp, but it can warp on fast or overlapping action and renders much slower.

Frame-rate mismatches are the sneaky case. A 24fps clip in a 30fps comp at normal speed needs 30 frames each second but only has 24, so 6 frames per second get repeated. You feel it as judder on pans. Frame Mix smooths that by blending instead of repeating. A 60fps clip in a 30fps comp at normal speed needs nothing, because there are more real frames than the comp can show.

Build it

  1. Slow the clip: Layer > Time > Time Stretch, set Stretch Factor to 200% for half speed. Or use a Time Remap ramp.
  2. Turn on the comp's master switch: the Enables Frame Blending button at the top of the Timeline panel. Without it, the layer setting is ignored in previews.
  3. Select the layer and choose Layer > Frame Blending > Frame Mix. Preview and look at fast edges: is the ghosting acceptable, or even part of the look?
  4. For sharper motion, switch to Layer > Frame Blending > Pixel Motion and preview again. Expect slower renders.
  5. Scrub frame by frame through the fastest part. If Pixel Motion warps limbs or edges, split the clip at the bad section (Ctrl+Shift+D) and set only that piece to Frame Mix.
  6. For a 24fps clip in a 30fps comp at normal speed, set Frame Mix to smooth the judder on pans.
  7. Before exporting, check Render Settings: Frame Blending should be On for Checked Layers.

Starting values

LayerFrame BlendingFrame MixFast, ghosty, never warps
LayerFrame BlendingPixel MotionSharp, slower, can warp
Time StretchStretch Factor200%Half speed; 400% is quarter speed
TimelineEnables Frame BlendingOnMaster switch for previews
Render SettingsFrame BlendingOn for Checked LayersOtherwise the export ignores it

Try this

  • Dream slow-mo: Frame Mix on 24fps footage at 40% speed plus a soft glow. The ghosting becomes the style.
  • Ramp companion: on a Time Remap velocity ramp, Pixel Motion keeps the slow landings smooth when you do not own Twixtor.
  • Hybrid shot: Pixel Motion on the whole clip, Frame Mix only on the split-off frames where it warps.

Watch out for

  • Setting the layer mode but forgetting the comp switch, so the preview shows no change.
  • Using Pixel Motion on crowds or crossing limbs, then fighting warps for hours. Use Frame Mix, or Twixtor with masks.
  • Turning it on for a clip at normal speed and matching frame rate and expecting smoother motion. There are no gaps to fill.
  • Setting it on a precomp layer when the slowdown happens inside the precomp. Set it on the layer whose timing actually changes.

Effects used

Frame BlendingTime Stretch
Speed & motion blur · Effect

Echo motion trails

Ghost copies trail behind a moving subject, from subtle afterimages to long anime-style smears.

Built-in

When to use itDance and fight moves, hair flips, spins, fast camera whips and anime AMV action. Best on 4-12 frame bursts timed to a fill or a build, not across a whole clip.

Echo layers earlier (or later) frames of the same clip over the current one, each a bit fainter than the last. On a moving subject that becomes a trail of ghosts following the motion. It is the time version of a long exposure, except you control how many copies there are, how far apart they sit and how they combine. Short gaps give a smooth smear. Bigger gaps give distinct stepped copies, the classic dance-video afterimage.

Echo Time (seconds) is the gap between copies, and it is easier to think in frames. At 30fps one frame is 0.033 s, so -0.033 means each echo is one frame behind. Negative values make trails that follow the subject; positive values show future frames, so copies appear ahead of it. Number Of Echoes sets the length and Decay sets how fast they fade: each echo is Decay times the strength of the one before. At 0.7, the fifth echo is down to about 17%.

Two things trip people up. Echo works on the layer's source frames, so masks, earlier effects and your keyframed Position moves are not part of what gets echoed. If the motion comes from your own animation, or you want trails on a cutout only, precompose first so the motion lives inside the precomp. And the whole frame echoes, background included. For clean trails behind just the subject, roto the subject, precompose it and put Echo on that copy above an untouched background.

Build it

  1. Pick 6-12 frames of a fast move. Split them out with Ctrl+Shift+D at both ends so the trail only hits that moment.
  2. For subject-only trails: duplicate the clip, use the Roto Brush tool on the top copy to isolate the subject, then precompose that copy (Ctrl+Shift+C, Move all attributes).
  3. Apply Echo (Effect > Time > Echo) to the precomp.
  4. Set Echo Time (seconds) to -0.033 (one frame at 30fps; -0.042 at 24fps), Number Of Echoes to 6, Starting Intensity to 1.0, Decay to 0.7.
  5. Set Echo Operator to Composite In Back so the current frame stays on top and the ghosts sit behind it.
  6. For stepped afterimages, change Echo Time (seconds) to -0.1 (three frames at 30fps) and Number Of Echoes to 4.
  7. Keyframe Number Of Echoes from 0 to 6 and back to 0 across the burst, so the trail grows and fades with the move.
Expression on Echo > Echo Time (seconds)
-thisComp.frameDuration * 2

Keeps the gap at exactly two frames whatever the comp frame rate.

Starting values

EchoEcho Time (seconds)-0.033One frame at 30fps; negative = trails behind
EchoNumber Of Echoes6Trail length
EchoStarting Intensity1.0Lower to 0.6 with Add or Screen
EchoDecay0.7Each echo is 70% of the previous one
EchoEcho OperatorComposite In BackSharp subject on top, ghosts behind
EchoEcho OperatorScreenGlowing light trails on dark shots

Other ways to make it

  • Deep GlowPut Deep Glow after Echo on the subject precomp. The ghosts glow along with the subject, which reads as energy rather than a video effect.

Try this

  • Light trails: on a dark shot, Echo Operator Add with Decay 0.85 turns lights and sparks into streaks. Add a glow after it.
  • Even smear: CC Wide Time with Forward Steps 0 and Backward Steps 8 gives a smoother, evenly weighted smear for a short burst.
  • Stepped dance ghosts: Echo Time (seconds) -0.133 (4 frames at 30fps), Number Of Echoes 3, Decay 0.5.
  • Colored ghosts: duplicate the Echo precomp, place the copy underneath, add Fill in a saturated color after Echo on it and set its blend mode to Screen. The original on top keeps the subject clean.

Watch out for

  • Echoing a layer whose motion comes from your own Position keyframes and getting no trail. Precompose so the move happens inside the precomp.
  • Positive Echo Time (seconds). The ghosts appear ahead of the subject. Use negative values for trails.
  • Echoing the whole shot so the background doubles too. Isolate the subject or keep it to a short burst.
  • Many echoes with Add blowing out to white. Lower Starting Intensity to 0.6 or switch to Composite In Back.

Effects used

EchoCC Wide TimeRoto Brush & Refine EdgeFill
Speed & motion blur · Look

Posterize Time on twos

Drops the frame rate on purpose for a choppy anime or stop-motion feel that still sits inside a smooth edit.

Built-in

When to use itAMVs where your shakes and text should move like the animation, stop-motion and scrapbook edits, and contrast moments: choppy verse, smooth chorus. Pairs well with halftone and paper textures.

Most anime is animated on twos: a new drawing every second frame, so 12 drawings a second inside a 24fps video. When you add a smooth 24fps camera shake or a buttery text slide on top, the motion graphics feel like they belong to a different video. Posterize Time fixes the mismatch by holding each frame for more than one comp frame. Your effects, shakes and text then move in the same rhythm as the art.

The rule that keeps it clean: pick a rate that divides your comp rate evenly. In a 24fps comp, 12 is on twos, 8 is on threes, 6 is on fours. In a 30fps comp, use 15 or 10. In a 25fps comp, 12.5 gives an even twos cadence. An uneven rate like 10 in a 24fps comp holds some frames for 2 and some for 3, and that irregular rhythm reads as lag instead of style. Stop-motion looks usually sit at 8 to 12.

There are two tools. The Posterize Time effect holds whole frames of a layer, everything included. The posterizeTime() expression only steps the one property it is written on, so you can make a shake or a scale bounce choppy while the footage underneath stays smooth. That second version is often more useful in edits: put it on your wiggle and your text animation, and leave the clip alone.

Build it

  1. Decide what should be choppy: the whole shot, or only the motion you added on top.
  2. Whole shot: precompose it, then apply Posterize Time (Effect > Time) to the precomp layer. Set Frame Rate to 12 in a 24fps comp or 15 in a 30fps comp.
  3. Only your shake: add Transform to the footage, Alt-click the Position stopwatch inside Transform and enter the expression below.
  4. Keyframed text or scale: Alt-click the property's stopwatch and type posterizeTime(12); value. Your keyframes keep working, they just step.
  5. For a stop-motion feel, go lower: Frame Rate 8, plus the jitter variation below so each held frame sits slightly off the last.
  6. Scrub with Page Down and count: in a 24fps comp at 12, every image should hold for exactly two frames.
  7. Make it a contrast: keyframe Frame Rate with hold keyframes (Ctrl+Alt+H), 12 in the verse and 24 on the drop, so full frame rate feels like a release.
Expression on Transform > Position
posterizeTime(12);
wiggle(12, 25)

A 25 px shake that changes position only 12 times a second, matching anime on twos. posterizeTime goes on the first line.

Starting values

Posterize TimeFrame Rate12On twos in a 24fps comp
Posterize TimeFrame Rate8On threes; stop-motion feel
Posterize TimeFrame Rate15On twos in a 30fps comp
Posterize TimeFrame Rate12.5On twos in a 25fps comp
ExpressionposterizeTime()12Steps one property only

Try this

  • Stop-motion jitter: on the precomp's Position, posterizeTime(8); wiggle(8, 2) adds the tiny frame-to-frame shift of a hand-moved camera.
  • Paper cutout look: Frame Rate 8 with Roughen Edges on a cutout and a paper texture overlay for a scrapbook feel.
  • Choppy titles only: posterizeTime(12); value on text Position, Scale and Rotation, so titles move like the animation.
  • Choppy camera, smooth subject: posterize the background plate at 8 and keep a rotoscoped subject at full frame rate on top.

Watch out for

  • A rate that does not divide the comp rate, like 10 at 24fps. Holds go 2-3-2-3 and it feels laggy instead of styled.
  • Posterizing anime that is already on twos. If the timing lines up nothing changes; if not, you skip drawings. Posterize your graphics, not the art.
  • Writing posterizeTime after wiggle in the expression. Put it on the first line.
  • Putting the effect on an adjustment layer and finding your titles stepped too. An adjustment layer steps everything below it, so keep anything that should stay smooth above it, or precompose just the shot and apply the effect there.

Effects used

Posterize TimeTransform
Speed & motion blur · Technique

Beat stutter repeat

A few frames loop two or three times on a hit, like a skipping record, then the clip carries on in sync.

Built-in

When to use itSnare rolls and stutters in phonk, drill and EDM edits, vocal chops, chants. Also good on a reaction or celebration, so one gesture hits three times.

A stutter repeats a tiny chunk of the clip, usually 2 to 6 frames, two or more times in a row. When the chunk length matches a subdivision of the beat, the picture locks to the music in a way a straight cut cannot. It works because the eye spots repetition instantly: the same small movement three times in a row reads as rhythm, not as a mistake. Pick frames with clear motion, or the repeat is invisible.

The frame math is simple once you know the tempo. One beat lasts 60 divided by BPM seconds. At 140 BPM that is 0.43 s, about 13 frames at 30fps. A sixteenth note is a quarter of that, so roughly 3 frames. An eighth note is about 6. Match the chunk to what you hear: if the snare roll is in sixteenths, loop 3 frames; if it is in eighths, loop 6. Off-grid chunk lengths drift against the music and feel sloppy.

You can build it by hand with splits and duplicates, but every change means re-cutting. The expression below does it with layer markers. Drop a marker where the stutter should start, and the layer loops the next few frames a set number of times, then jumps to where the clip would have been anyway. Because it jumps forward instead of resuming late, everything after stays in sync. Moving a stutter becomes moving a marker.

Build it

  1. Select the clip and press Ctrl+Alt+T (Cmd+Opt+T on Mac) to enable Time Remapping.
  2. Work out the chunk length. At 140 BPM in a 30fps comp, a sixteenth note is about 3 frames, an eighth about 6.
  3. Alt-click the Time Remap stopwatch and paste the expression below. Set n to the chunk length in frames and reps to the number of times it plays.
  4. With the layer selected, park the playhead on each hit you want to stutter and press * on the numeric keypad to add a layer marker.
  5. Preview. Each marker now loops the next n frames reps times, then the clip continues in sync.
  6. Sell each repeat: add Transform and keyframe Scale from 108% on the first frame of each repeat down to 100% two frames later. A quick flash works too.
  7. Manual version for a one-off: split at the start (Ctrl+Shift+D), split again 3 frames later, duplicate the 3-frame piece (Ctrl+D) twice and line the copies up end to end, using Page Down and [ to snap each in point to the playhead. Trim the original clip after it by the same amount so it stays in sync.
Expression on Time Remap
var f = thisComp.frameDuration;
var n = 3;    // frames per chunk
var reps = 3; // times the chunk plays
var m = thisLayer.marker;
var t = value;
if (m.numKeys > 0) {
  var k = m.nearestKey(time);
  if (k.time > time) k = (k.index > 1) ? m.key(k.index - 1) : null;
  if (k) {
    var e = Math.round((time - k.time) / f);
    if (e < n * reps) t = valueAtTime(k.time + (e % n) * f);
  }
}
t;

At each layer marker, loops the next n frames reps times, then jumps to where the clip would normally be so the edit stays in sync.

Starting values

Expressionn3Sixteenth note at about 140 BPM, 30fps
Expressionn6Eighth note at about 140 BPM, 30fps
Expressionreps32-4 feels musical; more gets tiring
TransformScale108% to 100%Punch on the first frame of each repeat
Layer markerPositionOn each hitPress * on the numeric keypad

Try this

  • Speeding-up roll: three markers in a row on duplicates of the layer with chunks of 6, 4, then 2 frames, so the stutter tightens into the drop.
  • Ping-pong: in the manual version, reverse every second copy with Ctrl+Alt+R so the move rocks back and forth.
  • RGB stutter: add a 2-frame RGB split punch on each repeat for a glitchier version.
  • Freeze tail: make the last repeat a 6-frame hold for a dead stop right before the drop.

Watch out for

  • Chunk lengths that ignore the tempo. Work out frames per beat first (60 / BPM x fps) and use a clean fraction of it.
  • Resuming the clip late after a manual stutter, so everything after drifts out of sync. Jump forward like the expression does, or trim the clip after the stutter.
  • Stuttering frames with almost no motion. If nothing moves in those 3 frames, the repeat cannot be seen.
  • Markers placed on the comp instead of the layer. The expression reads layer markers, so select the layer before pressing *.

Effects used

Time RemappingTransform
Speed & motion blur · Technique

Freeze frame hit

The action stops dead on the beat, holds for a moment with a punch and a label, then plays on.

Built-in

When to use itPlayer intros, the moment before a goal, a character reveal in an AMV, a drop where the music cuts out. Holds of 8 to 24 frames feel like a hit; longer starts to feel like a pause.

A freeze frame works because it breaks the one thing the viewer takes for granted: that time keeps moving. Done on a beat, the stop itself is the impact. Done with something on top, like a name, a stat, a flash or an outline, it gives the viewer a moment to read the frame. The hard part is not the freeze, it is picking the frame. Choose the frame with the clearest shape: mid-jump, ball just leaving the foot, hair fully out. Step through with Page Down and pick the frame you would print as a poster.

There are two ways to build it. Layer > Time > Freeze Frame turns the whole layer into one held frame, which is fine for a cutaway but stops everything after it too. The flexible way is a hold keyframe in Time Remapping. A hold keyframe keeps its value until the next keyframe, so the clip stops on that frame for exactly as long as you want and then plays on. You can change the hold length later by sliding one keyframe.

A dead-still frame can look like the render broke, so keep a little life in it. A slow push of 2 to 4% Scale across the hold, a quick color change, a flash on the first frame or a slight shake all tell the viewer the stop is on purpose. Frozen frames are also the easiest place to cut out a subject: Roto Brush only has one frame to get right.

Build it

  1. Enable Time Remapping on the clip (Ctrl+Alt+T). Do not move anything yet: the first keyframe you add has to read the clip's normal timing.
  2. Park on the freeze frame, ideally on a beat marker, and click the keyframe diamond next to Time Remap to add a keyframe there. Select it and press Ctrl+Alt+H to make it a hold keyframe.
  3. Extend the layer's out point by the length of your hold (12 frames is a good start) and drag the last Time Remap keyframe 12 frames later as well. Because of the hold, nothing changes yet.
  4. Move 12 frames past the freeze and add another keyframe. Its value reads the same as the frozen frame, because the hold is still in effect. Leave this one linear: from here to the last keyframe the clip plays at exactly 100%, picking up where it stopped.
  5. On the first frozen frame, add a flash: a white solid at Opacity 80% fading to 0% over 3 frames.
  6. Add Transform and keyframe Scale from 100% to 104% across the hold for a slow push. For a harder hit, start at 110% on frame one and ease back to 104%.
  7. Optional black and white hold: split the layer at both ends of the hold (Ctrl+Shift+D), add Lumetri Color to the frozen piece with Saturation at 0, then drop the name or caption on top.
  8. Preview with music. The restart is a second hit, so try putting the resume keyframe on the next beat too.

Starting values

Time RemappingHold keyframeCtrl+Alt+HHolds until the next keyframe
Time RemappingHold length8-24 framesPast a second it feels like a pause
TransformScale100% to 104%Slow push keeps the frame alive
White solidOpacity80% to 0% over 3 framesFlash on the stop
Lumetri ColorSaturation0Black and white hold reads as a moment

Try this

  • Cutout freeze: on the frozen frame, roto the subject with Roto Brush, duplicate it on top, and blur or darken the background copy so the subject pops out.
  • Freeze into slow-mo: resume at 25% with Twixtor or a Time Remap ramp instead of 100%, then speed back up.
  • Comic panel: add Find Edges blended Multiply and a halftone during the hold for a printed-page feel.
  • Double tap: two quick 4-frame holds on consecutive beats before the main hold, like the camera is catching up.

Watch out for

  • Using Layer > Time > Freeze Frame and finding nothing plays after it. Use a hold keyframe in Time Remapping instead.
  • Not moving the layer end and the last keyframe, so the clip runs faster after the hold to fit. Push both by the hold length, after the freeze keyframe is already in place, or the timing before the freeze stretches too.
  • Freezing on a motion-blurred frame. Held blur looks like a mistake. Step a frame either way to find a sharper one.
  • Holding a second or more with nothing happening. Add movement, text or a color change.

Effects used

Time RemappingTransformLumetri ColorRoto Brush & Refine Edge
Speed & motion blur · Technique

Rewind reverse ramp

The clip suddenly races backward to replay a moment, then runs forward again, like a tape being rewound.

Built-in

When to use itReplaying a goal, a trick or a near miss, a rewind sound in the track, or a beat that reverses. Also works as a hook at the start: show the ending, rewind, then play the build-up.

A rewind is a speed ramp that goes below zero. The clip plays forward, slows, runs backward fast, slows again and plays forward once more. In the Value Graph, the Time Remap line climbs, peaks, drops steeply, bottoms out and climbs again. In the Speed Graph, speed goes negative during the rewind. The eased turns at both ends make it feel physical, like a reel stopping and reversing, instead of a hard reverse cut.

Rewind fast. A reverse at normal speed just looks like a reversed clip. Going back 1.5 seconds of source in 10 frames at 30fps (0.33 s) is about 450%, which clearly reads as rewinding. The replay then usually runs at normal speed or slower, so the viewer gets the payoff they just saw rush past. Blur and texture sell the rewind: heavy motion blur, some noise and a washed-out tint during the backward section only, then back to clean when time runs forward.

If you only need a whole clip backwards, Layer > Time > Time-Reverse Layer (Ctrl+Alt+R) is quicker, but it gives you no ramp. For a rewind inside a clip, Time Remapping is the tool, because one layer has to go forward, backward and forward again with smooth turns between. The keyframe math below keeps the replay at exactly normal speed.

Build it

  1. Enable Time Remapping (Ctrl+Alt+T) and extend the layer's out point by about 2 seconds to make room.
  2. Keyframe A: on the beat where the rewind starts, at the end of the moment you want to replay (say the ball crossing the line). Leave its value as is.
  3. Keyframe B: 10 frames later. Type a value 1.5 s earlier than A's. If A reads 4 s, B is 2.5 s. That is the rewind.
  4. Drag the last Time Remap keyframe later by the rewind amount plus the rewind length: 1.5 s plus 10 frames. Playback after B now runs at exactly 100%.
  5. Influence is a share of the time to the neighboring keyframe, so a far-away keyframe before A would stretch the slowdown over seconds. Add one more keyframe 6 frames before A (click the diamond; it keeps its current value). Then select A and B and press F9. Open the Speed Graph (Shift+F3, then Edit Speed Graph). Set A's incoming influence to about 60% and B's outgoing influence to about 15%, so the clip brakes into the turn and the replay gets back to normal speed quickly.
  6. Blur the rewind: add Pixel Motion Blur to the clip with Shutter Control Manual. Keyframe Shutter Angle with hold keyframes (Ctrl+Alt+H): 0 before A, 360 at A, 0 again at B, so only the backward section smears.
  7. Add an adjustment layer trimmed to the A-B section with Noise (Amount of Noise 12%, Use Color Noise off) and Lumetri Color Saturation 40. Add Transform to it and keyframe Scale: 100% at A, 106% halfway through the rewind, 100% at B.
  8. Line up a tape-rewind sound effect from A to B and preview with audio.

Starting values

Time RemappingRewind length1.5 s of source in 10 framesAbout 450% backwards at 30fps
Time RemappingA incoming influence60%Slows into the turn
Time RemappingB outgoing influence15%Back to normal speed quickly
Pixel Motion BlurShutter Angle360Rewind section only
NoiseAmount of Noise12%Tape texture while rewinding
Lumetri ColorSaturation40Washed-out tint while rewinding

Other ways to make it

  • RSMBSwap Pixel Motion Blur for RSMB at Blur Amount 1.0 on the rewind section. It holds up better on 450% motion.
  • TwixtorSet Time Remap Mode to Frame Num and keyframe the frame number down for the rewind and back up for the replay, so a slow replay stays smooth.

Try this

  • Hard rewind: leave the keyframes linear for an abrupt mechanical reverse. Good on glitchy tracks.
  • Rewind into slow-mo: after B, replay at 40% with Twixtor up to the moment, then ramp back up.
  • Searching rewind: rewind, play a beat, rewind again but shorter, like someone scrubbing to find the right frame.
  • VHS rewind: add Directional Blur (Direction 90, Blur Length 20) and a scanline overlay to the rewind section.

Watch out for

  • Rewinding at normal speed. It reads as a reversed clip, not a rewind. Go 300% or faster.
  • Forgetting to move the last keyframe, so after the rewind the clip plays fast to make up the time.
  • No easing at the turns, so the direction change looks like a bad cut. Ease into and out of the rewind.
  • Leaving the blur, noise and tint on after time runs forward. Keep them to the backward section.

Effects used

Time RemappingPixel Motion BlurNoiseLumetri ColorTransform
Speed & motion blur · Effect

Timewarp slow motion

After Effects' own optical-flow retimer: Twixtor-style slow motion and ramps with no plugin.

Built-in

When to use itSmooth slow-mo when you do not own Twixtor, or when you want a built-in matte option to separate the subject. Same footage rules apply: single shots, high frame rate sources, clear motion.

Timewarp lives under Effect > Time and does the same core job as Twixtor: it tracks motion between real frames and builds new ones in between. It also has its own motion blur section and a Matte Layer input for separating a foreground subject from the background, which is the classic fix for warping. For a free tool it holds up well on simple motion like a car pass or a slow turn. On fast, overlapping action like a dribble through legs, it warps sooner than Twixtor and needs more help.

It has two ways to set timing. Adjust Time By Speed is the easy one: set Speed to 50 and the clip plays at half speed. Source Frame gives exact control: you keyframe which source frame shows at each comp time, much like Time Remapping. For velocity ramps, Source Frame is the better pick, because you can land a specific frame on a beat. The Method menu decides how the in-between frames are made: Whole Frames repeats, Frame Mix crossfades, Pixel Motion does real optical flow.

The frame-rate math is the same as Twixtor. 60fps footage in a 30fps comp at Speed 50 uses every real frame once, so nothing is invented. At 25, half the frames are made up. On 24fps footage at 25, three of every four are. Before every shot, ask how much you are asking Timewarp to invent, and keep the extreme slowdowns for footage shot at 60fps or higher.

Build it

  1. Trim the clip to a single shot and precompose it (Ctrl+Shift+C, Move all attributes).
  2. Open the precomp's Composition Settings (Ctrl+K). Set Frame Rate to the footage rate, for example 59.94, so Timewarp sees every real frame. Set Duration to at least twice the clip length for 50% (four times for 25%).
  3. Back in the main comp, extend the precomp layer's out point to cover the slowed length.
  4. Apply Timewarp to the precomp layer. Set Method to Pixel Motion, Adjust Time By to Speed, Speed to 50.
  5. For a beat-exact ramp, switch Adjust Time By to Source Frame, keyframe Source Frame on your beats and ease with F9, the same way as a Time Remap velocity ramp.
  6. Under Tuning, raise Vector Detail if small parts like hands smear. Set Filtering to Extreme only for the final render; it is slow.
  7. If the subject warps against the background: duplicate the precomp, roto the subject with Roto Brush on the copy, then precompose that copy (Move all attributes) so the roto is baked into its alpha. Turn its visibility off and choose it in Timewarp's Matte Layer with Matte Channel set to Alpha.
  8. Under Motion Blur, check Enable Motion Blur, set Shutter Control to Manual and Shutter Angle to 180 so the fast parts of a ramp blur naturally.

Starting values

TimewarpMethodPixel MotionReal optical flow
TimewarpAdjust Time BySpeedSource Frame for beat-exact ramps
TimewarpSpeed5060fps in a 30fps comp: all real frames
TimewarpFilteringExtremeFinal render only; slow
TimewarpMatte ChannelAlphaWith a rotoscoped subject as Matte Layer
TimewarpEnable Motion BlurOnBlurs the fast parts of ramps
TimewarpShutter Angle180Natural blur

Other ways to make it

  • TwixtorSame workflow with Input: Frame Rate set to the footage rate and Speed % keyframed. Usually tracks fast, overlapping motion better.
  • RSMBLeave Enable Motion Blur off and put RSMB after Timewarp at Blur Amount 0.5 for faster, cleaner blur.

Try this

  • Smooth fast-forward: Speed 300 with motion blur on gives a speed-up that smears like a real camera instead of skipping.
  • Mixed methods: duplicate the shot, use Pixel Motion on a rotoscoped subject copy and Frame Mix on the background copy. Ghosting in the background is far less noticeable than warping on a face.
  • Frame-exact hit: in Source Frame mode, put two keyframes 8 frames apart with only 1 source frame between them for a near-freeze right on the drop.

Watch out for

  • Leaving the precomp at the main comp's 30fps. Timewarp then only gets 30 real frames a second from 60fps footage. Match the precomp to the footage rate.
  • Precomp or layer too short. At 50% the clip needs twice the time, or the slow-mo simply ends early.
  • Working with Filtering on Extreme. Previews crawl. Turn it on for the render.
  • Running Timewarp across a cut. Split at every cut first.

Effects used

TimewarpRoto Brush & Refine Edge
Speed & motion blur · Technique

Choosing a shutter angle

What 180, 360 and 720 degrees actually do to motion blur, and which one to use for footage, shakes and transitions.

Built-in

When to use itAny time motion blur is involved: setting up a new edit comp, a shake that looks steppy, a transition that needs a smear, or footage that does not match your graphics.

Shutter angle comes from film cameras, where a spinning disc let light through for part of each frame. In After Effects it means: how much of the time between two frames does the blur cover? 180 covers half of it, 360 all of it, 720 twice the gap, so each frame's blur reaches into its neighbors. The exposure time is (angle / 360) divided by fps. At 30fps, 180 behaves like a 1/60 s shutter and 360 like 1/30 s. At 24fps, 180 is 1/48 s, the classic film look.

Pick by job. 180 is the natural setting: it matches footage shot the standard way, so graphics and footage blend. Use it as the comp default for clean cinematic edits. 360 doubles the smear and is the usual pick for shakes, zooms and fast pans: motion feels fluid and heavy, with no visible steps. 720 is impossible on a real camera, which is exactly why it looks stylized. Fast moves become long overlapping streaks. Use it on whips, spins and transitions, a few frames at a time, never across a whole edit.

Frame rate changes the result. In a 60fps comp each frame covers half the time of a 30fps frame, so 180 at 60fps blurs half as much per frame as 180 at 30fps. If you move an edit to 60fps and want the same smear you had at 30fps, use 360. The reverse also holds: a 24fps comp at 180 already blurs more per frame than a 30fps comp at 180.

Build it

  1. Open Composition Settings with Ctrl+K and go to the Advanced tab.
  2. Set Shutter Angle to 180 for a clean cinematic edit, or 360 for a fast edit full of shakes and zooms.
  3. Set Shutter Phase to minus half the angle: -90 for 180, -180 for 360, -360 for 720. That centers the blur on the object instead of trailing it to one side.
  4. Leave Samples Per Frame at 16. Raise Adaptive Sample Limit to 256 if fast spins show separate copies.
  5. Turn on the Enable Motion Blur button at the top of the Timeline and the motion blur switch on each animated layer.
  6. For a shake or punch driven by the Transform effect, uncheck Use Composition's Shutter Angle and set its own Shutter Angle, for example 360 on shakes while the comp stays at 180.
  7. For a 720 whip, precompose the transition and set only that precomp's Shutter Angle to 720 and Shutter Phase to -360. The rest of the edit keeps its normal blur.
  8. Match footage to graphics: Pixel Motion Blur Shutter Angle 180, or RSMB Blur Amount 0.5, sits with a 180 comp. Same angle on both and they feel shot by the same camera.

Starting values

Composition SettingsShutter Angle180Natural; matches standard footage
Composition SettingsShutter Angle360Edit default for shakes and zooms
Composition SettingsShutter Angle720Long streaks; whips and transitions only
Composition SettingsShutter Phase-90 / -180 / -360Minus half the angle centers the blur
Composition SettingsSamples Per Frame16Default is fine for most moves
Composition SettingsAdaptive Sample Limit256Raise if fast spins show copies
TransformUse Composition's Shutter AngleOffLets the effect set its own angle
RSMBBlur Amount0.5Equivalent of 180 for footage

Try this

  • Crisp anime: set Shutter Angle between 0 and 90 on graphics in an AMV. Hand-drawn animation has no camera blur, so crisp motion matches it better.
  • Readable sports: keep 180 on graphics but skip footage blur in the slow-mo sections, so the ball stays sharp and easy to follow.
  • Blur ramp: on a whip precomp, keyframe the Transform effect's Shutter Angle from 180 to 360 and back across the move, so only the fastest frames streak.

Watch out for

  • Leaving Shutter Phase at -90 after raising the angle to 360. The blur leans to one side. Set the phase to minus half the angle.
  • Using 720 everywhere. Normal movement turns to mush and text becomes unreadable. Keep it to a few frames.
  • Raising the angle and seeing no change because the comp's Enable Motion Blur button or the layer switch is off.
  • Mixing 360 graphics with sharp 1/1000 s footage. Add RSMB at 1.0 to the footage, or drop the graphics to 180, so they match.

Effects used

TransformPixel Motion BlurCC Force Motion Blur
Speed & motion blur · Technique

Conform high-fps slow-mo

Turn 60, 120 or 240fps footage into clean slow motion with zero invented frames, then ramp it.

Built-in

When to use itWhenever your footage was shot above the comp frame rate: phone slo-mo, action cameras, gameplay captures at 60 or 120fps. Do this before reaching for Twixtor.

High frame rate footage already contains real slow motion. A 60fps clip has twice as many real frames as a 30fps edit needs. Drop it into a 30fps comp and After Effects plays it at normal speed by skipping every second frame. Conforming tells After Effects to treat the clip as if it had been shot at your comp rate, so it shows every frame once. The result is real slow motion: sharp, no warping, no extra render cost.

The math is one division: comp rate divided by source rate is the speed you get. 60fps conformed to 30 plays at 50%. 120 to 30 is 25%. 240 to 30 is 12.5%. In a 24fps comp, 60 plays at 40% and 120 at 20%. Match rates exactly: phone footage at 59.94 conforms to 29.97 for a 29.97 comp, not to 30, or it slowly drifts. Conform changes the footage item in the Project panel, so every use of that clip is slowed.

Once conformed, Time Remapping becomes a clean ramp tool. On a 60fps clip conformed to 30, a remap speed of 100% is full slow motion and 200% is real time. A velocity ramp that moves between 200% and 100% never shows an invented frame. That is how you get Twixtor-smooth slow parts with no Twixtor at all. Go below 100% and frames start repeating again, so add Twixtor or frame blending only for those moments.

Build it

  1. Select the clip in the Project panel and read its frame rate at the top. Phone footage often shows 59.94 or 60.
  2. With the clip selected, press Ctrl+Alt+G (Cmd+Opt+G on Mac) to open Interpret Footage.
  3. Under Frame Rate, choose Conform to frame rate and type your comp rate: 30, 29.97, 25 or 24. Click OK.
  4. Drag the clip into the comp. It is now longer: a 5 s clip at 60fps conformed to 30 runs 10 s.
  5. For a ramp, enable Time Remapping (Ctrl+Alt+T) and place keyframes so the real-time sections run at 200% and the slow parts at 100%.
  6. Ease the keyframes with F9 and shape them in the Speed Graph (Shift+F3), the same as any velocity ramp.
  7. Need the same clip at real time elsewhere? Duplicate the footage item in the Project panel (Ctrl+D) and leave the copy unconformed.

Starting values

Interpret FootageConform to frame rate3060fps source plays at 50%
Interpret FootageConform to frame rate30120fps source plays at 25%
Interpret FootageConform to frame rate29.97For 59.94 phone footage in a 29.97 comp
Interpret FootageConform to frame rate2460fps source plays at 40%
Time RemappingSpeed200%Real time after a 2x conform
Time RemappingSpeed100%Full clean slow motion

Try this

  • Gentler conform: conform 120fps to 60 instead of 30. In a 30fps comp it plays at 50% of real speed. Remap it to 50% and you get 25% real speed with every frame still real, so one clip covers both speeds.
  • Gameplay highlights: 60fps captures conformed to 30 give half-speed kills and movement that stay perfectly sharp.
  • Twixtor on top: for a moment below 100%, add Twixtor with Input: Frame Rate set to the conformed rate (30), not the original 60, because After Effects now hands it the clip as 30fps footage.

Watch out for

  • Conforming to 30 when the comp is 29.97. The clip drifts against the music over a long edit. Match the rate exactly.
  • Forgetting conform applies to the whole footage item, then finding the clip slowed in another comp. Duplicate the item for a real-time version.
  • Variable frame rate phone clips showing an odd rate like 58.3. Re-encode to a constant 60 first or the slow-mo stutters.
  • Ramping below 100% after conforming and wondering why it stutters. You are past the real frames there; add Twixtor or frame blending.

Effects used

Interpret FootageTime Remapping

Halftone & texture16

Halftones, screentone, print, grain, paper and dither. Texture that makes digital footage feel made.

Halftone & texture · Look

Diffusion dither print

Turn footage into a few colors of dithered dots, like a 1-bit screen or a cheap print, then rough it up with grain.

OminoBuilt-in

When to use itLyric edits, poster frames, intros, retro game and Game Boy styles, and any section where you want footage to look printed or pixel-drawn. It also makes mismatched clips feel like one piece.

Used gently, Omino Diffusion is a proper error diffusion dither. It redraws the image with only the colors you allow and spreads each pixel's rounding error to its neighbors, so gradients survive as patterns of dots. With two colors you get the 1-bit look of an old screen or a photocopy. With three or four you get something close to a risograph print.

Contrast decides the result. Dithering only redistributes the brightness that is already there, so a flat clip turns into an even gray fuzz. Spread the image from black to white with Curves before the diffusion. Then keep the error settings near normal for clean dots, and only exaggerate them when you want the streaky, broken version.

Dither patterns crawl from frame to frame, because tiny changes in the image move every dot. A little of that is charming. A lot of it buzzes, especially after upload compression. Posterize Time calms it, and a light grain on top makes the pattern sit in a texture instead of flickering on a clean surface.

Build it

  1. Add an adjustment layer over the section, or apply the stack to a precomp of it.
  2. Apply Curves and make a firm S-curve so shadows reach black and highlights reach white.
  3. Apply Omino Diffusion. Set the palette to two colors, for example a near-black #1B1B22 and a paper white #F2EBDD, and keep the error spreading near its normal setting for clean dots.
  4. Keep the stripe width at its smallest. Wider settings turn dots into bands.
  5. Add Posterize Time with Frame Rate 12 so the dot pattern updates in steps instead of crawling every frame.
  6. Add Add Grain last, set Viewing Mode to Final Output, then under Tweaking set Intensity to 0.4 and Size to 1.2.
  7. Render a short test and watch it on a phone. If the dots turn to mush after upload, build the stack in a 960 x 540 comp with the footage scaled to 50%, then nest that comp in your main comp at 200% with the layer's Quality switch set to Draft, so each dot becomes a hard-edged 2 pixel square.

Starting values

CurvesRGBFirm S-curveDither needs a full range
Omino DiffusionPalette2 colors: #1B1B22 / #F2EBDDInk on paper
Omino DiffusionError spreadingnear normalPush it only for the streaky version
Omino DiffusionStripe widthsmallestDots, not bands
Posterize TimeFrame Rate12Stops the pattern crawling
Add GrainViewing ModeFinal OutputDefault only shows a preview box
Add GrainTweaking > Intensity0.4Light texture over the dots

Other ways to make it

  • Built-inNoise plus Threshold plus Tint gives a random 1-bit dither in two colors.
  • SapphireS_HalfTone gives a dot-screen print instead of a dither, with control over dot shape and angle.

Try this

  • Game Boy: use four greens from dark to light as the palette, and build it in a 480 x 270 comp with the footage at 25%, then nest it at 400% with Quality set to Draft so the dots read as chunky pixels.
  • Risograph: three colors, such as navy, fluorescent pink and paper white, and a slight Position offset between two copies for misregistration.
  • Built-in approximation: Noise with Amount of Noise 20% and Use Color Noise off, then Threshold with Level 128, then Tint to your two colors. It is a random dither, noisier than error diffusion, but the same idea.
  • Broken print: exaggerate the error spreading on one beat with a Hold keyframe, so the print smears into streaks for a few frames and snaps back.

Watch out for

  • Skipping the contrast step. Flat footage dithers into an even gray fuzz. Curves first.
  • Grain placed before the diffusion, so the grain itself gets dithered into noise. Keep grain last.
  • Dots one pixel wide on a 1080p export for phones. Compression blurs them away. Dither in a half-size comp and scale it up 200% in Draft quality so each dot is 2 pixels.

Effects used

Omino DiffusionCurvesPosterize TimeAdd Grain
Halftone & texture · Effect

Halftone++ custom screen

A halftone where you design the screen yourself, so the image prints through dots, lines, stars or any pattern you can build as a layer.

OminoBuilt-in

When to use itComic, poster and print-style edits, lyric videos, intros, freeze-frame hits, and brand or team edits where a custom dot shape (a star, a logo, a heart) makes the texture yours. Strongest on high-contrast shots with a clear subject.

Every halftone is the same test underneath: the image is compared against a repeating pattern called the screen, and each pixel becomes ink or paper depending on which is brighter. Most halftone effects bake the screen in, so you get round dots in a grid and a few sliders. Omino Halftone++ lets you use any layer as the halftone reference, so the screen is whatever you put on that layer. Make it soft dots and you get print. Make it soft lines and you get an engraving. Make it blurred stars and the image prints through stars.

The reference layer has one rule: it needs soft, gradient edges. A dot that fades from black at its edge to white at its center lets dark parts of the image claim more of the dot than bright parts, so dot size follows brightness. A hard-edged shape has no in-between values, so every dot comes out the same size and the image disappears into a flat pattern. That is why the steps below blur every custom shape before using it.

Two After Effects habits matter here. First, an effect that reads another layer sees that layer's source, before its own effects and transforms, so a screen built with Cell Pattern on a solid must be precomposed, or the effect sees a blank solid. Second, the reference layer can stay hidden with its eye switch off; the effect still reads it. The suite is free and old, and the author has described early halftone builds as occasionally crashing, so save before you start and increment saves while you tune it.

Build it

  1. Build the screen: make a new comp at your comp size (1920 x 1080) named Screen. Add a solid (Ctrl+Y) and apply Cell Pattern with Cell Pattern Bubbles, Disperse 0, Size 12, Contrast 100. You get a grid of soft round gradients.
  2. For a line screen instead: on a solid in Screen, apply Gradient Ramp with Start of Ramp at 960, 534 (black) and End of Ramp at 960, 546 (white), then Motion Tile with Tile Height 1.1 and Mirror Edges on. That mirrors the 12 px ramp into soft lines repeating every 24 px down the frame.
  3. For a custom shape: draw a small white star or logo on black in a 24 x 24 comp, add Fast Box Blur with Blur Radius 4 so it fades at the edges, then put that comp in Screen at the top-left corner and apply CC RepeTile with Expand Right 1920, Expand Down 1080 and Tiling Repeat to fill the frame.
  4. Drop the Screen comp into your main comp above the footage and turn its eye off.
  5. Apply Omino Halftone++ to the footage (search omino in Effects & Presets) and choose the Screen layer as the halftone reference.
  6. Before the halftone, add Curves with a firm S-curve on the footage. A halftone only redistributes the brightness that is there, so flat footage comes out as an even gray field of half-size dots.
  7. If the result shimmers on moving footage, keep the screen locked: put shakes and zooms on the footage inside a precomp, never on the screen layer, so the pattern stays fixed to the frame like real print.
  8. Render a short test and check it on a phone. If the dots turn to mush, raise the screen's Cell Pattern Size to 14 or 16.
Expression on Cell Pattern > Size (inside the Screen comp)
var m = comp("Main").marker;
var s = 12;
if (m.numKeys > 0) {
  var n = m.nearestKey(time).index;
  if (m.key(n).time > time) n--;
  if (n > 0) s = 12 + 12 * Math.exp(-10 * (time - m.key(n).time));
}
s

Reads the composition markers in your main comp (rename Main to match) and makes the dots jump to double size on each beat, then shrink back over about 6 frames. The Screen comp must start at the same time as the main comp for the timing to line up.

Starting values

Omino Halftone++Halftone reference (layer)the Screen precompAny layer works; soft gradients only
Cell PatternCell PatternBubblesSoft radial gradient in every cell
Cell PatternDisperse0Locks dots to a regular grid
Cell PatternSize12Dot pitch; stay at 12-16 for social exports
Gradient RampStart / End of Ramp960, 534 / 960, 546One soft 12 px line
Motion TileTile Height / Mirror Edges1.1 / OnMirrors the ramp into a soft line screen
Fast Box BlurBlur Radius4Softens custom shapes so dot size can vary
Screen layerVideo switchOffThe effect still reads a hidden layer

Other ways to make it

  • Built-inFollow tx-halftone-built-in: a Cell Pattern screen at 50% opacity over inverted, desaturated footage, cut with Levels at 120 / 136. Any soft screen from this entry drops straight in.
  • SapphireS_HalfTone gives a stable dot or line screen with angle and size controls, a safer choice for long renders, but without custom screen shapes.

Try this

  • Beat-driven screen: put composition markers on the kicks in your main comp and use the expression above on the screen's Cell Pattern Size. The whole print coarsens on every hit and settles back, a texture accent that does not move the shot.
  • Screen swap on the drop: build two screens (dots and lines), and switch the halftone reference from one to the other on the drop with a cut between two copies of the footage layer.
  • Rotating screen: rotate the solid inside Screen with time * 6 on Rotation (make the solid 2400 x 2400 so corners never show). The pattern slowly turns while the image stays put.
  • Color print: put the halftone on a copy of the footage, set that copy to Multiply at 60% over the original, and the dots sit in the shadows of a colored image.
  • Built-in fallback: the same threshold-against-a-screen idea works with stock effects. See tx-halftone-built-in, which builds it from Cell Pattern, Levels and Tint, and swap its dot layer for any screen from these steps.

Watch out for

  • Hard-edged shapes in the screen. Every dot comes out the same size and the image vanishes. Blur the shapes so they fade at the edges.
  • Building the screen with effects on a solid in the main comp and picking that solid as the reference. The effect reads the plain solid. Precompose the screen.
  • Screen too fine. Under about 10 px pitch at 1080p, phone screens and platform compression turn the pattern into moire. Keep it at 12 to 16.
  • Shaking or scaling the screen layer, which makes the pattern swim. Move the footage, not the screen.

Effects used

Omino Halftone++Cell PatternGradient RampMotion TileCC RepeTileFast Box Blur
Halftone & texture · Technique

Built-in halftone

Real brightness-driven halftone dots from stock effects: dots swell in the shadows and shrink in the highlights, no plugin needed.

Built-in

When to use itComic, poster and print-style edits, intros, freeze-frame hits, and any moment you want the image to read like ink on paper. Works on anime, sports and music-video footage alike.

After Effects has no halftone effect, but you can build one that behaves exactly like print. A halftone is a threshold test: every pixel compares the image brightness against a repeating dot-shaped gradient. Where the image is dark, more of each gradient passes the test, so the dot grows. Where it is bright, the dot shrinks to nothing. Cell Pattern set to Bubbles with Disperse at 0 gives you that grid of soft round gradients for free.

The trick is the 50% mix. Put the dot layer at 50% opacity over your inverted, desaturated footage, then cut the result at mid-gray with Levels. Each pixel becomes half image, half dot gradient, and only pixels where the two add up past the middle survive. That is the whole halftone formula, done with layer opacity. Because the dot layer is just a layer, you can rotate it, scale it or animate it later.

Use Levels with a narrow input window rather than Threshold. Threshold gives hard, aliased edges that crawl as the footage moves. A 16-step window leaves about one pixel of soft edge on each dot, which holds up far better after export and platform compression. Render cost is low: Cell Pattern is cheap, and everything else is basic color correction, so this previews in real time on most machines.

Build it

  1. Select your footage and precompose it (Ctrl+Shift+C, Move all attributes). Inside the precomp add Black & White, then Invert. Dark areas are now bright, and bright values are what will drive the ink dots.
  2. Back in the main comp, make a new solid (Ctrl+Y) at 2400x2400, bigger than the comp so you can rotate it without exposing corners. Name it Dots and place it above the footage precomp.
  3. On Dots add Cell Pattern: Cell Pattern Bubbles, Disperse 0, Size 12, Contrast 100. You should see a regular grid of soft white circles. If the centers look dark, tick Invert.
  4. Set the Dots layer Opacity to 50% and Rotation to 45°. A 45 degree screen is the classic print angle and the eye notices the grid less than a square one.
  5. Add an adjustment layer on top (Ctrl+Alt+Y) with Levels: Input Black 120, Input White 136. These are 8-bpc values; in a 16-bpc project use about 15420 and 17480. You now have white dots on black that are biggest in the shadows.
  6. On the same adjustment layer add Tint: Map Black To your paper color (try #F2EDE4), Map White To your ink (try #141414). Now it reads as dark ink on paper.
  7. Scrub through. If it looks busy, raise Size to 14 or 16. If faces are hard to read, add contrast with Levels on the footage inside the precomp, before the Invert.

Starting values

Cell PatternCell PatternBubblesEach cell is a soft radial gradient, which is what makes dot size follow brightness
Cell PatternDisperse0Locks cells to a regular grid; higher values look like foam, not print
Cell PatternSize12Dot pitch in pixels. Stay at 12-16 for social exports
Dots layerOpacity50%Half image, half gradient. Changing it shifts the threshold
Dots layerRotation45°Classic single-ink screen angle
LevelsInput Black / Input White120 / 136Narrow window gives crisp dots with antialiased edges
TintMap Black To / Map White To#F2EDE4 / #141414Paper and ink

Try this

  • Keep the color: make the paper pure white, then set the finished halftone comp to Multiply at 60% over the original footage. You get colored footage with ink dots printed into the shadows.
  • Light dots on black: skip the Invert inside the precomp and map white to a bright color. Dots now grow in the highlights, which looks great with a small-radius Deep Glow on top.
  • Quick color dot mosaic: CC Ball Action with Scatter 0 and Grid Spacing around 10 turns the image into colored balls. Ball size does not follow brightness, so it is a mosaic rather than a true halftone, but it renders fast.
  • Two screens: duplicate Dots, set the copy's Size to 24 and mask it to the background so the subject gets fine dots and the background coarse ones.

Watch out for

  • Cutting with Threshold. It aliases and shimmers on export. Use Levels with a narrow input window so every dot keeps a soft pixel of edge.
  • Dots too small. Under about 10 px pitch at 1080, phone screens and platform re-encodes turn the grid into moire and gray mush. Keep Size at 12 to 16 and export at a high bitrate (30 to 40 Mbps H.264 for 1080p).
  • Shaking or zooming the finished halftone. Scaling the dot grid every frame resamples it and makes it flicker. Put shakes and zooms on the footage inside the precomp so the grid stays locked to the screen, like real print. Also leave motion blur off on the Dots layer.
  • Leaving Disperse at its default. The cells come out irregular and it reads as bubbles, not print.

Effects used

Cell PatternBlack & WhiteInvertLevelsTint
Halftone & texture · Effect

Sapphire halftone dots

One-effect halftone with S_HalfTone for ink-and-paper dots, or S_HalfToneColor for a full color print screen.

SapphireBuilt-in

When to use itWhen you want a halftone in seconds and need to tweak it fast on many shots: comic edits, poster freeze frames, album-cover style intros, Reels with a print aesthetic.

Sapphire ships two halftone effects, both in the Sapphire Stylize category. S_HalfTone turns the image into a single grid of dots in two colors you choose (Color0 and Color1), which is the newspaper and comic look. S_HalfToneColor rebuilds the image from cyan, magenta and yellow dots on white (or red, green and blue dots on black), so you keep the original colors inside a print-style screen, and it has a shift control per channel for misregistration. Like most of Sapphire they are GPU accelerated, so they preview quickly.

What decides whether the result looks good is the input, not the effect. Halftone maps brightness to dot size, so flat or low-contrast footage becomes an even field of medium dots with nothing to read. A strong S-curve in Curves before the halftone gives you solid shadows, open highlights and a clear shape. Faces need extra care: lift them a little so the dots on skin stay small.

Apply the effect on an adjustment layer above your clips, not on the clips themselves. That way the dot grid stays fixed to the screen while the footage moves under it, which is how print works and why it does not shimmer. It also means one layer covers a whole section of the edit, so the dots stay the same size from shot to shot.

Build it

  1. Add an adjustment layer (Ctrl+Alt+Y) above the clips you want printed. Trim it to the section.
  2. On the adjustment layer add Curves first. Pull the shadows down and the highlights up into a clear S-curve so the image has real blacks and whites.
  3. Add S_HalfTone below Curves in the same stack. Leave Dots on Black for dark dots on a light background. You can also click Load Preset to browse the looks and pick a plain dot one as your base.
  4. Adjust Dots Frequency (higher gives finer dots, lower gives bigger ones) until you count roughly 120 to 160 dots across the frame. That is a 12 to 16 pixel pitch at 1080, which survives phone compression. If the dots look ragged, raise Smooth Source a little: it blurs the source first so the dots come out rounder.
  5. Set Dots Angle to 45 (the default is 30). Set Color0, the dark color, to your ink, for example #141414, and Color1, the bright color, to your paper, for example #F2EDE4.
  6. For color print, swap to S_HalfToneColor with Dots Color set to CMY (colored dots on white). Set Dots Frequency for the same 120 to 160 dots across, then nudge Shift Red, Shift Green or Shift Blue by a pixel or two so the inks sit slightly out of register, like a real press.
  7. Scrub at 100% zoom, not Fit. Dots that look fine at 50% can alias at full size.

Starting values

CurvesCurve shapeS-curveClear blacks and whites give the dots something to describe
S_HalfToneDots Frequency120-160 dots across 1920Lower = bigger, bolder, more graphic dots
S_HalfToneDots Angle45°Least visible single-ink angle; the default is 30
S_HalfToneColor0 / Color1#141414 / #F2EDE4Off-black on warm paper reads more like print than pure black and white
S_HalfToneColorDots ColorCMYCyan, magenta and yellow dots on white, like print; RGB gives colored dots on black
S_HalfToneColorShift Red / Green / Blue1-2 px on one or two channelsSlight misregistration sells it as print
Adjustment layerOpacity100%, or 40-60% for a hintLower opacity blends dots into the original image

Other ways to make it

  • Built-inBuild it with Cell Pattern (Bubbles, Disperse 0) at 50% opacity over inverted footage, then Levels 120/136. See the built-in halftone entry.
  • BCCBCC Halftone gives the same look with more control over where it applies, through the PixelChooser group, and a separate color and angle for each ink.
  • UniverseHalftone Dither (Universe 2025.1 and later) is a light, GPU-based alternative for the same print-dot look.

Try this

  • Dots only in part of the frame: draw a mask on the adjustment layer with Mask Feather 150 px so the halftone fades in from the edges.
  • Halftone on the background only: put the adjustment layer under a rotoscoped cutout of your subject so the subject stays clean on top.
  • Print hit on a beat: keyframe the adjustment layer Opacity 0% to 100% on the beat frame with hold keyframes, then back to 0% four frames later.
  • Stack with S_FilmEffect or a paper texture in Multiply to sell the printed-page feel.

Watch out for

  • Feeding it flat log or phone footage. Grade or add Curves first, or you get a uniform gray dot field.
  • Frequency too high. Tiny dots look clean in the viewer and turn into moire on TikTok and Instagram. Stay at 160 dots across or fewer.
  • Applying the effect directly to a clip that has a zoom or shake on it. The dots scale with the clip and shimmer. Use an adjustment layer above.
  • Exporting at a low bitrate. Dots are fine high-contrast detail, which H.264 smears first. Export 1080p at 30 to 40 Mbps or render a ProRes master and encode from that.

Effects used

S_HalfToneS_HalfToneColorCurves
Halftone & texture · Effect

Universe and BCC halftone

Two more one-effect halftones: Universe Halftone Dither for speed, BCC Halftone when you want to limit the dots to part of the image or set each ink's angle.

UniverseBCCBuilt-in

When to use itUse whichever suite you own when you need a halftone on many shots quickly. Pick BCC when the dots should only hit shadows, highlights or one color range.

Halftone Dither from Universe (added in Universe 2025.1, so update if you do not see it) and BCC Halftone from Continuum both turn brightness into a dot pattern in one effect. Universe is the lighter of the two: GPU-based, quick to set, good for a straight comic or poster look. BCC Halftone sits in the Art Looks group and comes with the BCC FX Browser, so you can preview a lot of preset styles on your actual frame before committing.

The real reason to reach for BCC is PixelChooser. Most BCC effects have this group built in, and it lets you limit the effect to a luminance range, a color range or a mask without building track mattes. Restricting the halftone to the shadows, for example, takes a couple of clicks instead of a duplicate layer and a luma matte.

The same rules apply as with any halftone. Push contrast before the effect so dots have clear shapes to describe. Keep the dot pitch around 12 to 16 pixels at 1080 so it survives phone compression. Apply on an adjustment layer above the footage so the grid stays locked to the screen while the image moves underneath.

Build it

  1. Add an adjustment layer above the footage (Ctrl+Alt+Y) and add Curves with an S-curve so shadows are dense and highlights open.
  2. Universe: add Halftone Dither under Curves. Start from one of its presets, then set the dot size so you get a 12 to 16 pixel pitch and the screen angle to 45 degrees. If the result is plain black and white, add Tint after it with Map Black To your ink (#141414) and Map White To your paper (#F2EDE4).
  3. BCC: add BCC Halftone instead and open the FX Browser from the effect to try presets on your frame. Pick a plain dot style as the base.
  4. In BCC Halftone, set Shape to Round, then adjust HT Scale (the dot size; higher means bigger dots) until roughly 120 to 160 dots fit across the frame. Set Paper Color to your paper, and in the Colors and Angles group set the ink color and its angle to 45.
  5. To print only the shadows with BCC, open the PixelChooser group, enable it, choose luminance as the selection and set the range so only the darker third of the image is affected. Add a little softness on the range so the edge between clean and printed is gradual.
  6. Scrub at 100% zoom and check moving areas. If dots crawl, increase the dot size slightly.

Starting values

CurvesCurve shapeS-curveMore contrast = more readable dots
Halftone DitherDot size12-16 px pitchBigger is bolder and safer on phones
Halftone DitherScreen angle45°Least obvious single-ink angle
BCC HalftoneHT Scale12-16 px pitch (120-160 dots across)Count them on a zoomed frame
BCC HalftoneShapeRoundSquare and Line give other print screens
BCC HalftonePixelChooser selectionLuminance, darker thirdPrints dots only in the shadows
Adjustment layerBlending ModeMultiplyWith a white paper color, the dots darken the original instead of replacing it

Other ways to make it

  • Built-inCell Pattern (Bubbles, Disperse 0) at 50% opacity over inverted footage, then Levels 120/136 and Tint.
  • SapphireS_HalfTone for single ink (Color0 ink, Color1 paper), S_HalfToneColor with Dots Color CMY for a color print screen.

Try this

  • Color dots: set the adjustment layer to Multiply with white as the paper color so the original colors show through the dots.
  • Mix two suites: Halftone Dither with large dots on the background adjustment layer, BCC Halftone with fine dots restricted to the subject through PixelChooser.
  • Halftone reveal: keyframe the adjustment layer Opacity from 0% to 100% over 8 frames with Easy Ease (F9) as a section begins.

Watch out for

  • Leaving preset dot sizes as they are. Many presets are tuned for 4K or stills; check the pitch at 1080 and enlarge dots if they shimmer.
  • Hard PixelChooser edges. Without softness the boundary between dotted and clean areas flickers as the footage moves. Add softness to the range.
  • Stacking a halftone on a layer that is being scaled. Apply it above the move so the grid stays still.

Effects used

Halftone DitherBCC HalftoneCurvesTint
Halftone & texture · Technique

Halftone that grows on beat

Ink dots swell on every kick and shrink back, so the print texture breathes with the music.

Built-inSapphireUniverse

When to use itMusic-video edits, phonk and velocity edits, and AMVs with a strong kick. Best on held shots or slow motion, where the image is calm and the dots can carry the rhythm.

In the built-in halftone, dot size comes from the inverted brightness of the footage. That means you can grow every dot at once just by brightening the inverted footage for a few frames. Push it on the kick and let it fall back, and the whole frame thickens with ink on the beat, then clears. Because the dot grid itself does not move or scale, there is no shimmer, only bigger dots.

You can drive it two ways. Hand keyframes give you the cleanest pulse and full control over which hits matter. An expression linked to Convert Audio to Keyframes does it for the whole song in seconds, but it reacts to the full mix, so it is jumpier. A good habit is to use the expression for the base movement and hand-key the big drops.

For an extra punch you can scale the dot grid too, 100% to 115% and back over 6 frames. Scaling the grid makes the dots grow outward from the center like a zoom, which reads as an impact. Keep it short: a grid that scales for long causes visible shimmer after compression.

Build it

  1. Build the built-in halftone first: inverted, desaturated footage precomp, Dots solid with Cell Pattern at 50% opacity, adjustment layer with Levels 120/136 and Tint.
  2. Select your music layer and run Animation > Keyframe Assistant > Convert Audio to Keyframes. You get an Audio Amplitude layer with a Both Channels slider.
  3. Select the footage precomp layer in the main halftone comp (not the footage inside it) and add Brightness & Contrast. Effects on the precomp layer render after everything inside the precomp, including the Invert, so raising Brightness here means more ink.
  4. Alt-click the stopwatch on Brightness and paste the expression below. Open the Audio Amplitude graph (U on its layer, then the Graph Editor) and set the first two numbers to the quiet level and the kick peak you see there.
  5. For hand-keyed hits instead: on each kick set Brightness to 0 one frame before, 40 on the beat, and 0 six frames after. Select the peak key and apply Easy Ease Out (Ctrl+Shift+F9) so it snaps up and decays smoothly.
  6. On big drops add a grid pulse: on the Dots layer keyframe Scale 100% on the beat frame, 115% two frames later, 100% six frames later, all Easy Ease (F9).
  7. Optional: swap ink and paper on a drop. Add hold keyframes (Ctrl+Alt+H) on the Tint colors so the frame flips from dark ink on paper to paper-colored ink on black for one bar.
Expression on Brightness & Contrast > Brightness
a = thisComp.layer("Audio Amplitude").effect("Both Channels")("Slider");
linear(a, 6, 20, 0, 40)

Below an amplitude of 6 the dots rest; at 20 and above they hit full size. Change 6 and 20 to match your song's quiet level and kick peak.

Starting values

Brightness & ContrastBrightness0 to 40Rest to peak. Above 60 the shadows fill solid
Cell PatternSize14Slightly bigger dots read the pulse more clearly
Dots layerScale100% to 115%Only on big hits, over 6 frames
LevelsInput Black / Input White120 / 136Keep the soft window or the pulse looks steppy
Audio AmplitudeBoth ChannelsRead peaks in Graph EditorUse these numbers in linear()

Other ways to make it

  • SapphireAdd Brightness & Contrast above S_HalfTone and use the expression with the output flipped, linear(a, 6, 20, 0, -40): a darker input gives bigger dark dots. Keyframing Dots Frequency instead re-tiles the whole grid on each hit, a harsher, glitchier look.
  • UniverseAdd Brightness & Contrast before Halftone Dither and drive Brightness with the expression above. Flip the output to 0, -40 if your dots are dark on a light background.

Try this

  • Reverse pulse: map the beat to 0 to -40 so the frame clears to paper on the kick, good for bright, airy songs.
  • Grid size on the beat: instead of brightness, link Cell Pattern Size to the audio (linear(a, 6, 20, 12, 20)). The pattern visibly re-tiles each hit, more glitchy and aggressive.
  • Sapphire version: put Brightness & Contrast above S_HalfTone on the same adjustment layer and pull Brightness down on each kick (with dark dots, a darker input means bigger dots), or keyframe the adjustment layer Opacity so the print appears only on hits.

Watch out for

  • Driving it from the full mix with a busy track. Vocals and hats make the dots twitch constantly. Export a kick or bass-only stem from your audio editor and run Convert Audio to Keyframes on that.
  • Pulsing every single beat at full strength. It becomes noise. Use small pulses on the groove and save the full 40 for the drop.
  • Scaling the grid for long stretches. The dots resample every frame and flicker after export. Keep grid scaling to short hits.

Effects used

Cell PatternBrightness & ContrastLevelsTint
Halftone & texture · Technique

Shadow or highlight halftone

Print dots only where the image is darkest (or brightest) while the rest stays clean and in color.

Built-inBCCSapphireUniverse

When to use itClean cinematic or car edits where a full halftone is too much, and anime edits where you want comic-style shading in the dark areas but readable faces.

A full-frame halftone flattens everything into one texture. Limiting it to the shadows keeps the colors, skin and detail of the original, and puts the print texture where real comic artists put their screentone: in the shading. The highlight version does the opposite and turns the brightest areas into glowing dot fields, which suits night shots, headlights and stage lights.

The mechanism is a luma track matte. You duplicate the footage, crush it with Levels into a black and white mask of just the dark areas, soften the edge, and use it to cut the halftone layer. Because the matte is built from the same footage, it moves perfectly with the shot, and you can animate the Levels to grow the printed area across a beat.

Set the halftone layer to Multiply with pure white paper. White multiplied over the image changes nothing, so only the ink dots darken the footage underneath. That is why the transition between printed and clean areas is gentle instead of a hard paper-colored patch.

Build it

  1. Precompose your footage once (call it Source) and use that precomp everywhere below, so any timing change applies to every copy.
  2. Build the built-in halftone (or use S_HalfTone or Universe Halftone Dither) in its own comp from Source, with Tint Map Black To #FFFFFF and Map White To #141414. Put that comp above Source in your main comp and set its mode to Multiply.
  3. Duplicate Source and place the copy above the halftone. Rename it Shadow Matte. Add Black & White, then Levels with Input Black 30 and Input White 110.
  4. Add Fast Box Blur to Shadow Matte with Blur Radius 8 and Iterations 3. This feathers the border so it does not crawl.
  5. On the halftone layer set the Track Matte to Shadow Matte, Luma, inverted (in versions before 2023 choose Luma Inverted Matte). Dots now appear only where the image is darker than about 110.
  6. Highlight version: build a light halftone (white dots on black), set it to Screen, and make the matte with Levels Input Black 160, Input White 235, used as a normal Luma matte.
  7. To grow the printed area on a beat, keyframe the matte's Input White from 110 to 170 over 6 frames with Easy Ease.

Starting values

Levels (matte)Input Black / Input White30 / 110Shadows version. Raise Input White to print more of the image
Levels (matte)Input Black / Input White160 / 235Highlights version, used as a normal Luma matte
Fast Box BlurBlur Radius8Softens the printed area's border
Fast Box BlurIterations3Smoother falloff than 1
Halftone layerBlending ModeMultiplyUse Screen for the highlight version
Halftone layerOpacity70-85%Slightly see-through ink keeps the shadows from going muddy

Other ways to make it

  • BCCBCC Halftone with PixelChooser set to luminance does the matte for you: select the dark range and add range softness, no duplicate layer needed.

Try this

  • Colored ink: map the ink to a deep blue or maroon from your grade so the shadow print feels part of the color scheme.
  • Both at once: dark dots in the shadows with Multiply, light dots in the highlights with Screen, midtones clean.
  • Subject only: replace the luma matte with a Roto Brush matte so only the background shadows get printed.

Watch out for

  • Building the matte from a different clip or an un-synced copy. Any timing mismatch shows as dots sliding off the shadows. Precompose once and reuse it.
  • No blur on the matte. The edge follows every bit of sensor noise and boils. Blur it, and denoise the matte copy with Median Radius 2 if the footage is noisy.
  • Using a paper color other than white in Multiply. The whole printed area gets a tinted patch. Paper must be #FFFFFF for this setup.

Effects used

LevelsBlack & WhiteFast Box BlurCell PatternTint
Halftone & texture · Technique

CMYK color halftone

Four ink screens at print angles with a little misregistration: the magazine and pop-art color print look, built from scratch.

Built-inSapphireBCC

When to use itPop-art intros, poster stills, retro magazine looks, and fashion or music edits where you want color and print together. Strongest on freeze frames and slow shots where the rosettes are visible.

Color print uses four inks: cyan, magenta, yellow and black. Each one is its own halftone, rotated to a different angle, and the dots overlap on paper. Cyan over magenta makes blue, magenta over yellow makes red, and so on. The angles are spread so the grids do not beat against each other, which produces the small rosette pattern you see in a magazine under a loupe.

You can rebuild this exactly. Cyan ink is the absence of red light, so the cyan plate is the red channel, inverted. Magenta comes from inverted green, yellow from inverted blue. Black is extra ink in the darkest areas only. Each plate gets the built-in halftone treatment, is tinted to its ink color on white, and the four are multiplied over a paper solid. Multiply is what makes the inks mix like real ink.

Classic screen angles are cyan 15°, magenta 75°, yellow 0° and black 45°. The three strong inks sit 30 degrees apart; yellow gets the angle that causes moire because it is the least visible. Then offset one or two plates by a pixel or two. That small misregistration is what makes it read as print rather than a filter. Render cost is four light halftone passes, so preview at Half resolution while you set it up.

Build it

  1. Make a Dots comp at 2400x2400 with a solid inside carrying Cell Pattern: Bubbles, Disperse 0, Size 14.
  2. Make a Cyan comp (1920x1080). Add your footage precomp and on that layer add Shift Channels with Take Red From Red, Take Green From Red, Take Blue From Red, then Invert. Add the Dots comp above at Opacity 50%, Rotation 15°.
  3. In the Cyan comp add an adjustment layer with Levels (Input Black 120, Input White 136) and Tint with Map Black To #FFFFFF, Map White To #00AEEF.
  4. Duplicate the Cyan comp in the Project panel (Ctrl+D) for Magenta: take all three channels from Green, Dots Rotation 75°, ink #EC008C. Again for Yellow: channels from Blue, Rotation 0°, ink #FFF200.
  5. Duplicate once more for Black: replace Shift Channels with Black & White, keep Invert, and add Levels Input Black 128 after it so only the darkest half carries black ink. Dots Rotation 45°, ink #1A1A1A.
  6. In the main comp put a paper solid (#F4F0E8) at the bottom and the four ink comps above it, each set to Multiply.
  7. Misregister: nudge Magenta Position by +2 px in x and Cyan by -1 px in y. For a live press feel, add the expression below to one plate.
  8. Check at 100% zoom. You should see small rosettes. If you see large wavy bands, one angle is off; reset to 15, 75, 0, 45.
Expression on Magenta comp layer > Transform > Position
posterizeTime(6);
value + [random(-2, 2), random(-2, 2)]

The plate jumps up to 2 px six times a second, like a press slipping. Keep it on one plate only.

Starting values

Shift ChannelsTake Red/Green/Blue FromRed (cyan plate)Green for magenta, Blue for yellow
Dots compRotationC 15° / M 75° / Y 0° / K 45°Standard screen angles to avoid moire
Cell PatternSize14Same size on all four plates
TintMap White To#00AEEF / #EC008C / #FFF200 / #1A1A1AProcess ink approximations
Levels (black plate)Input Black128Black ink only in the darkest tones
Ink compsBlending ModeMultiplyMakes overlapping inks mix like real ink
Paper solidColor#F4F0E8Warm, slightly gray paper

Other ways to make it

  • SapphireS_HalfToneColor with Dots Color CMY gives cyan, magenta and yellow dots on white in one effect. Set Dots Frequency to about 120 dots across, then use Shift Red, Shift Green and Shift Blue for misregistration. It has one Dots Angle for the whole pattern and no black plate, so it reads cleaner than this four-plate build.
  • BCCBCC Halftone with its color scheme set to CMYK has a color and an angle for each ink in the Colors and Angles group: set Cyan Angle 15, Magenta Angle 75, Yellow Angle 0, Black Angle 45, and Paper Color to your paper.

Try this

  • Pop-art: drop the black plate, raise Size to 24 and set paper to pure white for big, flat Lichtenstein-style dots.
  • Two-ink version: use only cyan and magenta plates for a cheap two-color print feel.
  • Mixed: put the CMYK comp at 50% over the original in Multiply for color footage with a print screen on top.

Watch out for

  • Using the same angle on every plate. The dots stack into one grid and the colors look like a cheap filter. Use the four standard angles.
  • Different dot sizes per plate. Keep Size identical, or the rosettes break into moire.
  • Using Normal or Screen for the ink layers. Inks are subtractive; only Multiply gives the right overlaps.
  • Small dots on a fast cut. At Size under 12 the four grids alias into colored noise once compressed. Go bigger for social, and export at 30 to 40 Mbps.

Effects used

Shift ChannelsInvertCell PatternLevelsTintBlack & White
Halftone & texture · Look

Manga screentone

Black and white manga page look: ink lines, solid blacks and flat dot screentone in the midtones.

Built-inSapphireBCC

When to use itAMVs and anime edits for flashback sections, character intros and panel-style freeze frames. Also works on live action for a manga-adaptation feel.

Manga screentone is different from a newspaper halftone. Artists paste tone sheets with dots of one fixed size into an area, so a region is either white, tone or solid black. The dots do not grow and shrink with brightness. That flat, banded shading is what makes it read as manga, so you build it in three layers: solid blacks, a uniform dot tone for the midtones, and ink lines on top.

Each layer comes from the same simplified base. Median melts away fine texture into clean shapes, which is what an artist would draw. Threshold makes the solid blacks. A luma matte decides where the tone sheet goes. Find Edges pulls out line work. Everything is set to Multiply over white paper, so they stack the way ink does.

Drop the frame rate to 12 with Posterize Time. Manga is still images, and anime is animated on twos, so 12 frames per second makes it feel drawn rather than filtered. It also stops the thresholds from boiling every frame, which is the main problem with this kind of look on live footage.

Build it

  1. Precompose your footage as Base. Inside add Black & White, Median Radius 3, and Curves with a firm S-curve.
  2. In a new comp, put a white solid at the bottom. Add Base as Blacks: Threshold Level 60, mode Multiply. Only the deepest shadows go solid black.
  3. Make a 2400x2400 solid called Tone with Cell Pattern Bubbles, Disperse 0, Size 9, then Threshold Level 150 so every dot is the same size, then Invert for black dots on white. Rotate the layer 45° and set it to Multiply.
  4. Add Base again above Tone as Tone Matte with Levels Input Black 120, Input White 170. Set Tone's Track Matte to it, Luma, inverted. Tone now fills only the midtones and shadows.
  5. Add Base once more as Lines: Find Edges (Invert off, so lines are dark on white), then Threshold Level 210 to clean them up. Mode Multiply.
  6. Add an adjustment layer on top with Posterize Time Frame Rate 12.
  7. If lines are too busy, raise Median Radius in Base to 5. If the tone is too dark, raise its Threshold level for smaller dots.

Starting values

MedianRadius3Simplifies detail into drawable shapes
Threshold (Blacks)Level60Only the deepest shadows go solid
Cell Pattern (Tone)Size9Fine, even screentone
Threshold (Tone)Level150Fixes dot size; higher = smaller dots
Levels (Tone Matte)Input Black / Input White120 / 170Where the tone sheet goes
Threshold (Lines)Level210Cleans faint edges out of the line work
Posterize TimeFrame Rate12Drawn feel, less boiling

Other ways to make it

  • BCCBCC Cartoon Look gives clean line work and flat fills in one effect; put the built-in Tone layer on top for screentone.
  • SapphireApply S_HalfTone to a flat 50% gray solid so every dot comes out the same size, with a low Dots Frequency, Dots Angle 45 and Dots Sharpness raised for crisp edges. Use that as the Tone layer, limited by the same luma matte.

Try this

  • Speed lines: on a solid add Fractal Noise, untick Uniform Scaling, Scale Width 30, Scale Height 2000, Contrast 300, then Polar Coordinates with Interpolation 100% and Type of Conversion Rect to Polar. Mask out the center and Multiply it over an impact frame.
  • Gradient tone: duplicate Tone with Size 14 and a second matte for the darker band, for two tone densities like layered sheets.
  • Panel freeze: freeze the frame on the hit (Layer > Time > Freeze Frame), add a thick black border with Stroke on a mask, and slide it in like a panel.

Watch out for

  • Using a regular halftone where dots grow with brightness. It reads as newspaper, not manga. Keep the tone dots one size.
  • Skipping Median. Thresholds on raw footage pick up noise and skin texture, so faces fill with specks.
  • Leaving it at 24 or 30 fps. Edges boil every frame. Posterize Time at 12 fixes both the feel and the flicker.

Effects used

Black & WhiteMedianCurvesThresholdFind EdgesCell PatternInvertPosterize Time
Halftone & texture · Look

Newsprint and risograph

Coarse gray newspaper dots, or grainy two-color riso ink in fluorescent pink and blue with a slipped registration.

Built-in

When to use itZine-style music edits, indie and lo-fi edits, poster intros, editorial or sports "headline" moments. Riso is especially popular for album-art style visuals.

Newsprint is cheap paper and fast presses: coarse dots, gray-yellow paper, ink that is never quite black, and dots that bleed a little into the paper (dot gain). You get it from the built-in halftone with bigger dots, then a tiny blur and re-threshold on the result to fatten and round the dots the way soaked-in ink does.

Risograph is a stencil printer that uses spot inks, often fluorescent, one color at a time. Instead of round dots, it screens with a fine random grain. That grain is easy to make: add Noise to the image, then threshold it. Each pixel randomly lands on ink or paper, with the odds set by brightness. That is noise dithering, and it looks exactly like riso tone.

Two plates printed separately never line up perfectly, so you offset one by a few pixels and rotate it slightly. Where the inks overlap they mix in Multiply, pink over blue turning purple. Hold the grain at 12 frames per second, otherwise it boils like video noise and loses the printed feel.

Build it

  1. Newsprint: build the built-in halftone with Cell Pattern Size 18, paper #E6E1D3, ink #2B2B2B.
  2. Dot gain: on the top adjustment layer, between the first Levels and Tint, add Fast Box Blur Blur Radius 1.5, then a second Levels with Input Black 90, Input White 150. At that point the ink is still white, so cutting below the midpoint fattens and rounds every dot, and they slightly merge in the darks. Keep Tint last, or the second Levels pushes your paper and ink to pure white and black.
  3. Riso plate 1: precompose footage. Add Black & White, Curves (S-curve), Invert, Noise with Amount of Noise 35% and Use Color Noise off, then Levels Input Black 120, Input White 136, then Tint with Map Black To #FFFFFF, Map White To #FF48B0 (fluorescent pink).
  4. Riso plate 2: duplicate plate 1. Put Shift Channels before Black & White, taking all channels from Red, so this plate separates differently. Change the ink to #0078BF (blue).
  5. Put both plates over a paper solid #F3EFE6, both in Multiply. Offset the blue plate by 3 px in x and -2 px in y, and set its Rotation to 0.3°.
  6. Add an adjustment layer on top with Posterize Time Frame Rate 12.
  7. Paper fibers: new solid, Fractal Noise Contrast 60, Brightness 20, Scale 300, Complexity 6, mode Multiply at 15% opacity.

Starting values

Cell Pattern (newsprint)Size18Coarse, cheap-paper dots
Fast Box Blur (dot gain)Blur Radius1.5Then re-cut with Levels to fatten dots
Noise (riso)Amount of Noise35%More = coarser grain
Noise (riso)Use Color NoiseOffGray noise so the threshold is even
TintMap White To#FF48B0 / #0078BFFluorescent pink and blue riso inks
Blue platePosition offset / Rotation+3, -2 px / 0.3°Misregistration
Posterize TimeFrame Rate12Stops the grain looking like video noise

Try this

  • Three inks: add a yellow plate (#FFE800) taken from the Blue channel for warmer overlaps.
  • Teal and orange riso: ink #00838A and #FF6C2F for a sports or travel edit.
  • Headline layout: big condensed type in the same ink as one plate, multiplied and misregistered with it, so the type looks printed in the same pass.

Watch out for

  • Pure black ink on pure white paper. It looks digital. Newsprint ink is a soft charcoal and the paper is gray-yellow.
  • Letting riso grain run at full frame rate. It reads as camera noise. Posterize to 12, or even 8 for a stop-motion feel.
  • Grain too fine for export. Under about 25% noise the dither turns into a flat tint once compressed. Keep it coarse and export at a high bitrate.

Effects used

Black & WhiteCurvesInvertNoiseLevelsTintFast Box BlurFractal NoisePosterize Time
Halftone & texture · Look

Photocopy threshold look

Harsh one-bit black and white with toner specks, streaks and a jittery page: the xerox flyer look.

Built-in

When to use itPunk, drill, phonk and hardcore edits, gig flyers, aggressive intros and hits where the image should feel cheap and loud. Great for a 1 to 2 second accent on a drop.

A photocopier has no gray. Every point is toner or paper, so tones collapse into hard black shapes, and dark clothes and hair merge into one mass. Threshold does exactly that. The art is in what you feed it: a denoised, contrast-pushed image gives bold, readable shapes; raw footage gives a speckled mess that crawls.

The rest is copier damage. Toner sprinkles specks on white areas, a dirty drum leaves vertical streaks, and each copy sits slightly differently on the glass. You fake the specks and streaks with two Fractal Noise layers in Multiply, and the page shift with a posterized wiggle on a Transform effect.

Run the whole thing at 8 to 10 frames per second. It makes every frame feel like a separate photocopy, and it hides the boiling edges that thresholds produce on moving footage. It is also very cheap to render, so you can use it freely on long sections.

Build it

  1. Add an adjustment layer above the footage. Add Black & White, then Median Radius 2 to remove sensor noise that would turn into specks.
  2. Add Levels with Input Black 40, Input White 200 to push contrast before the cut.
  3. Add Threshold with Level 110. Scrub and adjust until faces keep eyes and mouth but shadows go solid; usually 90 to 130.
  4. Add Tint with Map Black To #1A1A1A and Map White To #EDEBE6 so it reads as toner on paper.
  5. Toner specks: new solid on top, Fractal Noise with Contrast 400, Brightness -120, Scale 25, then Invert so it is dark specks on white. Mode Multiply, Opacity 60%.
  6. Streaks: another solid with Fractal Noise, untick Uniform Scaling, Scale Width 30, Scale Height 2000, Contrast 300, Brightness -60, then Invert. Mode Multiply, Opacity 25%.
  7. Add an adjustment layer on top with Transform (Scale 103 so edges stay covered) and the expression below on its Position. Then Posterize Time at 10 on the same layer.
Expression on Transform > Position (on the top adjustment layer)
posterizeTime(10);
wiggle(10, 4)

Shifts the page up to 4 px at 10 fps, like copies sitting slightly differently on the glass.

Starting values

MedianRadius2Clean shapes, no noise specks
LevelsInput Black / Input White40 / 200Contrast before the cut
ThresholdLevel11090-130 depending on exposure
TintMap Black To / Map White To#1A1A1A / #EDEBE6Toner and copy paper
Fractal Noise (specks)Contrast / Brightness400 / -120Sparse, sharp blobs
Fractal Noise (streaks)Scale Width / Scale Height30 / 2000Vertical drum streaks
Posterize TimeFrame Rate10Each frame feels like a new copy

Try this

  • Copy of a copy: add Fast Box Blur Blur Radius 2 before Threshold for blobbier, more degraded shapes.
  • Colored paper: map white to #F2D64B or #F28AB2 for flyer-colored copies.
  • Threshold strobe: keyframe Threshold Level between 90 and 140 with hold keyframes every 2 frames on a drop, for a flashing copy effect.

Watch out for

  • Thresholding noisy footage directly. Every grain becomes a dancing pixel. Denoise with Median first.
  • One threshold level for the whole edit. Exposure changes shot to shot; set a keyframe per shot so faces stay readable.
  • Running at full frame rate. The edges boil and compression struggles with it. Posterize to 8 to 12 fps.

Effects used

Black & WhiteMedianLevelsThresholdTintFractal NoiseTransformPosterize Time
Halftone & texture · Technique

Film grain done right

Grain that sits on top of everything, matches across clips, survives compression and does not slow your renders to a crawl.

Built-inSapphireMagic BulletBCC

When to use itAlmost every cinematic, car, fashion or travel edit, and as a glue layer when you mix phone, camera and stock footage. Also hides banding in skies, glows and gradients.

Grain does three jobs. It ties clips from different cameras together, because one shared texture over everything makes them feel shot on the same stock. It breaks up banding in smooth gradients like skies and glows, since the random texture dithers the steps away. And it takes the plastic edge off sharpened phone footage. Done right means one grain layer, above all your clips, zooms and shakes, so it never scales or moves with the image.

Add Grain is the best-looking built-in option, with film stock presets and separate control over shadows, midtones and highlights. It is also slow. The fix is a grain plate: render Add Grain on a 50% gray solid once, then loop that file in Overlay mode. Gray at 50% is neutral in Overlay, so only the grain shows. Noise is instant but makes single-pixel noise that looks digital and gets wiped out by compression.

Compression is the enemy. TikTok, Instagram and YouTube re-encode your video and fine grain is the first detail to go, often turning into blotchy, swimming blocks. Slightly bigger, softer grain survives better than fine sharp grain. Export at a high bitrate so the platform starts from a clean file.

Build it

  1. If some clips are much noisier than others, clean them first with Remove Grain or Magic Bullet Denoiser so every clip starts from the same baseline.
  2. Make a 1920x1080 solid, color #808080, named Grain, and put it at the very top of the comp, above every clip and adjustment layer.
  3. Add Add Grain. Set Viewing Mode to Final Output. Under Tweaking set Intensity 0.6, Size 1.3, Softness 0.3. Under Color tick Monochromatic.
  4. Set the Grain layer mode to Overlay and Opacity to 50%. Judge it at 100% zoom only; grain is invisible or misleading at Fit.
  5. For speed: render just the Grain solid for 10 seconds to ProRes 422, import it, then in Interpret Footage > Other Options set Loop to 30 times. Replace the live solid with this file.
  6. To match grain across mixed footage instead, apply Match Grain to the cleaner clip with Noise Source Layer set to the grainy reference clip.
  7. Export 1080p H.264 at 25 to 40 Mbps, or a ProRes master that you encode from.

Starting values

Add GrainViewing ModeFinal OutputDefault Preview only grains a small box
Add GrainIntensity0.6Under Tweaking
Add GrainSize1.3Slightly large survives compression
Add GrainSoftness0.3Takes the digital edge off
Add GrainMonochromaticOnColor grain looks like sensor noise
Grain layerBlending Mode / OpacityOverlay / 50%Gray plate is neutral, only grain shows
Noise (fast option)Amount of Noise15%On a gray solid scaled to 150% for softer, bigger grain

Other ways to make it

  • SapphireS_Grain on a top adjustment layer has separate color and black-and-white grain, with per-channel frequency (Red Freq, Green Freq, Blue Freq) so grain size can differ per channel like real film. Browse Load Preset for a starting point, then lower Color Amplitude and Bw Amplitude until it sits under the image.
  • Magic BulletMagic Bullet Film or the grain tool in Magic Bullet Looks adds stock-like grain as part of a full film emulation.
  • BCCBCC Film Grain on a top adjustment layer, with stock presets and per-channel control.

Try this

  • Fast fake grain: a #808080 solid with Noise Amount of Noise 15%, Use Color Noise off, layer Scale 150%, Overlay at 40%. Scaling enlarges and softens the pixel noise.
  • Heavier grain in shadows only: apply Add Grain directly to an adjustment layer instead of a gray plate and use its Application controls to lower the highlights.
  • Grain hit on a beat: keyframe Grain Opacity from 50% to 100% on the beat and back over 4 frames, combined with a flash.

Watch out for

  • Leaving Add Grain on Preview. Only a small rectangle gets grain in the render. Switch Viewing Mode to Final Output.
  • Grain on each clip, under the zooms. It scales and slides with the footage and changes from shot to shot. One layer at the very top.
  • Fine, sharp grain for social. It gets smeared into blotches. Use Size 1.2 to 1.6, a little softness, and a high export bitrate.
  • Leaving live Add Grain on a long edit. It multiplies render time. Pre-render a looping grain plate.

Effects used

Add GrainNoiseMatch GrainRemove Grain
Halftone & texture · Technique

Paper texture overlay

Lay real or generated paper over the footage with the right blend mode so it feels printed, not filtered.

Built-in

When to use itOn top of halftone, riso, photocopy and manga looks to finish them, and on clean edits as a subtle tactile layer for title cards, collages and scrapbook-style sequences.

Paper is what makes print looks believable. Without it, a halftone is just a pattern on a screen. A real scan of paper has fibers, soft blotches and a warm color, and when you blend it over the footage those details sit in the image the way ink sits on a page. The blend mode decides how.

Multiply darkens: white stays neutral, so only the fibers and stains show, and the whole image takes the paper's tint. Use it on light images and print looks. Overlay and Soft Light push texture into the midtones and leave blacks and whites alone, which is better on dark footage. Linear Burn gives a heavier, aged-paper feel. Before any of them, use Levels on the paper so its brightest area hits white, or Multiply will dim the whole frame.

If you do not have a scan, you can generate convincing paper with two Fractal Noise passes: large soft blotches and fine fibers. Generated paper is also endlessly large, so you never see a tile seam.

Build it

  1. Use a real paper scan if you have one (scan any sheet at 300 to 600 dpi). Put it above everything and scale it to cover the frame.
  2. Add Levels to the paper and drag Input White down until the cleanest area of the paper reads near 255. This keeps Multiply from darkening the whole image.
  3. Set the paper layer to Multiply and Opacity 70% for print looks, or Soft Light at 60% for dark footage.
  4. To generate paper instead: new white solid, add Fractal Noise with Fractal Type Basic, Contrast 40, Brightness 30, Scale 500, Complexity 6.
  5. Add a second Fractal Noise for fibers: Fractal Type Strings, Scale 60, Contrast 150, and its Blending Mode (inside the effect) set to Multiply, Opacity 40%.
  6. Add Tint with Map Black To #C9C0B0 and Map White To #FBF8F2 to color it as warm paper. Add Noise Amount of Noise 3% for tooth.
  7. For a hand-made, stop-motion feel, add the expression below to the paper's Position (set Scale to 110% first).
Expression on Paper layer > Transform > Position
posterizeTime(8);
[960 + random(-40, 40), 540 + random(-40, 40)]

Jumps the paper to a new spot 8 times a second so it feels like each frame was printed on a new sheet. Needs the layer scaled to about 110%.

Starting values

Levels (paper)Input WhiteDown to cleanest area ~255Keeps Multiply from dimming the frame
Paper layerBlending Mode / OpacityMultiply / 70%Soft Light 60% for dark footage
Fractal Noise (blotch)Contrast / Scale40 / 500Large soft mottling
Fractal Noise (fibers)Fractal Type / ScaleStrings / 60Fine paper fibers
TintMap Black To / Map White To#C9C0B0 / #FBF8F2Warm paper
NoiseAmount of Noise3%Paper tooth

Try this

  • Folded poster: add a scan of a creased page in Overlay at 50% so fold lines catch the light across the image.
  • Torn edge reveal: use a torn-paper PNG as a track matte for the next clip, animated in over 8 frames with Easy Ease.
  • Old paper: add Fractal Noise with large Scale (900), tinted brown, in Multiply at 20%, masked to the edges for age stains.

Watch out for

  • A paper scan with uneven lighting or vignetting. It shows as a dark corner on every shot. Flatten with Levels, or crop the cleanest area.
  • Paper under the zooms. Texture that scales with the footage feels like a filter, not a page. Keep paper at the top, fixed to the screen.
  • Too strong. If you notice the paper before the footage, halve the opacity.

Effects used

Fractal NoiseTintLevelsNoise
Halftone & texture · Look

Dither and posterize

Cut the image to a few flat colors, then break the bands into a pixel speckle: retro game and 1-bit screen looks.

Built-in

When to use itRetro, pixel-art, vaporwave and gaming edits, Game Boy style intros, and lo-fi music visuals. A short dither section also works as a transition texture between two shots.

Posterize cuts each color channel to a set number of levels. At Level 4 you get 4 steps per channel, which turns soft gradients into hard flat bands, like an old low-color screen. It is a strong look on its own, but the bands can look blocky and cheap on faces and skies.

Dithering is how old games hid those bands. Instead of a smooth gradient, it mixes pixels of the two nearest colors in a pattern, and your eye averages them back to the in-between tone. The simplest version in After Effects is random dither: add a little Noise before Posterize. Pixels near a band edge get pushed randomly to one side or the other, so the edge breaks into a speckle.

Order matters. Noise first, then Mosaic with Sharp Colors on to make big pixels, then Posterize. Sharp Colors samples one pixel per block instead of averaging, so the noise survives into the blocks and the palette stays hard. For a true ordered (Bayer) dither, tile a small Bayer pattern image across the frame with CC RepeTile and use the same 50% mix and Levels cut as the built-in halftone: halftone and ordered dither are the same math with a different pattern.

Build it

  1. Add an adjustment layer above your footage. For a 1-bit look start with Black & White; for color, skip it.
  2. Add Noise with Amount of Noise 12%. Keep Use Color Noise on for color dither, off for 1-bit.
  3. Add Mosaic with Horizontal Blocks 480, Vertical Blocks 270 and Sharp Colors on. That gives clean 4x4 pixel blocks at 1080.
  4. Add Posterize with Level 4 for color, or 2 for 1-bit.
  5. For 1-bit, add Tint and map black and white to two screen colors, for example #1B1B2F and #E6E1C5.
  6. For a four-color palette, add CC Toner with Tones set to Tritone or Pentone and pick your palette in the color slots. Check each band with the eyedropper and adjust.
  7. Add Posterize Time at 12 so the random dither changes 12 times a second instead of boiling every frame.

Starting values

NoiseAmount of Noise12%More = coarser dither; 0 = pure posterize bands
MosaicHorizontal / Vertical Blocks480 / 2704 px pixels at 1080; 320/180 for 6 px
MosaicSharp ColorsOnKeeps noise and the palette hard
PosterizeLevel4 (color) / 2 (1-bit)Levels per channel
CC TonerTonesPentoneMaps gray bands to a custom palette
Posterize TimeFrame Rate12Calmer dither, smaller files

Try this

  • Game Boy: Black & White, Noise 8%, Mosaic with Horizontal Blocks 192 and Vertical Blocks 108 (square 10 px pixels, close to the Game Boy's 160 by 144), Sharp Colors on, Posterize 4, then CC Toner with greens #0F380F, #306230, #8BAC0F, #9BBC0F. For the real 10:9 screen shape, build it in a 1600x1440 comp with 160 by 144 blocks and scale that comp into the edit.
  • Ordered dither: make a 16x16 px Bayer matrix PNG (a 4x4 matrix with each cell 4 px wide, values spread evenly from black to white), add CC RepeTile to it with Expand Right, Expand Left, Expand Up and Expand Down at 1000 each and Tiling on Repeat (not a flipped mode) so it covers the frame, put it at 50% opacity over the grayscale image and cut with Levels 120/136 on an adjustment layer above.
  • Posterize only: skip the noise and use Posterize Level 5 with a strong grade for a flat, poster-paint look on anime.

Watch out for

  • Mosaic before Noise. The noise is per pixel and the blocks look smeared. Noise first, then Mosaic with Sharp Colors.
  • Random dither at full frame rate on a static shot. It fizzes like TV static and bloats file size. Posterize time, or use a fixed ordered pattern.
  • Pixels too small for social. 2 px dither gets blurred to gray by compression and phone scaling. Use 4 px blocks or larger.

Effects used

PosterizeNoiseMosaicTintBlack & WhiteCC TonerCC RepeTilePosterize Time
Halftone & texture · Look

CRT scanlines

Horizontal scanlines, a rolling bright bar and a curved screen: footage that looks played on an old TV.

Built-inUniverseBCC

When to use itRetro, vaporwave, VHS and gaming edits, footage-within-footage moments (a clip on a monitor), and flashback sections. Pairs well with chromatic aberration and a slight glow.

A CRT draws the picture line by line, with dark gaps between the lines. Those gaps are what we call scanlines. The bright lines bloom a little into each other, the image curves at the edges of the glass, and a faint bright bar rolls through when the camera and TV are out of sync. Rebuild those four things and anyone reads it as an old screen.

The cleanest way to draw scanlines is a shape layer with a Repeater: one thin rectangle copied a few hundred times. It is pixel-exact, renders instantly, and you choose the line spacing precisely. The spacing matters more than anything else. Lines too close together produce moire bands when phones scale the video down. A 6 pixel pitch at 1080 is a safe start for social.

Put a soft Glow under the lines so the bright parts of the picture spill across the gaps, then curve everything with Bulge on a top adjustment layer. Bulge bends the lines too, which sells the glass.

Build it

  1. New shape layer. Add a Rectangle: Size [2000, 3], Fill black, no stroke.
  2. Add a Repeater: Copies 200, Offset -100, and in Repeater Transform set Position to [0, 6]. That gives a 3 px line every 6 px, centered on the layer.
  3. Set the shape layer Opacity to 30%. Higher looks like blinds, lower disappears after compression.
  4. Under it, add an adjustment layer with Glow: Glow Threshold 60%, Glow Radius 15, Glow Intensity 0.6.
  5. Rolling bar: new shape layer with a Rectangle Size [2000, 120], Fill white, add Fast Box Blur Blur Radius 60, mode Add, Opacity 6%, and the expression below on Position.
  6. Top adjustment layer with Bulge: Horizontal Radius 1100, Vertical Radius 700, Bulge Height 0.3, Pinning on (Pin All Edges).
  7. Mask a rounded rectangle on the top adjustment layer or a black frame layer for the screen edge, with Mask Feather 30.
Expression on Rolling bar layer > Transform > Position
[960, (time * 120) % 1400 - 160]

Moves the bar down 120 px per second and wraps it from just below the frame back to just above it, so the jump is never on screen.

Starting values

Rectangle (scanline)Size[2000, 3]Line thickness
RepeaterCopies / Offset200 / -100Covers the frame, centered
Repeater TransformPosition[0, 6]6 px pitch, safe for phones
Scanline layerOpacity30%Visible but not blinds
GlowGlow Radius / Glow Intensity15 / 0.6Bright lines bleed across gaps
BulgeBulge Height0.3Curved glass
Rolling barOpacity6%Barely there is right

Other ways to make it

  • UniverseUniverse Analog does scanlines, screen curvature and glow in one effect: pick a CRT scan line type, raise Scan Line Spacing until the pitch is about 6 px at 1080, and add a little Curvature and Glow Amount.
  • BCCBCC TV Damage adds scanlines with roll, noise and interference for a more broken broadcast look.

Try this

  • Quick lines: Venetian Blinds on a black solid with Transition Completion 50%, Width 6, and Direction set so the stripes run horizontally. Faster to set up but less precise than the Repeater.
  • Aperture grille: three 2 px rectangles in red, green and blue side by side, repeated horizontally every 6 px, in Multiply at 15% for a close-up phosphor look.
  • Power-off: on the last shot, add a Transform effect, untick Uniform Scale, keyframe Scale Height to 1% over 4 frames, then Scale Width to 0% over 3 frames. Finish with a small white dot (a blurred white ellipse) that fades out over 6 frames.

Watch out for

  • 1 or 2 px lines. They look fine in the viewer and turn into moving moire bands on phones. Use a 6 px pitch or more.
  • Scanlines below the zooms or shakes. The lines scale and wobble, which a real screen never does. Keep them at the top.
  • Full-strength black lines. The image gets dark and stripy. 25% to 35% opacity plus glow keeps it bright.

Effects used

Fast Box BlurGlowBulgeVenetian Blinds
Halftone & texture · Look

Dust and scratches

Flickering dust specks, hairs and running scratches that make footage feel like it came off an old film print.

Built-inSapphireBCC

When to use itVintage, Super 8 and flashback sections, old-film intros, and as a top layer with grain and a warm grade for nostalgic music edits. Use sparingly on clean cinematic edits.

Real film dust changes every frame because each frame is a different piece of film. That is the key to faking it: specks that appear for one or two frames and vanish, never drifting smoothly. Scratches are the opposite. A scratch runs along the film, so it stays in roughly the same horizontal position for many frames, flickering in strength and drifting a few pixels.

Dirt on the negative prints as white specks, dirt on the print itself shows as black specks. Mixing a few of each looks the most natural. You build specks from Fractal Noise with very high contrast and very low brightness, so only rare blobs survive, and change its Random Seed every frame. Scratches are a thin shape layer with a flickering opacity.

Note that the built-in effect called Dust & Scratches does the opposite of what you want: it removes them. Generated dust is cheap to render. Stock dust overlays look great too, and the same rules apply: Screen for white dust, Multiply for dark.

Build it

  1. New black solid named Dust. Add Fractal Noise: Contrast 500, Brightness -160, Scale 30, Complexity 1.
  2. Open Evolution Options and add the expression below to Random Seed, so the dust pattern changes 12 times a second.
  3. Set Dust to Screen mode for white specks. Duplicate it, add Invert to the copy, set it to Multiply, and change the copy's Fractal Noise Brightness to -170 so there are fewer dark specks.
  4. If specks are too sharp, add Fast Box Blur Blur Radius 1 to both.
  5. Scratch: new shape layer with a Rectangle Size [2, 1200], Fill #FFFFFF. Mode Screen.
  6. On the scratch Opacity, add posterizeTime(12); random() < 0.4 ? 60 : 0 so it flickers on and off. On Position, add wiggle(1, 30) so it drifts slowly.
  7. Make 2 or 3 scratches at different x positions, each with different layer in and out points, so they come and go across the section.
Expression on Fractal Noise > Evolution Options > Random Seed
Math.floor(time * 12)

A new seed 12 times a second gives a completely new dust pattern each step, like new frames of film.

Starting values

Fractal Noise (dust)Contrast500Turns noise into sharp blobs
Fractal Noise (dust)Brightness-160Lower = fewer specks
Fractal Noise (dust)Scale30Speck size
Fractal Noise (dust)Complexity1Simple round blobs
Dust layersBlending ModeScreen / MultiplyWhite specks / dark specks
Rectangle (scratch)Size[2, 1200]Taller than the frame
Scratch layerOpacity0 or 60, randomFlickers like a real scratch

Other ways to make it

  • SapphireS_FilmDamage adds dust, hairs, scratches and flicker in one effect, each with its own amount. Start from a preset and turn the dust amount down.
  • BCCBCC Film Damage gives the same set of damage types with presets in the FX Browser.

Try this

  • Hair: a thin curved stroke path (Stroke Width 2, black) that appears for 2 to 3 frames near the frame edge.
  • Gate weave: add Transform to an adjustment layer with posterizeTime(12); wiggle(12, 2) on Position so the whole image jitters like film in a projector.
  • Projector flicker: add Exposure to an adjustment layer and put posterizeTime(12); random(-0.15, 0.05) on its Exposure property so the brightness dips slightly and unevenly 12 times a second.

Watch out for

  • Using the built-in Dust & Scratches effect. It is a cleanup filter that removes specks. Build the damage with Fractal Noise and shape layers.
  • Dust that evolves smoothly. Animating Evolution makes specks crawl. Change the Random Seed per step instead.
  • Too much dust. A few specks per second is plenty; more looks like a broken file. Lower Brightness until it is sparse.

Effects used

Fractal NoiseInvertFast Box Blur

Glow & light13

Bloom, diffusion, halation, rays and flares. Light that sits in the shot instead of on top of it.

Glow & light · Look

Deep Glow soft bloom

A soft, filmic bloom that lets the brightest parts of a shot spill light, without the edit looking processed.

Deep Glow

When to use itClean cinematic edits, night car shots, sports under stadium lights, anime scenes with bright skies. Put it on one adjustment layer over the whole edit so every shot gets the same light behavior.

Deep Glow looks better than the built-in Glow because of its falloff. A real lens scatters light with a bright core and a very long, faint tail, and Deep Glow models that. The built-in Glow is one blur at one radius, so it stops at a visible edge and reads as a halo. For a soft bloom you want only the hottest parts of the frame, like headlights, sky, chrome and skin speculars, to leak a little light into the dark areas around them.

Bit depth matters more here than any slider. In 8-bpc every pixel stops at pure white, so a bright window and a white T-shirt carry the same value and glow the same. In 32-bpc float highlights can sit above white, so Deep Glow sees how bright each light really is and the glow rolls off naturally. 16-bpc removes banding in the soft tail but still clips at white. Deep Glow is built for float, so give it float.

The test for a subtle bloom: you should miss it when you switch it off, and not notice it when it is on. That means a high threshold so midtones and faces stay clean, a large radius so the light spreads instead of piling up, and low exposure so it reads as atmosphere and not as a new light source.

Build it

  1. Set the project to 32-bpc: File > Project Settings > Color, Depth to 32 bits per channel (float). You can also Alt-click (Option-click on Mac) the bit depth readout at the bottom of the Project panel to cycle through depths.
  2. Add an adjustment layer above your clips with Ctrl+Alt+Y (Cmd+Option+Y) and name it Bloom.
  3. Apply Deep Glow to the adjustment layer.
  4. Raise Threshold until faces, clothes and midtones stop glowing and only lights, sky and specular hits are left. If you are unsure, push it too high first, then come back down.
  5. Set Radius to around 200 for a 1080p frame. A big radius spreads the light thinly, which is what makes it look like lens bloom and not a sticker.
  6. Lower Exposure from its default in small steps until the glow reads as haze around the lights rather than a second light.
  7. Turn up the threshold smoothing control a little so highlights fade into the glow instead of switching on and off. This also stops flicker on noisy footage.
  8. Toggle the fx switch on the adjustment layer to compare, then set the layer's Opacity to 60-80% as a final trim.
  9. Add Noise on a second adjustment layer above, Amount of Noise at 1.5%, Use Color Noise off. It dithers the soft glow tail so it does not band after H.264 export. Deep Glow also has its own dithering control; if you turn that on, you can skip this layer.

Starting values

Project SettingsDepth32 bits per channel (float)Highlights above white feed the glow properly
Deep GlowRadius200Large radius, thin spread
Deep GlowThresholdHigh: only lights and speculars passFaces should stay clean
Deep GlowExposureBelow defaultHaze, not a new light source
Adjustment layerOpacity70%Final strength trim
NoiseAmount of Noise1.5%Dithers the glow tail against banding

Other ways to make it

  • SapphireS_Glow on an adjustment layer: Threshold 0.8, Glow Width 0.6, Brightness 0.6. Set Show to Threshold first to see exactly what will glow.
  • BCCBCC has its own glow filters with threshold and spread controls. Use the same logic: high threshold, wide spread, low strength.

Try this

  • Dreamy flashback: lower Threshold so midtones glow too, Radius around 400, and drop the layer Opacity to 40%. Pair it with a slight desaturation.
  • Bloom swell on a drop: keyframe Exposure up over the 6 frames before the drop, hold for 2 frames, then ease back down over 12 frames with Easy Ease (F9).
  • Warm or cool bloom: use Deep Glow's tint option to push the glow orange for sunset car shots or cyan for night city shots, while the image itself stays neutral.
  • Localized bloom: draw a feathered mask on the adjustment layer (Mask Feather 150 px) so only the sky or only the headlights get the effect.

Watch out for

  • Threshold too low, so the whole image goes milky and loses contrast. Raise Threshold until skin stops glowing.
  • Working in 8-bpc, which turns every highlight into a flat white blob with a banded edge. Switch to 32-bpc.
  • Deep Glow on each clip and on the adjustment layer as well, which doubles the bloom on some shots and not others. Pick one place.
  • Slow previews. Deep Glow runs on the GPU and big radii are heavy, so preview at Half resolution and check the final at Full.

Effects used

Deep GlowNoise
Glow & light · Look

Deep Glow neon

Heavy neon-sign glow on text and shapes, with a white-hot core, a saturated halo and a touch of color fringing.

Deep GlowBuilt-in

When to use itTitles in phonk and velocity edits, neon outlines around a subject, song names on night city shots, logo reveals. Works best over dark footage.

A real neon tube is so bright that the camera clips its core to white, and all the color lives in the light spilling around it. That is the whole trick. If you color your text pink and add a weak glow, it looks like pink text. If you push enough glow that the core blows out to white while the halo stays saturated pink, it reads as light.

Two Deep Glows do this better than one. The first has a small radius and high exposure: it heats the tube and burns the core toward white. The second has a large radius and lower exposure: it lights up the room around the sign. One glow trying to do both either looks weak up close or fogs the whole frame.

Deep Glow's chromatic aberration splits the glow's red, green and blue apart a little, which gives you color fringes like a cheap lens. A small amount adds realism. A large amount reads as a stylized hit, so keep it low by default and spike it on beats. Do all of this in 32-bpc so the core can go above white and the falloff stays smooth.

Build it

  1. Set the project to 32 bits per channel (float) in File > Project Settings > Color.
  2. Make your text or shape layer. Use a thin, rounded font or a shape Stroke of 6-10 px with no fill, like a bent tube. Color it a saturated hue such as #FF2E9A (pink) or #19E3FF (cyan).
  3. Apply Deep Glow directly to the text layer. With a dark background behind it, leave Threshold low so the whole tube glows. Set Radius to 25 and raise Exposure until the center of the strokes goes close to white.
  4. Apply a second Deep Glow below the first. Set Radius to 300 and keep its Exposure lower than the first one, so it lights the area around the sign without fogging the frame.
  5. Turn on the chromatic aberration option in the second glow and keep it small, just enough that the outer halo shows a faint red and blue edge.
  6. Add a flicker: Alt-click the stopwatch on the layer's Opacity and paste the expression below. It drops the sign briefly a few times per second like a failing tube.
  7. For a buzzing switch-on, keyframe Opacity 0, 100, 20, 100, 0, 100 over 10 frames as Hold keyframes (select them and press Ctrl+Alt+H, Cmd+Option+H on Mac). The expression multiplies the keyframed value, so the switch-on plays first and the random flicker rides on top of it.
Expression on Text layer > Opacity
posterizeTime(12);
seedRandom(index, false);
random() > 0.95 ? value * 0.35 : value

Checks 12 times a second; about 5% of the time the tube dips to 35% of its keyframed opacity, which reads as a flicker. Using value keeps any Opacity keyframes working underneath.

Starting values

Text layerFill Color#FF2E9ASaturated; the glow does the brightening
Deep Glow (1)Radius25Hot tube core
Deep Glow (1)ExposureHigh, until the core is near whiteCore clips like a real neon tube
Deep Glow (2)Radius300Room spill
Deep Glow (2)ExposureLower than glow 1Keeps the frame from fogging
Deep Glow (2)Chromatic aberrationSmallFaint red and blue edge on the halo

Other ways to make it

  • SapphireS_GlowDist builds the glow from distance to the edges of your text, so the halo has an even width all the way round, very neon-like. Glow Width around 0.1, raise Brightness.
  • SapphireS_Glow with Width Red 1.6, Width Green 1.2, Width Blue 1.0 makes the falloff warm toward the outside, a nice touch on pink and orange signs.

Try this

  • Built-in version: two Glow effects on the text. First Glow Radius 12, Glow Intensity 2; second Glow Radius 120, Glow Intensity 1; both Glow Threshold 20%. Less smooth falloff, but close.
  • Beat punch: keyframe the second glow's chromatic aberration from small to large on the beat over 2 frames, then back over 6 frames.
  • Two-tone neon: make the stroke pink and color the big glow purple with Deep Glow's tint option, so the spill shifts hue as it travels.
  • Neon outline around a subject: on a duplicate of the clip, draw a mask around the subject and animate or track it, add the Stroke effect with All Masks on, Brush Size 6, Paint Style On Transparent, then run the same two-glow setup on that layer.

Watch out for

  • Text colored pure white, which leaves nothing for the glow to color. Use a saturated color and let the glow burn the core.
  • One glow cranked to do everything, which fogs the frame. Split core and spill into two glows.
  • Chromatic aberration left high for the whole shot. It tires the eye; keep it low and spike it on beats.
  • Neon over bright daylight footage. There is nothing dark for the light to read against, so grade the background down first.

Effects used

Deep GlowGlowStroke
Glow & light · Technique

Stacked built-in Glow

Three built-in Glows at small, medium and large radii, which fakes the long, smooth falloff of a premium glow plugin for free.

Built-in

When to use itAny edit where you do not own Deep Glow, or need a glow that renders fast. Titles, highlights, light trails, lightsaber-style strokes.

One Glow effect blurs the bright parts at a single radius and adds them back. Real light does not behave like that: it has a tight, intense core and a wide, faint tail. A single glow either looks like a hard halo when the radius is small, or like fog when the radius is big. That is why the built-in glow has a bad reputation.

The fix is to stack glows at very different radii, each one weaker as it gets wider. Small radius and strong for the core, medium for the body, very wide and faint for the tail. Added together they approximate the smooth falloff that plugins like Deep Glow compute directly. Roughly multiply the radius by four or five each time and halve the intensity.

Glow supports 32-bpc, and it is worth using here. The wide pass in 8-bpc shows banding in the dark tail, and three passes on top of each other clip highlights to flat white fast. In 32-bpc the stack adds up above white and stays smooth. If your edit stays in 8-bpc, add a little Noise on top to hide banding.

Build it

  1. Apply Glow to your layer, or to an adjustment layer for the whole shot. Check Glow Based On is Color Channels.
  2. Glow 1 (core): Glow Threshold 70%, Glow Radius 8, Glow Intensity 1.5, Composite Original Behind, Glow Operation Add.
  3. Duplicate the effect with Ctrl+D (Cmd+D). Glow 2 (body): Glow Threshold 75%, Glow Radius 40, Glow Intensity 0.8.
  4. Duplicate again. Glow 3 (tail): Glow Threshold 80%, Glow Radius 180, Glow Intensity 0.4. The higher thresholds on the wider passes stop them from blooming the glow that the earlier passes already added.
  5. To scale all three with one knob, add the expressions below to Glow Radius on Glow 2 and Glow 3. Now you only change Glow 1's radius.
  6. Check the result at 100% zoom on a dark area: you want a smooth gradient from the core into black, with no visible ring.
  7. If you are in 8-bpc and see banding, add Noise at 1-2% on top, or switch to 32-bpc in File > Project Settings > Color.
Expression on Glow 2 > Glow Radius (use * 22 on Glow 3)
effect("Glow")("Glow Radius") * 5

Ties the wider passes to the core radius, so changing Glow 1 resizes the whole stack in proportion.

Starting values

GlowGlow Radius8Core pass
GlowGlow Intensity1.5Strongest pass
Glow 2Glow Radius40Body pass
Glow 2Glow Intensity0.8Half the core
Glow 3Glow Radius180Tail pass
Glow 3Glow Intensity0.4Faint, wide
Glow (all)Composite OriginalBehindKeeps the original image crisp on top
Glow (all)Glow Threshold70% / 75% / 80%Rising threshold stops compounding

Try this

  • Colored glow: on Glow 2 and Glow 3 set Glow Colors to A & B Colors, with Color A #FF6A00 and Color B #FF0040, so the tail shifts warmer than the core.
  • Anamorphic streak: set Glow 3 to Glow Dimensions Horizontal with Glow Radius 400. Bright lights get a long sideways streak.
  • Beat pulse: keyframe Glow 3's Glow Intensity from 0.4 to 1.2 on the beat (2 frames), back over 8 frames with Easy Ease.
  • Glow only, no image: set Composite Original to None on all three and use the layer in Add mode over another shot.

Watch out for

  • All three glows at similar radii (10, 15, 20). That is just one strong glow. Spread the radii by roughly 4-5x per pass.
  • Glow on a small precomp or image layer, which cuts the glow off at the layer edges. Put the glows on an adjustment layer above it instead, or make the precomp bigger than its content so the glow has room to spread.
  • Same threshold on every pass, so the wide pass blooms the core pass and everything turns white. Raise the threshold a few percent per pass.

Effects used

Glow
Glow & light · Technique

Bloom from a blurred copy

The classic compositor's bloom: isolate the highlights, blur them, and add them back on top in Add or Screen.

Built-in

When to use itWhen you want total control over what glows and how, or a dreamy diffusion on music-video and fan edits. Also the fastest bloom to render on long timelines.

Every glow plugin does the same three things under the hood: pick the bright parts, blur them, add them back. Doing it by hand with an adjustment layer gives you control over each stage, and it renders fast. Adjustment layers respect blend modes, so an adjustment layer with Levels and a blur, set to Add, adds a blurred highlight pass over everything below it.

Add and Screen are the two modes to know. Add sums the pixel values, so it is bright and punchy and clips quickly. Screen inverts, multiplies and inverts back, so it can never exceed white and feels softer. In 8-bpc, Screen is the safe default. In 32-bpc use Add: it is the physically correct way to combine light, and some modes like Screen are not designed for values above white.

The crush before the blur is what makes it look like bloom instead of a soft-focus filter. If you blur the whole image, every dark area gets gray haze too. Crushing the blacks with Levels first means only the highlights carry into the blur, so the shadows stay deep and the lights spill.

Build it

  1. Add an adjustment layer above the shot (Ctrl+Alt+Y), name it Bloom.
  2. Apply Levels. Raise Input Black to 170 (in 8-bpc; in 32-bpc the scale is 0-1, so use 0.67). Now only highlights are left, everything else is black.
  3. Apply Fast Box Blur: Blur Radius 40, Iterations 3, Repeat Edge Pixels on. Three iterations make the box blur look gaussian and smooth.
  4. Apply Hue/Saturation and raise Master Saturation to +20, so the bloom carries color instead of washing to gray.
  5. Set the adjustment layer's blend mode to Screen in 8-bpc or Add in 32-bpc (press F4 if you cannot see the Mode column). Set Opacity to 50%.
  6. Duplicate the layer (Ctrl+D) for a second, wider pass: Blur Radius 150, Opacity 30%. Two passes give a soft core plus a long tail.
  7. In 32-bpc, if highlights go too hot, add Exposure on an adjustment layer above both and pull Exposure down to -0.3. Float keeps the detail, so you can bring it back.

Starting values

LevelsInput Black170 (8-bpc) / 0.67 (32-bpc)Only highlights survive
Fast Box BlurBlur Radius40Core pass; 150 on the wide pass
Fast Box BlurIterations3Smooth, gaussian-like falloff
Fast Box BlurRepeat Edge PixelsOnNo dark vignette at frame edges
Hue/SaturationMaster Saturation+20Keeps color in the bloom
Adjustment layerModeScreen (8-bpc) / Add (32-bpc)Add can exceed white in float
ExposureExposure-0.3Tames hot highlights in 32-bpc

Other ways to make it

  • Deep GlowSame idea in one effect with a better falloff. Use when render time is not a concern.
  • SapphireS_Glow with Show set to Threshold lets you see the isolated highlights exactly like the Levels step here, then set Glow Width and Brightness.

Try this

  • Pro-Mist look: lower Input Black to 110 so midtones bloom too, Blur Radius 80, Opacity 35%. Soft, dreamy, great for slow-motion fan edits.
  • Tinted bloom: replace Hue/Saturation with Tint, Map White To #FFB070. The bloom turns warm while the image underneath stays neutral.
  • Beat bloom: keyframe the bloom layer's Opacity from 30% to 100% on the beat over 2 frames, back over 10 frames with Easy Ease.
  • Per-layer bloom: instead of an adjustment layer, duplicate a single clip, apply the same stack to the copy and set it to Add. Useful when only one element should glow.

Watch out for

  • Skipping the Levels crush, so shadows go gray and the shot loses contrast. Always isolate highlights first.
  • Using Gaussian Blur with huge values on long timelines, which is slow on older machines. Fast Box Blur at 3 iterations looks the same and renders faster.
  • Repeat Edge Pixels off, which pulls black in from outside the frame and darkens the bloom near the edges.

Effects used

LevelsFast Box BlurHue/SaturationExposure
Glow & light · Look

Red film halation

A thin red-orange glow around bright highlights, the way light bleeds through film stock, built with a luma key, a blur and a red tint.

Built-in

When to use itFilm-look edits, cinematic car and street shots at night, music videos with practical lights, anything you also add grain to. Strongest on bright lights against dark backgrounds.

On real film, very bright light passes through the emulsion, bounces off the film base and comes back to expose the layer nearest the base again. That layer is the red-sensitive one, so bright edges pick up a thin red-orange fringe. It is one of the most recognizable signs of film, and digital cameras do not have it, which is why adding it does so much for a film look.

Halation is not bloom. It is narrow, it is red, and it only appears where something very bright meets something dark: neon signs, headlights, a window edge, a rim-lit face. So the build is: key out everything except the brightest pixels, blur them only a little, map them to red, and add them back.

Keep it subtle. If you can name the color of the fringe from across the room, it is too strong. In 8-bpc, adding red on top of a clipped white core leaves the core white, which is what you want. In 32-bpc the core can drift red; if that happens, lower the layer opacity or raise the key's Black Point.

Build it

  1. Select your clip and duplicate it with Ctrl+D. Name the top copy Halation.
  2. On the copy apply Extract: Channel Luminance, Black Point 200, White Point 255, Black Softness 40. Only the hottest highlights remain.
  3. Apply Fast Box Blur: Blur Radius 10, Iterations 3, Repeat Edge Pixels off. Keep it small; halation hugs the edges.
  4. Apply Tint: Map Black To black, Map White To #FF3A1A, Amount to Tint 100%. The blurred highlights turn red-orange.
  5. Set the copy's blend mode to Add and Opacity to 60%.
  6. Zoom to 200% on a light against a dark area. You want a thin red ring, about 5-15 px, and no pink tint on faces. If faces turn pink, raise Black Point to 220.
  7. Precomp the clip and its copy (Ctrl+Shift+C) so you can move and trim them as one.

Starting values

ExtractBlack Point200Raise if skin starts glowing
ExtractBlack Softness40Soft key edge, no stepping
Fast Box BlurBlur Radius10Halation is thin
Fast Box BlurIterations3Smooth falloff
TintMap White To#FF3A1ARed-orange like film
Halation layerModeAddAdds light, never darkens
Halation layerOpacity60%Subtle by default

Other ways to make it

  • Deep GlowHigh Threshold, small Radius around 20, and its tint option set to red-orange. Smoother falloff than the box blur.
  • SapphireS_Glow with Color set to red-orange, Threshold 0.85, Glow Width 0.1. Setting Width Red higher than the other widths makes red travel furthest, which is how halation behaves.

Try this

  • Two-stage halation: a second copy with Blur Radius 40, Map White To #B01000, Opacity 25% gives a deep red outer bleed under the tight orange ring.
  • Whole-edit version: put Extract, Fast Box Blur and Tint on an adjustment layer in Add mode instead of duplicating each clip.
  • Full film stack: halation, then a soft bloom, then grain. Order matters: halation and bloom first, grain last on top.
  • Stylized red halation for horror or phonk edits: Blur Radius 25, Opacity 100%, and push Map White To to pure #FF0000.

Watch out for

  • Blur too wide, which turns halation into a red bloom over the whole shot. Keep the radius under about 15 px for the main ring.
  • Key too loose, so skin and white shirts glow pink. Raise Black Point until only true lights pass.
  • Halation on a bright daytime shot with no dark edges. It has nothing to show against, so it just tints the frame.

Effects used

ExtractFast Box BlurTint
Glow & light · Effect

Sapphire glow family

S_Glow for color-shifting falloff, S_GlowRainbow for rainbow edges and S_GlowDist for even, outline-style glows.

Sapphire

When to use itWhen you own Sapphire and want glows with character: warm-edged highlights on car edits, rainbow edge glows on anime and fan edits, even neon outlines on text.

S_Glow has one feature the built-in glow does not: separate Width Red, Width Green and Width Blue. If red spreads further than blue, the glow gets warmer as it travels away from the light, like a real lens with a warm coating. The defaults already do this slightly (1, 1.2, 1.4, so blue goes furthest and the falloff is cool). Flip them and the same glow turns warm.

S_GlowRainbow builds rainbow-colored glow from edges in the image. Its Frequency sets how many color bands appear, and Phase Speed cycles the colors over time. It is loud, so it fits anime edits, dreamy fan edits and hyperpop rather than clean cinematic work.

S_GlowDist is different again: it builds the glow from the distance to the edges of bright areas, not from their brightness. So the glow has an even width all the way around a shape, more like a soft outline. On text and logos it gives a neat neon halo that does not bulge where letters are thicker. All three support 32-bpc and share the Show menu, where Threshold previews exactly what will glow.

Build it

  1. Apply S_Glow to an adjustment layer or clip (Effects & Presets, Sapphire Lighting).
  2. Set Show to Threshold. Raise Threshold from 0.5 to about 0.75 until only lights and highlights are white in the preview. Set Show back to Result.
  3. Set Glow Width to 0.3 and Brightness to 1.2. The default Brightness of 2 is strong for most footage.
  4. For a warm falloff, set Width Red 1.4, Width Green 1.2, Width Blue 1.0.
  5. For broken-up, atmospheric glow, raise Atmosphere Amp to 0.3. It modulates the glow with noise, like light through haze.
  6. For rainbow edges, swap to S_GlowRainbow: Threshold 0.6, Glow Width 0.42, Frequency 6 for wider bands, Brightness 1.
  7. For an even outline glow on text, use S_GlowDist: Glow Width 0.1, Brightness 1.5, and Glow From Alpha raised to 1 so it follows the text shape on a transparent layer.
Expression on S_GlowRainbow > Phase
time * 0.5

Cycles the rainbow slowly. Set Phase Speed to 0 first (its default of 1 already animates the colors), so the speed is controlled in one place.

Starting values

S_GlowThreshold0.75Default 0.5 glows too much
S_GlowBrightness1.2Default 2 is strong
S_GlowGlow Width0.3Overall spread
S_GlowWidth Red1.4Red travels furthest: warm falloff
S_GlowWidth Blue1.0Blue stays close
S_GlowAtmosphere Amp0.3Hazy, uneven glow
S_GlowRainbowFrequency6Fewer, wider color bands
S_GlowDistGlow From Alpha1Glow follows the layer shape

Try this

  • Cold night look: S_Glow with the default widths and Color set to a pale blue, Threshold 0.8. Street lights get a cool, wide falloff.
  • Mocha-masked glow: use the built-in Mocha section to track a shape so only one element, like a car's headlights, gets the glow.
  • Glow under source: raise Glow Under Source so the glow sits behind the original detail, keeping text edges sharp.
  • Beat hit: keyframe Brightness from 1.2 to 4 over 2 frames on the beat, back over 8 frames.

Watch out for

  • Leaving Threshold at the default 0.5, which glows midtones and flattens the image. Use Show Threshold to set it properly.
  • Using S_GlowRainbow on a full bright frame. It is designed for dark backgrounds; on daylight footage it turns the whole image into rainbow mush.
  • Expecting S_GlowDist to react to brightness like a normal glow. It works from edge distance, so use it for shapes and text, not for soft bloom.

Effects used

S_GlowS_GlowRainbowS_GlowDist
Glow & light · Effect

Starglow sparkle highlights

Turns highlights into star-shaped glints, like light catching jewelry, chrome or an anime eye.

TrapcodeBuilt-in

When to use itAnime edits (eye and blade glints), jewelry and watch shots, car paint and chrome, water and snow. Use it on short moments, not whole scenes.

Starglow finds the bright pixels and draws streaks from them in eight directions, like a star filter on a camera lens. On small, sharp highlights it reads as sparkle. On big bright areas it becomes a mess of crossing lines, which is why the threshold is the most important setting.

Each of the eight directions has its own length under Individual Lengths, and its own color map under Individual Colors. Set the four diagonals to 0 and you get a clean four-point star, which looks more like a glint and less like a 90s title. Shimmer breaks the streaks up into uneven rays and can animate, so the sparkle twinkles instead of sitting still.

Starglow is a strong effect, so the best use is a timed accent: a glint that appears on a beat, flares for 4-6 frames and fades. On a whole shot, keep Streak Length short and Starglow Opacity down. It renders in 32-bpc, where very bright highlights give longer, more natural streaks than in 8-bpc.

Build it

  1. Apply Starglow to the clip. Start from the White Star preset in the Preset menu.
  2. Open Pre-Process and raise Threshold from the default 160 to about 220, so only the tiniest, brightest highlights produce stars. Keep Threshold Softness around 10.
  3. Set Streak Length to 15 and Boost Light to 1. Short streaks look like glints; long ones look like a title effect.
  4. Open Individual Lengths and set the four diagonal directions to 0 for a four-point star. Leave Up, Down, Left and Right at 1.
  5. Under Shimmer, set Amount to 150 and put the expression below on Phase so the rays twinkle.
  6. For a timed glint on a beat, keyframe Starglow Opacity: 0% one frame before the beat, 100% on the beat, back to 0% 6 frames later. Easy Ease the last keyframe.
  7. Keep Transfer Mode on Screen so the stars only add light.
Expression on Starglow > Shimmer > Phase
time * 120

Rotates the shimmer pattern 120 degrees per second, so the star rays flicker gently.

Starting values

StarglowPresetWhite StarNeutral starting point
StarglowThreshold220In Pre-Process; only tiny highlights
StarglowStreak Length15Short glints
StarglowBoost Light1Brighter streak cores
StarglowIndividual Lengths (diagonals)0Four-point star
StarglowAmount150In Shimmer; uneven rays
StarglowTransfer ModeScreenAdds light only

Other ways to make it

  • SapphireS_Glint (Sapphire Lighting) draws star rays from highlights in four directions: horizontal, vertical and two diagonals. Raise Threshold so only small highlights glint, set Size Diag1 and Size Diag2 to 0 for a clean four-point star, and use Size for the overall ray length.
  • Optical FlaresFor a single hero glint, place a small Optical Flares preset on the highlight with only a glint element, instead of starring every highlight.

Try this

  • Built-in four-point star: duplicate the clip, Extract with Black Point 230, then Directional Blur with Direction 0 and Blur Length 60. Duplicate the copy, set Direction to 90. Set both copies to Add.
  • Anime eye glint: mask the copy to the eye only, Starglow Streak Length 25, and animate a single 4-frame flash on the beat.
  • Colored sparkle: use Individual Colors with the color maps set to pale gold for chrome and car shots.
  • Snow or water shimmer: lower Threshold to 190, Streak Length 6, Starglow Opacity 50%, for a fine glitter across the surface.

Watch out for

  • Threshold too low, so every highlight stars and the frame fills with crossing lines. Raise it until only a few points sparkle.
  • Eight-point stars at long lengths on everything. It dates the edit instantly. Four points, short streaks.
  • Leaving Starglow on a whole clip with heavy movement, which makes the stars crawl. Use it as a timed accent.

Effects used

StarglowExtractDirectional Blur
Glow & light · Effect

Light rays through a shot

Volumetric god rays that stream out from the sun, a window or a headlight, built from a radial blur on the highlights.

Built-inTrapcodeSapphire

When to use itSun through trees or hair, stadium lights in football edits, backlit subjects, dramatic logo or title reveals. Strongest when something partly blocks the light.

God rays happen when light passes through haze and something in front breaks it into beams. You can fake that by taking only the brightest parts of the shot and smearing them outward from the light source. The gaps between leaves, hair or fingers become dark gaps between the rays, which is what sells it.

In After Effects that smear is CC Radial Fast Blur with Zoom set to Brightest. Normal zoom blur averages pixels, so rays get dim and muddy. Brightest keeps the brightest value along each line, so the beams stay bright all the way out. Run it on a key of the highlights only, then add the result back in Add mode.

The rays must come from the light, so the blur Center has to follow it if the camera moves. Track the light with the built-in tracker and link Center to the track. Trapcode Shine and Sapphire S_Rays do the same job in one effect, with shimmer and coloring built in.

Build it

  1. Duplicate the clip (Ctrl+D), name the top copy Rays.
  2. On Rays apply Extract: Channel Luminance, Black Point 210, Black Softness 30. Only the sky, sun or lamp should remain.
  3. Apply CC Radial Fast Blur: Amount 90, Zoom Brightest. Drag Center onto the light source.
  4. Set the Rays layer to Add, Opacity 70%. If the rays are too bright near the source, lower Opacity rather than the key.
  5. If the camera moves, track the light. First make a null (Layer > New > Null Object) and name it Light. Then open Window > Tracker, select the original clip, click Track Motion, place the track point on the light and press the analyze-forward button. Click Edit Target, choose Light, then Apply with X and Y.
  6. Alt-click the stopwatch on CC Radial Fast Blur > Center and paste the expression below.
  7. Add Fast Box Blur Blur Radius 4 after the radial blur to soften stepping in the rays.
Expression on CC Radial Fast Blur > Center
L = thisComp.layer("Light");
L.toComp(L.anchorPoint)

Follows the tracked null's anchor point, which is where the track lands. Works as long as the Rays layer is comp-sized and not moved or scaled.

Starting values

ExtractBlack Point210Only the light source and sky
CC Radial Fast BlurAmount90Ray length
CC Radial Fast BlurZoomBrightestKeeps rays bright to the end
CC Radial Fast BlurCenterOn the lightLinked to the track
Fast Box BlurBlur Radius4Smooths stepping
Rays layerModeAddLight adds up
Rays layerOpacity70%Strength

Other ways to make it

  • TrapcodeShine on the clip: set Source Point on the light, Ray Length 4, Boost Light 2, raise Threshold in Pre-Process until only the light casts rays, Transfer Mode Add. Shimmer animates the beams for you.
  • SapphireS_Rays: put Center on the light (or use Center Uses Mocha with a Mocha track), Rays Length 0.4, Rays Brightness 2, Threshold 0.7. Raise Shimmer Amp for broken, flickering beams.

Try this

  • Rays from a title: put CC Radial Fast Blur on a copy of the text layer, Amount 95, set the copy to Add, and animate Center slowly across the text for moving rays.
  • Built-in shortcut: CC Light Rays on the clip with Intensity 150, Radius 60, Center on the light. Faster, less control over what casts rays.
  • Warm rays: add Tint after the blur with Map White To #FFC27A.
  • Beat flare: keyframe the Rays layer Opacity from 70% to 100% and Amount from 90 to 96 on the beat, 2 frames up, 8 frames down.

Watch out for

  • Blurring the whole image instead of a key of the highlights, which gives a zoom-blur ghost of the shot, not rays. Key first.
  • Zoom left on Standard, so the rays fade to gray a short way from the source. Use Brightest.
  • Rays coming from a point that is not the light. Viewers notice. Track it, or keyframe Center by hand every few frames.
  • Rays on a light with nothing in front of it. Without occlusion there are no beams, just a blob. Pick shots with trees, hair or architecture breaking the light.

Effects used

ExtractCC Radial Fast BlurTrackerShineS_Rays
Glow & light · Technique

Tracked Optical Flares

A lens flare locked to a real light in the shot, pulsing in brightness with the music.

Optical FlaresBuilt-in

When to use itCar edits (headlights, tail lights), football edits under floodlights, sunset shots, concert lights. Use on shots where a visible light already exists, so the flare has a reason to be there.

A flare floating in empty space looks pasted on. A flare that sits on a real headlight and moves with it looks like the camera made it. The difference is a track: you follow the light with After Effects' tracker, drive the flare's position from that track, and it stays glued even through handheld shake.

Optical Flares is built for this. It renders onto a black solid, so you set that solid to Add and it only adds light. Its Position XY takes an expression from a tracked null, and its Brightness and Scale are easy to animate. The flare elements, like streaks, ghosts and rings, also respond to where the light sits in the frame, so moving it gives natural parallax for free.

For the beat, animate Brightness, not opacity. A flare that flashes brighter on the kick feels like the light itself is reacting. You can keyframe each hit for full control, or drive it from the song with Convert Audio to Keyframes.

Build it

  1. Make a null first (Layer > New > Null Object) and name it Light. Then track the light: Window > Tracker, select the clip, click Track Motion. Place the track point on the headlight and press the analyze-forward button. Fix drifting frames by hand.
  2. Click Edit Target, pick the Light null, then Apply, X and Y.
  3. Create a black solid (Ctrl+Y), comp size, name it Flare. Set its mode to Add. Apply Optical Flares.
  4. Click Options and build or pick a simple preset: a glow, a streak and a few ghosts. Fewer elements look more real.
  5. Alt-click the stopwatch on Position XY and enter L = thisComp.layer("Light"); L.toComp(L.anchorPoint). Using the anchor point puts the flare exactly where the track landed.
  6. Set Scale to 70 and Brightness to 100 as the resting state.
  7. Beat sync by hand: on each kick, keyframe Brightness 100 two frames before, 180 on the beat, 100 eight frames after. Select them and press F9, then in the Graph Editor drag the outgoing influence to about 80% for a sharp hit and slow decay.
  8. Beat sync from audio: right-click the music layer, Keyframe Assistant > Convert Audio to Keyframes, then put the expression below on Brightness.
  9. When the light leaves frame or is blocked, keyframe Brightness to 0 over 2-3 frames. Optical Flares can also read a roto'd foreground layer to hide the flare automatically when something passes in front.
Expression on Optical Flares > Brightness
a = thisComp.layer("Audio Amplitude").effect("Both Channels")("Slider");
linear(a, 5, 25, 90, 180)

Maps the song's loudness to flare brightness. Change 5 and 25 to match the quietest and loudest values you see on the slider.

Starting values

TrackerTrack TypeTransform, Position onlyRotation and scale not needed
Flare solidModeAddBlack disappears, light adds up
Optical FlaresPosition XYExpression to the Light nullGlued to the headlight
Optical FlaresScale70Smaller flares look more real
Optical FlaresBrightness100 rest, 180 on beat2 frames up, 8 frames down

Other ways to make it

  • Real Lens FlareReal Lens Flares: pick a preset in its Designer and place its light source with the same tracked-null expression. Its flares respond to the lens design, so they feel more photographic.
  • SapphireSapphire's lens flare effect can follow a Mocha track built into the effect, so you can skip the AE tracker on hard shots.

Try this

  • Built-in version: apply Lens Flare to a black solid in Add mode, Lens Type 105mm Prime, and link Flare Center with the same toComp expression. Simpler look, same tracking.
  • 3D shots: use the 3D Camera Tracker, Create Null and Camera, add a Point light at the null's position, then set Optical Flares' source type to track lights so the flare follows the light in 3D.
  • Anamorphic car flare: a preset with only a long horizontal blue streak and a soft glow, Scale 120, on each headlight.
  • Flare transition: animate Brightness to 400 over 4 frames on the cut, cut under the peak, then fall back over 6 frames.

Watch out for

  • Flare not on a real light, so it floats. Always anchor it to something bright in the shot.
  • Moving or scaling the Flare solid, which breaks the toComp link. Keep it comp-sized and untouched.
  • Presets with fifteen elements and rainbow rings. They read as a template. Strip it down to two or three elements.
  • Brightness spikes with no decay, which feels like a strobe. Hit fast, decay slow.

Effects used

Optical FlaresTrackerLens Flare
Glow & light · Effect

Real Lens Flare hit

A physically based flare that looks shot through real glass, used as a quick light hit on a cut or a beat.

Real Lens FlareBuilt-in

When to use itClean cinematic edits, car reveals, sunset and golden-hour shots, a flare wipe between two shots. Good when Optical Flares presets feel too designed.

Most flare plugins assemble a flare from parts: a glow, a streak, a row of ghosts. Real Lens Flares, part of Maxon's Red Giant VFX Suite, simulates light passing through real lens designs, so the ghosts, colors and shapes come from the optics. The result is less flashy but much more believable, closer to what you get from pointing a real camera at the sun.

That realism makes it a good flare hit: a flare that swells for a few frames as a beat accent or across a cut, then disappears. Because it looks like the camera caught a light, viewers accept it even on shots that had no flare, as long as the direction makes sense. Put the source where the strongest light in the shot would be, usually toward the top of frame.

Start with the built-in Lens Flare to learn the timing, then swap in Real Lens Flares for the final look. The animation is the same: brightness from nothing to strong and back, with a fast attack and a slow release.

Build it

  1. Built-in first: create a black solid (Ctrl+Y) above the clip, set its mode to Add, apply Lens Flare.
  2. Set Lens Type to 105mm Prime (the least busy of the three) and drag Flare Center to where the sun or light would be, often just above the top edge of frame.
  3. Keyframe Flare Brightness: 0% two frames before the beat, 150% on the beat, 0% ten frames later. Press F9 on all keyframes.
  4. In the Graph Editor, drag the outgoing handle of the peak keyframe to around 85% influence so the flare decays slowly.
  5. Also keyframe Flare Center moving 150 px sideways across those 12 frames. A moving source makes the ghosts slide, which looks optical.
  6. Now swap: turn off the Lens Flare solid and apply Real Lens Flares (on a black solid in Add mode, like before). Open its Designer, start from one of the simpler presets, place the light source in the same spot, and copy the same timing onto its brightness control: 2 frames up, 10 frames down.
  7. For a cut, place the peak exactly on the cut point so the flare hides the edit.

Starting values

Lens FlareLens Type105mm PrimeFewest elements, cleanest
Lens FlareFlare Brightness0% / 150% / 0%2 frames up, 10 frames down
Lens FlareFlare CenterNear the top edge, moving 150 pxMoving source slides the ghosts
Flare solidModeAddOnly adds light
Real Lens FlaresPresetA simple preset from the DesignerFewer flare elements look more photographic

Other ways to make it

  • Optical FlaresSame timing on Brightness, with a stripped-down preset. More stylized, more control over each element.
  • SapphireSapphire's lens flare effect has many lens presets and can follow a built-in Mocha track. Animate its brightness with the same fast-in, slow-out timing.

Try this

  • Flare wipe: animate the source from left edge to right edge over 12 frames across the cut, peaking in the middle.
  • Golden hour lift: hold the flare at low intensity for the whole shot, with a soft warm tint, then add a slow drift of Flare Center with wiggle(0.5, 40).
  • Double hit on a snare roll: two quick peaks 4 frames apart, the second one brighter.
  • Tracked: link the source to a tracked light with a toComp expression, the same as in the Optical Flares setup.

Watch out for

  • Flare source placed at random, against the light direction in the shot. Put it where the key light is coming from.
  • Symmetric timing (as slow in as out). It reads as a fade. Real flares flash in fast and decay slowly.
  • Flare on every beat. It loses its effect; save it for drops, cuts and reveals.

Effects used

Real Lens FlaresLens Flare
Glow & light · Technique

Light wrap for composites

Lets the background's light bleed around the edges of a cut-out subject, so it sits in the shot instead of on top of it.

Built-inBCC

When to use itAny time you put a cut-out subject over a new background: player cutouts on stadium or fire backgrounds, characters on new skies, green-screen shots, text-behind-subject setups.

When a real person stands in front of a bright background, the lens lets some of that light spill over their edges. Their outline picks up a soft rim of the background's color. A roto or keyed subject has perfectly clean edges, and that is exactly why it looks pasted on. Light wrap puts the spill back.

The build: take a blurred copy of the background, keep only the part that falls just inside the subject's edge, and add it on top in Screen or Add. Bright parts of the background then glow around the subject's edge, and dark parts add nothing. It reacts to the actual background, so a fire behind a player gives orange edges and a blue sky gives blue ones.

Two numbers control it. The background blur sets how soft the spilled light is. The blur on the subject's matte sets how far the wrap reaches inward. Start small: on 1080p, a wrap that reaches 10 to 20 pixels into the subject is plenty.

Build it

  1. Make sure the subject is its own layer or precomp with a clean alpha (Roto Brush or a key). Name it FG. Name the background BG.
  2. Duplicate BG (Ctrl+D), drag the copy above FG, name it Wrap BG. Apply Fast Box Blur: Blur Radius 30, Iterations 3, Repeat Edge Pixels on.
  3. Duplicate FG, name it Edge Matte, drag it directly above Wrap BG. Apply Fast Box Blur Blur Radius 20, Iterations 3. This softens the subject's alpha.
  4. On Wrap BG, set Track Matte to Edge Matte with Alpha Inverted Matte. You now see the blurred background everywhere outside a soft subject shape, fading into the subject's edge.
  5. Select Wrap BG and Edge Matte, precomp them with Ctrl+Shift+C, Move all attributes, name it Wrap.
  6. Duplicate FG once more and place it directly above Wrap. Set Wrap's Track Matte to this copy with Alpha Matte. Now the wrap only exists inside the subject, at the edges.
  7. Set Wrap's mode to Screen (Add in 32-bpc) and Opacity to 60%. Toggle it on and off: the subject should look like it belongs, not like it has an outline.
  8. Increase the Edge Matte blur for a wider wrap; increase the Wrap BG blur for softer light.

Starting values

Fast Box Blur (Wrap BG)Blur Radius30Softness of the spilled light
Fast Box Blur (Edge Matte)Blur Radius20How far the wrap reaches in
Fast Box BlurIterations3Smooth falloff
Wrap BGTrack MatteAlpha Inverted MatteBackground outside the soft subject shape
Wrap precompTrack MatteAlpha MatteKeeps the wrap inside the subject
Wrap precompModeScreenAdd in 32-bpc
Wrap precompOpacity60%Subtle by default

Other ways to make it

  • BCCBCC Light Wrap does the whole setup in one effect on the foreground: point it at the background layer, then set the wrap width and blend. Easier to adjust per shot.
  • Deep GlowNot a wrap, but adding a low-strength Deep Glow over the final comp also blends light across the edge and helps a composite sit.

Try this

  • Fire or explosion background: raise the Wrap opacity to 100% and add a Glow on top so the edges burn.
  • Text behind subject: apply the same wrap using the text layer as the background, so bright text lights the subject's edges.
  • Beat-reactive: keyframe Wrap opacity from 60% to 100% on bass hits when the background is flashing.
  • Uneven wrap: add a feathered mask on the Wrap precomp so the wrap only appears on the side facing the brightest part of the background.

Watch out for

  • Wrap too wide, so the subject looks see-through. Keep the Edge Matte blur small and build up.
  • Using Normal blend mode, which paints background over the subject. Use Screen or Add so only light is added.
  • Matte layer not directly above the layer it mattes (older AE versions). The track matte uses the layer above, so keep the order exact.
  • Wrapping against a dark background. Dark backgrounds should not wrap; if the wrap looks dirty, that is why. Lower opacity or skip it.

Effects used

Fast Box BlurBCC Light Wrap
Glow & light · Effect

Light sweep on text

A bright band of light that slides across a title or logo, like a reflection passing over chrome.

Built-inTrapcodeDeep Glow

When to use itLogo reveals, end cards, title drops on car and sports edits, the moment a name appears. One sweep per title, timed to a beat or a riser ending.

A light sweep sells a title as a physical, shiny object. The eye follows the moving highlight, which also pulls attention to the text exactly when you want it read. It is the same idea as light passing over polished metal or glass, and it is one of the cheapest ways to make a static title feel finished.

CC Light Sweep is built in and does it in one effect. It draws a band of light across the layer and, importantly, brightens the edges more than the face when Edge Intensity is up, so letters look bevelled. Light Reception set to Add makes the band add light on top of the text. The motion is all in Center: animate it from one side to the other.

On its own the sweep can look flat. A glow after it makes the band bloom as it passes, which is what makes it read as light rather than a white stripe. In 32-bpc the sweep can push above white and the glow picks that up, so the band glints harder than the rest of the text.

Build it

  1. Precomp your title or logo (Ctrl+Shift+C) at comp size, so effect coordinates match the comp.
  2. Apply CC Light Sweep to the precomp. Set Shape to Smooth, Direction to 30, Width to 40, Sweep Intensity to 60, Edge Intensity to 120, Edge Thickness to 2, Light Reception to Add.
  3. Keyframe Center: start fully left of the text (x about -200 relative to its left edge), end fully right, over 20 frames.
  4. Select both keyframes, press F9, then in the Graph Editor pull both handles to about 75% influence (or apply a Flow curve like expo-in-out). The band speeds through the middle and lingers at the ends.
  5. Apply Glow after the sweep: Glow Threshold 80%, Glow Radius 20, Glow Intensity 1. Only the band crosses the threshold, so only the band blooms.
  6. Time the sweep so the band crosses the center of the text on the beat.
  7. For a looping sweep on an end card, use the expression below on Center instead of keyframes.
Expression on CC Light Sweep > Center
t = time % 3;
x = ease(t, 0, 0.8, -200, thisComp.width + 200);
[x, thisComp.height / 2]

Sweeps left to right in 0.8 seconds, then waits, repeating every 3 seconds.

Starting values

CC Light SweepShapeSmoothSoft-edged band
CC Light SweepDirection30Slight angle reads as a reflection
CC Light SweepWidth40Band width
CC Light SweepSweep Intensity60Brightness on the face
CC Light SweepEdge Intensity120Bevelled look on letter edges
CC Light SweepLight ReceptionAddAdds light over the text
GlowGlow Threshold80%Only the band blooms

Other ways to make it

  • TrapcodeShine on the title with Source Point animated across the text, Ray Length 2, Boost Light 1, Colorize One Color. Rays burst out of the letters as the light passes.
  • Deep GlowReplace the built-in Glow after the sweep with Deep Glow, high Threshold, Radius 60, for a richer bloom on the band.
  • SapphireS_Rays on the title with Center animated across, Rays Length 0.15, for a sweep that throws short rays off the letters.

Try this

  • Gold sweep: set Light Color to #FFD27A and color the text a dark bronze, so only the sweep reveals the gold.
  • Double sweep: duplicate the effect with Width 12 and offset its keyframes by 4 frames, a thin glint chasing the main band.
  • Shape-layer sweep: a white rectangle rotated 30 degrees with Fast Box Blur Blur Radius 20, animated across, using the title as an Alpha Matte. Gives full control over the band shape.
  • Reveal sweep: start the text at 0% opacity and let it fade to 100% behind the band as it passes.

Watch out for

  • Applying the sweep to a non-precomped text layer and getting Center coordinates that do not match where you click. Precomp at comp size first.
  • Linear keyframes, so the band moves robotically. Ease it.
  • Sweep too slow (over a second). It drags. 15-24 frames is the sweet spot.
  • Sweeping thin, light text on a bright background. There is no contrast for the band to show against.

Effects used

CC Light SweepGlowShineDeep Glow
Glow & light · Look

Omino Diffusion glow

Crunchy, streaky dither texture bloomed with a glow and screened over the clip, the shimmering painted look behind a lot of current edits.

OminoBuilt-in

When to use itAMVs, anime and game edits, night car shots with neon and street lights, and the bright sections after a drop. It needs footage with color and contrast to chew on, so it struggles on flat gray shots.

Omino Diffusion is not a soft blur. It is an error diffusion effect, the same family as the dithering that turns a photo into a few colors of dots, but pushed on purpose so the errors run away in streaks. You choose which colors it is allowed to use, and it marches the image up, left, down or right, smearing color into stripes. On its own it looks harsh and digital, which is exactly what makes it useful.

The look people call the omino glow comes from what you stack on top. A Glow after the diffusion blooms those hard colored streaks into light, so they shimmer instead of looking like a broken render. Putting all of that on a duplicate of the clip and screening it over the original keeps faces and edges readable underneath, while the bright areas fizz with color.

The suite is free from omino.com. Install it by copying the plugin folder into After Effects' Plug-ins folder and restarting. The newest builds are for macOS. Windows users run an older 2.1 build. The effects show up in lowercase, so search omino in the Effects & Presets panel to find omino diffusion. Because the controls differ a little between builds, the steps below describe them by what they do.

Build it

  1. Select the clip and press Ctrl+D (Cmd+D on Mac) to duplicate it. You will build the look on the top copy and keep the bottom one clean.
  2. On the top copy, add Hue/Saturation and set Master Saturation to +30. The diffusion picks from its palette by color, so a more saturated input gives more colorful streaks.
  3. Add Omino Diffusion below Hue/Saturation. Limit the palette to a small number of colors (around 6 is a common start), keep the stripe width at its smallest, and pick a direction that follows the main motion in the shot.
  4. Add Glow after the diffusion: Glow Threshold 60%, Glow Radius 30, Glow Intensity 1.0. Duplicate the Glow with Ctrl+D and set the copy to Glow Radius 100, Glow Intensity 0.5 for a wider halo.
  5. Set the top copy's blend mode to Screen (press F4 if the Modes column is hidden) and its Opacity to 40% to 60%. The clean clip underneath carries the detail.
  6. Optional: add Posterize Time last with Frame Rate 12, so the texture changes a few times a second instead of boiling every frame.
  7. Render a short test before the final export. One user on the Adobe forums reported the effect showing in the viewer but missing from the render, so confirm it is in your output file.
Expression on Omino Diffusion > stripe width (any numeric control)
posterizeTime(12);
Math.round(random(1, 4))

Picks a new whole-number value 12 times a second so the texture flickers. Works on any numeric Omino control; change the range to suit that control.

Starting values

Omino DiffusionPalette size (number of colors)about 6Fewer colors give harsher bands
Omino DiffusionStripe widthsmallestWider settings give fat stripes
Omino DiffusionDirectionfollow the motionLeft/right for car pans, up/down for falls
Hue/SaturationMaster Saturation+30More color in the streaks
GlowGlow Threshold60%Only the brighter streaks bloom
GlowGlow Radius30 (core) / 100 (halo)Two instances
GlowGlow Intensity1.0 (core) / 0.5 (halo)Halo stays fainter
LayerMode / OpacityScreen, 40-60%Final dial for the whole look
Posterize TimeFrame Rate12Calmer, steppier shimmer

Other ways to make it

  • Built-inPosterize, Noise and Directional Blur on a Screen duplicate, followed by two Glow effects, as in the first variation.
  • Deep GlowSwap the two built-in Glows for one Deep Glow after Omino Diffusion. Its smoother falloff makes the streaks glow more like real light. Keep its threshold up so the dark streaks stay dark.

Try this

  • Built-in approximation: on the duplicate, use Posterize with Level 4, then Noise with Amount of Noise 15% and Use Color Noise on, then Directional Blur with Blur Length 8, then the same two Glows. The noise breaks the posterized bands the way dithering does, and the blur gives the streak.
  • Two-color glow: set the palette to black plus one bright color, such as cyan. Screened over the clip, it reads as a colored light texture instead of a rainbow.
  • Subject only: roto the subject with Roto Brush on the duplicate, so only the person or car fizzes and the background stays clean.
  • If you wanted a soft Pro-Mist haze instead, that is a blurred-copy bloom, not Omino: duplicate, Levels Input Black 110, Gaussian Blur Blurriness 40, blend mode Screen at 35%.

Watch out for

  • Putting the diffusion on the only copy of the clip at full strength. The image turns into unreadable stripes. Always work on a duplicate and screen it over the original.
  • Glow threshold too low, so the whole frame blows out white. Raise Glow Threshold until only the bright streaks bloom.
  • Using it on every shot of the edit. It is loud. Save it for sections that need energy.
  • Not checking the render. Watch the exported file, not just the viewer.

Effects used

Omino DiffusionHue/SaturationGlowPosterize Time

Color & grade12

Base grades, matching, duotones and color hits. One consistent look across clips from anywhere.

Color & grade · Technique

Fast Lumetri base grade

Get every clip neutral and consistent in a few minutes, in the right order, by reading the scopes instead of guessing.

Built-inMagic Bullet

When to use itBefore any look, on every edit that mixes clips. Do it first so the creative grade sits on clean footage instead of fighting a different color cast on every shot.

A base grade is correction, not style. Its only job is to make each clip look like a normal, well exposed version of itself, so that when you add a look on top it behaves the same on every shot. Order matters because each control works on what the one before it handed over. Fix white balance first, or contrast will stretch a color cast further. Set exposure before contrast, or contrast pivots around the wrong middle. Set the endpoints (whites and blacks) last, once the middle is right.

Your eyes are a poor meter. After a minute on a warm shot, warm looks normal, and a bright laptop screen hides crushed shadows. The Lumetri Scopes panel does not adapt. The waveform shows brightness from 0 (black) at the bottom to 100 (white) at the top, across the width of the frame. The vectorscope shows hue as direction and saturation as distance from the center. A color cast pushes the whole blob off center, and skin of any tone should sit close to the skin tone line.

Put the correction Lumetri Color on each clip, not on one adjustment layer over the whole cut, because every clip needs different fixes. Keep one adjustment layer on top for the look. Work in 32 bits per channel: Lumetri Color runs in 32-bit float, so big pushes stay smooth instead of banding in skies and shadows, and nothing you clip on the way is lost for good.

Build it

  1. Set the project to 32-bit: File > Project Settings, open the Color tab and set the bit depth to 32 bits per channel (float). Or Alt-click (Option-click) the bpc label at the bottom of the Project panel until it reads 32 bpc.
  2. Open Window > Lumetri Scopes. Right-click inside it, tick Waveform and Vectorscope YUV, and set Waveform Type to Luma. Dock it next to the Composition viewer so you can see both.
  3. Apply Lumetri Color to the clip. If it is log footage (S-Log, V-Log, C-Log, phone log modes), pick the matching conversion in Basic Correction > Input LUT, or put Apply Color LUT above Lumetri with the camera maker's .cube file.
  4. White balance: click the WB Selector eyedropper on something that should be white or gray (a shirt, a wall, a road). Then nudge Temperature and Tint until the vectorscope blob sits on the center.
  5. Exposure: move Exposure until the main subject is right. Skin usually lives between 55 and 75 on the waveform, a bright sky up near 90.
  6. Contrast and range: Contrast +15, Highlights -20 to bring back sky detail, Shadows +10 if faces are in shade. Then Blacks until the bottom of the waveform just touches 0, and Whites until the top reaches about 95.
  7. Saturation: Saturation 105 to 115. Watch the vectorscope; if the blob reaches the outer targets, back off.
  8. Copy the effect (Ctrl+C), select similar clips, paste (Ctrl+V), then only retouch Temperature and Exposure per clip.
  9. Add one adjustment layer above everything for the creative look, so correction and style stay separate and easy to change.

Starting values

Project SettingsDepth32 bits per channel (float)No banding on big pushes
Lumetri ColorTemperature-15 to +15Only enough to center the vectorscope
Lumetri ColorExposure-1 to +1Skin at 55-75 on the waveform
Lumetri ColorContrast+15Gentle; the look adds more
Lumetri ColorHighlights-20Recovers sky and bright walls
Lumetri ColorShadows+10Opens faces in shade
Lumetri ColorBlacks-5 to -15Waveform floor just touches 0
Lumetri ColorWhites+5 to +15Waveform top near 95
Lumetri ColorSaturation110Base only; style comes later

Other ways to make it

  • Magic BulletColorista has a guided mode that walks you through exposure, white balance and skin in this same order, with its own 3-way wheels. Use it on each clip in place of the correction Lumetri.

Try this

  • Log footage with a LUT: put Apply Color LUT first at full strength, then Lumetri after it. If the LUT clips highlights, lower Exposure on a Lumetri placed before the LUT instead.
  • Anime or game captures: skip white balance, they are already designed. Only check that blacks reach 0 and that whites are not clipping, then match saturation between episodes or sources.
  • Precomp workflow: if a clip is used many times, precompose it and grade inside the precomp once, so every instance in the edit updates together.

Watch out for

  • Adding a look before correcting. A teal preset on a shot that is already blue goes cartoon blue. Correct first, then style.
  • Correcting on one adjustment layer over all clips. Each shot has a different cast, so the fix for one breaks the next. Correction goes on the clip.
  • Grading in 8-bit. Heavy pushes leave stepped bands in skies. Switch to 32 bpc before you start, not at the end.
  • Trusting a bright laptop screen. Shadows look open on your screen and black on a phone. Check the waveform floor.

Effects used

Lumetri ColorApply Color LUT
Color & grade · Technique

Match shots from different sources

Make a phone clip, a camera clip and a downloaded clip cut together like one shoot, using the RGB parade and per-channel levels.

Built-inMagic BulletBCC

When to use itAny edit built from mixed sources: fan edits, sports clips from different broadcasts, phone plus camera, clips from different films. Do it after the base grade and before the look.

Viewers rarely know why an edit feels cheap, but they feel the cut when one shot is warm and contrasty and the next is cool and flat. Matching means picking one hero shot and pulling the others toward it. Do not chase a perfect neutral on every clip; chase sameness. The hero is usually the best looking shot or the one that appears most.

Match in a fixed order: black level, white level, midtone color, saturation, then texture. The RGB Parade scope is the tool for this. It shows the red, green and blue channels side by side. On a neutral shot, the bottoms of the three columns line up and so do the tops. If blue sits higher than red at the bottom, the shadows are blue. Levels (Individual Controls) lets you move each channel's black, white and gamma separately, which is exactly what the parade is telling you to do.

Color is only half of it. Phone footage is sharp, clean and contrasty; camera footage is softer with fine noise; streamed clips are smeared and blocky. Once the color matches, the eye still catches the jump in texture. Add a little grain to the clean shot, sharpen the soft one, or soften the crunchy one. A shared grain layer over the whole edit at the end glues everything together.

Build it

  1. Base grade the hero shot so it looks the way you want the edit to look.
  2. Park on the hero shot and press Shift+F5 to take a snapshot. Move to the shot you are matching and hold F5 to flip to the snapshot and back.
  3. In Lumetri Scopes, right-click and tick Parade (RGB) next to the Waveform (with Waveform Type set to Luma). Note where the hero's three columns start and end.
  4. On the shot to match, add Levels (Individual Controls). Set Input Black until the lowest part of the waveform matches the hero, then Input White for the top.
  5. Fix the channel balance in the shadows: raise Blue Input Black if blue sits high at the bottom of the parade, or Red Input Black if red does, until the three bottoms line up like the hero's.
  6. Do the same at the top with Red Input White, Green Input White and Blue Input White, then fix midtones with Red Gamma, Green Gamma, Blue Gamma (try 0.9 to 1.1).
  7. Add Lumetri Color and set Saturation until the vectorscope blob reaches about as far from the center as the hero's.
  8. Texture: on a clean, sharp clip add Add Grain, set Viewing Mode to Final Output and Tweaking > Intensity to 0.3. On a soft clip add Unsharp Mask, Amount 40, Radius 1.5.
  9. Play across the cut at full speed three or four times. If you notice the cut before the action, keep adjusting.

Starting values

Levels (Individual Controls)Input Black5-15Matches the black floor
Levels (Individual Controls)Blue Input Black+5 to +20Removes blue in the shadows
Levels (Individual Controls)Red Gamma0.9-1.1Midtone warm/cool balance
Levels (Individual Controls)Blue Gamma0.9-1.1Below 1 warms the mids
Lumetri ColorSaturation80-120Match vectorscope spread
Add GrainViewing ModeFinal OutputDefault only shows a preview box
Add GrainTweaking > Intensity0.3Gives clean clips some texture
Unsharp MaskAmount / Radius40 / 1.5Firms up soft footage

Other ways to make it

  • BCCBCC Color Match samples shadows, midtones and highlights from a reference and the shot, then balances them. Use it for a fast first pass and finish with the parade.
  • Magic BulletColorista gives you separate shadow, midtone and highlight wheels plus per-channel control. Use the same parade method with its wheels instead of Levels.

Try this

  • Match to a film still: import a frame from the movie you want to look like, drop it in the comp as a guide layer, and match your hero shot to its parade first.
  • Group by source: if several clips from one camera sit in a row, one adjustment layer spanning just those clips carries the match, and you only do the work once.
  • Skin first: when a shot has a face, match the skin color on the vectorscope before anything else. Viewers forgive a slightly different wall, never a different face.

Watch out for

  • Matching to the worst clip. Pull everything toward the best looking shot, not toward the average.
  • Matching brightness by eye on a single frame. Compare the waveforms and scrub a few frames, since lighting changes inside a shot.
  • Raising overall saturation to match a vivid shot and turning skin red. Use Vibrance in Lumetri's Creative section, which leaves skin more alone.
  • Forgetting texture. A grain-free phone shot next to a grainy film clip still looks wrong after a perfect color match.

Effects used

Levels (Individual Controls)Lumetri ColorAdd GrainUnsharp Mask
Color & grade · Look

Skin-safe teal and orange

The blockbuster split of cool backgrounds and warm skin, built with hue curves so faces never go gray, green or neon.

Built-inMagic Bullet

When to use itCinematic edits, sports and car edits in daylight, travel and lifestyle edits. Works best on shots with people against sky, water, foliage or concrete.

Teal and orange works because skin is orange, and the color opposite orange is teal. Push the background toward teal and the person separates from it without any mask. The common way to do it, shadows teal and highlights orange on the color wheels, is also the way that wrecks it: faces in shade go green-gray, and every white shirt turns peach. Push the environment, not the person.

Lumetri's hue curves let you move specific hues and leave others alone. Hue vs Hue rotates greens and blues toward teal while skin's orange stays where it is. Hue vs Sat pulls down the sickly yellow-greens and gives orange a small lift. Only after that do you add a light touch of teal in the shadows with the wheels, small enough that faces still read warm.

Check the vectorscope as you go. A good teal and orange looks like a stretched blob along one diagonal: one end along the skin line, the other pointing the opposite way toward cyan-blue. If skin drifts off the line toward yellow or red, it will look fake on a phone screen. Then add a second Lumetri with an HSL key on skin to pull it back to the line if the look moved it.

Build it

  1. Base grade first. Then add an adjustment layer named Look and apply Lumetri Color.
  2. Open Curves > Hue vs Hue. Click the curve at orange and at red to add anchor points and leave them flat, so skin cannot move. Add a point at green and drag it so greens rotate toward cyan, and a point at blue dragged slightly toward cyan.
  3. In Hue vs Sat, add a point on yellow-green and pull it down about 30%. Add a point on orange and raise it about 10%.
  4. In Color Wheels, drag the Shadows wheel center a short way toward cyan-blue, no more than a quarter of the way out. Drag the Highlights wheel a smaller distance toward orange.
  5. In Creative, set Vibrance to +15 and Saturation to 95. Vibrance raises the dull colors and is gentler on skin than overall saturation.
  6. Add a second Lumetri Color below the first on the same layer. In HSL Secondary, click the Set color eyedropper on a cheek, tick Show Mask, widen the H, S and L ranges until faces are white in the mask, and set Refine > Blur to 10. Untick Show Mask.
  7. In that HSL Secondary's Correction, nudge Temperature and Saturation until skin lands back on the vectorscope skin line.
  8. Set the Look adjustment layer Opacity to 80% so you can dial the strength per scene.

Starting values

Lumetri ColorHue vs Hue (green)Rotate toward cyanFoliage becomes teal
Lumetri ColorHue vs Hue (orange, red)Flat anchor pointsLocks skin in place
Lumetri ColorHue vs Sat (yellow-green)-30%Removes sickly greens
Lumetri ColorShadows wheelToward cyan-blue, under 25% of radiusFurther makes faces gray
Lumetri ColorHighlights wheelToward orange, about 10%Keeps whites mostly white
Lumetri ColorVibrance+15Safer than Saturation for skin
Lumetri ColorHSL Secondary > Blur10Stops the skin key from chattering
Adjustment layerOpacity80%Global strength control

Other ways to make it

  • Magic BulletMojo II, part of the Magic Bullet suite, does this teal and orange split in one effect while holding skin tones back, and Cosmo II smooths and evens skin. Keep Mojo II's strength moderate, put it on the Look adjustment layer, and check the vectorscope the same way.

Try this

  • LUT version: put a teal and orange .cube in Lumetri Color > Creative > Look and set Intensity to 40-60, or use Apply Color LUT and lower the adjustment layer opacity. Still add the skin-fix Lumetri after it.
  • Car edits: add a third HSL key on the car paint and protect it the same way, so a red car does not slide toward orange.
  • Night city: the same curves turn sodium streetlights orange and the sky teal. Lower Exposure by 0.5 and let the practicals carry the orange.

Watch out for

  • Pushing the shadow wheel far toward teal. Faces in shade turn green-gray. Keep it small and let the hue curves do the heavy lifting.
  • Tinting whites. If a white shirt turns peach, pull the Highlights wheel back toward center.
  • Grading by eye only. Skin that looks fine on your monitor may be off the skin line; the vectorscope is the honest check.
  • Using it on shots with no background color to move. A beige room has nothing to turn teal; let those shots stay warmer.

Effects used

Lumetri ColorApply Color LUT
Color & grade · Look

Look presets and your own look

Use presets as a starting point, take them apart to see why they work, and save your own signature look so every edit gets it in one click.

Built-inMagic Bullet

When to use itWhen you want a consistent style across a series of edits, or a fast finished look on a deadline. Goes on one adjustment layer above the base-graded cut.

A preset was built on someone else's footage. On yours it may crush shadows, push skin magenta or blow out the sky. Treat it like a reference: find one that is close, open it, look at what it is doing, and remove or reduce the parts that do not fit. That habit also teaches you grading faster than anything, because every good preset is a small recipe of contrast, tint and texture.

Built in, Lumetri Color > Creative > Look holds Adobe's film looks and a set of stylized LUTs, with an Intensity slider. You can also load any .cube file there or with Apply Color LUT. When you build a look you like with Lumetri, save the effect as an animation preset. It lands in your Effects & Presets panel and applies in one double-click to any adjustment layer, on any project.

Magic Bullet Looks works as a chain that mimics a real camera path: subject, matte, lens, camera, then post. Where a tool sits changes how it acts. A diffusion on the lens blooms highlights before the color is graded, which feels optical. The same diffusion at the end is a flat overlay. Open any preset in the Looks Builder and you see its whole chain, which you can edit, reorder and save as your own.

Build it

  1. Base grade the clips, then add an adjustment layer named Look above them.
  2. Built in: apply Lumetri Color, open Creative > Look and try Kodak 5218 Kodak 2383 (by Adobe). Set Intensity to 50. Then shape it in the same effect with Faded Film, Vibrance, Shadow Tint and Highlight Tint.
  3. Save it: select the Lumetri effect (plus any Curves or Add Grain you used) in Effect Controls, then Animation > Save Animation Preset. Name it something you will find, like ae_warm_film.ffx.
  4. Reuse it: type the name in the Effects & Presets search and drag it onto a new adjustment layer.
  5. Magic Bullet: apply Looks to the adjustment layer and click Edit... in Effect Controls to open the Looks Builder.
  6. Hover the presets in the browser to preview them on your frame. Pick the closest one.
  7. Look at its tool chain at the bottom. Switch tools off one at a time to see what each does. Delete anything you will handle elsewhere, like grain or vignette.
  8. Build your own from an empty chain: a curve or exposure tool for contrast, a 3-way color tool for tint, a diffusion tool for soft highlights, a vignette, and grain last. Save it from the Looks Builder so it appears with your own presets.
  9. Back in AE, set the Look adjustment layer Opacity to 70-85% to control strength across the whole edit.

Starting values

Lumetri ColorLookKodak 5218 Kodak 2383 (by Adobe)A warm, dense film print
Lumetri ColorIntensity50Full strength is rarely right
Lumetri ColorFaded Film10-20Softens the blacks a little
Lumetri ColorVibrance+10Color without burning skin
Apply Color LUTLUT file.cubeAlso loads .3dl and .csp
Adjustment layerOpacity70-85%Master strength for any look

Other ways to make it

  • Magic BulletLooks for the full chain with presets, or Colorista if you only want wheels, curves and keys in Effect Controls without opening the builder.

Try this

  • Share the look as a LUT: Looks can export the current look as a LUT file. Load it with Apply Color LUT on machines without Magic Bullet, or to preview faster while editing.
  • Look per section: keep two look adjustment layers and cut between them on the drop, for example a desaturated cold look for the build-up and a warm punchy one after.
  • Personal set: save three versions of your look (soft, normal, strong) as animation presets so you never start from zero.

Watch out for

  • Putting a preset on uncorrected footage. A look multiplies whatever is there. Correct each clip first.
  • Leaving a preset at full strength. Most need 40-70%. Lower the layer opacity until it stops looking like a filter.
  • Slow previews. Looks with diffusion and grain is heavy. Turn the effect off with its fx switch while you cut, and turn it on to check.
  • Doubling grain or vignette. If the preset already adds grain, remove it there or skip your own grain layer.

Effects used

Lumetri ColorApply Color LUTLooks
Color & grade · Look

Film emulation look

Film color, real grain, red halation around highlights and a slight gate weave, so digital footage reads as shot on film.

Built-inSapphireMagic Bullet

When to use itNostalgic edits, music-video edits, slow cinematic edits, flashbacks and intros. Strong on golden hour, night lights and faces.

Film is three things working together. Color: soft roll-off in the highlights, dense saturated mids, channels that cross slightly. Texture: grain that changes every frame and sits in the image rather than on top of it. Imperfection: halation (a red-orange glow bleeding around bright edges), a little frame weave and gentle exposure flicker. Get two of the three right and it reads as film. Grain alone on digital video just reads as noisy video.

Built in, Lumetri's Creative > Look list has Adobe's film combinations, a negative stock paired with a print stock. Use one at partial intensity after your base grade, and soften the top end with Highlights. Halation comes from Glow with a high threshold and red-orange colors, so only the hottest edges bleed. Add Grain makes proper per-channel grain. A Transform effect with a small wiggle is the gate weave.

With plugins, split the work. Magic Bullet Film handles color: you pick a negative and a print stock and it models how they respond together. Sapphire S_FilmEffect handles character: grain, dust, scratches, hair, flicker and jitter in one effect, each with its own amount. Use MB Film for color and S_FilmEffect at low amounts for texture. Everything goes on one adjustment layer, grain last.

Build it

  1. Set the project to 32 bpc and base grade the clips.
  2. Add an adjustment layer named Film. Apply Lumetri Color: Creative > Look to Kodak 5218 Kodak 2383 (by Adobe), Intensity 60, Faded Film 10, and in Basic Correction set Highlights to -15 for a softer top end.
  3. Halation: add Glow. Glow Threshold 75%, Glow Radius 25, Glow Intensity 0.6, Glow Colors to A & B Colors, Color A #FF3A1A, Color B #FF8A3D, Glow Operation Screen.
  4. Flicker: add Exposure and type wiggle(12, 0.04) on its Exposure property. Tiny values only.
  5. Gate weave: add Transform, set Scale to 101 so edges never show, and add the expression below to Position.
  6. Grain last: add Add Grain, set Viewing Mode to Final Output, then Tweaking > Intensity 0.6, Size 1.2, Softness 0.3.
  7. Keep the comp at 24 fps (Composition > Composition Settings, Frame Rate). Film motion at 30 or 60 fps never quite reads as film.
  8. Check skin and highlights on the scopes; film looks should keep whites below 95 on the waveform.
Expression on Transform > Position
posterizeTime(24);
wiggle(4, 1.5)

Moves the frame up to 1.5 px, updated once per frame like a film gate. Keep amplitude under 3 or it looks like camera shake.

Starting values

Lumetri ColorLookKodak 5218 Kodak 2383 (by Adobe)Negative plus print emulation
Lumetri ColorIntensity60Lower for faces
GlowGlow Threshold75%Only the hottest edges glow
GlowGlow Radius25Halation stays tight
GlowColor A / Color B#FF3A1A / #FF8A3DRed-orange like real halation
Add GrainViewing ModeFinal OutputDefault only renders a preview box
Add GrainTweaking > Intensity / Size0.6 / 1.235mm feel at 1080p
TransformScale101Hides the edges during weave

Other ways to make it

  • Magic BulletFilm replaces the Lumetri look: choose a negative stock and a print stock, then set its grain and strength. Keep your own halation and weave on top.
  • SapphireS_FilmEffect adds grain, dust, scratches, hair, flicker and jitter in one effect. Start with every amount low, turn off the damage you do not want, and let it replace Add Grain and the Transform weave.

Try this

  • 16mm: in Add Grain set Tweaking > Size to 2 and Intensity to 0.9, weave amplitude 3, plus a Lumetri Vignette Amount -1.5.
  • Super 8: warmer look, heavy grain, the Posterize Time effect with Frame Rate at 18, and a stronger flicker of wiggle(8, 0.1).
  • Clean modern film: color and grain only, no weave, no flicker. Good for client work and faces.
  • Black and white stock: add Black & White before the grain and lift Reds to 60 for lighter skin.

Watch out for

  • Leaving Add Grain on Preview. It renders only a small box. Switch Viewing Mode to Final Output.
  • Grain under the look. The look crushes and tints the grain. Grain goes last in the stack.
  • Halation everywhere. If the whole image glows red, raise Glow Threshold until only highlights bleed.
  • Weave on text and graphics. Put titles above the film adjustment layer so they stay steady.

Effects used

Lumetri ColorGlowAdd GrainTransformExposureS_FilmEffectFilm
Color & grade · Effect

Duotone, tritone, gradient map

Map the image's brightness onto two, three or more chosen colors for a bold poster look that makes mismatched clips feel like one piece.

Built-in

When to use itIntros, lyric edits, poster-style frames, halftone and print looks, and any edit where the source clips will never match. Also great as a short section on a drop.

A duotone throws the original colors away and maps brightness to two colors: dark parts become one, bright parts the other. Because every clip ends up in the same two colors, footage from completely different sources suddenly belongs together. Tritone adds a third color for the midtones. A gradient map lets you place as many colors as you want along the brightness range, like Photoshop's Gradient Map.

Contrast decides everything. These effects only remap the brightness that is already there. A flat clip gives a muddy midtone color across the whole frame. Put Curves or Levels before the duotone to spread the image from black to white. And choose colors of very different brightness: dark navy to light pink works, red to green at the same lightness collapses into mush.

Tint is the quickest duotone, Tritone adds a midtone, and CC Toner goes up to five tones. For a real gradient map, use Colorama with Get Phase From set to Intensity. The Output Cycle wheel then reads clockwise from dark to bright. The Ramp Gray preset already maps dark to black and bright to white, so you only recolor its points.

Build it

  1. Add an adjustment layer over the clips. Apply Curves first and make a firm S-curve, or Levels with Input Black 20 and Input White 235.
  2. Duotone: add Tint. Map Black To #1A0B3D (deep violet), Map White To #FF8FB1 (pink), Amount to Tint 100%.
  3. Tritone instead: add Tritone. Shadows #120A2A, Midtones #E0457B, Highlights #FFE9C7.
  4. Five tones: add CC Toner, set Tones to Pentone, and pick Shadows, Darktones, Midtones, Brights, Highlights from dark to light.
  5. Gradient map: add Colorama. In Input Phase, set Get Phase From to Intensity. In Output Cycle, set Use Preset Palette to Ramp Gray.
  6. Recolor the Colorama wheel: double-click a triangle on the ring to change its color, click the ring to add a new one, drag a triangle off the ring to delete it. Keep the darkest color near the start and the brightest near the end.
  7. Leave Interpolate Palette on for smooth blends, or turn it off for hard posterized bands.
  8. Bring back a hint of real color: Blend With Original at 10-25% on Tritone or Colorama, Blend w. Original on CC Toner, or Amount to Tint at 75-90% on Tint.
Expression on Colorama > Input Phase > Phase Shift
time * 90

Rotates the palette a quarter turn per second so the colors flow through the image. Use it for short psychedelic sections, not whole edits.

Starting values

CurvesRGBFirm S-curveSpreads tones before mapping
TintMap Black To#1A0B3DDark color must be truly dark
TintMap White To#FF8FB1Light color must be truly light
TritoneMidtones#E0457BThe color most of the frame becomes
CC TonerTonesPentoneFive-step map
ColoramaGet Phase FromIntensityMakes it a gradient map
ColoramaUse Preset PaletteRamp GrayClean dark-to-bright base to recolor
ColoramaInterpolate PaletteOn / OffOff gives hard poster bands

Try this

  • Halftone duotone: put a halftone effect after the duotone and the two-color dots look like a screen print.
  • Subject stays in color: duotone the background only, and keep a rotoscoped copy of the subject above the adjustment layer.
  • Palette switch on the drop: split the adjustment layer at the beat and give the second half different colors.
  • Sports team colors: map black to the team's dark color and white to its bright color for a branded feel.

Watch out for

  • White areas wrapping to the dark color in Colorama. The wheel is a loop. Start from Ramp Gray, or keep a gap between your brightest and darkest triangles at the top of the ring.
  • Skipping the contrast step. Flat footage turns into one muddy midtone. Curves first.
  • Picking two colors of the same brightness. The image loses all shape. Check by desaturating your two colors in your head: one should be dark, one light.
  • Applying the effect to each clip separately. One adjustment layer keeps every clip on the same palette.

Effects used

CurvesTintTritoneCC TonerColorama
Color & grade · Effect

Color flash on the beat

A short wash of color or a sudden hue swap that hits on the beat, louder than a white flash and still readable.

Built-in

When to use itDrops, snares, bass hits and cuts in AMVs, phonk and sports edits. Use a color wash on hard hits and a hue swap for a whole section after the drop.

A color flash is a colored light hitting the frame for a few frames. Put Fill on an adjustment layer and set the layer's blend mode to Add. Add mode adds the color to every pixel, so highlights clip straight to the flash color while shadows only pick up a tint. The image stays readable through the flash, which a Normal mode fill never does: that just covers the shot with a flat card.

Change to Color is the second version. Instead of washing the frame, it swaps one hue for another: the red car turns cyan on the drop, the blue jersey turns purple on the bass. Because it only touches a hue range, the rest of the frame stays put, and it reads like the world reacting to the music instead of a filter switching on.

Timing is what sells it. The flash peaks on the exact frame of the beat and decays over 3 to 6 frames. An ease into the peak softens the hit; only ease the fall-off. Put composition markers on the beats and drive opacity from them with an expression, and every flash lands without keyframing each one.

Build it

  1. Mark the beats: deselect all layers, preview the comp, and press * on the numeric keypad on each hit. That adds composition markers.
  2. Add Layer > New > Adjustment Layer. Apply Fill and set Color to #FF2E63.
  3. Set the adjustment layer's blend mode to Add (press F4 if the Mode column is hidden).
  4. Paste the expression below on the layer's Opacity. Each marker now fires a flash that starts at 85% and fades to 0 over 5 frames.
  5. For darker footage, use Screen instead of Add so the flash is softer and does not clip everything to color.
  6. Hue swap: on a second adjustment layer, apply Change to Color. Click the From eyedropper on the car or jersey, set To to #00E5FF, Change to Hue, Change By to Setting To Color, Tolerance > Hue 10%, Softness 50%.
  7. Tick View Correction Matte to see exactly what is being changed, then untick it.
  8. Make the swap start on the drop: select the hue swap layer, park on the beat and press Alt+[ to trim its in point there.
  9. Color cycle on beats: add Hue/Saturation and set Hold keyframes (Ctrl+Alt+H) on Master Hue, adding +60 on every beat.
Expression on Adjustment layer > Opacity
var m = thisComp.marker;
var n = 0;
if (m.numKeys > 0) {
  n = m.nearestKey(time).index;
  if (m.key(n).time > time) n--;
}
n > 0 ? linear(time - m.key(n).time, 0, 5 * thisComp.frameDuration, 85, 0) : 0;

Finds the last composition marker before the current time and fades from 85 to 0 over 5 frames after it. Change 5 for a longer or shorter flash.

Starting values

FillColor#FF2E63Pick a color from your palette
Adjustment layerModeAddScreen for a softer hit
Adjustment layerOpacity peak85%100% blows out bright shots
Adjustment layerDecay3-6 framesLonger feels like a fade, not a hit
Change to ColorChangeHueKeeps original light and shade
Change to ColorTolerance > Hue10%Wider starts catching skin
Change to ColorSoftness50%Smooth edges on the swap
Hue/SaturationMaster Hue+60 per beat (Hold)Six steps loop the wheel

Try this

  • Two-color alternation: duplicate the flash layer and give it a second color. In the first layer's expression change the last line's test to n > 0 && n % 2 == 1, and in the copy to n > 0 && n % 2 == 0, so odd markers fire one color and even markers the other.
  • Inverted flash: put Invert on its own adjustment layer in Normal mode, and use Hold keyframes on its Opacity: 100% for 2 frames on the beat, then 0%. Skip the Add mode and the fade here: Add turns an invert into a white flash, and half opacity just looks gray.
  • Flash plus shake: pair each flash with a 4-frame position shake so the hit is felt as well as seen.
  • Gradient flash: use Gradient Ramp instead of Fill so the color hits from one side, like a light swinging past.

Watch out for

  • Normal blend mode. The flash becomes a flat color card. Use Add or Screen.
  • Flashes that are too long. Past 6 frames it feels like a fade. Keep the decay short.
  • Flashing every beat for the whole song. The eye goes numb. Save flashes for the hits that matter and leave gaps.
  • Change to Color catching skin. Lower Tolerance > Hue and check with View Correction Matte.

Effects used

FillChange to ColorHue/Saturation
Color & grade · Effect

Black and white, one color kept

Drain the frame to gray and leave one color alive, so the eye goes straight to the jersey, the car or the eyes.

Built-inMagic Bullet

When to use itMoments you want to single out: a player's jersey, a red car, lips, a character's eyes, blood in a fight scene. Great as a switch on the drop.

In a gray frame, the brain hunts for color. Leave one hue and that is where every viewer looks, without masks, arrows or zooms. It is an old trick (the red coat, the Sin City look) and still one of the clearest ways to say this is the important thing. It works best when the kept color is unique in the shot and saturated.

Leave Color is the fast way: pick the color, everything else goes gray. Hue/Saturation gives finer control: you drop the saturation of every channel except one, then tighten that channel's range. Lumetri's HSL Secondary can do it with a soft, refinable key. For the rest of the frame, a plain desaturate looks flat; contrast and the way each color converts to gray make the black and white look intentional.

When the color is not unique, a key will not separate it. A red jersey next to a red advertising board both stay red. Then mask instead: Roto Brush the subject onto a copy above, and turn the clip underneath to black and white. The subject keeps all its colors, which reads as a spotlight rather than a color effect.

Build it

  1. Quick version: apply Leave Color. Click the Color To Leave eyedropper on the subject, set Amount to Decolor to 100%, Tolerance 15%, Edge Softness 10%, Match Colors to Using Hue.
  2. Finer control: apply Hue/Saturation instead. Set Channel Control to Yellows and Yellow Saturation to -100. Repeat for Greens, Cyans, Blues and Magentas, leaving Reds untouched.
  3. Still with Reds selected in Channel Control, narrow the Channel Range sliders so oranges and skin fall outside it. Push Red Saturation to +20 for extra pop.
  4. Lumetri version: in HSL Secondary, click Set color on the subject, tick Show Mask, widen H, S, L until only the subject is white, set Refine > Blur to 5, then tick Invert Mask and set Correction > Saturation to 0.
  5. Add contrast to the gray: Curves with a gentle S, or Lumetri Contrast +20, so the black and white has depth.
  6. Roto version: duplicate the clip. On the bottom copy, apply Black & White. Double-click the top copy to open it in the Layer panel, pick Roto Brush (Alt+W), paint over the subject on one frame, then press the spacebar to let it propagate and fix any frames that drift with more strokes. Click Freeze when it holds, and close the Layer panel. Only the subject stays in color.
  7. On the drop: keyframe Amount to Decolor from 0% to 100% over 6 frames so the color drains out on the hit.

Starting values

Leave ColorAmount to Decolor100%Lower keeps a faint color wash
Leave ColorTolerance15%Wider catches skin and wood
Leave ColorEdge Softness10%Hides chatter on noisy footage
Leave ColorMatch ColorsUsing HueHolds the color through shadows
Hue/SaturationYellow / Green / Cyan / Blue / Magenta Saturation-100Everything except reds
Hue/SaturationRed Saturation+20Makes the kept color sing
Black & WhiteReds / Yellows60 / 70Lighter skin in the gray version
Lumetri ColorHSL Secondary > Blur5Smooths the key edge

Other ways to make it

  • Magic BulletColorista has an HSL key with its own soft edge controls. Key the kept color, invert, and take saturation to zero outside it.

Try this

  • Color returns: the reverse of the drop trick. Start in black and white and bring the color back over 8 frames as the subject enters.
  • Tinted gray: in Black & White, tick Tint and set Tint Color to a cold blue so the kept red pops even more.
  • Eyes only: key the iris color on anime frames for a glowing-eyes moment, then add a glow on top.
  • Kept color plus duotone: duotone the background instead of graying it, and keep the subject in true color.

Watch out for

  • Tolerance too wide. Skin and wood keep their color and the effect looks broken. Narrow the tolerance and check with the key view.
  • Edges flickering on compressed footage. Raise Edge Softness or Refine > Blur, or switch to the roto version.
  • A flat, washed gray. Add contrast after the desaturate, or use Black & White to control how each color converts.
  • Picking a color that is everywhere. If half the frame is red, there is nothing to single out; mask instead.

Effects used

Leave ColorHue/SaturationLumetri ColorBlack & WhiteRoto Brush & Refine Edge
Color & grade · Look

Faded film with Curves

Lifted, milky blacks and creamy highlights that make footage feel like an old print or a memory.

Built-in

When to use itNostalgic, sad, slow and lyric edits, flashbacks, travel and summer edits. Works on bright, soft footage more than on dark night shots.

A faded look raises the black point so the darkest part of the frame becomes a dark gray, and pulls the white point down so pure white turns to cream. The image loses punch and gains mood: it looks like a printed photo, or old stock that has sat in a box. On top of that, a slight tint in the lifted blacks (blue, green or warm) gives it a specific character instead of looking washed out.

Curves is the right tool because you move each end of the tonal range on its own and then reshape the middle. Raise the bottom-left point and the blacks lift. Add a point in the low shadows and pull it down slightly, and a point in the highlights pushed up, to keep an S-shape between the lifted ends. That keeps some contrast, so the fade looks chosen, not like a bad export.

Work channel by channel for the tint. In the Blue channel, lifting the black point puts blue in the shadows, and lowering the white point warms the highlights. That cool-shadow, warm-highlight fade is the classic one. Do the fade after your look and before grain, so the grain sits on the gray blacks the way it would on a real print.

Build it

  1. Add an adjustment layer named Fade and apply Curves. Leave Channel on RGB.
  2. Drag the bottom-left point straight up to about 25 of 255 (about 10%). Blacks lift to a dark gray.
  3. Drag the top-right point straight down to about 235. Whites turn creamy.
  4. Add a point around input 64 and pull it down to about 55, and a point around 190 lifted to about 198. That rebuilds contrast in the middle.
  5. Switch Channel to Blue. Lift its black point to about 40 and lower its white point to about 225. Cool shadows, warm highlights.
  6. Lower saturation a touch: Lumetri Color with Saturation 80, or Hue/Saturation with Master Saturation -20.
  7. Quick alternative: Lumetri Creative > Faded Film at 30-50 does a simpler version in one slider.
  8. Grain last: Add Grain, Viewing Mode Final Output, Tweaking > Intensity 0.4.

Starting values

CurvesRGB black point (output)25 of 255Higher gives a matte look
CurvesRGB white point (output)235 of 255Cream instead of white
CurvesRGB point at input 64Output about 55Keeps shadow shape
CurvesBlue black point (output)40 of 255Blue tint in the fade
CurvesBlue white point (output)225 of 255Warms the highlights
Lumetri ColorSaturation80Old prints are less saturated
Lumetri ColorFaded Film30-50One-slider alternative
Add GrainTweaking > Intensity0.4Texture in the lifted blacks

Try this

  • Matte look: lift the RGB black point to 40-50 and leave the whites at 255. Very flat, very modern editorial.
  • Green fade: lift the Green channel black point instead of blue for a 90s print look.
  • Warm summer fade: lift the Red channel black point to 35, lower blue's white point to 215.
  • Fade into a flashback: keyframe the adjustment layer's Opacity from 0% to 100% over 12 frames as the memory starts.

Watch out for

  • Lifting blacks with Levels > Output Black alone. It works but kills all shadow shape. Use Curves and rebuild the S.
  • Lifting too far. Above about 50 the image looks like a bad export. Check on a phone at full brightness.
  • Overlays and light leaks placed above the fade layer keep pure blacks and full color, so they look pasted on. Put them under the Fade layer so they get the same lifted blacks and tint.
  • Crushing the blacks again in a later effect. Keep the fade near the top of the stack, with only grain after it.

Effects used

CurvesLumetri ColorAdd Grain
Color & grade · Look

Night and cold grade

Blue, low and desaturated with warm lights kept alive, for night scenes, winter edits and day-for-night.

Built-inDeep Glow

When to use itNight drives, city edits, winter sports, sad or tense sections, and turning daytime shots into night. The cold variant suits snow, mornings and melancholic edits.

At night our eyes lose color and shift toward blue, so a convincing night grade is darker, less saturated and cooler. But blue everything looks like a filter. The trick is contrast in color: keep a few warm points alive (streetlights, headlights, screens, a lit window) so the cold has something to push against. A cold daytime grade uses the same blue bias, but brighter, flatter and even less saturated.

Day-for-night means faking night from daytime footage. The giveaways are a bright sky and hard sun shadows. Drop exposure by one and a half to two stops, darken the sky further with a graded mask, desaturate, cool it down, and let the rim light read as moonlight. Hard midday shadows cannot be fixed, so pick overcast or backlit shots for it.

Work in 32 bits per channel. Dropping exposure two stops and pulling detail back in 8-bit leaves stepped bands in the shadows. In 32 bpc the Exposure effect behaves like a camera stop, and the shadows stay smooth. Keep faces readable: around 30-40 on the waveform is dark enough to feel like night and still visible on a phone.

Build it

  1. Set the project to 32 bpc. Add an adjustment layer named Night with Lumetri Color.
  2. Basic Correction: Temperature -35, Tint +5 (a hint of magenta stops it from going green), Exposure -1.3, Contrast +15, Highlights -30, Whites -20, Blacks -10, Saturation 55.
  3. Color Wheels: drag Shadows a short way toward blue. Leave Highlights neutral, or at most a hair toward cyan, so whites stay white.
  4. Darken the sky: add a second adjustment layer with Exposure set to -1.0. Draw a rectangle mask over the sky with Mask Feather 300. For a straighter horizon, make a solid with Gradient Ramp (white at the top, black at the horizon), place it directly above the Exposure adjustment layer, hide it, and set the adjustment layer's Track Matte to that solid as Luma Matte.
  5. Keep the lights warm: add another Lumetri Color, in HSL Secondary click Set color on a streetlight or headlight, widen the key, Refine > Blur 10, then Correction > Temperature +30 and Saturation 130.
  6. Vignette: Amount -2.0, Midpoint 40, Feather 70. Night frames are darker at the edges.
  7. Cold daytime version: Exposure +0.2, Temperature -25, Saturation 70, Creative > Faded Film 15, no vignette.

Starting values

Lumetri ColorTemperature-35Night blue without going cartoon
Lumetri ColorTint+5Fights the green that cooling adds
Lumetri ColorExposure-1.3Faces near 30-40 on the waveform
Lumetri ColorSaturation55Night eyes see little color
ExposureExposure-1.0Sky darkening through a mask
MaskMask Feather300No visible mask edge
Lumetri ColorHSL Secondary > Correction > Temperature+30Keeps practical lights warm
Lumetri ColorVignette > Amount-2.0Darker edges feel like night

Other ways to make it

  • Deep GlowPut Deep Glow on a copy of the shot above the grade, keyed to the lights only, so headlights and signs bloom warm against the cold frame. Keep its radius moderate so it stays a light, not a fog.

Try this

  • Neon night: instead of warming the lights, push them to magenta and cyan with the HSL key, and let the rest stay cold.
  • Moonlit day-for-night: add a light Glow with Glow Threshold 85% and pale blue colors on the rim light only.
  • Frozen look: very low saturation (30), lifted blacks with Lumetri Faded Film 25, and a white-blue Highlight Tint.
  • Night drive: add a slow Exposure keyframe pulse as streetlights pass, +0.3 and back over 10 frames.

Watch out for

  • Turning the whites blue. Pure blue highlights scream filter. Keep Highlights near neutral and put the blue in the shadows.
  • Going too dark. Night on a phone screen outside is invisible. Keep faces around 30-40 on the waveform.
  • A green cast after cooling. Add +5 to +10 Tint toward magenta.
  • Leaving a bright daytime sky. One bright sky ruins day-for-night. Darken it more than the rest.

Effects used

Lumetri ColorExposureGradient Ramp
Color & grade · Look

Dark phonk grade

Crushed blacks, hard contrast, drained color with red left aggressive, crisp detail and a nervous flicker.

Built-inDeep Glow

When to use itPhonk and velocity edits: car drifts, gym, football, fight scenes, villain edits. Use it for the whole edit or switch to it on the drop.

The phonk look is dark and hard. Blacks are crushed so the frame has deep holes, contrast is steep, most color is drained, and one color (usually red) is left aggressive. Detail is crisp, almost brittle, and there is a light flicker that feels nervous. A dark frame is also a better canvas: flashes, glows and shakes hit much harder when everything around them sits low.

Build the contrast in two stages. Lumetri sets the range (blacks down, shadows down, whites up), and Curves adds a steep S for the bite. Then take the color out with Hue/Saturation but leave reds alone and even push them. For the crisp edge, Unsharp Mask with a larger radius adds local contrast, a clarity effect, rather than just sharpening noise.

Crushed blacks expose compression in phone and downloaded clips: blocks and bands appear in the dark areas. Work in 32 bpc and finish with grain, which breaks those blocks up. The flicker comes from an Exposure effect with a short random expression, posterized so it changes a few times a second rather than every frame.

Build it

  1. Add an adjustment layer named Phonk. Apply Lumetri Color: Contrast +45, Highlights +10, Shadows -35, Whites +15, Blacks -45, Saturation 60, Temperature -10.
  2. Apply Curves on RGB: add a point at input 64 pulled down to 40, and a point at 192 pushed up to 215.
  3. Apply Hue/Saturation: Channel Control Master, Master Saturation -40. Then set Channel Control to Reds and Red Saturation to +40.
  4. Apply Unsharp Mask: Amount 80, Radius 3, Threshold 4.
  5. In Lumetri, Vignette > Amount -2.5, Feather 60.
  6. Apply Exposure and paste the expression below on its Exposure property for the flicker.
  7. Grain last: Add Grain, Viewing Mode Final Output, Tweaking > Intensity 0.5, Size 1.0.
  8. On the drop, set Hold keyframes on Lumetri Saturation: 60 before the beat, 0 on it, for a full monochrome section.
Expression on Exposure > Exposure
posterizeTime(12);
random(-0.35, 0.05)

Picks a new exposure 12 times a second, mostly darker, sometimes a touch brighter. Raise the 12 for a faster, more anxious flicker.

Starting values

Lumetri ColorContrast+45Steep base contrast
Lumetri ColorBlacks-45Crushes the floor
Lumetri ColorShadows-35Deep, heavy shadows
CurvesRGB points64 to 40, 192 to 215The bite
Hue/SaturationMaster Saturation-40Drains everything
Hue/SaturationRed Saturation+40Red stays aggressive
Unsharp MaskAmount / Radius / Threshold80 / 3 / 4Clarity, not noise sharpening
Lumetri ColorVignette > Amount-2.5Pulls focus to the center
Add GrainTweaking > Intensity0.5Hides compression in the blacks

Other ways to make it

  • Deep GlowAdd Deep Glow above the grade with a high threshold and a red tint so only taillights, neon and sparks glow. The crushed frame makes even a small glow read strongly.

Try this

  • Full monochrome: Master Saturation -100 with Black & White before it for control, and keep only flashes in color.
  • Purple phonk: swap the kept red for magenta by keeping the Magentas channel instead, and cool Temperature to -25.
  • Red glow on lights: add a glow keyed to the brightest areas with a red color so taillights and signs bleed.
  • Flicker only on hits: put the Exposure effect on its own adjustment layer and trim it to the beats instead of the whole edit.

Watch out for

  • Crushing faces to black. Check skin on the waveform; keep the brightest part of the face above 40.
  • Halos around edges from too much Unsharp Mask. Drop Radius to 2 or Amount to 50.
  • Flicker over the whole edit. It gets tiring fast. Use it on intense sections only.
  • Banding in dark gradients. Work in 32 bpc and keep grain on top to break it up.

Effects used

Lumetri ColorCurvesHue/SaturationUnsharp MaskExposureAdd Grain
Color & grade · Look

Colorizer print plates

Split the shot into cyan, magenta, yellow and gray ink plates, then knock them slightly out of register for a printed-poster look.

OminoBuilt-in

When to use itPoster and zine-style intros, lyric edits, retro and streetwear edits, and freeze frames on a hit. The misregistration also works as a beat accent when the plates jump apart on the drop.

Omino Colorizer applies one color across the whole frame, and it does it in two ways: additive, like shining colored light on the image, or subtractive, like printing it in ink. It also lets you choose what you see: all the remaining colors, just the colorizing color, or grays. In subtractive mode, showing just the colorizing color gives you one ink plate: the cyan, magenta or yellow layer a printer would make from your image.

That is the trick its author suggests for a newspaper look: four copies of the shot, colorized cyan, magenta, yellow and gray, composited together in Darken mode. Lined up perfectly they rebuild the full-color image. Nudge each plate a few pixels and the colors split at the edges exactly like a cheap print run where the plates did not line up. Viewers read it as print instantly.

The control names vary by build, so read them by what they do: the colorizing color, the mode (additive light or subtractive ink), and what to draw (remaining colors, just the colorizing color, or grays). Keep the offsets small. Two to four pixels reads as print. Twenty pixels reads as an RGB glitch, which is a different look.

Build it

  1. Precompose the footage (Ctrl+Shift+C) and duplicate the precomp three times (Ctrl+D) so you have four copies.
  2. On the top copy apply Omino Colorizer (search omino in Effects & Presets). Set the color to cyan (#00FFFF), the mode to subtractive (ink), and the output to just the colorizing color.
  3. Do the same on the next two copies with magenta (#FF00FF) and yellow (#FFFF00). On the fourth copy set the output to grays for the black plate.
  4. Set the blend mode of the top three copies to Darken. The bottom copy stays Normal. Toggle the offsets off and the image should look close to the original.
  5. Add Transform to the cyan copy and set Position 3 px left of center (957, 540), and to the magenta copy 3 px down (960, 543). Leave yellow and gray in place.
  6. Built-in route: instead of Colorizer, use Shift Channels on each copy. Cyan plate: Take Red From Red, Take Green From Full On, Take Blue From Full On. Magenta plate: green kept, the other two Full On. Yellow plate: blue kept, the other two Full On. Composite in Darken the same way; three plates rebuild the color without a gray plate.
  7. Finish with a little grain on an adjustment layer on top so the flat ink areas have texture.
Expression on Transform > Position (on the cyan plate)
var m = thisComp.marker;
var d = 3;
if (m.numKeys > 0) {
  var n = m.nearestKey(time).index;
  if (m.key(n).time > time) n--;
  if (n > 0) d = 3 + 15 * Math.exp(-12 * (time - m.key(n).time));
}
value + [-d, 0]

Keeps the plate 3 px off register and kicks it 18 px out on each composition marker, settling back in about 5 frames. Use it instead of the manual offset in the steps (leave Position at 960, 540), and use value + [0, d] on the magenta plate so they split in different directions.

Starting values

Omino ColorizerColor#00FFFF / #FF00FF / #FFFF00One copy per ink
Omino ColorizerModesubtractive (ink)Additive acts like colored light instead
Omino ColorizerOutputjust the colorizing color; grays on the 4th copyGives one plate per copy
LayerModeDarkenOn the top three plates
TransformPosition offset2-4 pxLarger offsets read as glitch, not print
Shift ChannelsTake Green From / Take Blue FromFull On / Full OnBuilt-in cyan plate (red kept)

Other ways to make it

  • Built-inShift Channels makes the cyan, magenta and yellow plates with no plugin, composited in Darken with small Transform offsets.
  • SapphireS_DistortRGB or a channel-offset effect gives a quick color split, though it separates red, green and blue light rather than ink plates.

Try this

  • Colored light wash: one Colorizer in additive mode on an adjustment layer at 30% opacity reads like a gel over the lights, a quick way to tint a whole section.
  • Two-ink print: keep only the cyan and magenta plates over a paper-white solid for a risograph-style two-color print.
  • Plates on the beat: use the expression above so the plates jump apart on every hit and fall back into near-register.
  • Full newspaper: add a halftone to each plate before compositing (see the Halftone++ custom screen entry), rotating each screen to a different angle so the dots form rosettes like real print.

Watch out for

  • Leaving the plates in Normal mode, so only the top plate shows. Set the top three to Darken.
  • Offsets so big that it reads as an RGB glitch. Keep them at 2 to 4 pixels for a print look.
  • Offsetting all plates the same way, which just slides the image. Move each plate in a different direction and leave one in place.

Effects used

Omino ColorizerShift ChannelsTransform

Glitch & digital12

RGB splits, blocks, VHS, pixel sorting and Twitch. Short, musical breakage.

Glitch & digital · Effect

Twitch on the beat

Video Copilot's random jolts of slide, scale, color and light, fired only on the hits so the glitch feels played, not left running.

TwitchBuilt-in

When to use itSnare hits, drops, the first frame after a cut and short fills in phonk, velocity and AMV edits. Best as 2 to 4 frame bursts, never left on across a whole chorus.

Twitch is one effect that randomly fires six operators: Blur, Color, Light, Scale, Slide and Time. Each is a different kind of jolt. Slide shoves the frame sideways (with an optional RGB split), Scale punches in, Color tints the frame with random color, Light flashes the exposure, Blur smears, and Time jumps to nearby frames. Because the randomness is built in, you get something busy in seconds. The skill is not in turning it on. It is in picking two or three operators that suit the song and firing them only where the music earns it.

Which switches to use: for hard phonk and velocity edits, Slide + Color + Light reads as aggressive and digital. For AMVs and softer songs, Scale + Blur + Color feels like a camera hiccup rather than a broken file. Time is the most chaotic, it pulls frames from around the current one, so save it for the drop and use it on footage or a precomp with spare frames on both sides, not on an adjustment layer. Turning everything on at once makes every hit look the same, so pick one set per section of the song.

The global Amount slider is what makes it musical. At 0 Twitch does nothing, and as you raise it every operator you switched on kicks in. Leave the effect on the layer and only push Amount up on hits, with hold keyframes, so the glitch starts and stops on exact frames. A burst of 2 to 4 frames reads as a hit. Eight frames reads as a malfunction. Leave clean frames between bursts, because the viewer has to see the shot intact to feel it break.

Build it

  1. Add an Adjustment Layer (Ctrl+Alt+Y) above your clips and apply Twitch to it. One instance then covers every cut underneath, and changing it changes the whole edit.
  2. With the on/off switches for each operator at the top of the effect, turn everything off except Slide, Color and Light as a starting set.
  3. Temporarily set the global Amount to 50 so you can see the result. Open each operator's own group and lower its own Amount until a single frame is still readable: the slide should move the frame a small part of its width, not half the screen.
  4. Set the global Amount to 0 and click its stopwatch to make a keyframe at 0 on the first frame.
  5. Step to a snare or kick with Page Down, set Amount to 50, step 3 frames forward and set it back to 0. Select all the Amount keys and press Ctrl+Alt+H to make them hold keyframes, so the effect snaps on and off with no ramp.
  6. Faster for a whole song: select the adjustment layer, play the audio and tap * on the numeric keypad on each hit to drop layer markers. Then Alt-click the global Amount stopwatch and paste the expression below. Every marker now fires a 3-frame burst.
  7. Preview at full frame rate. If two bursts land closer than about 8 frames, delete one marker. The gaps are what make the remaining hits land.
  8. For the biggest drop, precompose the clips around it (Ctrl+Shift+C) and apply a second Twitch to that precomp with Scale and Time switched on as well, keyframed for that one hit only. Time needs real frames on either side to pull from, which a precomp gives it. The climax should look different from every other glitch in the edit.
Expression on Twitch > Amount
m = thisLayer.marker; n = 0;
if (m.numKeys > 0) { n = m.nearestKey(time).index; if (m.key(n).time > time) n--; }
(n > 0 && time - m.key(n).time < framesToTime(3)) ? 50 : 0

Turns Twitch on at 50 for 3 frames from each layer marker. Change the 3 to lengthen or shorten every burst at once, and the 50 for strength.

Starting values

TwitchAmount (global)0, then 50 on hitsHold keyframes, 2 to 4 frames on
TwitchAmount (each operator)lower until one frame readsSets how hard each kind of jolt hits
TwitchOperators (phonk set)Slide, Color, LightHard, digital hits
TwitchOperators (AMV set)Scale, Blur, ColorSofter, camera-like hiccup
TwitchTimeOffOnly on drops, with spare frames around the cut
TimingGap between bursts8+ framesClean frames make the next hit read

Other ways to make it

  • SapphireS_Shake and S_DistortRGB stacked on a short adjustment layer give a similar shove plus color split. Trim the layer to the hit instead of keyframing.
  • UniverseUniverse Glitch on a 3-frame adjustment layer gives shifted blocks and bands with color in one effect (Small Glitches, Wide Glitches), and the layer length sets the burst length.

Try this

  • Built-in version: put Transform on a 3-frame adjustment layer and add posterizeTime(12); value + [random(-40, 40), 0] to its Position. Copy that layer to each hit. You lose the color and light jolts but keep the shove.
  • Light-only flicker: switch on just Light and fire 1-frame bursts on the kick. Nothing moves, the picture just pulses with the drum.
  • Slow songs: lower Speed and use only Blur and Scale for a breathing pulse rather than a break.
  • If two hits look identical, duplicate the adjustment layer and change the operators' random seed values on the copy, so each burst picks different moves.

Watch out for

  • Leaving Amount up for whole sections. Constant twitching flattens the song. Keep it to hits and leave clean frames between them.
  • Using Time on clips trimmed tight. Twitch pulls neighboring frames, so you can flash a frame from the wrong shot or black. Leave handles or turn Time off.
  • Linear keyframes on Amount. They fade the effect in over several frames and the hit turns to mush. Use hold keyframes (Ctrl+Alt+H).
  • Applying Twitch to each clip separately. One adjustment layer keeps the look consistent and lets you retune the whole edit in one place.

Effects used

TwitchTransform
Glitch & digital · Look

Signal analog breakup

Zaebects' analog signal plugin: noise, color bleed, wobble and line breakup that look like a real tape or broadcast losing lock.

SignalBuilt-in

When to use itIntros, flashbacks and memory scenes in fan edits, retro music edits, and short signal drops right before a drop or a scene change.

Signal (by Zaebects, sold on aescripts) simulates video passing through analog gear: it encodes the picture into a modulated analog signal, degrades it, and decodes it back into color, the way a TV does. Instead of building a VHS look from ten separate effects, you get noise, color bleed, line wobble and bend in one place, all moving together the way real analog does. That coherence is why it reads as real. When you build the same look by hand, each layer of damage moves on its own clock, and the eye picks up that it is fake.

Think of Signal as two jobs. A base look you leave on at a low level, which gives softness, bleed and a little noise, and a damage layer you only bring up on moments. The base sells the era. The damage is the accent. If you run heavy damage the whole time, the viewer stops watching your footage and starts watching the effect, and the moments you meant to hit no longer stand out.

Signal has a lot of parameters, so work one group at a time. Get a look you like, then pull everything back to about half, because the first version that looks right in isolation is almost always stronger than you want in an edit. Then decide which single element, a rolling wobble, a line tear or a burst of noise, you want to be the hit, and push only that one on the damage copy. One clear failure per moment reads better than five at once.

Build it

  1. Put an Adjustment Layer (Ctrl+Alt+Y) over the section and apply Signal. With an adjustment layer, every cut underneath shares the same tape, which is what a real tape would do.
  2. Start from the default settings and raise the noise and distortion controls one group at a time until you have a worn VHS or weak broadcast look, then bring each one back to about half.
  3. Duplicate the adjustment layer (Ctrl+D). On the bottom copy, keep the distortion and modulation controls low so it only gives softness, bleed and light noise. This is your base. Leave it on for the whole section.
  4. On the top copy, push the distortion up, for example raise Frequency under Luma Modulation to two or three times its default, and trim the layer to 4 to 8 frames around a hit with Alt+[ and Alt+].
  5. Copy that damage layer to the moments that deserve it: the frame before a cut, a vocal stab, the start of a flashback. Change Random Seed on each copy so no two hits break the same way. One every 4 to 8 seconds is plenty.
  6. Add Lumetri Color on a third adjustment layer above both: Saturation 85 and under Creative Faded Film 15, so the blacks lift like tape.
  7. Pause on a damage frame. If you cannot tell what the shot is, the damage is too strong or the layer is too long. Shorten it before you weaken it.

Starting values

SignalDamage controls (base layer)about half of where it first looks rightA base should be felt, not noticed
SignalRandom Seeddifferent on each damage copyNo two hits repeat
SignalDamage layer length4 to 8 framesTrim the layer, do not keyframe the whole song
Adjustment LayerOpacity (base)70%Quick way to mix the whole base look down
Lumetri ColorSaturation85Tape loses a bit of color
Lumetri ColorFaded Film15Lifted, milky blacks

Other ways to make it

  • UniverseUniverse VHS gives tape noise, bleed and tracking in one effect. Use the same split: a base layer with Blend with Original around 50, plus short damage layers on hits with Tape Noise and Pop Line Frequency raised.
  • BCCBCC Damaged TV covers rolling, noise and line damage. Keep it low on a long layer and duplicate a stronger, short copy for hits.

Try this

  • Channel change cut: center a 6-frame damage layer on a cut and peak the distortion on the cut frame. It feels like flipping channels between the two shots.
  • Screen in screen: apply Signal inside a precomp, then Corner Pin that precomp onto a TV or phone in your shot, so only the screen looks analog.
  • Built-in version: use the VHS tape stack in this section (Fast Box Blur, Channel Blur, Noise, a Turbulent Displace wobble). It takes longer, but every part is yours to tune.
  • Clean-to-tape: start a flashback with damage at full for 3 frames, then let only the base stay, so the scene settles into the memory.

Watch out for

  • Pushing every control at once. Halve the look first, then add back only what you miss.
  • Damage on every shot. Keep the light base everywhere and save the damage for a few beats, or none of them stand out.
  • Leaving crisp titles or graphics above the adjustment layer. They look pasted on. Put them under it so they get the same tape treatment.

Effects used

SignalLumetri Color
Glitch & digital · Effect

Pixel sort streaks

Bright pixels melt into long straight streaks, like the image is draining down the screen. A strong art-glitch accent for drops and stills.

Pixel SorterBuilt-in

When to use itDrops, freeze frames and slow sections in AMVs and music edits, or as a melt between two shots. It is a big look, so 6 to 12 frames is usually all you need.

Pixel sorting takes runs of pixels inside a brightness range and reorders them by value, so bright areas stretch into straight streaks. It looks like a data error rather than a camera effect, which is why it fits art-heavy edits so well. The control that matters most is the threshold: which pixels are allowed to sort. Sort only the highlights and you get streaks pouring off skies, lights and hair. Sort a wide range and the whole frame dissolves into stripes.

Pixel Sorter from aescripts gives you that threshold range, the direction or angle of the sort and how far the streaks run. It is heavy to render, so trim the clip to the section you need before you apply it. Direction carries meaning. Downward streaks feel like melting, sideways streaks feel like speed, and upward streaks feel like something burning off into the air.

To keep it readable, animate it in and out instead of leaving it on. Grow the effect from nothing to your target over 4 to 6 frames on a drop, hold it for a few frames, then cut clean to the next shot. The viewer sees the clean image, watches it melt, and the cut resets the eye. A face that stays sharp while the background sorts reads even better, so protect the subject when you can.

Build it

  1. Split the clip (Ctrl+Shift+D) so the section you want to sort is its own short layer, and apply Pixel Sorter to that layer only.
  2. Set the sort direction to vertical, sorting downward, for a melt. Use horizontal for a speed streak.
  3. Narrow the threshold so only the brightest part of the image sorts, roughly the top 25% of the brightness range. You want streaks coming off highlights, not the whole frame.
  4. If your version can limit how far streaks run, keep them to about a quarter of the frame height, around 270 px at 1080p, so they do not swallow faces. If it cannot, a narrower threshold gives shorter runs.
  5. Keyframe the threshold (or the effect's overall amount) from no sorting to your target over 4 to 6 frames. Select the keys and press F9 for Easy Ease, hold the peak for 2 to 4 frames, then cut.
  6. Protect the subject: duplicate the original clip above the sorted one, apply Roto Brush to the face or body, and freeze the matte. The subject stays sharp while everything behind melts.
  7. Render a short preview (Ctrl+M with a work area set to the section) instead of trusting RAM preview, since the sort can drop frames while playing back.

Starting values

Pixel SorterSort directionVertical, downwardMelting. Horizontal reads as speed
Pixel SorterThreshold rangetop 25% of brightnessOnly highlights sort
Pixel SorterStreak lengthabout 270 pxQuarter of frame height, if your version has a length limit
KeyframesRamp in4 to 6 frames, Easy EaseThen hold 2 to 4 frames and cut
TransformScale Height3000%Built-in stretch: a 20 px strip becomes 600 px

Other ways to make it

  • SapphireS_PixelSort is a real pixel sort: Mode Linear, Sort Angle set to run vertically, Sort Direction set to sort the pixels above the threshold, and a high Threshold so only the highlights sort. Sort Type can sort by hue for rainbow streaks.

Try this

  • Built-in slit stretch: duplicate the clip, draw a rectangle mask 20 px tall across a bright row, add Transform, uncheck Uniform Scale, set both Anchor Point and Position to the top edge of that mask, then raise Scale Height to 3000%. That 20 px strip smears 600 px down the frame like a sort, and you can animate it from 100%.
  • Melt transition: sort the last 6 frames of shot A downward and the first 6 frames of shot B upward, and cut on the peak of both.
  • Freeze and sort: make a freeze frame (Layer > Time > Freeze Frame), then animate the sort over it, so the only motion on screen is the streaks growing.
  • If your version can sort by hue or saturation instead of brightness, try it on colorful anime frames for rainbow streaks.

Watch out for

  • Sorting the full brightness range. The frame turns to stripes and nothing is readable. Narrow the threshold to the highlights.
  • Applying it to a whole clip. Renders crawl and the look loses its punch. Split out only the frames you need.
  • Letting the subject's face sort. Viewers lose the person. Roto the subject back on top or keep the face out of the threshold.

Effects used

Pixel SorterTransformRoto Brush
Glitch & digital · Effect

Universe glitch set

Universe's ready-made glitch, VHS and hologram effects, used as short trimmed bursts on hits instead of a filter over everything.

Universe

When to use itQuick glitch cuts, logo and title reveals, gaming and tech edits, and any edit where you want a dependable glitch without building one.

Universe has several glitch-family effects that do different jobs. Universe Glitch is the all-rounder: shifted blocks, wide torn bands, color errors and compression. Universe VHS is analog tape. Universe Holomatrix II is the clean sci-fi version, with scanlines and a color offset like a hologram. The transitions group also has Glitch Transition and VHS Transition for when you want the effect to carry a cut by itself. Knowing which family you want before you open the presets saves a lot of scrolling.

Most of these animate on their own, changing every frame. That is convenient, and it is also the trap: drop one on a whole clip and it never stops. Put it on an adjustment layer trimmed to the hit, so the layer's length is the glitch's length. Sliding or extending that layer in the timeline retimes the glitch with no keyframes at all, which makes it fast to line up with the music.

In Universe Glitch, Glitch Frequency is the chance that any frame glitches, Glitch Speed is how fast the glitch animates, and the SG - Displacement X and WG - Displacement X controls set how far the small and wide glitches shift pixels. For edits, fewer bigger changes read better than constant small ones. Lower Glitch Speed so each glitch state holds for about 2 frames, and the viewer actually sees the shape of the break instead of a buzz. Push the glitch color (SG - Saturation, WG - Saturation) a bit more than the displacement: color reads as glitch even when small, while displacement eats detail quickly.

Build it

  1. Make an Adjustment Layer (Ctrl+Alt+Y) and trim it to 4 frames centered on a cut: 2 before, 2 after. Use Alt+[ and Alt+] at the playhead.
  2. Apply Universe Glitch. Click Choose a Preset... and pick a look close to what you want, then lower Small Glitches, Wide Glitches and their displacement values until the subject is recognizable on every frame.
  3. Set Glitch Frequency to 100% so every frame of this short layer glitches, then lower Glitch Speed until each state holds about 2 frames. Step through with Page Down to check. At 24 fps that is around 12 changes per second.
  4. Raise SG - Saturation and WG - Saturation slightly and keep SG - Displacement X and WG - Displacement X modest, so it reads as glitch without wiping out the image.
  5. Copy the adjustment layer (Ctrl+C), park the playhead on the next hit and paste (Ctrl+V). Pasted layers land at the playhead.
  6. Vary it: every third or fourth hit, swap in Universe Holomatrix II for a cleaner scanline flash, or change Random Seed on a copy so no two glitches match.
  7. For analog sections, run Universe VHS on a long adjustment layer with Blend with Original at about 70 (at 100 the effect disappears) and put the short Universe Glitch bursts above it.

Starting values

Adjustment LayerLength4 frames2 before the cut, 2 after
Universe GlitchSmall Glitches / Wide Glitchesabout half the presetFaces must stay readable
Universe GlitchGlitch Speedlow, about 12 changes per secondEach state holds 2 frames at 24 fps
Universe GlitchGlitch Frequency100%The layer length decides when it glitches
Universe VHSBlend with Original (base layer)70Era look under the bursts; 100 is no effect
TimingBursts per 10 seconds2 to 4More than that turns into noise

Other ways to make it

  • Built-inThe block displacement and RGB split entries in this section rebuild the core of Universe Glitch with Fractal Noise, Displacement Map and Shift Channels.
  • TwitchTwitch with Slide and Color on gives a similar jolt, with its global Amount slider for keyframing bursts.

Try this

  • Title hit: apply Universe Glitch to a text layer for its first 6 frames only, then split the layer and leave the rest clean.
  • Compression smear: on a 6 to 10 frame adjustment layer across a cut, raise Universe Glitch's Compression and turn on Compression Last, so both shots break down into blocky low-bitrate mush at the edit.
  • Hologram insert: Universe Holomatrix II on a phone screen or HUD element held for a whole shot, with More Damage kept low and Punch It off, so it is a texture rather than a glitch.
  • Glitch transition: instead of an effect on an adjustment layer, use Universe's Glitch Transition between two clips and shorten it to 6 frames.

Watch out for

  • Putting the effect on the clip for its whole length. It never stops moving. Trim an adjustment layer to the hit instead.
  • Leaving Glitch Speed high so it changes every frame. It reads as buzz. Hold each state 2 frames.
  • Using the same preset on every cut. Change Random Seed, or rotate between two or three effects, so the edit does not repeat itself.

Effects used

Universe GlitchUniverse VHSUniverse Holomatrix II
Glitch & digital · Transition

Digital damage cut

Sapphire's compression-style breakup: blocky corrupted chunks and wrong colors that look like a broken stream, timed across a cut to hide it.

Sapphire

When to use itHard cuts between shots, the start of a drop, gaming and tech edits, and horror or hacked-signal moments. Works best on a single cut, not a run of them.

S_DigitalDamage imitates what digital video does when data goes missing: macroblocks shift and smear, colors go wrong in square chunks, rows tear. That is a different animal from analog VHS damage, which is soft and noisy. Digital damage has hard square edges, so it feels modern and aggressive, a good match for phonk, gaming and tech edits where VHS would feel nostalgic.

The best way to use it is as a cut, not a filter. Put it on an adjustment layer that straddles the edit and step its strength up into the cut and down out of it. The damage hides the edit point: the viewer sees a stream break, and when it clears they are already on the new shot. Three frames in and three out is a good default at 24 fps.

Sapphire effects come with a preset browser through the Load Preset button at the top of the effect. Pick a light damage preset, then dial it back. Pair it with S_Shake for a frame jolt and S_DistortRGB for a color split on the cut frame only, so the three stack into one hit instead of three overlapping effects fighting each other.

Build it

  1. Make an Adjustment Layer (Ctrl+Alt+Y) 6 frames long, centered on the cut: 3 frames before, 3 after.
  2. Apply S_DigitalDamage to it, click Load Preset and pick one of the lighter damage presets. Lower Intensity until you can still recognize both shots.
  3. Raise Damage Size until the damaged areas read as blocks, roughly 30 to 60 px chunks at 1080p. Tiny blocks just look like compression noise. Raise Damage Size Rel X a little if you want wide, torn rows instead of squares.
  4. Animate the adjustment layer's Opacity with hold keyframes (Ctrl+Alt+H): 0, 60, 100 on the 3 frames before the cut, then 100, 60, 0 after. Stepping in whole frames looks digital, smooth fades do not.
  5. Add S_Shake to the same layer at low strength so the frame jolts with the damage.
  6. Make a second adjustment layer exactly 1 frame long on the cut frame and apply S_DistortRGB there. The color split peaks for one frame only.
  7. On the next damage cut, change S_DigitalDamage's Seed so the block pattern is different each time.

Starting values

Adjustment LayerLength6 frames3 before the cut, 3 after
Adjustment LayerOpacity (hold keys)0, 60, 100 | 100, 60, 0Steps in whole frames
S_DigitalDamageDamage Sizeblocks about 30 to 60 pxLarge enough to read as blocks
S_DistortRGBLayer length1 frameOn the cut frame only
S_ShakeShake strengthlowA jolt, not an earthquake

Other ways to make it

  • Built-inThe block displacement glitch in this section (Fractal Noise with Noise Type Block into Displacement Map) gives a similar blocky tear for free.
  • BCCBCC Video Glitch on the same 6-frame adjustment layer, with the same stepped opacity keys.
  • UniverseUniverse Glitch with Small Glitches raised and Glitch Speed lowered, on the same 6-frame adjustment layer.

Try this

  • Freeze then break: freeze the last frame of shot A for 4 frames, then let the damage eat it before B arrives. The stillness makes the break hit harder.
  • Background only: put the damage under a Roto Brush cutout of your subject, so the world corrupts while the person stays intact.
  • Data flash: one frame of full-strength damage on a snare with nothing else. Short enough that it reads as a flash, not an effect.
  • Build-up: three short damage hits in the bar before a drop, each one stronger, then a clean cut on the drop itself.

Watch out for

  • Smooth opacity fades into the damage. They look like a crossfade with noise on top. Use hold keyframes so it steps frame by frame.
  • Blocks so small they read as compression from the upload. Go bigger so the damage looks intentional.
  • Damage on every cut. It stops hiding the cuts and starts announcing them. Save it for two or three cuts per section.

Effects used

S_DigitalDamageS_ShakeS_DistortRGB
Glitch & digital · Effect

Continuum glitch filters

Boris Continuum's digital and broken-TV filters, limited to part of the frame and triggered by the song's peaks.

BCCBuilt-in

When to use itMusic edits where you want the glitch to follow the track automatically, and shots where only part of the frame should break, like a screen or the background.

Continuum has two glitch filters worth knowing. BCC Video Glitch is the digital one: block shifts, channel offsets and corrupted rows. BCC Damaged TV is the analog one: rolling, noise, interference and a picture that loses hold. Like most Continuum filters, both have a preset browser you open from the effect, which shows each preset on your actual frame. That is the quickest way to find a starting point that suits your footage.

Most BCC filters also include a Pixel Chooser group, which limits the effect to part of the frame by shape, color or a mask. That is the real advantage here. You can glitch only a horizontal band, only a phone screen, or only the dark background, and keep the subject clean. A partial glitch is easier to read than a full-frame one, because the viewer always has something stable to hold onto.

To keep it musical without keyframing every hit, drive the adjustment layer's opacity from the audio itself. After Effects can turn the song into keyframes, and a short expression flips the glitch on only when the level crosses a threshold. Set the threshold high so only the biggest peaks trigger it, and trim the adjustment layer to the sections where you want glitches at all.

Build it

  1. Make an Adjustment Layer (Ctrl+Alt+Y) over the section you want glitched and apply BCC Video Glitch.
  2. Open the effect's preset browser, try a few presets on your frame, and pick a light one. Lower the main strength until the subject reads on every frame.
  3. Open Pixel Chooser and limit the glitch to a part of the image, for example a soft rectangle across the lower third, or the background by luminance.
  4. Right-click your audio layer and choose Keyframe Assistant > Convert Audio to Keyframes. This creates a null called Audio Amplitude with a Both Channels slider.
  5. Alt-click the adjustment layer's Opacity stopwatch and paste the expression below. The glitch now appears only when the audio is louder than the threshold.
  6. Play it back. If it fires too often, raise the 12 in the expression in steps of 2. If it misses hits, lower it.
  7. Split the adjustment layer (Ctrl+Shift+D) and delete the parts over verses or quiet moments, so the glitch only lives in the loud sections.
  8. For an analog section, put BCC Damaged TV on a separate long adjustment layer at low strength under the digital one.
Expression on Adjustment Layer > Transform > Opacity
a = thisComp.layer('Audio Amplitude').effect('Both Channels')('Slider');
a > 12 ? 100 : 0

Shows the glitch only on frames where the song is louder than 12. Tune the number per song.

Starting values

BCC Video GlitchPreseta light one from the preset browserThen lower the strength
BCC Video GlitchPixel Choosera band or the backgroundKeeps the subject readable
Audio AmplitudeBoth Channels threshold12Raise to fire less often
Adjustment LayerOpacity0 or 100 via expressionHard on and off, no fades
BCC Damaged TVStrength (base layer)low, about 25%Analog bed under the hits

Other ways to make it

  • SapphireS_DigitalDamage does the digital side. Sapphire effects can also be masked to part of the frame with their own matte inputs.
  • UniverseUniverse Glitch for digital, Universe VHS for analog. Same audio-driven opacity expression works on any adjustment layer.

Try this

  • Screen glitch: track a phone or monitor, and use Pixel Chooser to limit BCC Damaged TV to that screen, so only the screen fails.
  • Kick-only trigger: convert only a drum stem or a low-passed copy of the song to keyframes, so the glitch follows the kick instead of the vocal.
  • Manual hits: skip the expression and keyframe Opacity with hold keys on the 3 or 4 hits that matter most. Less automatic, more deliberate.

Watch out for

  • Leaving the audio threshold low. The glitch fires on every syllable and never stops. Raise it until only the peaks trigger.
  • Glitching the full frame all the time. Use Pixel Chooser so part of the image stays stable.
  • Forgetting that the audio keyframes follow the song's position. If you slide the audio later, convert it again.

Effects used

BCC Video GlitchBCC Damaged TV
Glitch & digital · Effect

Built-in RGB split

Three copies of the shot, one per color channel, pulled apart on the hit and snapped back together. The cleanest chromatic glitch you can build without plugins.

Built-in

When to use itSnares, drops, impact frames and the frame after a cut, in any style of edit. Small amounts also work as a constant lens look on stylized sections.

An RGB split works because every image is three images stacked: red, green and blue. Pull them apart and you get colored fringes on every edge, which the eye reads as a broken signal or a cheap lens. In After Effects you build this with three copies of the same shot, each showing only one channel, added back together. When the copies line up, the image looks normal. When you nudge red and blue in opposite directions, the split appears.

Shift Channels is the simplest way to isolate a channel: set the two channels you do not want to Full Off. Channel Mixer does the same job: keep Red-Red at 100 and set Green-Green and Blue-Blue to 0 for a red-only copy. Either works. The important part is the Add blend mode on the top two copies, with black underneath, so the three channels sum back into the full picture.

Drive the offset from one slider so you can keyframe a single value instead of two positions. Open it fast on the hit and let it settle back over a few frames. A split that snaps open and eases closed feels like a punch. One that fades in slowly feels like a mistake. Keep the green copy centered the whole time: green carries most of the detail, so the shot stays readable even at the peak of the split.

Build it

  1. Select your clip and precompose it (Ctrl+Shift+C, Move all attributes into the new composition). Every copy now points to the same source, so trims and grades stay in sync.
  2. Add a black solid under it (Ctrl+Y, color #000000). The Add blend mode needs black underneath to rebuild the image correctly.
  3. Duplicate the precomp twice (Ctrl+D) and rename the three copies R, G and B, with R at the bottom.
  4. Apply Shift Channels to each. On R: Take Green From Full Off, Take Blue From Full Off. On G: red and blue Full Off. On B: red and green Full Off.
  5. Set G and B to blend mode Add and leave R on Normal. With no offset the frame should look exactly like the original. If it looks tinted, one channel is set wrong.
  6. Add a null (Layer > New > Null Object), rename it RGB Ctrl, apply Slider Control and rename the slider Split.
  7. Alt-click the Position stopwatch on R and paste the expression below. On B, paste it again and change the - to +. Leave G in place.
  8. Keyframe Split: 0 one frame before the hit as a hold key (Ctrl+Alt+H), 30 on the hit, then 0 four frames later with Easy Ease In (Shift+F9) on that last key.
  9. Scale all three copies to 103% so the black edges uncovered by the offset stay off screen.
Expression on R layer > Transform > Position
s = thisComp.layer('RGB Ctrl').effect('Split')('Slider');
value - [s, 0]

Moves red left by the slider amount. Use + on the B layer so blue moves right.

Starting values

Shift ChannelsTake Green From / Take Blue FromFull OffOn the R copy, and so on for G and B
Channel MixerGreen-Green / Blue-Blue0Alternative way to isolate red
LayerBlend mode (G and B)AddOver black, rebuilds the full image
Slider ControlSplit (peak)30Pixels of offset on the hit
Slider ControlSplit (settle)0 over 4 framesEasy Ease In on the last key
LayerScale (all copies)103%Hides uncovered edges

Other ways to make it

  • SapphireS_DistortRGB splits and warps channels in one effect on an adjustment layer. Keyframe its amount the same way: snap open, ease closed.
  • TwitchThe Slide operator's RGB split option, or the Color operator alone, gives a random color jolt, fired by keyframing the global Amount.

Try this

  • Lens fringe: put the slider on Scale instead: value + [s, s] / 10 on R and value - [s, s] / 10 on B. Red grows, blue shrinks, and the fringing gets stronger toward the edges like a real lens.
  • Jittery split: use posterizeTime(12); value - [s + random(-4, 4), 0] so the split shivers while it is open.
  • Vertical or diagonal split: change [s, 0] to [0, s] or [s, s * 0.5] for a different direction on alternate hits.
  • Constant subtle look: keep Split at 3 for a whole section, then punch to 30 on the hits.

Watch out for

  • No black layer underneath. With Add over transparency or another shot, the colors go wrong. Put a black solid directly under the three copies.
  • Offsetting the green copy too. Keep green centered: it carries most of the detail, so the image stays readable.
  • Big splits held for many frames. It reads as a blurry mess. Peak for 1 frame and settle within 4.

Effects used

Shift ChannelsChannel MixerSlider Control
Glitch & digital · Transition

Block displacement glitch

Horizontal bands of the frame tear sideways by different amounts, built from Fractal Noise and Displacement Map. A classic digital glitch cut with no plugins.

Built-in

When to use itGlitch cuts between shots, impacts on snares, and title reveals. Fits phonk, gaming, tech and any edit that already uses digital accents.

Displacement Map moves pixels based on the brightness of another layer. Mid gray means no movement, darker pushes one way, brighter pushes the other. Feed it Fractal Noise with Noise Type set to Block and stretched very wide, and you get flat horizontal bands of different grays. Each band shifts the image by a different amount, which is exactly what a corrupted digital frame looks like.

The map lives in its own precomp, hidden. That keeps it reusable: one map can drive every glitch cut in the edit, and you can tweak it in one place. An expression on Evolution gives a fresh band pattern several times per second, and posterizeTime makes it jump rather than flow, because real glitches step, they do not drift. Because the map is a normal comp, you can open it any time and see exactly what is driving the tear.

Keep it short by keyframing Max Horizontal Displacement instead of the noise. The map can run the whole time, it does nothing until displacement is above zero. Snap it on for 3 to 4 frames across a cut and back to zero. Turning on Wrap Pixels Around means pixels pushed off one side come back on the other, which looks more digital than black gaps.

Build it

  1. Make a new comp named Glitch Map, 1920x1080, same frame rate and length as your edit. Add a solid (Ctrl+Y).
  2. Apply Fractal Noise to the solid: Fractal Type Basic, Noise Type Block, Contrast 150, Complexity 1.
  3. Under Transform, uncheck Uniform Scaling, set Scale Width to 2000 and Scale Height to 60. The blocks become long horizontal bars.
  4. Alt-click the Evolution stopwatch and paste the expression below so the pattern changes 8 times per second.
  5. Drag Glitch Map into your main comp and turn off its eye. Above your clips, add an Adjustment Layer (Ctrl+Alt+Y).
  6. Apply Displacement Map to the adjustment layer: Displacement Map Layer Glitch Map, Use For Horizontal Displacement Luminance, Use For Vertical Displacement Off, Displacement Map Behavior Stretch Map to Fit, and check Wrap Pixels Around.
  7. Keyframe Max Horizontal Displacement: 0 two frames before the cut, 80 one frame before, 120 on the cut frame, 60 one frame after, 0 two frames after. Select all and make them hold keys (Ctrl+Alt+H).
  8. Copy just the Max Horizontal Displacement keyframes and paste them at each glitch cut. The map is already running underneath.
Expression on Fractal Noise > Evolution
posterizeTime(8);
random(0, 3600)

A new band pattern 8 times per second, jumping instead of flowing.

Starting values

Fractal NoiseNoise TypeBlockFlat bands instead of soft clouds
Fractal NoiseContrast150More difference between bands
Fractal NoiseComplexity1Clean blocks, no small detail
Fractal NoiseScale Width / Scale Height2000 / 60Long horizontal bars
Displacement MapUse For Horizontal DisplacementLuminanceGray drives the sideways shift
Displacement MapMax Horizontal Displacement0, peak 120Hold keys across the cut
Displacement MapWrap Pixels AroundOnNo black gaps at the edges

Other ways to make it

  • SapphireS_DigitalDamage adds compression-style color errors on top of block shifts in one effect.
  • UniverseUniverse Glitch with Wide Glitches raised gives similar torn horizontal bands; trim it to the same 4 frames.

Try this

  • Color tear: apply the RGB split from this section inside a precomp, then use three Displacement Map instances with peaks of 100, 120 and 140 on the three channel copies, so the bands tear with colored edges.
  • Vertical tear: swap the scales (Scale Width 60, Scale Height 2000) and use Use For Vertical Displacement instead, for columns that slide up and down.
  • Title slice: put the adjustment layer over a text layer only (or apply the effect to the text precomp) and peak it for the first 4 frames of the title.
  • Busier map: add a second Fractal Noise in the map comp with Blending Mode Overlay and smaller bars, for thin slices mixed with thick ones.

Watch out for

  • Forgetting to hide the map layer. You see gray bars over your edit. Turn its eye off; Displacement Map still reads it.
  • Using smooth Noise Type settings like Soft Linear. The image warps like water instead of tearing. Use Block.
  • Displacement over 200 px. Whole bands leave the frame and nothing is recognizable. Keep the peak around 80 to 140.
  • Letting the glitch run between cuts. Keep Max Horizontal Displacement at 0 except on the hits.

Effects used

Fractal NoiseDisplacement Map
Glitch & digital · Transition

Fake datamosh melt

One shot's pixels get dragged by the next shot's motion before the new image fully loads, faked in After Effects with pixel motion and a block reveal.

Built-inTwixtorSapphire

When to use itDrops and big scene changes in music edits, AMVs and art edits, especially between two shots with strong motion. Use it once or twice per edit; it is a signature moment, not a cut style.

Real datamosh comes from deleting keyframes in a compressed video file, so the motion data of shot B gets applied to the pixels of shot A. You see A's colors smearing in B's motion until B snaps in. After Effects cannot edit a file's keyframes, but it can fake the two parts that sell it: pixels being dragged by motion vectors, and the new image arriving in blocks instead of all at once.

The drag comes from pixel motion across a cut. Normally you avoid slowing footage through a hard cut, because the motion estimation tries to morph one shot into the other and smears. That smear is exactly the look here. Slow the 4 frames around the cut to quarter speed with Pixel Motion frame blending, and After Effects invents in-between frames where A melts toward B.

The block reveal comes from a Fractal Noise Block matte that grows over a few frames, so B appears in chunks over the melt. Together they read as a mosh. Keep the whole thing between 10 and 20 frames. Any longer and the eye starts noticing that the smear is an interpolation rather than broken data. Shots with clear directional motion, a pan or a fast subject crossing the frame, give the strongest drag.

Build it

  1. Select the two clips that share the cut and precompose them (Ctrl+Shift+C, Move all attributes). The cut is now inside one layer.
  2. In the main comp, put the playhead 2 frames before the cut and split the precomp (Ctrl+Shift+D). Move 4 frames ahead (2 after the cut) and split again. You now have a 4-frame middle piece.
  3. Select the middle piece, go to Layer > Time > Time Stretch, set Stretch Factor to 400% with Hold In Place Layer In-point. It now lasts 16 frames. Slide the last piece so it starts right after it. Everything after the cut is now 12 frames later, so check that the next cuts still land on the beat and nudge them if not.
  4. On the middle piece choose Layer > Frame Blending > Pixel Motion, and switch on the comp's Enable Frame Blending button at the top of the timeline. Preview: A should melt and drag into B.
  5. Open the precomp, select clip B and copy it (Ctrl+C). Back in the main comp, select the middle piece and paste (Ctrl+V) so the copy lands above it. Slide the copy so B's first frame after the cut sits on the middle piece's first frame, then trim it to the same 16 frames. Name it Clean B.
  6. Make a 16-frame comp called Mosh Matte with a solid and Fractal Noise: Noise Type Block, Contrast 400, Complexity 1, Scale 300. Keyframe Brightness from -100 to 100 with hold keys every 2 frames, so blocks flip from black to white in steps. Place it directly above Clean B and set Clean B's track matte to Luma Matte from Mosh Matte. Clean B now loads in over the melt in chunks.
  7. Add an Adjustment Layer over the section with Displacement Map: Displacement Map Layer Clean B, Use For Horizontal Displacement Luminance, Max Horizontal Displacement 40, Wrap Pixels Around on, for extra pull while the melt runs.
  8. Trim the adjustment layer to the 16 frames and preview. If the smear looks like a soft crossfade, the shots have too little motion. Pick a B shot with a pan, whip or fast subject.

Starting values

Time StretchStretch Factor400%4 frames become 16
Frame BlendingModePixel MotionComp frame blending switch on
Fractal NoiseNoise TypeBlockMatte for the chunky reveal
Fractal NoiseContrast400Hard black and white blocks
Fractal NoiseBrightness-100 to 100, hold keys every 2 framesBlocks of B load in steps
Displacement MapMax Horizontal Displacement40Extra drag during the melt

Other ways to make it

  • TwixtorApply Twixtor to the precomp containing the cut and drop the speed to about 25% over those frames. Set Frame Interp to Nearest so it warps instead of blending; the motion estimate breaks across the cut and smears A into B.
  • SapphireS_DigitalDamage with only its Flow damage switched on imitates lost I-frames: patches of the image keep moving instead of updating. Put it on a 10 to 16 frame adjustment layer across the cut and raise Flow Damage Amount toward the cut frame.

Try this

  • Chunkier vectors: skip the split and stretch. Apply Timewarp to the whole precomp with Method Pixel Motion and Adjust Time By Speed, hold-keyframe Speed at 100, then 25 from 2 frames before the cut for 16 frames, then 100 again, and extend the layer's end by 12 frames. Lower Vector Detail under Tuning for coarser vectors and blockier, more data-like smears.
  • Bloom mosh: freeze the last frame of A (Layer > Time > Freeze Frame) and apply Displacement Map with B as the map at 150 px both ways. A's colors swirl in B's shapes before the cut.
  • Mosh then glitch: end the melt with 2 frames of the block displacement glitch from this section, so B arrives with a tear.

Watch out for

  • Choosing two static shots. Without motion there are no vectors to drag pixels, and you get a blurry dissolve. Use a B shot with strong movement.
  • Forgetting the comp's frame blending switch. The layer is set to Pixel Motion but nothing changes until the comp button is on.
  • Letting the melt run 30+ frames. It turns into a muddy morph. Keep it between 10 and 20 frames.
  • Using it on every cut. A mosh is a moment; once or twice per edit keeps it special.

Effects used

Fractal NoiseDisplacement MapTimewarp
Glitch & digital · Look

VHS tape stack

Soft horizontal detail, bleeding color, lifted blacks, noise and a slow wobble, built from built-in effects in the order a real tape degrades.

Built-in

When to use itFlashbacks, home-video intros, retro music edits, 90s and Y2K styled fan edits, and nostalgic Shorts. Works as a base for whole sections, with glitch hits on top.

VHS looks the way it does because of how tape stores video. Brightness is stored with more detail than color, so color is softer and smears sideways past edges. Horizontal detail is lost more than vertical. The player sharpens to compensate, which leaves bright halos around edges. Blacks are lifted, the tape adds noise, and the picture wobbles slightly as the tape stretches. Build each of those and the look comes together.

Order matters. Blur and color bleed come first because they happen in the recording. Sharpening comes next because the player adds it. Grade, wobble and noise come last, so the noise stays crisp on top of the soft picture. If you put noise first and blur after, the grain turns to mush and the image just looks out of focus.

Use the stack as a base you leave on, and keep any heavy damage for moments. A soft, bleeding, slightly wobbly picture is already convincing. Tracking bars and tears on top of that work as accents on a few beats, the same way a real tape only acts up now and then. Two or three accents per minute is plenty, and the base alone carries the rest.

Build it

  1. Add an Adjustment Layer (Ctrl+Alt+Y) over the section and name it VHS. Apply every effect below to it, in this order.
  2. Fast Box Blur: Blur Radius 2, Iterations 1, Blur Dimensions Horizontal. Tape loses horizontal detail first.
  3. Channel Blur: Red Blurriness 6, Green Blurriness 0, Blue Blurriness 10, Blur Dimensions Horizontal. Color now bleeds sideways while green keeps the edges.
  4. Unsharp Mask: Amount 80, Radius 4, Threshold 0. This adds the bright halos that VCR sharpening leaves around edges.
  5. Lumetri Color: Contrast -10, Saturation 90, under Creative Faded Film 25, under Vignette Amount -1.0.
  6. Turbulent Displace: Displacement Horizontal Displacement, Amount 6, Size 300, and the expression below on Evolution for a slow, constant wobble.
  7. Noise: Amount of Noise 8%, Use Color Noise on. Last in the stack so it stays sharp.
  8. For a tracking hit, duplicate the VHS layer, trim it to 6 frames on a beat and raise Turbulent Displace Amount to 40 on that copy only.
Expression on Turbulent Displace > Evolution
time * 120

Slowly evolves the wobble so it never repeats. Raise to 400 on the tracking-hit copy.

Starting values

Fast Box BlurBlur Radius2, HorizontalSoft horizontal detail
Channel BlurRed / Blue Blurriness6 / 10Color bleed, green stays sharp
Unsharp MaskAmount / Radius80 / 4VCR edge halos
Lumetri ColorFaded Film25Lifted blacks
Lumetri ColorSaturation90Slightly tired color
Turbulent DisplaceAmount / Size6 / 300Gentle tape wobble
NoiseAmount of Noise8%Color noise, last in the stack

Other ways to make it

  • SignalSignal models the whole analog chain in one effect, so noise, bleed and wobble move together. Keep its controls at about half of where they first look right for the base.
  • UniverseUniverse VHS covers bleed, noise and tracking in one effect on the same adjustment layer.
  • BCCBCC Damaged TV for interference and rolling on the hits, over this built-in base.

Try this

  • Real resolution loss: make a 960x540 comp, put your footage in at 50% scale, then place that comp in your main comp at 200%. The image is now genuinely low-res before the stack softens it.
  • On-screen display: add white text such as PLAY and a timecode in a monospaced font in a corner, under the VHS layer so it gets the same blur and bleed.
  • Tracking band: a white solid 60 px tall with Noise at 60% and Fast Box Blur 20 vertical, blend mode Add at 25% opacity, moving from bottom to top over 2 seconds a few times per section.
  • Add the scanline entry from this section at low opacity for a CRT playback feel.

Watch out for

  • Noise before blur. The grain gets smeared and the image looks out of focus instead of taped. Keep Noise last.
  • Blurring all channels equally. You lose the color bleed that makes VHS recognizable. Blur red and blue, keep green sharp.
  • Heavy wobble all the time. It makes viewers seasick. Keep the base subtle and push it only on hits.
  • Crushing the blacks. Tape never had deep blacks. Lift them with Faded Film instead of adding contrast.

Effects used

Fast Box BlurChannel BlurUnsharp MaskLumetri ColorTurbulent DisplaceNoise
Glitch & digital · Effect

Scanline interference

Fine dark lines, a soft rolling bar and an interlace comb that tears the image on the hit, all built from Venetian Blinds, Grid and Offset.

Built-in

When to use itScreen and monitor looks, retro and cyber edits, footage meant to feel recorded off a TV, and glitch hits that should feel like a signal rather than a broken file.

Scanlines are the dark gaps between the rows a CRT draws. A few thin dark lines over the picture make the eye read it as a screen. Venetian Blinds makes those lines for free: on a solid it cuts the layer into stripes, and at Transition Completion 50% the stripes and gaps are equal. Keep the line layer at low opacity. At full strength it halves your brightness and fights the footage.

Interference is the second layer: a soft wide bar that rolls slowly down the screen, like a camera filming a TV. The same Venetian Blinds with a big width and heavy feather makes soft bands, and Offset scrolls them forever without a seam. The third trick is the hit: use the line pattern as a Displacement Map, so alternate rows shift in opposite directions. That interlace comb reads as signal trouble, and it is easy to keep to 2 or 3 frames.

Mind the final screen. Lines 2 px thin look fine in the comp, but after phone compression they shimmer or disappear. For Shorts and Reels use a line period of 6 to 8 px so they survive the upload. Check the export on your phone before you post. If the lines vanish or crawl, widen them a step and lower the opacity a little.

Build it

  1. Make a comp named Lines, 1920x1080. Add a black solid, then a white solid above it. On the white solid apply Venetian Blinds: Transition Completion 50%, Width 6, Feather 0. Set Direction so the stripes run horizontally; type 0 or 90 and check the viewer.
  2. Drag Lines into your main comp above the footage, set its blend mode to Multiply and Opacity to 20%. White rows leave the image alone, black rows darken it.
  3. For the rolling bar, add a white solid on top. Apply Venetian Blinds with Transition Completion 60%, Width 360, Feather 150, same direction as the lines.
  4. On that solid apply Offset after the blinds and put the expression below on Shift Center To. Set the layer to Add at 8% opacity. A soft bright band now rolls down the screen. A width of 360 divides 1080 evenly, so the wrap has no seam.
  5. For an LCD or screen-door look instead of CRT lines, use Grid on an adjustment layer: Size From Width & Height Sliders, Width 6, Height 6, Border 1, Color black, Opacity 25%, and Blending Mode Normal. Left on None, Grid shows only the lines and hides the footage.
  6. For the comb hit, drag Lines into the comp a second time, turn its eye off, and add an Adjustment Layer with Displacement Map: Displacement Map Layer Lines, Use For Horizontal Displacement Luminance, Use For Vertical Displacement Off, Max Horizontal Displacement 0.
  7. On a hit, keyframe Max Horizontal Displacement to 25 for 2 frames, then back to 0, as hold keys (Ctrl+Alt+H). Raise the scanline Opacity to 50% on the same 2 frames for a stronger flash.
Expression on Offset > Shift Center To
[value[0], value[1] + time * 120]

Scrolls the bars down 120 px per second and wraps them, so the roll never ends.

Starting values

Venetian BlindsTransition Completion50%Equal lines and gaps
Venetian BlindsWidth6Line period; 6 to 8 survives phone compression
LayerOpacity (lines)20%Multiply mode
Venetian BlindsWidth / Feather (bar)360 / 150Soft rolling band
GridWidth / Height / Border6 / 6 / 1Screen-door look
Displacement MapMax Horizontal Displacement0, 25 on hitsInterlace comb for 2 frames

Other ways to make it

  • UniverseUniverse Holomatrix II gives scanlines and color offset in one effect, good for hologram and screen inserts.
  • SignalSignal adds noise, color bleed and line wobble from a modeled analog signal if you want the full broadcast look. Keep these built-in scanlines on top, since the lines are what say screen.

Try this

  • Screen only: put the scanlines and bar inside a precomp of the screen content and Corner Pin it onto a monitor in your shot.
  • Faster roll on hits: duplicate the bar layer, change the expression speed to time * 2000 and trim it to 3 frames on a beat for a sudden sweep.
  • Vertical lines: rotate the blinds Direction 90 degrees from your scanlines for an aperture-grille monitor look.
  • Pair with the RGB split: a 2-frame comb plus a 1-frame split on the same hit reads as a TV losing sync.

Watch out for

  • Lines at 100% opacity. The image goes dark and the lines dominate. Stay between 15% and 25%.
  • 2 px lines on social uploads. They turn into moire or vanish after compression. Use a 6 to 8 px period.
  • A rolling bar width that does not divide the frame height. You get a visible jump when Offset wraps. Use 270, 360 or 540 at 1080p.

Effects used

Venetian BlindsOffsetGridDisplacement Map
Glitch & digital · Technique

Glitch text reveal

Letters scramble through random characters, jitter sideways and split into color for a few frames, then lock into a clean, readable title.

Built-inTwitchUniverse

When to use itTitles, names, lyric hits and intro cards in gaming, tech, phonk and anime edits. The glitch is the entrance; the clean hold afterwards is what people read.

Text is the one place where a glitch must end clean. Footage can stay broken for a frame and still read, but a word needs to sit still long enough to be read. So build the glitch as an entrance: 8 to 12 frames of scramble, jitter and color split, then the title holds clean for at least a second. The glitch earns attention, the clean hold delivers the words.

The scramble comes from a Character Offset animator. It shifts each letter forward through the alphabet, so an A becomes a random letter. A Range Selector sweeping from left to right releases letters back to their real values one by one, which reads like a decoder locking in. An expression keeps the offset changing every couple of frames so the unlocked letters flicker.

A second animator with a Wiggly Selector shoves characters sideways by random amounts, and fading that animator out makes the jitter settle as the letters lock. On top, the RGB split from this section adds color fringes on the first frames. Each layer is subtle on its own. Together, for under half a second, they make the title arrive like a signal coming in.

Build it

  1. Type your title with the Horizontal Type Tool (Ctrl+T). A bold sans or a monospaced font works best, because the scramble keeps letter widths steady.
  2. Open the layer, click Animate > Character Offset. Set Character Range to Preserve Case & Digits so capitals stay capitals and numbers stay numbers.
  3. Alt-click the Character Offset stopwatch and paste the expression below so letters keep changing.
  4. In Range Selector 1, keyframe Start from 0% to 100% over 10 frames. Letters left of Start are released and show their real value. Give the last key Easy Ease In (Shift+F9).
  5. Click Animate > Position to add a second animator. Set its Position to 30, 0. Then Add > Selector > Wiggly, set Wiggles/Second to 12 and Correlation to 0% so each letter moves on its own. Leave this animator's Range Selector 1 at its default 0% to 100% so it covers every letter, and the wiggly selector does the varying.
  6. Keyframe that animator's Position from 30, 0 to 0, 0 over the same 10 frames, so the jitter settles as letters lock.
  7. Precompose the text (Ctrl+Shift+C) and build the three-copy RGB split from this section on the precomp, with Split going from 12 to 0 over the first 6 frames.
  8. Hold the clean title for at least 1 second, or about 0.3 seconds per word, whichever is longer. For the exit, reverse the same keys over 6 frames, or cut out on a beat with a 2-frame block displacement hit.
Expression on Text > Animator 1 > Character Offset
posterizeTime(15);
Math.round(random(5, 25))

A new random offset 15 times per second, so unlocked letters flicker through characters.

Starting values

Character Offset animatorCharacter RangePreserve Case & DigitsScramble stays in the same style
Range Selector 1Start0% to 100% over 10 framesLetters lock left to right
Wiggly SelectorWiggles/Second12Jumpy per-letter jitter
Wiggly SelectorCorrelation0%Each letter moves independently
Position animatorPosition30, 0 to 0, 0Jitter settles as letters lock
Slider ControlSplit12 to 0 over 6 framesColor fringe on the entrance only

Other ways to make it

  • TwitchApply Twitch to the text precomp with Slide and Color on, and keyframe the global Amount up with hold keys for only the first 6 frames, then back to 0.
  • UniverseUniverse Glitch on the text precomp, trimmed to the first 6 to 8 frames, then split the layer and leave the rest clean.
  • SapphireS_DigitalDamage on the text precomp for 4 frames with Damage Size raised for large blocks gives a corrupted-file entrance.

Try this

  • Random lock order: under Range Selector 1 > Advanced, turn Randomize Order on so letters lock in a random order instead of left to right.
  • Slice entrance: apply the block displacement glitch from this section to the text precomp and peak Max Horizontal Displacement at 60 for the first 4 frames.
  • Beat lyrics: trigger a 3-frame version (scramble only, no split) on each new word so the lyrics glitch in time with the vocal.
  • Exit by scramble: duplicate the animator keys and reverse them (Keyframe Assistant > Time-Reverse Keyframes) so the title decodes out the way it came in.

Watch out for

  • Glitching the text the whole time it is on screen. Nobody can read it. Glitch the entrance and exit, hold clean in between.
  • A proportional font with very different letter widths. The word jumps in width while scrambling. Use a monospaced or even-width font.
  • Too short a hold. If the clean title is on for less than a second, viewers catch the glitch but miss the words.
  • Forgetting Preserve Case & Digits. Letters scramble into symbols and punctuation, which looks broken in the wrong way.

Effects used

Shift ChannelsDisplacement Map

Distortion & warps13

Heat, liquid, waves, fisheye, mirrors and shockwaves.

Distortion & warps · Effect

Heat haze shimmer

A soft, rising shimmer over hot asphalt, exhausts and fire that makes a shot feel like summer.

Built-inHeat Distortion

When to use itCar edits on hot roads, exhaust and burnout shots, desert or summer footage, fire and explosions. Leave it on for the whole shot. It's atmosphere, not an accent.

Heat haze is light bending as it passes through air of different temperatures. On camera it reads as a slow, wavy shimmer that drifts upward and is strongest close to the hot source. Everyone knows the look from real life, so even a small amount makes a shot feel hot without anyone noticing an effect. The trick is restraint: small, slow, rising, and masked to where the heat is. A full-frame wobble just looks like a broken file.

Video Copilot's Heat Distortion plugin (sold on its own and included with Flight Kit) does the whole thing in one effect, with animated heat noise, a haze control and wind already built in. If you don't have it, Turbulent Displace gets you most of the way. The key is animating Offset (Turbulence) upward instead of only evolving it. Real heat drifts up, it doesn't boil in place, and that upward drift is what your eye uses to read it as air rather than water.

Put it on an adjustment layer instead of the footage. That way you can draw a feathered mask around the road surface or the back of the car, change it without touching the clip, and slide the layer in time to match exhaust bursts. It also lets you stack the same haze over several shots of the same scene so they match.

Build it

  1. Add an adjustment layer above the shot (Layer > New > Adjustment Layer) and name it HEAT.
  2. Apply Turbulent Displace. Set Displacement to Turbulent Smoother, Amount to 8, Size to 20, Complexity to 2.
  3. Alt-click the stopwatch on Offset (Turbulence) and paste the expression below so the noise drifts upward.
  4. Alt-click the Evolution stopwatch and type time*120. Upward drift plus slow evolution stops it looking like a scrolling texture.
  5. With the Pen tool (G), draw a mask over the hot area, for example the road from the bottom of frame up to the rear bumper. Press F and set Mask Feather to 150 px.
  6. If you own Heat Distortion, swap Turbulent Displace for it on the same adjustment layer. Start with the distortion low and the waves small, then raise the strength until straight lines in the background just begin to wobble.
  7. Check at 100% zoom. If you can clearly see the shimmer at 50% zoom, it's too strong for most shots.
Expression on Turbulent Displace > Offset (Turbulence)
[thisComp.width/2, thisComp.height/2 - time*150]

Moves the noise up 150 px per second, so the haze rises like real hot air. Works at any comp size.

Starting values

Turbulent DisplaceDisplacementTurbulent SmootherSofter than plain Turbulent
Turbulent DisplaceAmount8Above 15 starts to look like water
Turbulent DisplaceSize20Small cells read as air
Turbulent DisplaceComplexity2Adds fine detail to the ripples
Turbulent DisplaceEvolutiontime*120Expression, slow churn
Turbulent DisplacePinningPin AllKeeps frame edges still
MaskMask Feather150 pxNo visible mask edge

Other ways to make it

  • Heat DistortionApply it to the masked adjustment layer instead of Turbulent Displace. Its heat noise is already animated, so you mostly set how strong and how large the waves are, and use its wind control to push the movement upward. Keep the mask, the plugin looks just as wrong full-frame.

Try this

  • Exhaust bursts: keyframe Amount from 8 to 25 and back over 10 frames each time the engine revs, so the haze pulses with the sound.
  • Fire and explosions: raise Size to 40, change the drift to time*300, and mask around the flames with a 250 px feather.
  • Road mirage: duplicate the footage, flip the copy upside down, mask a thin strip at the horizon line, and put the heat layer over both.
  • Underwater: same setup with Amount 20, Size 80 and no upward drift, just Evolution.

Watch out for

  • Applying it to the whole frame. Heat lives near hot things, so mask it. Full-frame haze looks like a compression error.
  • Only animating Evolution. The noise boils in place and reads as water. Drift Offset (Turbulence) upward.
  • Too much Amount. Start at 8 and stop as soon as you can see straight lines wobble.

Effects used

Turbulent DisplaceHeat Distortion
Distortion & warps · Effect

Liquid wobble

A wet, rubbery wobble that makes footage or text look underwater, and swells on the beat.

Built-inSapphire

When to use itDreamy or dazed sections in music-video edits, slowed phonk parts, AMV flashbacks and hallucinations, and text that should feel unstable. A strong wobble for 6-10 frames also works as a hit on a drop.

Turbulent Displace pushes pixels around using a fractal noise pattern you never see. Large, smooth noise gives a slow liquid roll. Small, complex noise gives a nervous shiver. Animate Evolution and the pattern keeps shifting, so the image breathes like it's under a sheet of moving water.

The control that matters most is Size. Big sizes move large chunks of the frame together, which your eye reads as liquid. Small sizes break straight lines into zigzags, which reads as glitchy. For the classic wet, rubbery wobble, keep Size large and Complexity low, then use Amount as your volume knob.

The default Pinning is Pin All, which holds the frame edges still. That's why Turbulent Displace rarely shows black borders. If you switch pinning off for a stronger look, put Motion Tile with Mirror Edges above it in the stack so there's image to pull in from outside the frame.

Build it

  1. Apply Turbulent Displace to the clip, or to an adjustment layer if you want it over several clips.
  2. Set Displacement to Turbulent Smoother, Amount to 40, Size to 180, Complexity to 1.2.
  3. Alt-click the Evolution stopwatch and type time*90 so it keeps moving.
  4. Beat version: add layer markers on the beats (* on the numpad) and put the expression below on Amount. It rests at 25 and jumps to 95 on every marker.
  5. Keyframed version instead: Amount 0 the frame before the beat, 80 on the beat, 30 eight frames later. Select the keys, press F9, then in the Graph Editor set the beat key's outgoing influence to 80% so it snaps up and settles slowly.
  6. For moving edges, set Pinning to Pin None, then add Motion Tile above Turbulent Displace with Output Width and Output Height at 200 and Mirror Edges on.
  7. Set Antialiasing for Best Quality to High before rendering. Low leaves jagged edges on fine lines.
Expression on Turbulent Displace > Amount
var m = marker, n = 0;
if (m.numKeys > 0) { n = m.nearestKey(time).index; if (m.key(n).time > time) n--; }
var t = n > 0 ? time - m.key(n).time : 100;
25 + 70 * Math.exp(-t * 6);

Finds the last layer marker before the playhead and adds a spike that decays over about half a second. Change 70 for hit strength and 6 for how fast it settles.

Starting values

Turbulent DisplaceDisplacementTurbulent SmootherRound, liquid shapes
Turbulent DisplaceAmount4080-100 for a hit
Turbulent DisplaceSize180Bigger = slower, wetter
Turbulent DisplaceComplexity1.2Above 3 gets crunchy
Turbulent DisplaceEvolutiontime*90Expression, constant motion
Turbulent DisplacePinningPin AllNo black borders
Motion TileOutput Width / Output Height200Only if pinning is off

Other ways to make it

  • SapphireS_WarpBubble gives a smooth, bubbly warp that animates on its own. Keep the warp amount low for a steady wobble and keyframe it up on hits, the same way as Amount above.

Try this

  • Wobbly text: apply to a text layer with Size 60, Amount 20, and Pinning Pin None, so letters drift like ink in water.
  • Whirlpool: switch Displacement to Twist, Amount 60, Size 300, centered with Offset (Turbulence) on the subject.
  • One-way flow: use Vertical Displacement and drift Offset (Turbulence) down with [960, 540 + time*200] for water running over glass.
  • Wet glass: duplicate the wobbled layer, set it to Screen at 40% opacity with Gaussian Blur 10 for a soft, refracted sheen.

Watch out for

  • Complexity too high. Above about 3 the wobble turns into a jittery, crunchy mess. Liquid wants low complexity and big size.
  • Forgetting to animate Evolution. A frozen warp looks like a bad lens, not liquid.
  • Turning Pinning off without Motion Tile above the effect. You get black, chewed-up edges.

Effects used

Turbulent DisplaceMotion Tile
Distortion & warps · Effect

Wave warp sway

Clean, regular waves that roll across the frame, for a flag-in-the-wind sway or a woozy drop.

Built-inSapphire

When to use itSlowed and reverb sections, dizzy POV moments, retro intros, floating titles. A tall, fast wave for 4-6 frames also works as a bass-drop hit.

Where Turbulent Displace is random, Wave Warp is regular: a repeating wave shape that travels across the frame at a steady speed. That regularity is the point. It reads as deliberate and musical, like the picture is swaying to the track, instead of random damage. It's also cheap to render, so you can leave it on long sections.

Three settings do all the work. Wave Height is how far pixels move, Wave Width is the distance between peaks, and Direction is which way the wave travels. Tall waves with a wide width feel slow and seasick. Short waves with a narrow width feel like a heat ripple or a bad signal. Wave Type changes the shape: Sine is smooth, Square and Sawtooth look digital.

Wave Warp moves the frame edges too, so you'll see empty notches along the border. Either set Pinning to All Edges, which holds the borders still but flattens the wave near them, or put Motion Tile with Mirror Edges before it and let the edges wave freely. The second looks better on anything full-frame.

Build it

  1. Apply Motion Tile first: Output Width 120, Output Height 120, Mirror Edges on.
  2. Apply Wave Warp below it. Wave Type Sine, Wave Height 12, Wave Width 220, Direction 90°, Wave Speed 0.6.
  3. Set Pinning to None, since Motion Tile is covering the edges.
  4. Beat version: keyframe Wave Height 0 before the hit, 40 on the hit, 12 ten frames later. Press F9, then set the hit key's outgoing influence to 85% in the Graph Editor so it holds the swell before settling.
  5. For a seasick drop, add a second Wave Warp below with Direction 0°, Wave Width 400, Wave Height 8. Two crossing waves feel like water; one feels like a flag.
  6. Set Antialiasing (Best Quality) to High and preview at Full resolution. Wave Warp looks steppy at Half.
Expression on Wave Warp > Wave Height
var bpm = 128;
10 + 14 * Math.abs(Math.sin(time * Math.PI * bpm / 60));

Swells once per beat. Set bpm to your track and start the layer on a beat so the swells line up.

Starting values

Wave WarpWave TypeSineSmooth; Square for digital
Wave WarpWave Height1240 for a hit
Wave WarpWave Width220Wider = slower feel
Wave WarpDirection90°0° to roll vertically
Wave WarpWave Speed0.6Above 2 starts to read as glitch
Wave WarpPinningNoneAll Edges if no Motion Tile
Motion TileMirror EdgesOnFills the notches at the border

Other ways to make it

  • SapphireS_WarpWaves gives the same rolling wave with smoother edges, and its Wrap set to Reflect fills the border without Motion Tile. Start with a low Amplitude and a low Frequency for long waves, set Angle for the direction, then raise Phase Speed until it matches the track's tempo.

Try this

  • Digital wobble: Wave Type Square, Wave Height 6, Wave Width 30, Wave Speed 3 for a broken-signal shimmer on 4 frames.
  • Organic sway: Wave Type Smooth Noise so the peaks aren't perfectly even.
  • Exact control: set Wave Speed to 0 and keyframe Phase instead, so the wave only moves when you tell it to.
  • Floating title: apply to a text layer with Wave Height 5, Wave Width 300, Pinning None. No Motion Tile needed on text.

Watch out for

  • Notched edges. Add Motion Tile with Mirror Edges above it, or set Pinning to All Edges.
  • Wave Speed too high. Fast waves stop reading as sway and start reading as a broken file. Stay under 1 for the slow look.
  • Using the same pixel values in a 4K comp. Wave Height and Wave Width are in pixels, so double them at 3840x2160.

Effects used

Wave WarpMotion Tile
Distortion & warps · Effect

Fisheye bulge punch

The center of the frame swells toward the lens on the hit and snaps back, like the beat pushed the glass.

Built-inSapphireBCC

When to use itKicks and snares in phonk and velocity edits, a car or player rushing the camera, impact frames in AMVs. Use it on the 3-6 biggest hits of a section, not every kick.

A zoom punch scales the whole frame evenly. A bulge punch swells only the center while the edges stay put or curve away. That uneven push is what a wide lens does when something rushes it, so it feels physical and close, like the subject leaned into the camera. Pair it with a small scale punch and you get both depth and impact in the same frame.

Bulge is the most controllable way. Make the radius bigger than half the frame so the whole picture curves instead of a bubble forming on someone's face, and turn on Pin All Edges so the borders never pull in. Then you only animate Bulge Height. CC Lens is the extreme version, a full spherical lens, good for one big hit or a skate-video fisheye look.

Timing is what sells it. The bulge must peak on the beat frame, not a few frames after, then decay over 6-10 frames. If it eases in, it feels late and soft. Snap up in one frame, ease out slowly.

Build it

  1. Add an adjustment layer over the clip and apply Bulge.
  2. Set Horizontal Radius to 1100, Vertical Radius to 900, Bulge Center to 960, 540 or right on the subject. Turn on Pin All Edges.
  3. Keyframe Bulge Height: 0 one frame before the beat, 1.2 on the beat, 0 eight frames later.
  4. Select the beat key and the last key, press F9, then in the Graph Editor set the beat key's outgoing influence to 90% so the swell holds a moment before it relaxes.
  5. Apply Transform below Bulge. Keyframe Scale 100 → 108 on the beat → 100 with the same timing. Uncheck Use Composition's Shutter Angle and set Shutter Angle to 180 for a touch of blur on the snap.
  6. Skip keyframes on long edits: add layer markers on the hits and put the expression below on Bulge Height.
  7. Extreme version: use CC Lens instead. Raise Size until the dark area outside the lens circle leaves the frame, then animate Convergence up on the hit and back to where it started over 8 frames.
Expression on Bulge > Bulge Height
var m = marker, n = 0;
if (m.numKeys > 0) { n = m.nearestKey(time).index; if (m.key(n).time > time) n--; }
var t = n > 0 ? time - m.key(n).time : 100;
1.2 * Math.exp(-t * 10);

Peaks at 1.2 on every layer marker and fades out over about 8 frames. Use -0.8 instead of 1.2 for a pinch.

Starting values

BulgeHorizontal Radius1100Bigger than half the frame width
BulgeVertical Radius900Covers the full height
BulgeBulge Height0 → 1.2 → 0Negative values pinch instead
BulgePin All EdgesOnNo pulled-in borders
TransformScale100 → 108 → 100Adds the push
TransformShutter Angle180Uncheck comp shutter angle first

Other ways to make it

  • SapphireS_WarpFishEye gives a fuller, cleaner lens bend than Bulge. Keyframe Amount from 0 to a peak on the hit and back with the same snap-up, ease-out timing, put Center on the subject, and leave Wrap on Reflect so the edges fill themselves.
  • BCCBCC Bulge does the same swell and adds a stretch control for an oval bulge. Make it larger than the frame and animate the bulge amount with the same timing.

Try this

  • Pinch on the snare: kick gets Bulge Height 1.2, snare gets -0.8, so the frame breathes in and out with the drums.
  • Tracked bulge: track the subject's face with the Tracker, apply it to a null, and pick-whip Bulge Center to the null's position so the swell follows them.
  • Double hit: 1.2 on the beat, back to 0.3, then 0.7 four frames later for a stutter that matches a doubled kick.
  • Freeze and bulge: freeze the frame on the hit (Layer > Time > Freeze Frame on a split) and hold the bulge at 0.8 for 6 frames.

Watch out for

  • Easing into the peak. The bulge arrives late and feels soft. Jump to the peak in one frame, ease only on the way out.
  • Radius too small. You get a visible bubble on the subject's face. Keep Horizontal Radius above half the comp width.
  • Pin All Edges off. The borders pull inward and show transparency. Turn it on, or add Motion Tile with Mirror Edges above.
  • Putting it on every kick. It stops feeling like an impact. Save it for the big hits.

Effects used

BulgeCC LensTransform
Distortion & warps · Technique

Optics wide-lens zoom

Bend the frame like a wide lens, as a GoPro look on its own or as the edge stretch that makes zoom transitions feel fast.

Built-inSapphire

When to use itZoom-in transitions in velocity, car and sports edits, skate or action POV looks, and anywhere a cut should feel like the camera lunged forward. The transition version lives on 4-6 frames each side of a cut.

Optics Compensation simulates lens distortion. With Reverse Lens Distortion off, it bows the picture outward like a barrel, the GoPro or fisheye look. With it on, it pulls the center in and stretches the edges toward the corners, the look of an ultra-wide lens with the world streaking past at the sides.

That stretched-edge version is the hidden ingredient in most zoom transitions. Scale alone only makes the picture bigger. Stretching the edges at the same time makes it feel like speed, because your eye reads the streaking corners as motion. Add motion blur and the cut vanishes inside the move.

Both modes pull pixels from outside the frame, so you need image there. Motion Tile with Mirror Edges at the top of the stack provides it. The mirrored tiles are only on screen for a few frames, stretched and blurred, so nobody sees the seam. The stack order is always Motion Tile, then Transform, then Optics Compensation.

Build it

  1. Put clip A and clip B back to back. Add two adjustment layers: ZOOM A over the last 5 frames of A, and ZOOM B over the first 5 frames of B.
  2. On both, apply Motion Tile (Output Width and Output Height 300, Mirror Edges on), then Transform, then Optics Compensation.
  3. ZOOM A: keyframe Transform Scale 100 → 200. ZOOM B: Scale 50 → 100. While B is small the mirrored tiles fill the frame, so the zoom seems to keep going forward.
  4. Easing: A should accelerate into the cut, B should decelerate out of it. With Flow, use an expo-in curve on A and expo-out on B. Without Flow, give A's first key Easy Ease Out (Ctrl+Shift+F9) at 85% influence and leave the cut key linear; on B leave the cut key linear and give the last key Easy Ease In (Shift+F9) at 85%.
  5. On both Optics Compensation effects, check Reverse Lens Distortion. Keyframe Field Of View (FOV) 0 → 100 on A, and 100 → 0 on B, with the same easing as the scale.
  6. On both Transform effects, uncheck Use Composition's Shutter Angle and set Shutter Angle to 360 for heavy blur right at the cut.
  7. For the static wide-lens look instead: one adjustment layer over the shot, Optics Compensation with Reverse Lens Distortion off and Field Of View (FOV) at 40, then Transform Scale 112 to crop the curved corners.

Starting values

Motion TileOutput Width / Output Height300Room for the stretch
Motion TileMirror EdgesOnHides tile seams
TransformScaleA: 100 → 200, B: 50 → 100Forward motion through the cut
TransformShutter Angle360Comp shutter angle unchecked
Optics CompensationField Of View (FOV)100 at the cutAbove 140 collapses the center
Optics CompensationReverse Lens DistortionOnOff for the barrel or GoPro look
Optics CompensationFOV OrientationHorizontalDefault is fine for 16:9

Other ways to make it

  • SapphireS_WarpFishEye handles the barrel look with smoother edges, and its Wrap set to Reflect fills the corners without Motion Tile. For the static look, keep Amount low and lower Z Dist slightly to crop in. For the stretched transition, keep the built-in Optics Compensation and add S_Shake or a Sapphire blur on top if you want extra streak.

Try this

  • Zoom-out transition: flip it. ZOOM A goes 100 → 50, ZOOM B goes 200 → 100, FOV still peaks at the cut.
  • Spin zoom: add Rotation 0° → 20° on A and -20° → 0° on B for a twist through the cut.
  • Fisheye punch-in on a single shot: barrel mode, Field Of View (FOV) 0 → 60 over 3 frames on the hit, then back over 8.
  • Vertical edits: set FOV Orientation to Vertical on 1080x1920 comps so the stretch runs along the long side.

Watch out for

  • No Motion Tile. The corners turn black the moment FOV goes up. Put Motion Tile first in the stack.
  • Wrong effect order. Optics Compensation above Motion Tile has nothing to pull from. Order is Motion Tile, Transform, Optics Compensation.
  • FOV too high. Above about 140 the center shrinks to a pinhole and the transition looks broken. 80 to 120 is the useful range.
  • Easing both sides the same way. A must speed up into the cut and B must slow down out of it, or the zoom hiccups at the cut.

Effects used

Optics CompensationMotion TileTransform
Distortion & warps · Technique

Fix warp edges

Every warp pulls pixels from outside the frame. Give it something to pull and you'll never see black borders again.

Built-in

When to use itAny time you shake, zoom out, rotate, displace or bulge footage and a black or transparent sliver shows up at the edge. Set it up once and reuse it under every distortion in the edit.

Distortion effects work by moving pixels. When an edge pixel gets pulled inward, the effect looks outside the frame for something to fill the gap, finds nothing, and you get a black notch or a transparent wedge. Shakes do the same, and so does any scale below 100% or any rotation. It's the single most common thing that makes an edit look unfinished.

There are two fixes. Oversize the source so there's real image beyond the frame, or fake the outside with mirrored tiles. Motion Tile with Mirror Edges on copies the frame outward and flips each copy, so the pixels just past the border match the pixels just inside it. During a fast warp or shake, nobody can tell they're mirrored.

Where the effect lives matters. On a footage layer, effects see the whole clip, including parts outside the comp. On an adjustment layer, effects only see what's inside the comp frame, so oversizing the footage underneath won't help an adjustment-layer warp. In that case Motion Tile on the adjustment layer is the fix. Effects run top to bottom, so Motion Tile must sit above the distortion.

Build it

  1. Decide where the warp goes: on the footage layer (sees everything) or an adjustment layer (sees only the comp frame).
  2. Mirror fix: apply Motion Tile as the first effect. Tile Width and Tile Height 100, Output Width and Output Height 200, Mirror Edges on.
  3. Put your distortion or shake below it. Drag effects up and down in the Effect Controls panel to reorder.
  4. Check the corners on the strongest frame of the warp. If an edge still shows, raise Output Width and Output Height to 300. Higher costs render time, so don't default to 500.
  5. Oversize fix with real image: if your source is bigger than the comp, like 4K in a 1080 comp, scale it to 60% instead of 50%. There's now real footage past the frame on every side, and effects on that layer use it. You still have more detail than 1080.
  6. Pinning fix: many warps can hold their own edges. Turbulent Displace Pinning Pin All, Wave Warp Pinning All Edges, Bulge Pin All Edges. Use pinning when the edges don't need to move.
  7. One-sided fix: CC RepeTile has separate Expand Right, Expand Left, Expand Down and Expand Up values. Set only the side you need, like Expand Left 400 for a slide out to the left, and set Tiling to a mirrored mode such as Unfold so the copies flip instead of repeating.
  8. Save it: select Motion Tile and your warp, then Animation > Save Animation Preset, so the pair drops onto any layer in one go.

Starting values

Motion TileTile Width / Tile Height100Tile is the full frame
Motion TileOutput Width / Output Height200300 for big shakes
Motion TileMirror EdgesOnOff gives a hard seam
Motion TilePhase0°Leave alone for edge fixing
Layer TransformScale60% (4K in 1080)Real image past the frame
CC RepeTileExpand Left400Only the side you need

Try this

  • Infinite wall: Output Width and Output Height 500, then Transform Scale 100 → 30 for a zoom-out into a grid of mirrored clips.
  • Sliding tile background: turn on Horizontal Phase Shift and animate Phase with time*90 for a moving tiled backdrop behind a cutout.
  • Hide the seam in motion: add a short Directional Blur or Transform shutter-angle blur during the move. Any seam left over disappears in the smear.

Watch out for

  • Motion Tile below the warp. The warp runs first and the tiles copy the black edges. Move Motion Tile to the top of the stack.
  • Oversizing footage under an adjustment-layer warp. Adjustment layers only see the comp frame. Put Motion Tile on the adjustment layer instead.
  • Mirror Edges off. The tiles repeat without flipping, so you get a hard line where the copies meet.
  • Output values too low for a big shake. If the corner still flashes black, go from 200 to 300.

Effects used

Motion TileCC RepeTileTransform
Distortion & warps · Effect

Mirror symmetry split

Fold the frame down the middle so one side reflects the other, for a strange, perfectly symmetric shot.

Built-in

When to use itRoads, tunnels and skylines in car edits, faces in unsettling AMV moments, dance and music-video intros. Cut it in for 8-16 frames on a section change, or hold it through a slow verse.

The Mirror effect picks a line through the frame and reflects one side onto the other. Symmetry is rare in real footage, so a mirrored shot instantly looks designed, a little uncanny, and very graphic. Roads and hallways turn into tunnels, skylines turn into canyons, and faces turn into masks.

The fun part is animating the line. Slide Reflection Center across the frame and the picture grows out of itself, like it's being unfolded. Rotate Reflection Angle and the fold sweeps around. On a beat, snapping between two mirror lines with hold keyframes is a cheap, clean accent that needs no other effects.

Movement in the footage does a lot of the work. A slow camera push on a mirrored road feels like flying down a canyon. A pan makes the two halves slide toward or away from each other, which is great right before a cut. Static shots look like a still image, so pick clips with motion.

Build it

  1. Add an adjustment layer over the clip and apply Mirror. Using an adjustment layer keeps Reflection Center in comp space, even if the clip is scaled or moved.
  2. Set Reflection Center to 960, 540 and Reflection Angle to 0° for a vertical fold down the middle. If the wrong half is being kept, set the angle to 180°.
  3. For a horizontal fold, sky mirrored into the ground, use 90° or 270°.
  4. Line the fold up with a natural center in the shot, like the road's vanishing point or the bridge of a nose. A fold through a symmetric subject looks intentional; a random fold looks broken.
  5. Unfold reveal: keyframe Reflection Center from 1920, 540 to 960, 540 over 12 frames, press F9, and drag both influences to 75% in the Graph Editor.
  6. Four-way mirror: add a second Mirror below the first, set to the other axis, so one quarter of the frame fills all four.
  7. Beat flip: on each beat, switch Reflection Angle between 0° and 180° with hold keyframes (Ctrl+Alt+H) so the picture flips sides instantly.
Expression on Mirror > Reflection Center
[thisComp.width/2 + 120 * Math.sin(time * 2), thisComp.height/2]

Drifts the fold 120 px left and right so the symmetry breathes instead of sitting dead still.

Starting values

MirrorReflection Center960, 540On the shot's center line
MirrorReflection Angle0°180° keeps the other half
MirrorReflection Angle90°Horizontal fold
MirrorReflection Center1920, 540 → 960, 54012-frame unfold

Try this

  • Mirror and normal on snares: the effect's on/off switch can't be keyframed, so split the adjustment layer (Ctrl+Shift+D) and delete every other piece, or hold-keyframe the adjustment layer's Opacity between 0% and 100% on each snare.
  • Diagonal fold: Reflection Angle 45° on a shot with strong diagonal lines, like stairs or a ramp.
  • Rotating fold: animate Reflection Angle 0° → 360° over 4 seconds for a slow, hypnotic sweep behind a lyric.
  • Mirrored subject with a real background: roto the subject, mirror only the subject layer, and keep the background normal.

Watch out for

  • Putting Mirror on a scaled or moved clip. Reflection Center is in layer space, so the fold drifts off center. Use an adjustment layer.
  • A fold that cuts through nothing in particular. Line it up with a real center in the shot.
  • Holding it on a static shot. Without motion it looks like a still. Use it on pushes, pans or moving subjects.

Effects used

MirrorMotion TileTransform
Distortion & warps · Effect

Kaleidoscope pattern

Turn any clip into a spinning, mirrored mandala that keeps moving with the footage.

Built-inOminoSapphireBCC

When to use itPsychedelic drops, slowed or reverb sections, intros and outros, lyric videos, and backgrounds behind a cutout subject. Short 6-12 frame bursts on a build-up work too.

CC Kaleida takes a wedge of the picture and mirrors it around a center point, over and over, like a real kaleidoscope. Because the source is moving footage, the pattern keeps changing by itself. Colorful, busy shots with motion, like city lights, crowds or anime action, make great patterns. Flat, static shots make dull ones.

Size decides how big each segment is. Small sizes give many tiny repeats that read as texture. Large sizes keep recognizable shapes from the footage. Rotation spins the whole pattern, and the Mirroring menu changes how the wedges fold. Step through every option in that menu, because they look very different from each other.

The most useful trick is keeping the subject readable. Put the kaleidoscope on the background only and lay a rotoscoped cutout of the subject on top. Viewers still know what they're looking at, and the pattern frames them like a halo.

Build it

  1. Apply CC Kaleida to the clip or to an adjustment layer.
  2. Set Center to 960, 540, or on the brightest, most colorful part of the shot.
  3. Lower Size until you see 6-8 segments across the frame. Then raise it a little if the footage stops being recognizable.
  4. Open the Mirroring menu and try each option while watching the Composition panel. Pick one whose shapes suit the shot.
  5. Alt-click the Rotation stopwatch and paste the expression below for a slow, swaying spin.
  6. Beat version: keyframe Size down by about a third on the hit and back over 8 frames, with F9 and 80% outgoing influence on the hit key, so the pattern punches inward.
  7. Subject on top: duplicate the footage above, cut the subject out with Roto Brush, and keep CC Kaleida only on the layer underneath.
  8. If Center sits near the frame edge, add Motion Tile (Output Width/Output Height 200, Mirror Edges on) above CC Kaleida so the wedges don't grab empty space.
Expression on CC Kaleida > Rotation
time * 30 + 15 * Math.sin(time * 4)

A steady 30° per second spin with a small sway on top, so it feels alive instead of mechanical.

Starting values

CC KaleidaCenter960, 540On the most colorful area
CC KaleidaSize6-8 segments visibleSmaller = more repeats
CC KaleidaMirroringTry eachChanges the whole pattern
CC KaleidaRotationtime*3030° per second, calm
Motion TileMirror EdgesOnOnly if the center is near an edge

Other ways to make it

  • Ominoomino kaleidoscope works differently: there is no segment count. You pick the mirror cell, a square, a triangle or any mask you draw, and it mirrors that cell across the frame, so you get tiled, crystal-like patterns instead of a round mandala. Draw a small mask over the most colorful part of the shot, use it as the cell, and animate the mask's position slowly so the pattern keeps changing.
  • SapphireS_Kaleido has smoother wedge edges and lets you move the sampled area separately from the pattern center, so you can scan across the footage while the mandala stays put.
  • BCCBCC Kaleidoscope works the same way. Start with a low segment count and a slow spin.

Try this

  • Build-up burst: cut the kaleidoscope in for 6 frames on every other beat of the last bar before a drop, with a white flash on the drop.
  • Slow reveal: animate Size from very small (pure pattern) to large over 2 seconds so the real shot slowly emerges.
  • Tunnel: add Transform with Scale 100 → 140 under CC Kaleida over the whole shot, so the pattern seems to rush toward you.
  • Lyric backdrop: blur the kaleidoscope layer with Gaussian Blur 20 and darken it so white text sits clearly on top.

Watch out for

  • A flat or static source. The pattern looks like wallpaper. Use clips with color and motion.
  • Spinning too fast. Over about 90° per second it gets nauseating. Keep it slow and let the footage do the moving.
  • Holding it full-frame for too long. After a few seconds it's just noise. Cut it in and out, or keep the subject on top.

Effects used

CC KaleidaMotion TileRoto Brush
Distortion & warps · Effect

Liquify melt

Paint the picture into dripping, sagging shapes, then let it melt down the frame on its own.

Built-in

When to use itNightmare or trip scenes, horror AMVs, a face melting on a slowed bass, logos and clocks in surreal music videos. It needs 1-2 seconds to read, so it isn't a quick accent.

Liquify is After Effects' push-pixels-with-a-brush effect. You drag on the Composition panel and the image smears where you drag, like wet paint. The key control is Distortion Percentage: your strokes are stored as a mesh, and that percentage blends between the original at 0% and your full painted warp at 100%. Keyframe it and the melt animates by itself, no frame-by-frame painting.

For a melt, paint mostly downward strokes from the top of the subject, longer in some spots than others so it drips unevenly. Real melting sags at the bottom first, so give the lower half more pull. Then add a little Turbulent Displace set to vertical displacement below Liquify, so the drips wobble as they fall instead of sliding down like a rigid sheet.

Liquify is slow with big brushes, so paint and preview at Half resolution, then check Full before you export. Painting happens on whatever frame the playhead is on, so park it on the moment of full melt before you start. If the Distortion Mesh stopwatch is on, every stroke makes a new keyframe, which is useful later but confusing at first.

Build it

  1. Apply Motion Tile first with Output Height 150 and Mirror Edges on, so drips pulled from the top have image to come from. Then apply Liquify below it.
  2. Under Tools, choose the Warp tool (the first brush). Open Warp Tool Options and set Brush Size to 120, Brush Pressure to 40.
  3. Park the playhead where the melt should be complete. Drag downward on the subject in the Composition panel in short strokes. Go over the lower half twice so it sags more.
  4. Drop Brush Size to 50 and pull three or four long, thin drips down past the chin, hands or edges of the subject.
  5. Keyframe Distortion Percentage: 0% where the melt starts, 100% 36 frames later. Give the first key Easy Ease Out (Ctrl+Shift+F9) with outgoing influence 80%, so it starts slowly and speeds up like it's giving in to gravity.
  6. Add Turbulent Displace below Liquify: Displacement Vertical Displacement, Amount 15, Size 60, Evolution time*120, Pinning Pin All.
  7. Link the wobble to the melt with the expression below, so the drips only shiver once things start melting.
Expression on Turbulent Displace > Amount
effect('Liquify')('Distortion Percentage') * 0.2

No wobble before the melt starts, an Amount of 20 at full melt.

Starting values

LiquifyBrush Size12050 for thin drips
LiquifyBrush Pressure40Lower = more control per stroke
LiquifyDistortion Percentage0% → 100% over 36 framesSlow start, fast finish
Turbulent DisplaceDisplacementVertical DisplacementDrips wobble up and down only
Turbulent DisplaceSize60Drip-sized wobble
Motion TileOutput Height150Image above the frame for drips

Try this

  • Un-melt reveal: reverse the keys, 100% → 0%, so a puddle pulls itself back into a face or logo.
  • Two-stage melt: turn on the Distortion Mesh stopwatch, paint a slight sag at one time and a full collapse later. After Effects blends between the two meshes.
  • Melting text: precomp the finished text first, then liquify the precomp so editing the words later doesn't break your strokes.
  • Hot-surface melt: add the heat haze setup from this section on top for a desert-mirage feel.

Watch out for

  • Painting sideways. Side strokes read as a smudge, not a melt. Keep strokes mostly downward.
  • No Motion Tile. Pulling the top edge down drags transparency into the frame. Put Motion Tile first.
  • Painting on the wrong frame with Distortion Mesh keyframes on. Strokes land on a key you didn't expect. Park the playhead first, or leave that stopwatch off.
  • Huge brush at Full resolution. It crawls. Paint at Half, check at Full.

Effects used

LiquifyTurbulent DisplaceMotion Tile
Distortion & warps · Effect

Impact shockwave ripple

A ring of bent air bursts out from the point of impact, like the hit shook the frame.

Built-inSapphireBCC

When to use itPunches, kicks, landings and explosions in anime and fight edits, a ball hitting the net, a bass drop on a car rev. One per big hit, 10-15 frames long.

A shockwave is a ring that expands from a point and bends whatever is behind it, like heat or water. You build it by drawing the ring yourself in a small precomp, then using that precomp as the map for Displacement Map. Because you drew the ring, you control exactly where it starts, how fast it grows and how thick it is, so it can land right on a fist or a ball.

The detail most tutorials skip: Displacement Map treats 50% gray as no movement. Black pushes pixels one way, white pushes the other. If your map is a white ring on black, the whole frame shifts. Put the ring on a mid-gray background and only the ring moves pixels. Displacement Map also reads the map layer's source, which is why the ring lives in a precomp.

CC Ripple Pulse is the faster option with no precomp. It sends out water-style rings from a point, but you have to keyframe Pulse Level (Animate) or nothing happens. It looks more like a pond than an impact, so keep it for softer moments.

Build it

  1. Make a new comp SHOCK MAP at 1920x1080, same frame rate and length as the hit (about 15 frames). Add a solid colored #808080 that fills the frame.
  2. With nothing selected, double-click the Ellipse tool to add an ellipse shape, then set Contents > Ellipse 1 > Ellipse Path 1 > Size to 200, 200. Turn off the fill and give it a white stroke with Stroke Width 40.
  3. Add Gaussian Blur to the shape layer with Blurriness 25. Soft edges bend the picture smoothly; hard edges slice it.
  4. Set the shape layer's Position to the impact point. Keyframe Scale 0% → 900% over 12 frames, giving the first key Easy Ease Out (Ctrl+Shift+F9) at 90% influence so it bursts out and slows. Keyframe Opacity 100% → 0% over the last 6 frames.
  5. In the main comp, drop in SHOCK MAP, turn its eye off, and line its first frame up with the impact frame. Add an adjustment layer above the footage over the same frames.
  6. On the adjustment layer apply Displacement Map: Displacement Map Layer SHOCK MAP, Use For Horizontal Displacement Luminance, Max Horizontal Displacement 40, Use For Vertical Displacement Luminance, Max Vertical Displacement 40, Displacement Map Behavior Center Map, Wrap Pixels Around on.
  7. Sell the hit: on the impact frame add a 2-frame white solid at 30% opacity and a Transform scale punch 100 → 104 → 100 over 6 frames.

Starting values

Solid (map comp)Color#80808050% gray = no movement
Shape layerStroke Width40Ring thickness
Gaussian BlurBlurriness25Soft edge = smooth bend
Shape layerScale0% → 900% over 12 framesFast out, slow finish
Displacement MapMax Horizontal Displacement40Same for vertical
Displacement MapUse For Horizontal DisplacementLuminanceVertical too
Displacement MapWrap Pixels AroundOnNo empty edges where the ring exits

Other ways to make it

  • SapphireS_WarpPuddle makes circular ripples from a center point. Put the center on the impact, keep it to one or two rings, and animate it outward over about 12 frames while fading its amount.
  • BCCBCC Pond Ripple does the same with built-in ring controls. Center it on the impact and animate the ripple outward, fading strength to zero by frame 12.

Try this

  • Double ring: duplicate the ring in SHOCK MAP, start it 3 frames later and end it at 600% for a second, smaller wave.
  • Ground slam: scale the ring non-uniformly, 900%, 300%, and place it at the feet, so it spreads along the floor in perspective.
  • Pond version: apply CC Ripple Pulse, put Center on the impact, keyframe Pulse Level (Animate) from 0 to 100 over 10 frames, keep Amplitude low.
  • Stronger hit: raise both max displacements to 80 and add a 3-frame bulge punch from the fisheye entry on the same frame.

Watch out for

  • A white ring on a black map. The whole frame shifts sideways. Put a #808080 solid behind the ring.
  • A hard-edged ring. It slices the picture instead of bending it. Blur the ring.
  • Leaving the map layer visible in the main comp. Turn its eye off; Displacement Map still reads it.
  • A slow ring. Over about 20 frames it reads as water, not impact. Keep it to 10-15.

Effects used

Displacement MapGaussian BlurCC Ripple PulseTransform
Distortion & warps · Transition

Liquid warp cut

The outgoing shot bends and smears into the next one, so the cut feels poured instead of chopped.

Built-inSapphire

When to use itSmooth music-video and AMV edits on a vocal glide or reverb tail, cuts between two dreamy shots, and velocity edits where a smear fits better than a whip. 5 frames each side of the cut.

A warp cut hides the edit inside a distortion peak. Both shots get heavily bent right at the cut, so for two or three frames neither one is readable, and the brain stitches them together. The trick is that the distortion and a scale move peak on the same frame, then both relax as the new shot settles.

Built-in, you do it with Turbulent Displace on an adjustment layer whose Amount spikes across the cut, plus Transform for motion and blur. Sapphire's warps give a smoother bend. S_WarpBubble makes a soft, rolling warp, and S_Distort bends the picture using the brightness shapes of a lens clip or the footage itself, so the smear follows edges in the shot instead of random noise. S_WarpTransform handles the scale and spin, and its wrap set to reflect fills the edges, so it can stand in for Transform plus Motion Tile.

Whatever tool you use, keep it on one adjustment layer that spans the cut, so one set of keyframes treats both clips the same way and the peak lands exactly on the edit. Splitting the warp across two layers, one per clip, almost always puts the two peaks a frame apart, and that one frame is enough for the cut to show. Pick shots with similar brightness on each side, too: a dark shot smearing into a bright one reads as a flash, not a pour.

Build it

  1. Put clip A and clip B back to back. Add an adjustment layer from 5 frames before the cut to 5 frames after.
  2. Apply Motion Tile (Output Width and Output Height 200, Mirror Edges on), then Turbulent Displace, then Transform.
  3. Turbulent Displace: Displacement Turbulent Smoother, Size 250, Complexity 1, Pinning Pin None, and Evolution set to the expression time*400 so the warp churns through the cut.
  4. Keyframe Amount: 0 at the layer's first frame, 180 on the first frame of clip B, 0 at the layer's last frame. Press F9 on all three, then in the Graph Editor set the middle key's influence to 20% both ways and the outer keys to 80%, for a sharp peak with soft ends.
  5. Transform: keyframe Scale 100 → 130 → 100 on the same three frames with the same easing. Uncheck Use Composition's Shutter Angle and set Shutter Angle to 270.
  6. If you still catch one readable frame at the cut, add Directional Blur with Blur Length 30 on just the 2 frames around it.
  7. Sapphire version: swap Turbulent Displace for S_WarpBubble or S_Distort on the same layer. Keyframe the warp amount with the same 0, peak, 0 timing, and leave the other controls at default until the peak looks right. For the scale punch you can use S_WarpTransform with its wrap set to reflect instead of Transform and Motion Tile.

Starting values

Turbulent DisplaceAmount0 → 180 → 0Peak on the cut frame
Turbulent DisplaceSize250Large, liquid shapes
Turbulent DisplaceEvolutiontime*400Fast churn during the cut
Turbulent DisplacePinningPin NoneMotion Tile covers the edges
TransformScale100 → 130 → 100Same keys as Amount
TransformShutter Angle270Comp shutter angle unchecked
Motion TileOutput Width / Output Height200Mirror Edges on

Other ways to make it

  • SapphireS_DistortRGB on the same adjustment layer gives the warp a colored fringe. Keyframe its amount with the same 0, peak, 0 timing as the main warp.
  • SapphireS_WarpFishEye for a lens-like bulge at the cut: Amount animated from 0 to a strong peak on clip B's first frame and back, with the same Transform scale punch underneath.

Try this

  • Twist cut: set Displacement to Twist, Amount 0 → 120 → 0, and add Transform Rotation 0° → 25° → 0° so the shots spiral into each other.
  • Liquid whip: set Displacement to Horizontal Displacement and pair it with a horizontal whip pan for a smear that runs sideways.
  • Color smear: Sapphire S_DistortRGB at the peak so each color channel bends differently in the smear.
  • Match-shape cut: line up a similar shape in both shots, a wheel and a ball, and center a Twist warp on it.

Watch out for

  • Peak not on the cut. If the strongest warp lands a frame early or late, one shot is still readable at full strength and the edit shows. Put the middle key exactly on clip B's first frame.
  • Pin None without Motion Tile. The edges tear into black. Keep Motion Tile at the top of the stack.
  • Making it too long. Past about 12 frames total, viewers see the warp as an effect instead of a cut.

Effects used

Turbulent DisplaceTransformMotion TileS_WarpBubbleS_DistortS_WarpTransform
Distortion & warps · Effect

Omino Snake path bend

Bend a strip of footage or type along any mask path and slide it through the curve like a ribbon.

OminoBuilt-in

When to use itIntros and title cards, filmstrip-style collages of your clips, lyric lines that curve around the subject, and graphic sections between shots. It suits clean, designed edits more than raw footage moments.

Omino Snake bends a layer along a mask path you draw. It cuts the source image into thin slices and lays them along the path, so a straight strip of footage or text follows any curve: an S across the frame, a spiral, the outline of a road. Push the image along the path and it slithers through the curve, which is where the name comes from.

Because the image is drawn in slices, tight curves can look chunky. The draw step control sets the slice size: smaller steps make smoother curves at the cost of render time. Start smooth and only coarsen it if renders are too slow.

The source matters more than the settings. A long, thin layer works best: a strip of three or four clips side by side, a line of text, or a pattern. Build that strip in its own precomp, much wider than it is tall, so the path has something long to wrap.

Build it

  1. Make a new comp about 3840 x 400 and lay three or four clips (or a line of text) side by side in it. This is your strip.
  2. Put the strip comp in your main comp. Select it and draw a curved path across the frame with the Pen tool (G).
  3. Set that mask's mode to None in the timeline, so it is only a path and does not cut out the layer.
  4. Apply Omino Snake and point it at that mask.
  5. Animate the image moving along the path over 2 to 3 seconds, with F9 easing on the keyframes. Pushing the image along is what makes it slither.
  6. If the curve looks faceted, lower draw step until it is smooth.
  7. Built-in route for text: on a text layer, set Path Options > Path to your mask and keyframe First Margin to slide the words along it. Check Perpendicular To Path so letters follow the curve.

Starting values

Omino Snakedraw stepsmallSmaller is smoother and slower
MaskModeNonePath only, no cutout
Strip precompSize3840 x 400Long and thin wraps best
TextPath Options > First MarginkeyframedBuilt-in way to slide type along a path
TextPerpendicular To PathOnLetters turn with the curve
KeyframesEasingF9, 70% influenceSmooth start and stop of the slide

Other ways to make it

  • Built-inText on a path with Path Options for type, CC Bend It or Mesh Warp for footage.
  • TrapcodeTrapcode 3D Stroke can draw a glowing line along the same mask path to trace the curve before the strip arrives.

Try this

  • Spiral intro: draw a spiral path and slide a strip of your best clips into the center, then cut to the first shot on a beat.
  • Lyric ribbon: wrap a lyric line around the subject's silhouette path, with the subject cut out on top so the words pass behind.
  • Gentle bend for footage: use built-in CC Bend It with Bend around 20 on a single clip for a simpler curve without a mask.
  • Wavy strip: use Mesh Warp with Rows and Columns at 3 on the strip precomp and keyframe the grid for a hand-made bend.

Watch out for

  • A source layer the same shape as the frame. It wraps poorly. Build a long, thin strip precomp.
  • Leaving the mask in Add mode, which cuts out the layer instead of acting as a path. Set it to None.
  • Tight corners in the path, which crunch the slices. Keep curves wide or lower draw step.

Effects used

Omino SnakeCC Bend ItMesh Warp
Distortion & warps · Effect

Mask-shaped kaleidoscope

The shot folds into a mirrored pattern whose mirrors are a square, a triangle or any shape you draw, a hypnotic break for drops and abstract intros.

OminoBuilt-in

When to use itMusic video edits, psychedelic or trippy sections, the first bar of a drop, intros over abstract footage, and car edits with light trails or neon. Use it in short bursts so it stays special.

A kaleidoscope takes one piece of the image and reflects it over and over between mirrors. Any footage turns into a symmetric pattern, which the eye finds hypnotic. It works best on shots with strong color and movement, such as lights, crowds, water, or a car passing, because the motion multiplies into the pattern.

Omino Kaleidoscope models a kaleidoscope whose mirrors can be any shape. It has built-in square and triangle mirror shapes, and it can use any mask as the mirror shape, tracing reflections like a small 2D ray tracer. That is the difference from the built-in CC Kaleida, which always folds a pie-shaped wedge around a center. A triangle gives the classic toy kaleidoscope; a star or a logo-shaped mask gives patterns you cannot get any other way.

Motion is what makes it hypnotic. Animate the mask path slowly, or move the footage underneath, and the whole pattern shifts. Sync a jump to a beat and the pattern becomes a beat accent too. Always plan a way out: cut back to the clean shot on a strong beat so the kaleidoscope feels like a moment, not a filter.

Build it

  1. Trim the section to a short burst, usually 1 to 4 bars of music.
  2. Precompose the clip (Ctrl+Shift+C) so you can move the footage inside while the pattern stays put outside.
  3. Apply Omino Kaleidoscope to the precomp layer and start with the built-in triangle mirror shape.
  4. For a custom shape, draw a mask on the layer with the Pen tool (G) or a shape tool, set its mode to None, and choose it as the mirror shape in the effect.
  5. Inside the precomp, animate the footage slowly: Rotation about 30 degrees per second (time * 30 as an expression) or a slow Position drift. The pattern moves with it.
  6. On the beat that starts the section, add a quick jump: keyframe the precomp footage Rotation an extra 60 degrees over 3 frames with easing, or switch mirror shapes with a cut.
  7. Built-in route: apply CC Kaleida, set Size to about 30, try each Mirroring option, and put time * 30 on Rotation.
  8. Cut back to the clean shot on a strong beat to end the effect.
Expression on CC Kaleida > Rotation (or the footage Rotation inside the precomp)
time * 30

Rotates 30 degrees per second. Works on any rotation-style property that takes degrees.

Starting values

Omino KaleidoscopeMirror shapetriangle, square or a maskTriangle is the classic look
MaskModeNonePath only, used as the mirror shape
Precomp footageRotationtime * 30Turns the pattern 30 degrees per second
CC KaleidaSize30Built-in fallback
CC KaleidaRotationtime * 30Expression
CC KaleidaMirroringtry each optionEach gives a different symmetry

Other ways to make it

  • Built-inCC Kaleida with Size 30 and Rotation on time * 30, or Motion Tile plus Mirror for simple symmetry.
  • SapphireS_KaleidoRadial, S_KaleidoSquares, S_KaleidoTriangles and S_KaleidoDiamonds give the same tiled mirror patterns with more blending options.
  • BCCBCC Kaleidoscope gives a segment-based kaleidoscope you can animate the same way.

Try this

  • Simple mirror instead of a full kaleidoscope: Motion Tile with Output Width 200 and Mirror Edges on, then Mirror with Reflection Center at the frame center and Reflection Angle 0. You get two-way symmetry, cleaner for faces.
  • Shape jump on the beat: on four consecutive beats, cut between square, triangle and two custom masks for a pattern that changes with the music.
  • Glow on top: add a glow above the kaleidoscope. Mirrored lights glowing together look like a light show.
  • Kaleidoscope transition: fade the effect in over 8 frames with an adjustment layer copy, cut on the full pattern, and fade back out on the next clip.

Watch out for

  • Leaving it on for a whole section, which tires the eye. Keep it to a few bars and cut out on a beat.
  • Nothing moving under the mirrors, so the pattern sits still. Animate the footage inside the precomp or the mask path.
  • Using it on close-up faces, which look strange mirrored. Use wide, colorful, moving shots.

Effects used

Omino KaleidoscopeCC KaleidaMotion TileMirror

Masks & layering13

Roto cutouts, outlines around the subject, text behind people and blend modes.

Masks & layering · Technique

Roto Brush cutout

Pull your subject off the background so you can put text, glows and outlines behind or around them.

Built-in

When to use itThe base for almost every layered look in this section: text behind a player, outlines, depth layers, freeze pops, character intros. Works best on 1-4 second shots with a clear subject.

Roto Brush is After Effects' built-in subject separator. You paint a rough stroke on the person, it finds the edge, then it carries that edge from frame to frame. Since AE 2020 the engine (Roto Brush 2) is much better at limbs, hair and fast motion, and AE 2023 and later add Roto Brush 3.0, a newer model you pick in the effect's Version menu. It won't be perfect on every frame, but on a short shot you get a usable matte in minutes instead of an afternoon of pen masks.

The standard setup is two copies of the same clip. The bottom copy stays untouched and acts as the background. The top copy gets Roto Brush, so it becomes just the subject floating on transparency. Anything you place between those two layers ends up behind the subject, and anything above ends up in front. That sandwich is the whole trick behind text behind subject, outlines, shadows and depth layers, so it's worth getting comfortable with it.

Freezing matters more than people think. Until you freeze, AE treats the matte as a live calculation: previews are slow, the cache gets dropped, and a stray click in the Layer panel can trigger a fresh propagation. The Freeze button at the bottom right of the Layer panel locks every frame of the span, makes playback fast, and keeps the matte exactly as you approved it. Unfreeze only when you need to fix something.

Build it

  1. Trim the clip to just the frames you need (Alt+[ and Alt+] at the playhead), then duplicate it with Ctrl+D. Rename the top copy Subject.
  2. Double-click Subject to open it in the Layer panel. Pick the Roto Brush tool with Alt+W. Go to the sharpest frame where the whole subject is visible: this is your base frame.
  3. Paint one long, confident stroke down the middle of the body. Ctrl-drag left or right to resize the brush. Hold Alt and paint over any background the matte grabbed by mistake to subtract it.
  4. In Effect Controls, set Version to the newest one your AE offers (3.0 in AE 2023 and later, 2.0 before that). If the effect shows a Quality menu, set it to Best: slower to propagate, but it holds low-contrast edges and motion blur much better than Standard.
  5. Press Page Down to step forward one frame at a time and watch the pink outline. When it slips, add a short add or subtract stroke on that frame: corrections carry forward from there. Work back from the base frame with Page Up the same way.
  6. Check the matte with the Toggle Alpha Overlay button at the bottom of the Layer panel, which tints the background so gaps and halos are easy to see.
  7. For hair or fuzzy edges, switch to the Refine Edge tool (press Alt+W again) and paint only along those edges. In Effect Controls, check Fine-Tune Roto Brush Matte, then set Feather 5, Shift Edge -5%, Reduce Chatter 20%.
  8. Turn on Decontaminate Edge Colors so the old background color doesn't fringe the edge. If the subject moves fast, turn on Use Motion Blur.
  9. Click Freeze at the bottom right of the Layer panel and wait for it to finish. Back in the Comp panel you now have the subject on transparency above the original clip.

Starting values

Roto Brush & Refine EdgeVersion3.0 (AE 2023+), else 2.0Newer models handle hair and motion better
Roto Brush & Refine EdgeQualityBestStandard is faster for high-contrast shots
Roto Brush & Refine EdgeFeather5Softens a cut-out edge slightly so it sits in the shot
Roto Brush & Refine EdgeContrast40%Higher gives a harder edge
Roto Brush & Refine EdgeShift Edge-5%Pulls the edge in to kill background halos
Roto Brush & Refine EdgeReduce Chatter20%Smooths edge wobble between frames
Roto Brush & Refine EdgeDecontaminate Edge ColorsOnRemoves background color spill on the edge
Roto Brush & Refine EdgeUse Motion BlurOn for fast motionGives blurred limbs a soft matching edge

Try this

  • Freeze-frame roto: use Layer > Time > Freeze Frame first, so you only need one good frame. Great for pops and intros.
  • Hard-edged objects like cars, phones or signs: a Pen tool mask with Mask Feather 2 px is often cleaner and faster than Roto Brush.
  • Long shots: split the clip into 2-3 second sections with a base frame in each, so small errors don't pile up over the whole shot.

Watch out for

  • Lots of tiny scribbles. One long stroke inside the subject propagates better than many small ones, and fixes should be short strokes on the frame that broke.
  • Starting on a blurry or half-hidden frame. Pick the clearest frame as the base, then work outward in both directions.
  • Forgetting to freeze. Unfrozen roto slows every preview and can recalculate when you touch the layer.
  • A bright or dark rim on the cutout: set Shift Edge to -5% to -10% and turn on Decontaminate Edge Colors.

Effects used

Roto Brush & Refine Edge
Masks & layering · Effect

Outline around subject

A clean white or colored line hugging the player or character, the sticker look all over modern edits.

Built-in

When to use itFreeze frames, intros, beat drops and any shot where the subject needs to read instantly over a busy background. Common in anime, football and car edits.

An outline is a fattened copy of the subject's shape, filled with one flat color and placed behind the subject. Because it sits behind, the subject's own edge stays sharp and the color only shows where the fattened shape sticks out past it. That is why it looks like a sticker: an even border that follows every curve of the body, the hair, the ball at their feet. Your eye reads it as a graphic label that says look here.

There are two ways to build it. Layer Styles > Stroke is the quick one: it reads the cutout's alpha and draws a rounded, even line around it, and it renders after the layer's effects, so it follows the roto perfectly. The matte method uses a duplicate cutout below the subject, grows its alpha with Minimax, and floods it with Fill. It takes a minute longer, but you get a real layer you can glow, blur, offset or animate on its own.

An outline shows off your roto, good or bad. Every bump in the matte becomes a bump in the line, and every flickering frame becomes a flickering border. Smooth the edge before you style it: some Reduce Chatter in Roto Brush, and on the matte version a small blur followed by a choke to round off the boxy corners Minimax leaves behind.

Build it

  1. Build a Roto Brush cutout of the subject above the original clip and freeze it.
  2. Quick version: select the cutout and go to Layer > Layer Styles > Stroke. In the timeline, open Layer Styles > Stroke and set Color white, Size 6, Position Outside. Done.
  3. Matte version: duplicate the cutout (Ctrl+D), rename it Outline, and drag it below the cutout, above the original clip.
  4. On Outline, under Roto Brush in the effect stack, add Minimax: Operation Maximum, Radius 6, Channel Alpha and Color. The shape grows by 6 px in every direction.
  5. Add Fill below it with Color white. The grown shape becomes a flat white silhouette, and the subject on top covers all but the border.
  6. Minimax grows in a square pattern, so corners look boxy. Add Fast Box Blur with Blur Radius 4, Iterations 3, then Simple Choker with Choke Matte 2 to harden it back into a smooth, rounded edge.
  7. For a thicker line raise Minimax Radius to 10-20. For a double outline, duplicate Outline, move it below, add 6 to its Radius and set its Fill to black.
  8. Animate it on a beat: keyframe Minimax Radius from 0 to 6 over 3 frames with Easy Ease, or the layer's Opacity from 0% to 100% over 2 frames.

Starting values

Layer Styles: StrokeSize64-8 px reads well at 1080p
Layer Styles: StrokePositionOutsideInside eats into the subject
MinimaxOperationMaximumGrows the shape
MinimaxRadius6Line thickness in pixels
MinimaxChannelAlpha and ColorGrows the whole silhouette
FillColor#FFFFFFAny flat color works
Fast Box BlurBlur Radius4Rounds the square corners
Simple ChokerChoke Matte2Positive tightens the blurred edge back up

Other ways to make it

  • TrapcodeAuto-trace the cutout into masks and run 3D Stroke along them for a line you can taper, draw on and move in 3D.
  • SaberSame auto-traced masks with Saber's Core Type set to Layer Masks gives an energy line instead of a flat one. See Glowing subject outline.

Try this

  • Team colors: sample the Fill color from the jersey or the character's palette with the eyedropper instead of white.
  • Misprint offset: add Transform to Outline and shift Position 8 px right and 8 px down for a printed, off-register look.
  • Dotted or drawn-on line: Layer > Auto-trace the cutout into masks, then apply the Stroke effect with All Masks checked and raise Spacing until it breaks into dots. Animate End for a draw-on.
  • Inner line: Layer Styles > Stroke with Position Inside gives a cel-shaded edge on the subject itself.

Watch out for

  • The outline wobbles and flickers: the roto edge is chattering. Raise Reduce Chatter in Roto Brush and use the blur and choke step on Outline.
  • The line covers the subject's edge: the Outline layer must sit below the cutout, and a layer style stroke must be set to Outside.
  • Blocky line at big sizes: that's the square shape of Minimax. Raise the Fast Box Blur radius a little and the Simple Choker value with it.

Effects used

Roto Brush & Refine EdgeLayer Styles: StrokeMinimaxFillFast Box BlurSimple Choker
Masks & layering · Effect

Glowing subject outline

A neon line wrapped around the subject that blooms into the background, made for drops and power-up moments.

Built-inDeep GlowSaberSapphireTrapcode

When to use itBeat drops, transformations in anime edits, slow-motion hero shots in sports edits. Best on darker shots where light has room to show.

This is the matte outline with light poured into it. The rule that makes it work: glow only the line, never the subject. If you glow the cutout itself, the face and jersey bloom too and everything turns to mush. Keep the line on its own layer below the subject. The subject then cuts cleanly through the glow, which is exactly what makes it look like the light is coming from behind them, like a rim light on stage.

A believable glow has two parts: a thin, hot core that is nearly white, and a wide, soft falloff in your chosen color. Built-in Glow can do this if you stack two copies with different radii, one tight and one wide. Deep Glow gets there in one pass with a smoother, more natural falloff, which is why it's the go-to in edits. Either way, set the line layer to Add so the light brightens the background instead of painting over it.

For a moving, electric line, Saber is the tool. It can draw along masks, so you auto-trace the cutout into masks and let Saber run its energy core along them. It's heavier to render, but you get flicker, distortion and that lightsaber edge without building it yourself. Use it for a few seconds at the peak of a song, not for a whole edit.

Build it

  1. Make the matte outline: duplicate the cutout below the subject, add Minimax (Maximum, Radius 5) and Fill. Set Fill Color to a near-white tint of your glow color, such as #E8F6FF for blue.
  2. Add Glow: Glow Threshold 20%, Glow Radius 15, Glow Intensity 2, Glow Colors A & B Colors, Color A your glow color, Color B a deeper shade of it.
  3. Duplicate that Glow (Ctrl+D in Effect Controls) and set the copy to Glow Radius 80, Glow Intensity 1. The first glow is the hot edge, the second is the halo.
  4. Press F4 to show the Modes column and set the outline layer to Add.
  5. Deep Glow version: delete both Glow effects and add one Deep Glow. Start at Radius 150, Exposure 0.5, and tint it toward your color in its color controls.
  6. Pulse it on the beat: on the wide glow's Glow Intensity (or Deep Glow's Exposure), keyframe a high value on the hit and the resting value 4 frames later, with Easy Ease on the second key.
  7. Saber version: select the cutout and choose Layer > Auto-trace with Channel Alpha, Apply to new layer checked and Time Span Work Area. Set the new layer's masks to None, apply Saber, open Customize Core and set Core Type to Layer Masks. Set the layer to Add.
Expression on Glow (halo) > Glow Intensity
var a = thisComp.layer("Audio Amplitude").effect("Both Channels")("Slider");
Math.min(1 + a / 10, 4)

Run Animation > Keyframe Assistant > Convert Audio to Keyframes on the song first. The halo pumps with the music and never goes past 4.

Starting values

MinimaxRadius5Thin line, the glow adds the width
FillColor#E8F6FFNear white so the core reads hot
Glow (core)Glow Radius15Tight bloom on the line
Glow (core)Glow Intensity2Hot edge
Glow (halo)Glow Radius80Wide soft falloff
Glow (halo)Glow Intensity1Keep the halo gentle
Deep GlowRadius150One effect replaces both Glows
Deep GlowExposure0.5Raise on the drop
Outline layerModeAddLight adds to the background

Other ways to make it

  • SapphireS_Glow on the outline layer: widen the glow, raise brightness and tint it. It holds a hot core with a long falloff in one effect.
  • TrapcodeStarglow on the outline layer sprays star streaks off the line, a classic anime power-up look.
  • SaberAuto-traced masks with Core Type Layer Masks for a flickering energy line; add its distortion for an electric edge.

Try this

  • Two-tone edge: one outline glowing orange, a second one 3 px bigger glowing blue and offset 4 px, for a chromatic rim.
  • Switch on the drop: keep the plain white outline before the drop and swap to the glowing version on the hit with a 2-frame flash.
  • Backlight instead of a line: skip Minimax, give a white Fill copy of the cutout Fast Box Blur Blur Radius 60 and set it to Add behind the subject.

Watch out for

  • Glowing the subject instead of the line: faces blow out. Keep every glow effect on the outline layer.
  • Glow looks gray and flat: the outline layer is still Normal. Set it to Add or Screen.
  • Glow clips into a hard white blob: lower the intensity, or Alt-click the bit depth at the bottom of the Project panel until it reads 32 bpc so highlights roll off smoothly.

Effects used

MinimaxFillGlowDeep GlowSaber
Masks & layering · Technique

Text behind subject

Big type that sits between the person and the background, so they appear to stand in front of the words.

Built-in

When to use itTitle cards, player names, song titles, the first shot after a drop. Works best when the subject overlaps a good chunk of the text, like a head crossing the letters.

The illusion is pure layer order: the original clip at the bottom, the text in the middle, the cutout of the subject on top. Your eye sees the subject covering part of the words and concludes the words must be behind them. The less overlap, the weaker the effect, so make the type big and place it where the head, shoulders or a raised arm cross it. A title that barely touches the subject just looks like a title.

Since AE 2023 there's a leaner way. Put the text on top of everything and pick the cutout layer in the text's Track Matte dropdown, set to an inverted alpha matte. The text gets holes wherever the subject is. AE switches off the cutout's video automatically, but that's fine: the original clip underneath still contains the subject, and it shows through the holes. Same result, and the text is always the top layer, which is easy to find and edit.

What sells it is matching the text to the shot. Pin-sharp, perfectly still type on handheld footage looks pasted on. Track it to the background so it moves with the camera, blur it slightly if the background is soft, and nudge its color toward the grade. Then add a soft shadow from the subject onto the text. That shadow is a small detail that adds a lot of real separation.

Build it

  1. Make a Roto Brush cutout of the subject above the original clip, freeze it, and name it Subject.
  2. Create a text layer (Ctrl+Alt+Shift+T), a heavy font in caps around 350 px. Drag it between Subject and the original clip in the timeline.
  3. Position it so the subject covers at least a third of the letters' height, usually the head or shoulders crossing the middle of the word.
  4. If the camera moves: first make a null with Layer > New > Null Object. Select the original clip, open Window > Tracker, click Track Motion and track one point on the background (a wall corner, a goal post). Click Edit Target, pick the null, click Apply and choose X and Y. Then parent the text to that null with its pick whip.
  5. Add Drop Shadow to Subject, below Roto Brush: Opacity 50%, Direction 160°, Distance 20, Softness 40. The shadow lands on the letters and pushes the subject forward.
  6. If the background is soft, add Fast Box Blur to the text with Blur Radius 1.5 so it shares the same focus.
  7. Animate the title in on the beat: Scale from 120% to 100% over 6 frames with Easy Ease (incoming influence 90%), and Opacity from 0% to 100% over the first 3 frames.
  8. AE 2023+ alternative: move the text to the top, choose Subject in its Track Matte dropdown, make sure the alpha/luma toggle is on alpha and click the invert toggle. AE hides Subject and the original clip fills the holes.

Starting values

TextFont Size350 pxBig enough for real overlap
Drop ShadowOpacity50%On the cutout, after Roto Brush
Drop ShadowDirection160°Match the scene light
Drop ShadowDistance20Bigger = more depth
Drop ShadowSoftness40Soft reads as natural
Fast Box BlurBlur Radius1.5On the text, only if the background is soft
TextScale120% to 100%6 frames, Easy Ease

Try this

  • Outline-only text: turn off the text fill and use a 6 px stroke, so the subject breaks a thin line instead of a solid block.
  • In and out at once: duplicate the text above Subject and mask it so one word sits in front and the other behind, like a hand passing between them.
  • Peek-out: animate the text Position so the word slides out from behind the subject's body as they turn.
  • Footage-filled title: fill the text with a second clip by using it as an alpha matte for that clip, then stack the cutout on top.

Watch out for

  • The subject doesn't overlap the text: the effect vanishes. Move or scale the text until something covers part of it.
  • A bright rim around the subject over dark text: lower Shift Edge on Roto Brush and turn on Decontaminate Edge Colors.
  • Text slides around on a moving shot: track it. Even a one-point track keeps it glued to the scene.

Effects used

Roto Brush & Refine EdgeDrop ShadowFast Box Blur
Masks & layering · Technique

Depth layer parallax

Split one shot into background, text and subject planes, then move a 3D camera so they slide apart like a real depth shot.

Built-in

When to use itFreeze frames, posters, intros and slow moments where a gentle camera move adds life. Two to four seconds is ideal; longer moves start to expose the trick.

A flat shot has no depth to move through, so you build some. The subject sits closest, the title sits in the middle, the background sits far back. When a 3D camera pushes or slides, near layers move more on screen than far ones. Your brain reads that difference in speed as depth, the same parallax you see looking out of a car window. Three planes is usually enough to feel real.

The catch: the background plate still contains the subject. When the subject plane slides away from it, a ghostly second copy appears behind. On a freeze you fix this once with Content-Aware Fill, painting the subject out of the background. On moving footage, keep the camera move small so the gap never opens, or only use the depth move during the hold of a freeze.

Pushing a layer back in Z makes it smaller on screen, so you scale it up to compensate. The expression below does that from the active camera's zoom, so all layers line up perfectly on the first frame and only separate once the camera moves. That keeps the image looking untouched until the move begins, which is the moment the viewer realizes the still frame has depth.

Build it

  1. Park on the frame you want, use Layer > Time > Freeze Frame, and trim it to the length of the move. Duplicate it: the top copy is Subject, the bottom is BG.
  2. Roto Subject on its single frame and freeze the matte.
  3. Clean BG: draw a mask around the subject, set it to Subtract, Mask Expansion 15. Open Window > Content-Aware Fill, set Fill Method to Object, and click Generate Fill Layer. Precompose BG with its fill layer.
  4. Add your title between Subject and BG. Turn on the 3D Layer switch for all three.
  5. Add Layer > New > Camera, Type One-Node Camera, Preset 50mm. In a 1920x1080 comp that's a Zoom of about 2666.7 px.
  6. Set Z positions: Subject 0, title 400, BG 1200. Paste the expression on each layer's Scale so they look exactly as before.
  7. Keyframe camera Position from 960, 540, -2666.7 to 1010, 530, -2350 across the hold. Use Easy Ease on both keys, or a gentle Flow curve for a slow drift.
  8. Optional: in the camera's Camera Options, turn on Depth of Field, set Focus Distance 2666.7, Aperture 50, Blur Level 100%. Keyframe Focus Distance to 2350 alongside the push so the subject stays sharp while the background stays soft.
Expression on Transform > Scale (each 3D layer)
var cam = thisComp.activeCamera;
var z = transform.position[2];
var s = (cam.zoom + z) / cam.zoom * 100;
[s, s, s]

Scales each plane so it looks unchanged from the camera's start position. Add the camera before pasting, or it errors.

Starting values

SubjectPosition Z0Closest plane
TitlePosition Z400Middle plane
BGPosition Z1200Far plane, moves least
CameraPreset50mmZoom about 2666.7 px at 1920 wide
CameraPositionZ -2666.7 to -2350A small push is enough
Content-Aware FillFill MethodObjectPaints the subject out of BG
MaskMask Expansion15Covers the subject's edge fully

Try this

  • Foreground plane: add dust, a blurred light or a bokeh element at Z -600 for a fourth layer that rushes past the lens.
  • Sideways slide: move the camera X by 120 px with no Z change. Parallax is strongest moving sideways.
  • Rack focus: animate Focus Distance from the BG distance to the subject's on a beat.

Watch out for

  • A ghost of the subject behind them: BG wasn't cleaned. Use Content-Aware Fill or a clone patch.
  • Layers jump in size when you add 3D: add the camera first, then paste the scale expression.
  • Too much travel: the planes start looking like cardboard. Keep the camera's Z move under about 15% of its distance.

Effects used

Roto Brush & Refine EdgeContent-Aware FillCamera
Masks & layering · Technique

Freeze-frame cutout pop

The action freezes, the subject pops forward with a bounce and a white outline, and the background drops away.

Built-in

When to use itOn a big hit: a goal, a key anime moment, the last frame before a transition. Hold it 12-36 frames, then cut or let the clip run again.

This is the most common layered accent in sports and anime edits. The freeze gives the viewer a beat to look, and the pop tells them where to look. The background change matters as much as the subject: darkening, desaturating or blurring the background is what makes the subject jump out. If the background stays the same, the pop reads as a small zoom instead of a separation.

Freezing also makes the roto easy. You only need one good frame, so take your time with it. A clean matte here is worth more than any fancy move, since the outline and the scale will put the edge right in the viewer's face. For hard-edged subjects like cars, a Pen tool mask on that one frame is often faster than Roto Brush.

Keep the bounce fast. Four to six frames to reach the overshoot, then a quick settle, feels like an impact that lands on the beat. Anything slower reads as a zoom. The expression below gives you that overshoot without fiddling with keyframes, and it starts from the layer's in-point, so you can slide the whole thing around in time and the bounce always fires on the first frame of the freeze.

Build it

  1. Put the playhead on the hit frame and split the clip there (Ctrl+Shift+D). Select the right part and use Layer > Time > Freeze Frame. Trim it to 24 frames.
  2. Duplicate the frozen layer. Roto the top copy, Subject, on its single frame and freeze the matte.
  3. On the bottom copy, add Tint (Amount to Tint 80%), Exposure (Exposure -1.2) and Fast Box Blur (Blur Radius 6). Keyframe them from zero to these values over the first 3 frames.
  4. On Subject, add Layer > Layer Styles > Stroke: white, Size 8, Position Outside.
  5. Center the anchor point on the subject with Ctrl+Alt+Home, or drag it with the Pan Behind tool (Y) to the chest.
  6. Paste the expression on Subject Scale. It starts at 100%, overshoots to about 112% around frame 5 and settles at 110% by about frame 12.
  7. On the first frame, add a 1-frame flash: an adjustment layer with Exposure +1.5, or a white solid at 60% opacity in Add mode.
  8. Cut to the next shot on the next beat, or end the freeze and let the original clip continue.
Expression on Subject > Transform > Scale
var t = time - inPoint;
var freq = 2.5, decay = 7;
var s = 110 - 10 * Math.cos(t * freq * Math.PI * 2) / Math.exp(t * decay);
[s, s]

110 is the final size, 10 is how far it travels. Raise decay for a stiffer bounce.

Starting values

TintAmount to Tint80%On the background copy
ExposureExposure-1.2Darkens the background
Fast Box BlurBlur Radius6Fakes depth of field
Layer Styles: StrokeSize8White, Outside
FreezeLength24 frames12-36 depending on the song
SubjectScale100% to 110%Peaks near 112% at about 6 frames

Try this

  • Comic pop: replace the background treatment with a halftone or a flat color solid and add a second, black outline outside the white one.
  • Shake on impact: an adjustment layer with Transform, Position expression wiggle(15, 20), trimmed to the first 6 frames.
  • Color pop: background fully gray with Amount to Tint 100%, subject in full color.

Watch out for

  • The background doesn't change, so nothing separates. Always dim, desaturate or blur it.
  • The subject scales from a corner: center the anchor point before adding the expression.
  • The scale exposes a rough roto edge: set Shift Edge slightly negative and let the stroke cover the rest.

Effects used

Roto Brush & Refine EdgeTintExposureFast Box BlurLayer Styles: Stroke
Masks & layering · Effect

Shadow behind cutout

A soft or hard shadow cast by the cutout onto whatever is behind it, so a floating subject feels attached to the scene.

Built-in

When to use itAny time a cutout sits over new content: text behind subject, freeze pops, collages, sticker styles. Hard offset shadows suit graphic and comic edits; soft ones suit cinematic edits.

A cutout with no shadow looks like it's floating on glass. A shadow tells your eye there is space between the subject and whatever is behind them, and it quietly hides small roto flaws along the edge. In text-behind-subject shots it's often the single quickest upgrade, because the shadow lands on the letters and proves they're behind. It costs one effect and almost no render time.

The built-in Drop Shadow effect reads the layer's alpha, so it must come after the cutout exists: place it below Roto Brush & Refine Edge in the stack. Layer Styles > Drop Shadow does the same job and adds a Spread control for harder, chunkier shadows. For full control, build the shadow as its own layer: a black copy of the cutout you can blur, skew, offset and fade independently.

Match the light in the shot. Look at where real shadows fall, under the chin, off the players' feet, and point yours the same way. A shadow going against the scene light is something viewers feel even if they can't say why. In graphic styles you can break the rule on purpose, but then go fully graphic: hard edge, solid color, big offset.

Build it

  1. Select the cutout layer and add Effect > Perspective > Drop Shadow, below Roto Brush in the stack.
  2. Soft cinematic shadow: Shadow Color black, Opacity 45%, Direction matching the scene light (for example 135°), Distance 25, Softness 60.
  3. Hard graphic shadow: Opacity 100%, Softness 0, Distance 14, Shadow Color a bold color from your palette.
  4. Shadow as its own layer: duplicate the cutout, move it below, add Fill (black) and Fast Box Blur (Blur Radius 20), set Opacity 50% and offset Position by about 20, 15 px.
  5. Shadow on the ground: on that shadow layer add Transform, move its Anchor Point and Position to the feet, uncheck Uniform Scale, set Scale Height 40 and Skew -35. The silhouette now lies flat behind the subject.
  6. With a scale pop, animate Distance from 10 to 30 alongside the scale. A subject moving toward camera should leave a bigger gap to its shadow.

Starting values

Drop ShadowOpacity45%100% for graphic styles
Drop ShadowDirection135°Match the light in the shot
Drop ShadowDistance25More = more depth
Drop ShadowSoftness600 for a hard comic shadow
Drop ShadowShadow OnlyOffOn to output just the shadow
Fast Box BlurBlur Radius20On the separate shadow layer
TransformSkew-35Lays a ground shadow down

Try this

  • Colored rim: separate shadow layer with a saturated Fill, Fast Box Blur 60 and blend mode Screen on a dark background reads as a backlight.
  • Double comic shadow: one hard black at 10 px offset plus one hard color at 20 px.
  • Layer Styles version: Layer > Layer Styles > Drop Shadow with Spread 30% for a chunkier, poster-like shadow.

Watch out for

  • Drop Shadow placed above Roto Brush in the stack: you get a shadow of the whole rectangle. Move it below.
  • Too dark and sharp for a soft shot: keep Opacity under 60% and Softness above 40 unless the style is graphic.
  • A shadow around the frame edge: you put it on the background copy, or the layer has no alpha yet.

Effects used

Drop ShadowLayer Styles: Drop ShadowFillFast Box BlurTransform
Masks & layering · Technique

Overlays with blend modes

Lay light leaks, dust, film burns, textures and flares over your clips and let the blend mode decide what shows.

Built-inOptical FlaresReal Lens Flare

When to use itLight leaks on cuts, dust and scratches over a whole edit, paper and grunge textures, flares on bright shots. Choose the mode by what the overlay sits on: black, gray or white.

Most overlay packs come on a solid background, not with transparency. Blend modes drop that background without any keying. Screen and Add make black disappear. Multiply makes white disappear. Overlay and Soft Light make 50% gray disappear. So the first question is always: what color is the empty part of this overlay? Once you know that, you know which family of modes to use.

Screen is the safe default for light. It brightens but never goes past white, so highlights stay soft and creamy. Use it for light leaks, haze, bokeh and lens flares. Add is stronger: it adds pixel values straight together, so bright areas clip to pure white fast and colors burn. That's what you want for sparks, fire, lightning and flash frames, and what you don't want on a gentle leak over a face.

Overlay and Soft Light are for textures. Overlay pushes contrast hard: darks get darker, lights get lighter, so grunge, paper and scratches look gritty. Soft Light does the same at roughly half the strength, which is kinder to skin. If a texture is too strong in Overlay, try Soft Light before dropping opacity, since it keeps the texture's character instead of just fading it.

Build it

  1. Drop the overlay on top of your clip. Press F4 if you don't see the Mode column.
  2. Black background (leaks, flares, sparks, dust on black): set the mode to Screen. For a harder burn, Add.
  3. Gray background (grain plates, paper scans, grunge): Overlay for grit, Soft Light for subtle.
  4. White background (ink, paper with dark marks, scratches on white): Multiply.
  5. Clean the blacks: add Levels to the overlay and raise Input Black to 15-25. Compressed overlays have a gray noise floor that turns into a milky haze in Screen; this removes it.
  6. Fit the color: add Hue/Saturation, lower Master Saturation to about -40 or turn Master Hue so a warm leak doesn't fight a cool grade.
  7. Cycle modes quickly with Shift+= and Shift+- while the layer is selected, watching the comp.
  8. Time it: fade a leak in over 4-6 frames and out over 8-12, and place its brightest moment right on the cut so it hides the edit.

Starting values

Blend modeScreenBlack-backed lightLeaks, haze, flares; never clips past white
Blend modeAddBlack-backed energySparks, fire, flashes; burns to white
Blend modeOverlayGray-backed textureGrunge, scratches, strong contrast
Blend modeSoft LightGray-backed texturePaper, grain, skin-friendly
Blend modeMultiplyWhite-backed marksInk, stains, paper with dark detail
LevelsInput Black20Kills the milky haze in Screen
Hue/SaturationMaster Saturation-40Calms overlay color
Overlay layerOpacity50-80%Textures should whisper

Other ways to make it

  • Optical FlaresRender the flare on black or transparent on its own layer, then use Screen or Add so you can time and grade it separately.
  • Real Lens FlareSame approach: flare on its own layer over black, Screen mode, so the flare never darkens the shot.

Try this

  • Texture only on the subject: put the overlay above the roto cutout and set its Track Matte to the cutout (alpha), so the background stays clean.
  • Leak only in the highlights: use a duplicate of the clip with Levels crushed to black and white as a luma matte for the leak.
  • Color Dodge at 30%-50% opacity for a hot, saturated burn on dark shots.

Watch out for

  • A milky, washed-out look in Screen: the overlay's black isn't true black. Raise Levels Input Black.
  • Overlay mode on a black-backed leak darkens the whole shot. Black backgrounds need Screen or Add.
  • Every overlay at 100%: textures get loud fast. Start Soft Light at 50% and work up.

Effects used

LevelsHue/Saturation
Masks & layering · Technique

Split screen layouts

Two or three shots side by side with a clean divider, for comparisons, reactions or one moment from two angles.

Built-in

When to use itBefore and after, a player and the crowd, two characters facing off, vertical edits stacking two clips. Good in verses where you want more on screen without faster cuts.

A split screen is masking with intent. Each clip gets a region of the frame, and you choose what the viewer compares. Put matching action in each panel, two characters looking toward the divider, two players striking at the same moment, and the layout feels designed instead of random. A divider line, even a thin one, tells the viewer it's a deliberate layout and not a glitch.

Linear Wipe is the most flexible way to split: Transition Completion sets where the edge is, Wipe Angle sets its angle, so you can animate a diagonal split opening on a beat with two keyframes. A wipe from 100% to 50% looks like the second shot sliding in, which is a clean way to start a split on a beat. Rectangle masks are better for three-way splits, where each panel is a fixed box that doesn't need to move.

Reframe each clip inside its panel. A centered subject in a full 1920 frame gets sliced in half by a 50% split. The catch with Linear Wipe is that it lives in layer space, so moving the layer moves the split too. Reframe with a Transform effect placed above Linear Wipe in the stack: the picture moves, the edge stays where you put it.

Build it

  1. Stack clip A above clip B, both full frame. Rename the top one Clip A.
  2. On Clip A, add Linear Wipe: Transition Completion 50%, Wipe Angle 90°, Feather 0. Half of A disappears and B shows through.
  3. Reframe A: add Transform above Linear Wipe in A's stack and shift its Position X until the subject sits in the middle of A's half (around 480 px of shift).
  4. Reframe B with its own layer Position, so its subject sits in the middle of the other half.
  5. Add a divider: a shape layer rectangle 8 x 1080 px, white, then paste the expression on its Position so it rides the wipe edge.
  6. Animate the split open: keyframe Transition Completion from 100% to 50% over 10 frames, Easy Ease with incoming influence 80%, landing on the beat.
  7. Diagonal split: set Wipe Angle to 105° and rotate the divider 15° (use -15° if it leans against the edge). Vertical 1080x1920 edit: use 0° or 180° for a top and bottom stack.
  8. Three-way: skip Linear Wipe and draw a Rectangle mask on each clip covering its third (640 px wide in a 1920 comp).
Expression on Divider > Transform > Position
var c = thisComp.layer("Clip A").effect("Linear Wipe")("Transition Completion");
[thisComp.width * c / 100, thisComp.height / 2]

Keeps the divider on the edge as you animate the wipe at 90°. If it moves the wrong way, use thisComp.width * (1 - c / 100).

Starting values

Linear WipeTransition Completion50%Where the edge sits
Linear WipeWipe Angle90°Vertical edge, side by side
Linear WipeFeather0Raise to 200 for a soft blend
TransformPositionShift X about 480Reframes without moving the edge
DividerSize8 x 1080 px4-10 px reads well

Try this

  • Soft merge: Feather 200 and no divider, for a dreamy blend between two shots instead of a hard line.
  • Mirror split: same clip on both sides, the bottom copy flipped with Scale -100, 100.
  • Panels slide in: animate each clip's Position in from off-frame over 8 frames with a Flow expo-out curve, staggered by 2 frames.

Watch out for

  • Subjects cut in half by the divider: reframe each clip inside its own panel.
  • Moving the layer drags the split with it: reframe with a Transform effect above Linear Wipe, not the layer's Position.
  • Panels with different grades make one side look wrong: put one adjustment layer with the grade over both.

Effects used

Linear WipeTransform
Masks & layering · Technique

Grid of clips

Four or nine clips tiled into a neat grid that builds in on the beat, then gives way to one full-frame shot.

Built-in

When to use itMontage and recap sections, intros showing a squad or a cast, the build before a drop. Strong in sports recaps and fan edits with lots of characters.

A grid shows variety at once: nine goals, nine characters, nine angles. It works when the cells feel related, similar colors, the same kind of action, and when they appear in a clear order. Random clips dumped in a grid look like a mess. Clips building in left to right, top to bottom, one per beat, look intentional, and the jump from nine cells back to one full-frame shot makes a great payoff on the drop.

Placing nine layers by hand is slow and never quite even. The expression below uses each layer's index to work out its row and column, so you stack the clips at the top of the timeline and they snap into place. Change cols to 2 and the same layers reflow into a 2x2. Pair it with the scale expression in the steps so each clip fits its cell exactly.

For gutters between cells, skip the math. Add a Layer Style stroke set to Inside in your background color. It eats a few pixels off each cell's edge and gives you clean, even gaps on every side. Change its Size and every gutter updates together. Because the stroke is drawn on top of each clip, it also hides any soft or uneven edges from precomposed footage, so the grid looks crisp even when the sources don't match perfectly.

Build it

  1. Make a 1920x1080 comp. Put the grid clips at the very top of the timeline as layers 1 to 9. Anything else goes below them.
  2. Make sure every clip is a 1920x1080 source. Precompose any that aren't, or that need reframing first.
  3. Paste the position expression on Position of layer 1. Then use Edit > Copy Expression Only, select layers 2-9, and paste.
  4. On Scale paste var s = thisComp.width / 3 / width * 100; [s, s] and copy it to the other layers the same way. Each clip becomes 640x360.
  5. Gutters: select all nine, Layer > Layer Styles > Stroke, then set Position Inside, Size 6, Color black (or your background color).
  6. Build on the beat: shift each layer's in-point 3-6 frames later than the one before. Alt+Page Down nudges a selected layer one frame later.
  7. Finish by cutting to one clip at full frame on the drop. The jump from nine to one is the payoff.
Expression on Transform > Position (grid layers 1-9)
var cols = 3;
var i = index - 1;
var w = thisComp.width / cols;
var h = thisComp.height / cols;
[w / 2 + (i % cols) * w, h / 2 + Math.floor(i / cols) * h]

Layer 1 lands top left, layer 9 bottom right. Uses the same count for rows and columns, so cells stay 16:9.

Starting values

Gridcols33 gives nine 640x360 cells
TransformScale33.33%Set by expression
Layer Styles: StrokePositionInsideMakes gutters
Layer Styles: StrokeSize6Gutter is about 12 px between cells
Layer timingIn-point offset3 framesOr one cell per beat
Motion TileTile Width / Tile Height33.3For the one-clip version

Try this

  • Cells pop in: use var s = thisComp.width / 3 / width * 100; var k = ease(time - inPoint, 0, 0.2, 0, 1); [s * k, s * k] on Scale so each cell grows in over 0.2 seconds from its in-point.
  • Same clip nine times: one layer with Motion Tile, Tile Width and Tile Height 33.3, Mirror Edges on. Good for a kaleidoscope beat.
  • Spotlight one cell: put an adjustment layer with Exposure -1.5 over the grid, and move the hero cell above it with a white stroke.

Watch out for

  • Cells land in the wrong spots: another layer sits above the grid and shifts the index. Keep the grid clips as layers 1 to 9.
  • Black bars inside cells: a clip isn't 1920x1080. Precompose it to comp size first.
  • All nine appear at once: stagger the in-points so the grid builds with the music.

Effects used

Layer Styles: StrokeMotion TileExposure
Masks & layering · Technique

Track matte tricks

Let one layer decide where another is visible: footage inside text, ink reveals, punched-out holes and gradient fades.

Built-in

When to use itText filled with footage, organic ink reveals between shots, cutting one layer by a shape. The engine behind a lot of transitions and layered looks.

A track matte borrows transparency from another layer. With an alpha matte, the target shows wherever the matte layer has pixels. With a luma matte, it shows wherever the matte is bright: white is fully visible, black is hidden, gray is partly see-through. Inverted flips either one. Use alpha for shapes and text, where the matte has real transparency. Use luma for anything with soft detail, like noise, gradients and ink or smoke footage on black.

AE 2023 changed how mattes work. The old TrkMat menu only worked when the matte sat directly above the target. Now the Track Matte column has a layer dropdown (plus a pick whip), so the matte can be anywhere in the timeline, and several layers can share one matte. Next to it are two small toggles: one switches alpha and luma, the other inverts. AE also hides the matte layer's video for you.

The matte is read after its own transforms and effects, so you can animate the matte itself. Scale a text matte, keyframe Brightness on a noise matte, or crush a luma matte with Levels to sharpen its edge. That is how a plain wipe turns into an ink bleed, and why one matte layer can carry a whole transition while the clips stay untouched.

Build it

  1. Footage inside text: put a text layer and a clip in the comp. In the clip's Track Matte dropdown pick the text layer, alpha mode. Before AE 2023: text directly above the clip, clip's TrkMat set to Alpha Matte.
  2. Ink reveal: put shot B above shot A. Make a solid with Fractal Noise, Contrast 300, Scale 300, and keyframe Brightness from -100 to 100 over 12 frames. Set shot B's matte to this solid in luma mode. B grows in through the noise blobs.
  3. Shape the ink edge: add Levels to the noise solid. Pull Input Black and Input White close together (90 and 160) for a sharp edge, further apart for a soft one.
  4. Gradient fade: a solid with Gradient Ramp (Ramp Shape Linear Ramp) as a luma matte fades a layer toward one side. Animate Start of Ramp to sweep it.
  5. Holes: switch any matte to inverted to punch its shape out instead, like text cut out of a black bar over footage.
  6. Reuse (AE 2023+): point several layers at the same matte, for example one shape layer masking a stack of clips and overlays at once.
  7. Need a matte inside an effect stack or a precomp? Use Set Matte: Take Matte From Layer your matte, Use For Matte Luminance or Alpha Channel, and check Invert Matte if needed.

Starting values

Track MatteModeAlpha or LumaAlpha for shapes and text, luma for noise and gradients
Fractal NoiseContrast300Bold blobs
Fractal NoiseBrightness-100 to 10012 frames drives the reveal
Fractal NoiseScale300Bigger blobs read better
LevelsInput Black / Input White90 / 160Close together = sharp ink edge
Gradient RampRamp ShapeLinear RampFor directional fades
Set MatteUse For MatteLuminanceMatte as an effect, works in any stack

Try this

  • Real ink: use an ink drop or smoke clip filmed on white, inverted, or on black, as the luma matte for a hand-made reveal.
  • Glow around but never on the subject: point a glow layer at the roto cutout as an inverted alpha matte.
  • Knockout bar: a white solid bar with the title as an inverted alpha matte, over the footage, for a cut-out lower third.

Watch out for

  • Using alpha with a full-frame noise solid: its alpha is 100% everywhere, so nothing happens. Switch to luma.
  • The matte shows up in the render on older versions: its eye got turned back on. Turn it off. AE 2023+ handles this for you.
  • Precomposing broke the matte in an older project: the matte must stay directly above its target, so precompose both together.

Effects used

Fractal NoiseLevelsGradient RampSet Matte
Masks & layering · Technique

Tracked mask reveal

A mask that follows a moving subject, used to spotlight them, reveal them, or keep an effect locked to them.

Built-in

When to use itSpotlighting one player in a wide shot, revealing a character through an opening circle, blurring everything but one car. Use on shots where the subject moves but stays mostly visible.

A static mask on moving footage stays put while the subject runs out of it. Mask tracking fixes that: AE analyzes the pixels inside the mask and moves the mask path to follow them, frame by frame. Once the mask follows, you can open it, feather it, invert it or use it to limit an effect, and it stays glued to the subject. It's the cleanest way to point at one player in a crowded wide shot.

The thing that trips people up: Track Mask analyzes the layer the mask is on. You can't track a mask on an adjustment layer or a solid, because there are no pixels to follow. Draw and track the mask on the footage itself, then copy the mask with its keyframes to the adjustment layer or wherever you need it.

For the reveal, animate Mask Expansion instead of redrawing the path. Expansion grows or shrinks the tracked shape evenly in every direction, so the track stays intact while the circle opens or closes. Pair it with a big Mask Feather so the spotlight falls off like real light rather than looking like a cut-out hole.

Build it

  1. Select the footage layer and draw an ellipse mask around the subject, a little bigger than them (Q cycles to the Ellipse tool).
  2. Right-click the mask in the timeline > Track Mask. In the Tracker panel set Method to Position, Scale & Rotation and click the track forward button.
  3. Watch it. If the mask drifts, stop, fix the path on that frame and track again from there. Short runs drift less than one long one.
  4. Select Mask 1 in the timeline and copy it (Ctrl+C). Create an adjustment layer, select it and paste (Ctrl+V). The mask comes over with all its keyframes. This lines up as long as the footage layer is comp-sized and not moved or scaled; if it is, precompose it first.
  5. On the adjustment layer, check the mask's Inverted box so effects hit everything except the subject. Set Mask Feather to 80. Add Exposure at -1.5 and Fast Box Blur at Blur Radius 10.
  6. Spotlight reveal: keyframe Mask Expansion on the footage-side copy or the adjustment layer from -300 (closed) to 0 over 10 frames with Easy Ease, landing on the beat.
  7. Faces: set Method to Face Tracking (Outline Only) with a mask drawn roughly inside the face, and it follows the face shape directly.
  8. Hard shots with turns or occlusion: Animation > Track in Boris FX Mocha uses Mocha AE, which ships with After Effects, for a planar track that holds better.

Starting values

TrackerMethodPosition, Scale & RotationHandles players moving toward camera
MaskMask Feather8060-120 for a soft spotlight
MaskMask Expansion-300 to 010 frames, opens the circle
MaskInvertedOnOn the adjustment layer
ExposureExposure-1.5Darkens everything else
Fast Box BlurBlur Radius10Optional focus effect

Try this

  • Shape layer spotlight: Track Motion one point on the subject, apply it to a null, parent an ellipse shape layer to the null and use it as an inverted alpha matte for a dark solid. Easier to restyle than masks.
  • Color spotlight: Tint at Amount to Tint 100% outside the mask, so only the subject stays in color.
  • Reveal a second clip: paste the tracked mask onto a clip above instead of an adjustment layer, so the new shot opens through a circle that follows the subject.

Watch out for

  • Tracking a mask on an adjustment layer: nothing happens. Track on the footage, then copy the mask over.
  • A tight mask grabs background and drifts: draw it a bit larger and tighten later with Mask Expansion.
  • A hard-edged spotlight: raise Mask Feather to 60-120 px. Light should fall off.

Effects used

ExposureFast Box BlurTint
Masks & layering · Technique

Character intro freeze

The shot freezes, the world goes gray, the character stays in color and their name and role slide in beside them.

Built-inMagic BulletFlow

When to use itIntroducing players, characters or squad members, the classic film-style name card. One per character, 1-2 seconds each, often several in a row at the start of an edit.

This borrows from film and TV openings: the action stops just long enough for a label. The freeze grabs attention, the gray background removes noise, and the subject in color with clean type tells the viewer who matters. It works because it's readable at a glance: one name, one short line underneath, placed in the empty part of the frame next to the subject, never over them.

Using Time Remap instead of a separate freeze layer keeps everything on one clip, so motion picks up exactly where it stopped when the card leaves. That release back into motion is half the effect. Line it up so the freeze lands on one beat and the clip restarts on another, and the whole moment feels choreographed to the song.

Keep the type simple. A bold name in caps, a smaller line for the role or number, one thin accent line. Let the card animate in fast, 6 to 8 frames, then sit still. Text that keeps moving during the hold competes with the freeze, and the viewer doesn't know where to look.

Build it

  1. Select the clip and enable Time Remap (Ctrl+Alt+T). Go to the freeze frame and add a Time Remap keyframe. Copy it and paste it 36 frames later. Drag the original end keyframe 36 frames later too, and extend the layer's out-point to match.
  2. Duplicate the clip. Trim the top copy to just the 36-frame hold (Alt+[ and Alt+]), roto the subject on the first held frame, propagate through the hold and freeze the matte. If Roto Brush misbehaves on the remapped layer, precompose the top copy (Ctrl+Shift+C, Move all attributes into the new composition) and roto inside the precomp.
  3. On the bottom copy, add Tint and Exposure. Keyframe Amount to Tint from 0% to 100% and Exposure from 0 to -0.7 over 4 frames at the start of the hold, and back over 4 frames at the end.
  4. On the cutout, add Layer > Layer Styles > Stroke: white, Size 5, Position Outside, so the subject separates from the gray.
  5. Name: a text layer in bold caps at 110 px in the empty side of the frame. Role on a second text layer underneath at 40 px with Tracking 200.
  6. Animate the name: Text > Animate > Position, set the animator's Position to 0, 60, then Add > Property > Opacity and set it to 0%. Keyframe Range Selector 1 Start from 0% to 100% over 8 frames, so letters rise in left to right.
  7. Accent line: a shape layer with a 300 px horizontal path and a white 4 px Stroke. Add Trim Paths and keyframe End from 0% to 100% over 8 frames with Easy Ease.
  8. Release: 5 frames before the hold ends, animate the text and line out (reverse their keyframes over 5 frames) so the clip unfreezes into clean motion.

Starting values

Time RemapHold length36 frames24-48 depending on tempo
TintAmount to Tint100%Background goes gray
ExposureExposure-0.7Pushes the background back
Layer Styles: StrokeSize5White, Outside
Text (name)Font Size110 pxBold caps
Text (role)Tracking200At 40 px
Range Selector 1Start0% to 100%8 frames
Trim PathsEnd0% to 100%Draws the accent line

Other ways to make it

  • Magic BulletApply Magic Bullet Looks to the background copy for a stylized black and white or bleach bypass look instead of Tint.
  • FlowPut an expo-out curve on the text and accent line keyframes so the card lands snappy and settles soft.

Try this

  • Team color card: set Tint Map White To a team color instead of gray for a duotone background.
  • Stat card: add a number and two stat lines in one text layer with line breaks, so they animate in together.
  • Slow push during the hold: parent both copies to a null and scale it from 100% to 104% across the freeze.
  • Comic version: halftone background, hard drop shadow on the subject, name in a tilted box.

Watch out for

  • The freeze starts off the beat: show the audio waveform (L L on the audio layer) and line the first hold keyframe up with a hit.
  • Text over the subject's face: always place the card in the empty side of the frame.
  • The clip resumes from the wrong frame: you didn't move the original end Time Remap keyframe by the hold length.

Effects used

Roto Brush & Refine EdgeTintExposureLayer Styles: StrokeTrim Paths

Text & type11

Lyrics on the beat, kinetic captions, titles and type that suits an edit.

Text & type · Technique

Lyric words on the beat

One word per beat, swapped with hold keyframes or layer markers, so the lyrics hit exactly when the vocal does.

Built-in

When to use itMusic-video edits, phonk and velocity edits, slowed lyric edits and any Short where the hook carries the clip. Best on the chorus or a vocal line with clear syllables, not on mumbled verses.

Lyric text works when the eye and the ear agree. If a word lands two frames late, viewers feel it even if they cannot say why. The trick is to keep one text layer and change what it says on every beat, instead of stacking dozens of layers you then have to slide around. A single layer is faster to retime and keeps the font, size and position identical from word to word, which is what makes it read as one clean sequence.

There are two ways to change the words. Source Text keyframes are always hold keyframes, so typing a new word at a new time swaps it instantly. The faster way for long lyrics is layer markers: you tap * on the numeric keypad while the audio plays, type each word into the marker comment, and an expression reads the current marker. Retiming then means dragging markers, not rebuilding keyframes.

A swap alone looks flat, so give each word a small arrival. A Scale animator with a short pop from 130% to 100%, or a 2-frame Opacity fade, makes every word feel struck. Keep the pop under 4 frames on fast songs. Anything longer and the next word arrives before the last one settles.

Build it

  1. Make a text layer with the Horizontal Type Tool (Ctrl+T), type any word, set Paragraph to Center Text, and press Ctrl+Alt+Home to center the anchor point.
  2. Select the text layer, start a preview with Space, and tap * on the numeric keypad on each vocal hit. Markers land on the selected layer, so they go straight onto the text layer. Stop and drag any marker that is off by a frame.
  3. Double-click each marker on the text layer and type the word into Comment. Use the exact capitalization you want on screen.
  4. Alt-click the Source Text stopwatch and paste the marker expression below. The layer now shows the comment of the most recent marker.
  5. Add the pop: on the text layer choose Animate > Scale, set the animator Scale to 130%. Under Range Selector 1 > Advanced, Alt-click the Amount stopwatch and use m = thisLayer.marker; n = m.numKeys > 0 ? m.nearestKey(time).index : 0; if (n > 0 && m.key(n).time > time) n--; t = n > 0 ? time - m.key(n).time : 1; linear(t, 0, 0.12, 100, 0); so every word starts big and settles in about 3 frames.
  6. If you prefer keyframes: skip the expression, put the CTI on each beat, type the new word, and AE creates a hold keyframe on Source Text each time.
  7. Preview at full frame rate (Space after RAM preview finishes caching) and nudge any marker that feels late by 1 frame earlier. Text that leads the vocal by 1 frame usually feels more on time than text that is exactly on it.
Expression on Text > Source Text
m = thisLayer.marker;
n = 0;
if (m.numKeys > 0) {
  n = m.nearestKey(time).index;
  if (m.key(n).time > time) n--;
}
n > 0 ? m.key(n).comment : "";

Shows the comment of the latest layer marker. Before the first marker the layer is empty.

Starting values

Text AnimatorScale130%Starting size of each word's pop
Range Selector 1Amount100% to 0% over 0.12s (expression)Drives the pop from markers
Range Selector 1Based OnCharactersWhole word pops together because Start/End cover all text
TextFont size140-180 pxFor one word in a 1920x1080 comp
TextTracking0 to 25Tight but not touching for heavy fonts
Text > More OptionsAnchor Point GroupingLineScales the word from its own center

Try this

  • Two lines: put the words that sustain (long held notes) on a second smaller line that stays up, and only swap the big word on top.
  • Color hit: set the text's own fill to your accent color, then add Add > Property > Fill Color > RGB to the same animator and set it to white. Each word flashes white on arrival and settles to the accent as Amount falls.
  • Position jump: add Position 0, 40 to the animator so each word rises into place as the Amount falls.
  • Shake on the drop: parent the text to a null with wiggle(20, 15) on Position only during the chorus, keyframing a Slider for the amount.

Watch out for

  • Words swap on the exact beat but feel late. Video is often perceived behind audio, so move markers 1 frame earlier.
  • Different words jump around because the anchor is not centered. Use center paragraph alignment and Anchor Point Grouping: Line.
  • Long phrases on one beat become unreadable. If a phrase needs more than 3 words, split it across two beats or keep it up for a full bar.

Effects used

Text AnimatorRange Selector
Text & type · Technique

Kinetic word captions

Short-form captions where the current word lights up or grows, driven by a range or expression selector instead of hundreds of keyframes.

Built-in

When to use itTikTok, Reels and Shorts with dialogue or voiceover, podcast clips, interview edits and sports edits with commentary. Use it where people watch without sound and you need them to follow the words.

The popular caption style shows a short phrase, 2 to 5 words, and highlights the word being spoken. It works because it gives the eye a moving target that matches the voice, and it keeps viewers reading at the speed of the audio instead of jumping ahead. The phrase stays still, only the color or size of one word changes, so it never feels chaotic.

You build this with text animators, not separate layers. Set the selector's Based On to Words and its Units to Index, and Start and End now count whole words. With Start 0 and End 1, only the first word is selected. Keyframe Offset in steps of 1 (hold keyframes) and the highlight jumps from word to word.

When the voice is steady, an Expression Selector is even faster: it computes which word should be lit from time alone, so you only retime one number. Mix both: the expression for the general rate, then a Range Selector on a second animator for a scale bump on the punch word.

Build it

  1. Type one caption phrase, 2 to 5 words, in a bold sans at 70-90 px for 1080x1920. Add a Stroke in the Character panel of 8-12 px black, set to Fill Over Stroke, so it reads on any footage.
  2. Choose Animate > Fill Color > RGB and set the animator color to your highlight (yellow #FFE14D or green #4DFF88 are the common ones). Click the Add button on the animator and add Property > Scale, set it to 112%.
  3. Open Range Selector 1 > Advanced. Set Units to Index, Based On to Words. Set Start to 0, End to 1.
  4. Step through the voice track and keyframe Offset on each spoken word: 0, 1, 2, 3. Select all Offset keyframes, right-click and choose Toggle Hold Keyframe so the jump is instant.
  5. Set Text > More Options > Anchor Point Grouping to Word so the highlighted word scales from its own center rather than the line's.
  6. For an even speaking pace, use the Expression Selector instead: Add > Selector > Expression on the animator, delete the Range Selector, set the Expression Selector's Based On to Words and paste the expression below into Amount.
  7. Place captions inside the 9:16 safe zone: center at about y = 1250 in a 1080x1920 comp so they sit above the platform's caption and button area.
Expression on Expression Selector > Amount
wps = 2.6; // words per second
cur = Math.floor((time - inPoint) * wps);
selectorValue * (textIndex == cur + 1 ? 1 : 0)

With Based On set to Words, lights one word at a time at a steady rate starting when the layer begins. Change wps to match the speaker.

Starting values

Range Selector 1 > AdvancedUnitsIndexStart/End count words, not percent
Range Selector 1 > AdvancedBased OnWordsSelects whole words
Range Selector 1Start / End0 / 1Exactly one word selected
Range Selector 1Offset0, 1, 2... hold keyframesMoves the highlight one word per step
Text AnimatorFill Color#FFE14DHighlight color
Text AnimatorScale112%Small enough to keep the line from reflowing visually
Text > More OptionsAnchor Point GroupingWordEach word scales around itself
Character panelStroke width8-12 px, Fill Over StrokeReadable over bright footage

Try this

  • Pop-in phrase: add a second animator with Scale 0% and Opacity 0%, Range Selector Based On: Words, Shape: Ramp Up, and animate Offset from -100% to 100% over 6 frames so the whole phrase arrives word by word.
  • Box highlight: duplicate the layer underneath, set its fill and stroke to your accent color and stroke to 40 px so the letters merge into a thick block. Replace its animator properties with Opacity 0%, keep the same Offset keyframes, and set the Range Selector's Advanced > Mode to Subtract, which inverts the selection: every word is hidden except the current one, so the block sits behind only that word.
  • Emphasis word: on key words only, add a hold keyframe that switches the highlight color to red and Scale to 125% for that single step.
  • Small shake: add a second animator with Position 6, 6, give its Range Selector the same Units, Based On, Start, End and Offset keyframes as the first, then Add > Selector > Wiggly with Wiggles/Second 10. The Wiggly Selector intersects with the range, so only the lit word trembles and the color and scale stay steady.

Watch out for

  • Captions too long. More than 5 words per card makes the highlight hard to follow. Break on natural pauses.
  • Highlight drifts out of sync on longer clips with the expression method. Speakers change pace, so switch to keyframed Offset for anything over 10 seconds.
  • Using Characters instead of Words and getting half-lit words. Check Based On in Advanced.
  • Placing captions at the very bottom of a vertical video, where the app's description and buttons cover them.

Effects used

Text AnimatorRange SelectorExpression Selector
Text & type · Technique

Typewriter reveal

Letters appear one at a time with a blinking cursor, for quotes, dates and quiet intros.

Built-in

When to use itOpeners, quote cards, location or date stamps, sad edits and slow cinematic edits. It suits quiet moments before a drop, not the drop itself.

A typewriter reveal slows the viewer down. Each new letter is a tiny event, so a line that would be read in one glance now takes the length of a breath. That is why it works before a beat drop or over a still shot: it builds a little tension, then the music answers.

The clean way is an Opacity animator at 0% with a Range Selector whose Start moves from 0% to 100%. With Shape set to Square and Smoothness at 0%, each character switches fully on, with no fade. That hard switch is what makes it read as typing instead of a soft fade-on. AE also ships this as a preset under Animation Presets > Text > Animate In > Typewriter.

A blinking cursor sells it. An expression on Source Text can cut the string and add a | that blinks on and off every half second, which also means you never have to keyframe anything: change the typing speed with one number.

Build it

  1. Type your line with the Horizontal Type Tool. Set the Paragraph panel to Left Align Text: the animator version keeps the layout fixed with any alignment, but the expression version below rebuilds the string, so centered text would slide as it grows. A monospace or typewriter font (Courier Prime, IBM Plex Mono) helps the look.
  2. Choose Animate > Opacity and set the animator Opacity to 0%. Everything disappears because the Range Selector covers all text.
  3. Open Range Selector 1 > Advanced, set Based On to Characters Excluding Spaces, Shape to Square, Smoothness to 0%.
  4. Keyframe Start from 0% to 100%. For a natural pace use about 2 frames per character at 24 fps: a 30-character line takes about 2.5 seconds. Keep both keyframes linear.
  5. For an expression version with a cursor instead, remove the animator, Alt-click the Source Text stopwatch and paste the expression below.
  6. Sync the end of the typing to the beat: drag the second Start keyframe (or change dur in the expression) so the last letter lands on the downbeat that follows.
  7. Optional sound: lay a short key-click sample on each character or every other character, and keep it at -18 dB so it stays under the music.
Expression on Text > Source Text
txt = value;
dur = 2.5; // seconds to type the whole line
n = Math.round(linear(time, inPoint, inPoint + dur, 0, txt.length));
cursor = (Math.floor(time * 2) % 2 == 0) ? "|" : "";
txt.substr(0, n) + cursor

Types the layer's own text over dur seconds, with a cursor that is on for half a second and off for half a second. Type the full line in the layer first.

Starting values

Text AnimatorOpacity0%Hidden until revealed
Range Selector 1Start0% to 100%, linearReveals left to right
Range Selector 1 > AdvancedBased OnCharacters Excluding SpacesNo dead frames on spaces
Range Selector 1 > AdvancedShapeSquareHard on/off per character
Range Selector 1 > AdvancedSmoothness0%No fade between letters
ParagraphAlignmentLeft Align TextStops the expression version from sliding as it grows

Try this

  • Delete and retype: keyframe Start back down from 100% to 60%, hold 6 frames, then up again with a new word via a Source Text hold keyframe. Good for 'I was fine' to 'I was lying' style quotes.
  • Bright newest letters: on a colored (not pure white) fill, add a second animator with Fill Color > Brightness at 60%. In its Range Selector, pick-whip End to the first animator's Start, put text.animator("Animator 1").selector("Range Selector 1").start - 10 on Start, and set Advanced > Shape to Ramp Up. The letters just behind the typing edge glow and cool down as the line moves on.
  • Terminal look: green #39FF6A mono text, add Glow (Glow Radius 20, Glow Intensity 1.5), then a scanline overlay on top: a black solid with Venetian Blinds (Transition Completion 50%, Width 4, Direction set so the stripes run horizontally) at layer Opacity 10%.
  • Fast typewriter for velocity edits: 1 frame per character with Scale 150% added to the animator so each letter thumps in.

Watch out for

  • Centered text that slides left as it types with the expression version. Use left alignment there; the Opacity animator version does not reflow, so it can stay centered.
  • Default Smoothness of 100% left on. Letters fade on softly instead of switching, and it no longer feels like typing. Set it to 0%.
  • Typing too slowly for the song. If the line is not finished by the next downbeat, viewers lose patience. Cut words instead of slowing down.

Effects used

Text AnimatorRange Selector
Text & type · Technique

Tracking-in title

Letters slowly drift together while fading and unblurring, the classic film-trailer title that feels expensive with almost no effort.

Built-in

When to use itCinematic edits, car and travel edits, movie-trailer style intros and the title card at the start of a fan edit. Works on wide, calm shots and on black.

Tracking is the space between letters. Animating it from wide to normal makes a title feel like it is breathing in, and because the change is slow and even, it reads as calm and deliberate. Trailers use it because it is restrained: nothing bounces, nothing spins, it just settles.

The animator approach keeps it all on one layer. Animate > Tracking gives you Tracking Amount; add Opacity and Blur to the same animator so the letters start wide, transparent and soft, then sharpen as they close in. Animating the animator values directly (not the Range Selector) means every letter moves at once, which keeps the word centered.

Two speeds work. A fast version, 20 to 30 frames with a strong ease out, suits an intro hit. A slow version runs across the whole hold, tracking from 30 to 0 over 4 seconds with linear keyframes, so the title is never fully still. Uppercase, light-weight sans or serif fonts show the effect best because the gaps are easy to see.

Build it

  1. Type the title in uppercase, a thin or regular weight, 90-120 px. Center it with Paragraph Center Text so tracking grows evenly in both directions.
  2. Choose Animate > Tracking. Then click Add > Property > Opacity and Add > Property > Blur on the same animator.
  3. At the start: set Tracking Amount to 60, Opacity to 0%, Blur to 20, 20. Keyframe all three.
  4. Go forward 24 frames: set Tracking Amount to 10, Opacity to 100%, Blur to 0, 0.
  5. Select the keyframes, press F9 for Easy Ease, then open the Graph Editor and pull the outgoing influence of the first keyframes to about 15% and the incoming influence of the last ones to 85% (or apply an expo-out curve in Flow). The letters move fast at first and glide into place.
  6. For the slow hold, add a fourth keyframe 3 to 4 seconds later with Tracking Amount 0, linear. The title keeps closing very slightly the whole time it is on screen.
  7. Out: reverse it in 12 frames, tracking up to 30 and Opacity to 0%, or cut it hard on a beat.
Expression on Text Animator > Tracking Amount
t = time - inPoint;
easeOut(t, 0, 0.8, 60, 10) - linear(t, 0.8, 4, 0, 10)

No keyframes needed: closes from 60 to 10 in 0.8 s, then drifts to 0 by 4 s, measured from the layer's start.

Starting values

Text AnimatorTracking Amount60 to 10, then 10 to 0Fast close, then slow drift
Text AnimatorTracking TypeBefore & AfterDefault, keeps centered text centered
Text AnimatorOpacity0% to 100%Over the first 24 frames
Text AnimatorBlur20, 20 to 0, 0Letters come into focus
KeyframesInfluenceout 15%, in 85%Strong ease out
TextFont size90-120 px1920x1080, uppercase

Try this

  • Reverse tracking: start at 0 and slowly open to 25 over the hold, which feels like the title is exhaling. Good at the end of an edit.
  • Per-letter fade: keep the tracking on the animator but move Opacity to a second animator with a Range Selector, Shape: Ramp Up, Offset -100% to 100%, so letters fade on from left to right while closing.
  • Add a slow Scale push on the layer from 100% to 104% over the hold for extra depth.
  • Light sweep: add CC Light Sweep with Width 40, Sweep Intensity 50 and animate Center across once after the title settles.

Watch out for

  • Left-aligned text with tracking animation. The word grows only to the right and looks off-balance. Use center alignment.
  • Heavy bold fonts. The gaps barely show and letters crash into each other at negative tracking. Use light or regular weights.
  • Too much blur combined with tracking. Above 30 the start of the move is just a smear and the motion is lost.

Effects used

Text AnimatorRange Selector
Text & type · Technique

Outline type, animated fill

Hollow stroke-only letters that draw themselves on, then flood with solid fill on the beat.

Built-in

When to use itSports and car edits, poster-style titles, player-name cards and stacked repeated titles. The outline-to-fill switch is a natural beat-drop moment.

Outline text is quieter than solid text: you see the shape of the word without the weight. Turning outline into fill on a beat gives you a built-in impact moment, because the brightness of the frame jumps when the fill arrives. It is the same reason a flash works, but tied to the type.

There are two ways to make the outline. The quick one is the Character panel: set fill to none and give it a stroke, then use text animators with Fill Opacity and Stroke Width to switch between styles. The second is Layer > Create > Create Shapes from Text, which turns letters into shape paths so you can use Trim Paths to draw the outline on like a pen.

Use a heavy, wide font for this. Thin fonts become a hairline when stroked and the fill switch is barely visible. A stroke of 3-5 px at 150 px type is a good balance in a 1080p comp.

Build it

  1. Type the word in a heavy font (Anton, Bebas Neue, Druk-style condensed) at 150-200 px. In the Character panel set fill color to white and stroke color to white, stroke width 4 px, Stroke Over Fill.
  2. Choose Animate > Fill Color > Opacity. Set the animator's Fill Opacity to 0%. Now the text is outline only.
  3. To flood the fill on the beat: keyframe Range Selector 1 > Start from 0% to 100% over 4 frames ending on the beat. As the selection shrinks, letters leave the 0% fill and turn solid from left to right. The default Advanced > Smoothness of 100% gives a soft leading edge; set it to 0% for a hard letter-by-letter switch.
  4. For a drawn-on outline instead: select the text layer, run Layer > Create > Create Shapes from Text. Hide the original text layer.
  5. The new shape layer has one group per letter, each with its own fill and stroke. Type Fill in the timeline search box, select every fill it finds and delete them, then do the same for Stroke. With the layer selected, choose Add > Stroke (white, 4 px) and Add > Trim Paths: both land at the root of Contents, below the letter groups, so they control every letter at once. Keyframe Trim Paths 1 > End from 0% to 100% over 20 frames with Easy Ease.
  6. Set Trim Multiple Shapes to Simultaneously so every letter draws at once, or Individually so they draw in sequence.
  7. Bring in the fill on the beat: turn the original text layer back on, place it above the shape layer with its fill restored (delete or disable its Fill Opacity animator), and reveal it with Linear Wipe (Transition Completion 100% to 0% over 4-6 frames, Wipe Angle 90°, Feather 40), or simply cut its Opacity from 0% to 100% on the beat.
Expression on Shape layer > Contents > Stroke 1 > Stroke Width
beat = 60 / 140; // song BPM
t = (time - inPoint) % beat;
4 + 6 * Math.exp(-t * 18)

Stroke thickens to 10 px on every beat and relaxes back to 4 px. Change 140 to your song's BPM.

Starting values

Character panelStroke width4 px, Stroke Over FillAt 150-200 px type
Text AnimatorFill Opacity0%Turns the type into outline only
Range Selector 1Start0% to 100% over 4 framesFloods the fill left to right
Range Selector 1 > AdvancedSmoothness100% (default)Soft edge on the fill sweep; 0% for a hard switch
Trim PathsEnd0% to 100% over 20 framesDraws the outline on
Trim PathsTrim Multiple ShapesSimultaneouslyAll letters draw together
Linear WipeFeather40Soft fill edge if wiping a filled copy

Try this

  • Alternating rows: stack the same word 5 times, outline only, and fill only the middle one. Classic poster look.
  • Stroke color sweep: add Stroke Color > RGB to an animator with a Wiggly Selector, or Stroke Color > Hue at 360° with Range Selector Shape: Ramp Up and Offset animated, for a moving rainbow edge.
  • Liquid fill: make a solid, add Wave Warp (Wave Height 12, Wave Width 120) so its top edge ripples, and set the filled text layer's Track Matte to that solid in alpha mode. Start the solid's top edge below the letters and animate its Position up over 20 frames so the fill rises like liquid inside the outline.
  • Trapcode 3D Stroke on masks made with Layer > Create > Create Masks from Text gives a glowing tapered draw-on.

Watch out for

  • Fill Over Stroke on outlined text. The fill covers half the stroke width, so once you turn fill on the letters look thinner. Use Stroke Over Fill.
  • Stroke too thin for the output. Below 3 px the outline flickers once the platform compresses it. Go thicker for vertical exports.
  • Trim Paths added inside each letter group separately. Add it once at the root of Contents, below the letter groups, so it controls every path.

Effects used

Text AnimatorRange SelectorTrim PathsLinear Wipe
Text & type · Technique

Echoed text stack

A word repeated in offset, fading copies, trailing behind as it moves or stacked into a wall of type.

Built-in

When to use itHype edits, player and car names, phonk edits and chorus hits. Stacks work as a still poster moment, trails work on fast scale or position moves.

Repeating a word does two jobs: it makes the type feel louder without making it bigger, and it fills empty space in a frame with pattern. There are three tools, each good at something different. The Echo effect copies the layer from earlier frames, so it only shows trails when the text is moving. A shape layer Repeater makes exact, evenly spaced copies, perfect for a stack. Duplicated layers with a time delay give you the most control, because each copy can lag the leader by a few frames.

Echo has one gotcha. It sees the layer's pixels before the layer's Transform, so if you animate the text layer's Position or Scale, Echo shows nothing. Animate with a text animator instead, or precompose the text and put Echo on the precomp. A negative Echo Time (seconds) looks back in time, which is what you want.

For stacks, a rhythm in opacity matters more than the number of copies. Fading from 100% on the front copy to 10% on the last makes the stack feel like it is receding, even in 2D.

Build it

  1. Type your word and animate the text layer's Scale from 0% to 100% over 8 frames with a strong ease, or slide its Position. Then precompose it (Ctrl+Shift+C, Move all attributes into the new composition) so the animation lives inside the precomp. Don't animate the precomp layer's own transform: Echo can't see that.
  2. Add Effect > Time > Echo to the precomp. Set Echo Time (seconds) to -0.033 (one frame at 30 fps), Number Of Echoes to 8, Starting Intensity to 1.0, Decay to 0.75, Echo Operator to Composite In Back.
  3. For a static stack instead, select the text layer and run Layer > Create > Create Shapes from Text.
  4. On the shape layer use Add > Repeater. Set Copies to 6, Composite to Below, Transform: Repeater 1 > Position to 0, 110 (about one line height), Start Opacity 100%, End Opacity 10%.
  5. Build the stack: keyframe Copies at 1, 2, 3, 4, 5, 6 on six consecutive frames, select them and make them hold keyframes (Ctrl+Alt+H) so it adds one row per frame. Or place one keyframe per beat.
  6. For delayed copies: duplicate the animated text layer 4 times (Ctrl+D). Duplicates land above the original, so drag the original back to the top of the group: it is the leader. On each duplicate below it, add the expression below to Position and Scale, and lower each copy's Opacity by 20% more than the one above.
  7. Change the color of the back copies to your accent color or set them to outline only for contrast with the solid front word.
Expression on Duplicate layer > Transform > Position (and Scale)
delay = 2 * thisComp.frameDuration;
leader = thisComp.layer(index - 1);
leader.transform.position.valueAtTime(time - delay)

Each duplicate follows the layer above it 2 frames late, so copies trail in a chain. For Scale, swap position for scale.

Starting values

EchoEcho Time (seconds)-0.033One frame back at 30 fps; use -0.042 at 24 fps
EchoNumber Of Echoes8More echoes = longer trail
EchoDecay0.75Each echo is 75% of the one before
EchoEcho OperatorComposite In BackKeeps the newest frame on top
RepeaterCopies6Rows in the stack
RepeaterTransform: Repeater 1 > Position0, 110One line height down per copy
RepeaterStart Opacity / End Opacity100% / 10%Fades the stack away
RepeaterCompositeBelowOriginal stays on top

Try this

  • Scale stack: Repeater Position 0, 0 and Scale 92% makes concentric copies shrinking toward the center, a tunnel of the same word.
  • Rotate stack: Repeater Rotation 6° with Copies 12 and a slow keyframed Offset gives a spinning fan of type.
  • Colored echoes: put Tint or Fill on the precomp before Echo, or use a Fill Color > Hue animator so the trail shifts color over time.
  • Beat stack: keyframe Offset on the Repeater by 1 on each beat with hold keyframes so the stack scrolls one row per beat.

Watch out for

  • Echo shows no trail. You animated the Transform of the layer Echo sits on. Move that animation inside a precomp, or animate with a text animator.
  • Positive Echo Time. It looks into future frames and the trail appears ahead of the motion.
  • Too many full-opacity copies, which turns into an unreadable block. Fade the back copies or make them outline only.

Effects used

EchoRepeaterText Animator
Text & type · Technique

Overshoot pop with blur

Text slams in, overshoots, settles with a small bounce, and smears with real motion blur on the way.

Built-in

When to use itName cards, stat callouts, 'GOAL' or 'SHEESH' style hits, velocity edits and any beat where text has to land with weight. Pairs well with a camera shake on the same frame.

Real objects do not stop dead. When text scales past its final size and springs back, your brain reads mass and speed, so the hit feels physical. The bounce has to be fast: one overshoot and a tiny correction, all inside 8 to 10 frames. Longer than that and it turns cartoony.

Motion blur sells the speed of the first few frames. AE's native motion blur knows exactly how each letter moves, including text animator motion, so it gives cleaner results on type than pixel-tracking blur. Turn on the layer's motion blur switch and the comp's motion blur button, then raise the shutter angle if you want a heavier smear.

You can get the overshoot from keyframes in the Graph Editor, from a back-out curve in Flow, or from an expression that adds a decaying bounce after the last keyframe. The expression is reusable: paste it on any property and it bounces automatically.

Build it

  1. Type the text, center it, center the anchor with Ctrl+Alt+Home.
  2. Keyframe the layer Scale from 0% to 100% over 5 frames. Leave both keyframes linear: the expression reads the speed going into the last keyframe, and an Easy Ease there slows it to zero, which kills the bounce.
  3. Paste the overshoot expression below on Scale. With amp at 0.03 the bounce peaks around 110% and settles in roughly 8 frames.
  4. Turn on the layer's Motion Blur switch and enable Enable Motion Blur in the timeline header.
  5. Open Composition > Composition Settings > Advanced: Shutter Angle 180 (normal) or 270 (heavier smear), Shutter Phase -90, Samples Per Frame 16, Adaptive Sample Limit 128.
  6. For a per-letter version: instead of layer Scale, use Animate > Scale at 0% plus Position 0, 80 on the same animator, with Range Selector Shape: Ramp Up and Offset keyframed from -100% to 100% over 10 frames. Each letter springs up in turn and blurs on the way.
  7. Add a 2-frame white flash or a 6-frame S_Shake / wiggle shake on the frame the text first reaches full size.
Expression on Transform > Scale
amp = 0.03; freq = 3; decay = 7;
n = 0;
if (numKeys > 0) {
  n = nearestKey(time).index;
  if (key(n).time > time) n--;
}
t = n > 0 ? time - key(n).time : 0;
if (n > 0 && t < 1) {
  v = velocityAtTime(key(n).time - thisComp.frameDuration / 10);
  value + v * amp * Math.sin(freq * t * 2 * Math.PI) / Math.exp(decay * t);
} else {
  value;
}

Inertial bounce: after each keyframe it carries on with the incoming speed, then springs back. Raise amp for a bigger overshoot, raise decay to settle faster.

Starting values

TransformScale0% to 100% over 5 framesBounce expression adds the overshoot
Composition Settings > AdvancedShutter Angle180 to 270Higher = longer smear
Composition Settings > AdvancedShutter Phase-90Centers the blur on the frame
Composition Settings > AdvancedSamples Per Frame16Raise to 32 if blur looks stepped
Composition Settings > AdvancedAdaptive Sample Limit128Ceiling for fast motion
Range Selector 1Offset-100% to 100% over 10 framesPer-letter version
Range Selector 1 > AdvancedShapeRamp UpLetters arrive in sequence

Try this

  • Drop-in: keyframe Position from 300 px above to final instead of scale. The same expression works on Position and gives a little landing bounce.
  • Rotation snap: Rotation from -25° to 0° over 4 frames with the bounce expression for a tilted slam.
  • Exit smear: 4-frame scale up to 300% with Opacity to 0% and shutter angle 360 for a burst-out.
  • Flow curve: skip the expression and use a back-out preset in Flow on the two keyframes for a single overshoot without the wobble.

Watch out for

  • Motion blur switch on but nothing blurs. The comp-level Enable Motion Blur button in the timeline must also be on.
  • Easy Ease on the keyframes. On the first one the text creeps out of 0% and loses the snap; on the last one the expression sees no incoming speed and the bounce disappears. Keep both linear.
  • Overshoot too big. Above 120% peak the text reads as a cartoon bounce. Lower amp toward 0.02, or lengthen the scale move, since faster keyframes bounce harder.
  • Using RSMB on clean text. It guesses motion from pixels and can tear thin letters. Native motion blur is exact for text.

Effects used

Text AnimatorRange Selector
Text & type · Effect

Glitchy text

Letters that jitter, swap to random characters and split color for a few frames, then lock into the real word.

Built-inTwitchSignalSapphirePixel Sorter

When to use itTech or horror openers, phonk and velocity edits, villain intros and any title that should feel unstable. Use it for a reveal or a hit, not the whole time the text is on screen.

Text glitch works because readers lock onto words instantly. When characters swap to random symbols or jump sideways for a few frames, the brain registers that something is wrong, and when the word snaps back it lands harder. The key is that the glitch is short and the clean state is clean.

You can do most of it inside the text layer. Animate > Character Offset with a Wiggly Selector turns letters into random nearby characters, and Animate > Position with another wiggly selector jitters them sideways. Run both through an expression that only switches them on in short bursts. The full digital-damage looks, datamosh and block corruption, live in the glitch section.

Build it

  1. Type the word in a mono or wide sans font. Set Paragraph Center Text.
  2. Choose Animate > Character Offset. Set Character Offset to 12 and Character Range to Preserve Case & Digits. Keep Range Selector 1 (it covers all the text) and add Add > Selector > Wiggly to the same animator. Set Wiggles/Second to 12, Correlation to 0%, Max Amount 100%, Min Amount -100%.
  3. Add a second animator: Animate > Position, set to 30, 0. Add a Wiggly Selector with Wiggles/Second 8, Correlation 20%, Based On Lines so whole rows jump together.
  4. Paste the burst expression below on Character Offset and also on the second animator's Position, so both only fire in the same short random bursts.
  5. Add color split: duplicate the layer twice. On one copy add Shift Channels with Take Green From and Take Blue From set to Full Off, on the other set Take Red From and Take Green From to Full Off for blue only. Set both copies to Add blend mode and offset them -6 px and +6 px on X.
  6. Keyframe the copies' offsets back to 0 px with hold keyframes after 4 to 6 frames so the color separation snaps closed.
  7. Finish the reveal with a 2-frame Opacity cut from 0% to 100% on the clean layer exactly on the beat.
Expression on Text Animator > Character Offset
posterizeTime(12);
seedRandom(Math.floor(time * 12), true);
value * (random() < 0.25 ? 1 : 0)

Scrambles on about a quarter of frames at 12 fps steps, clean otherwise. Lower 0.25 for rarer bursts.

Starting values

Text AnimatorCharacter Offset12How far letters jump in the alphabet
Text AnimatorCharacter RangePreserve Case & DigitsLetters stay letters, numbers stay numbers
Wiggly Selector 1Wiggles/Second12Speed of the character scramble
Wiggly Selector 1Correlation0%Every letter scrambles independently
Text Animator 2Position30, 0Sideways jitter
Wiggly Selector 2Based OnLinesRows slip like a bad signal
Shift ChannelsTake Red/Green/Blue FromFull Off for two of threeIsolates one channel per copy

Other ways to make it

  • TwitchPut Twitch on the text layer, turn on only its Slide and Color twitches (Color is the RGB split), and keyframe its overall amount up for 4 frames on the hit. It handles randomness and timing for you.
  • SapphireS_DigitalDamage on the precomp gives block corruption around the letters. Keep it short and pair with S_DistortRGB for the channel split.
  • SignalApply to a precomp of the text for analog interference lines and color bleeding on the reveal frames.

Try this

  • Decode reveal: keyframe the Wiggly Selector's Max Amount and Min Amount from 100% and -100% to 0% over 20 frames so the scramble settles into the real word.
  • Slice shift: duplicate the layer, mask a 20 px horizontal strip, and offset it 40 px on X for 2 frames. Repeat with two more strips at different heights.
  • Source Text flicker: add hold keyframes on Source Text that swap the word for a related one for 2 frames, like 'ALIVE' to 'ALONE'.
  • Signal or Pixel Sorter on a precomp of the text for a heavier digital look, kept to 4 to 8 frames.

Watch out for

  • Glitch on for the entire hold. Viewers never get a clean read. Keep bursts to 2 to 6 frames with clean frames between.
  • Character Offset turning letters into symbols that look broken in your font. Use Preserve Case & Digits and a font with a full character set.
  • RGB copies left in Normal blend mode. They cover each other instead of combining. Use Add or Screen.

Effects used

Text AnimatorWiggly SelectorShift Channels
Text & type · Technique

3D extruded title

Thick, beveled 3D letters lit by real lights and turned with the camera, built with AE's own 3D renderer or Element 3D.

Built-inElement 3DDeep GlowOptical Flares

When to use itIntros for car, football and gaming edits, logo stings, chrome or gold title cards and Y2K-style edits. Strongest when the camera moves around the letters for 1 to 2 seconds.

A flat title turned in 3D looks like a sheet of paper. Extrusion gives the letters thickness, and once the sides catch light the type suddenly has mass. Even a slow 20 degree orbit shows the depth and makes the title feel solid.

AE can extrude text and shape layers natively. In Composition Settings > 3D Renderer, switch from Classic 3D to Advanced 3D (the GPU renderer and the default in current versions) or, in older versions, Cinema 4D. Turn on the layer's 3D switch and Geometry Options appears with Bevel Style, Bevel Depth and Extrusion Depth. It needs lights to look right and renders slower than flat layers, so keep the comp short.

Element 3D does the same with more control: real materials (chrome, gold, glass), reflections from an environment map, and fast GPU renders. You point it at a text layer through its custom text and masks slot, extrude it in the scene setup, and drop a material on it. If you want shiny chrome type, Element 3D is the easier road.

Build it

  1. Create a comp at 1920x1080. Open Composition > Composition Settings, go to the 3D Renderer tab and choose Advanced 3D (or Cinema 4D if your version has no Advanced 3D). With Cinema 4D, click Options and keep Quality low while working, then raise it for the final render.
  2. Type the title in a heavy font at 200 px, turn on the 3D layer switch.
  3. Twirl open Geometry Options: Bevel Style Convex, Bevel Depth 4, Extrusion Depth 60. Under Material Options set Specular Intensity around 60%, and if your renderer shows Reflection Intensity, set it around 20%.
  4. Add lights: Layer > New > Light, a Point key light upper left at Intensity 120%, and an Ambient light at 25% so shadows do not go black. Turn on Casts Shadows on the key light and on the text.
  5. Add a camera (Layer > New > Camera, 35mm preset). Add a null (Layer > New > Null Object), turn on its 3D switch and leave it at the text's position (comp center if the title is centered), so it acts as the orbit pivot. Parent the camera to the null and animate the null's Y Rotation from -25° to 0° over 1.5 seconds with an expo-out ease. The letters swing to face you and the sides catch the light as they turn.
  6. Element 3D route: create a solid, add Element 3D, set the text layer in its custom text and masks path slot, open Scene Setup, click Extrude, choose a chrome or metal material, and add an environment map for reflections.
  7. Finish with Deep Glow or Glow at low intensity on an adjustment layer so specular highlights bloom a little.
Expression on Camera null > Transform > Y Rotation
t = time - inPoint;
easeOut(t, 0, 1.5, -25, 0) + Math.sin(time * 0.8) * 3

Swings the title from -25 to 0 degrees, then keeps a slow 3 degree sway so it never goes static.

Starting values

Composition Settings3D RendererAdvanced 3D (or Cinema 4D)Enables extrusion and bevels
Geometry OptionsBevel StyleConvexRounded edges catch highlights
Geometry OptionsBevel Depth4Keep small on thin fonts
Geometry OptionsExtrusion Depth60Thickness of letters at 200 px
Material OptionsSpecular Intensity60%Shiny edges
Light (Point)Intensity120%Key light from upper left
Light (Ambient)Intensity25%Fills in the dark sides
Camera NullY Rotation-25° to 0° over 1.5 sReveals the depth

Other ways to make it

  • Element 3DLoad the text layer into the custom text and masks slot, extrude in Scene Setup, apply a preset material and environment map. Renders faster than the Cinema 4D renderer and gives real environment reflections.

Try this

  • Chrome Y2K: Element 3D chrome material, high-contrast environment map, then a hard Curves S-curve. Very popular for streetwear and car edits.
  • Fly-through: animate the camera Z Position straight through the letters on the drop, with motion blur on.
  • Shadow floor: add a 3D solid under the text with Accepts Shadows on and a dark color so the letters sit on a surface.
  • Gold: in Element 3D use a gold material and a warm environment, add Optical Flares on the brightest edge for a glint.

Watch out for

  • No lights in the comp. Extruded text looks flat and gray without them. Add at least a key and an ambient light.
  • Effects on the 3D text layer itself. With AE's extrusion renderers, effects on an extruded layer are not supported the way they are in 2D and can flatten it or render oddly. Put glows on an adjustment layer above.
  • Bevel deeper than the letter stroke allows. Thin letters self-intersect. Lower Bevel Depth or use a heavier font.
  • Final render at work-in-progress quality. With the Cinema 4D renderer, raise Quality in its Options before exporting or edges will look jagged; with Advanced 3D, check the final render at Full resolution, not a Draft 3D preview.

Effects used

Element 3DGlowDeep Glow
Text & type · Look

Vertical title card hold

A still, well-set title card for 9:16 edits, with a font pair, size scale and margins that survive the app's UI.

Built-in

When to use itThe opener or closer of any TikTok, Reels or Shorts edit, chapter cards in longer edits, player or character name cards. Use it on a breath in the music, before the drop or on the last held note.

A title card is the one moment in an edit where nothing moves much, so typography carries it on its own. Most cards look amateur for the same three reasons: too many fonts, sizes that are all similar, and text placed where the app's buttons cover it. Fix those and even plain white text looks designed.

Pair one display font with one quiet font. The display font has the personality: a condensed heavy grotesk like Anton or Bebas Neue for sports and hype, a high-contrast serif like Playfair Display or Cormorant for cinematic and sad edits. The second font is a neutral sans like Inter or Montserrat, set small, wide-tracked, in uppercase. Big contrast in size between the two (about 3 to 1) is what makes it look intentional.

In a 1080x1920 frame the platforms cover the bottom with captions and the right edge with buttons. Keep important text out of the bottom 420 px, the top 220 px and the right 140 px. A slow push of 2-4% over the hold keeps the card alive without distracting from it.

Build it

  1. Make a 1080x1920 comp. Turn on safe guides with the ' key, and add guides (Ctrl+R for rulers) at x = 90, x = 940, y = 220 and y = 1500. That box is your safe area for vertical platforms.
  2. Title: display font at 140-180 px, tracking 0 to -20 for condensed fonts, leading tight (about 0.95x font size). Keep it to 1 to 3 words per line.
  3. Subtitle: neutral sans, uppercase, 36-44 px, tracking 200-400, 70% opacity. Place it 40-60 px below the title, or above it as a kicker.
  4. Align both to the same edge (both centered or both left at x = 90). Mixed alignments are the most common reason a card looks off.
  5. Optional small details: a thin 2 px line (shape layer) between title and subtitle, 200 px wide, or a small index like 01 or a date in the subtitle font.
  6. Animate in gently: a 10-frame Opacity fade and Position rise of 20 px with expo-out, staggered 4 frames between title and subtitle.
  7. Hold for at least 1.5 seconds per short line. Put the expression below on the title's Scale (or on a parent null) for a slow push during the hold.
Expression on Transform > Scale
s = linear(time, inPoint, outPoint, 100, 103);
[s, s]

Pushes the card in by 3% across the layer's whole duration. Trim the layer and the push retimes itself.

Starting values

TitleFont size140-180 px1080x1920, 1 to 3 words per line
TitleLeadingabout 0.95x font sizeTight lines stack as one block
SubtitleFont size36-44 pxRoughly a third of the title
SubtitleTracking200-400Wide spacing reads as refined
SubtitleOpacity70%Puts it one step back from the title
LayoutSafe marginsleft 90, right 140, top 220, bottom 420 pxClear of TikTok/Reels/Shorts UI
TransformScale100% to 103% over the holdSlow push

Try this

  • Editorial: serif title in italic for one word only, the rest roman. A single italic word adds emphasis without a second font.
  • Boxed: a solid color rectangle behind the subtitle with 16 px padding, text in the background color, for a label look.
  • Grain and vignette on the card only, so it feels like a printed insert between clips.
  • Horizontal version: for 1920x1080 keep text inside Title Safe (the inner guide from the ' key) and use 110-140 px for the title.

Watch out for

  • Three or more fonts. Stick to two, and use weight, size and case for more variety.
  • Text sitting in the bottom fifth of a vertical video, under the caption and username. Move it to the upper middle.
  • Title and subtitle nearly the same size. Make the jump big (about 3 to 1) or they compete.
  • Pure white text on bright footage. Add a soft Drop Shadow (Opacity 40%, Distance 0, Softness 30) or darken the clip with a Curves adjustment under the text.

Effects used

Text AnimatorTransform
Text & type · Technique

Japanese vertical accents

Vertical kanji or katakana running down the edge of the frame, the anime-poster detail that makes AMVs feel authored.

Built-in

When to use itAMVs, anime edits, manga-panel style edits and anything with a Japanese or city-pop mood. Use it as a secondary layer beside the subject or across a character intro, not as the main readable text.

In Japanese posters and anime title cards, text often runs top to bottom. Putting a column of characters along one side of the frame instantly signals that style, even to viewers who cannot read it. It also does a design job: a vertical column balances a subject placed off-center and fills dead space without covering faces.

AE has a Vertical Type Tool (hold the Type tool or press Ctrl+T to cycle between horizontal and vertical). Characters stack top to bottom and the Character panel works as usual. Use a font with real Japanese glyphs, like Noto Sans JP, Noto Serif JP, or Source Han Sans and Kozuka Gothic from Adobe Fonts. Latin fonts show empty boxes for kanji.

Treat it as an accent. Small size, wide tracking, lower opacity, often red or white, paired with a tiny English subtitle in a clean sans. Get the meaning right: use the character's actual name, the song title, or a word you have checked, because people who read Japanese will notice.

Build it

  1. Select the Vertical Type Tool and click near the right edge of the frame. Type your text, for example a character name in katakana or a two to four kanji phrase.
  2. Set the font to Noto Sans JP Bold or Noto Serif JP, 60-80 px in a 1920x1080 comp, tracking 100-200 so characters breathe.
  3. If you mix numbers or short Latin text into the column, select them and choose Tate-Chu-Yoko from the Character panel menu so they sit upright side by side instead of rotated.
  4. Add a reveal: Animate > Opacity at 0%, Range Selector Shape: Ramp Up, Ease Low 100%, and keyframe Offset from -100% to 100% over 12 frames. Characters fade in from top to bottom.
  5. Add a thin vertical line next to the column with a shape layer (2 px stroke, 400 px tall) and draw it on with Linear Wipe, Wipe Angle 0°, Transition Completion 100% to 0% over 10 frames. If it grows from the wrong end, use 180°.
  6. Add a small horizontal English line underneath or beside it in a clean sans at 22-28 px with tracking 300, for example the translation.
  7. Place the column at least 80 px from the frame edge. Set Opacity to 80% and consider a red #E5322D for one character or for a small square stamp behind it.
Expression on Transform > Position
drift = 12; // pixels per second
value + [0, -(time - inPoint) * drift]

Slowly scrolls the column upward while it holds, so the accent feels alive behind still shots.

Starting values

ToolsVertical Type ToolCtrl+T to cycleStacks characters top to bottom
Character panelFontNoto Sans JP / Noto Serif JP / Kozuka GothicMust contain Japanese glyphs
Character panelFont size60-80 pxAccent, not headline
Character panelTracking100-200Gives the column air
Range Selector 1 > AdvancedShape / Ease LowRamp Up / 100%Soft top-to-bottom reveal
Range Selector 1Offset-100% to 100% over 12 framesReveal timing
Linear WipeWipe Angle0°Draws the guide line vertically

Try this

  • Hanko stamp: a small red rounded square with one white kanji inside, scaled in from 130% to 100% over 3 frames on a beat.
  • Giant background kanji: one character at 900 px, 10% opacity, behind the subject, set to Overlay blend mode.
  • Endless ticker: make the column a fixed height (say 600 px of text), stack copies exactly 600 px apart down the frame, and use value + [0, -(((time - inPoint) * 40) % 600)] on each Position. Every copy jumps back by one spacing at the same moment, so the scroll looks continuous.
  • Mixed layout: big horizontal English title in the center with two thin vertical Japanese columns on each side, like an anime poster.

Watch out for

  • Using a font without Japanese glyphs and getting boxes or fallback fonts. Check the font supports Japanese before styling.
  • Copying random characters from the internet. Mistranslations are common and noticed. Use names or titles you can verify.
  • Making the accent too big or too bright so it fights with the subject. Keep it small, near an edge, and below full opacity.

Effects used

Text AnimatorRange SelectorLinear Wipe

Particles & 3D11

Dust, sparks, Saber energy, light trails, speed lines and 3D objects.

Particles & 3D · Effect

Floating dust and bokeh

Slow, soft specks drifting through the frame that make a flat shot feel like it has air and depth.

TrapcodeBuilt-in

When to use itSlow intros, emotional AMV sections, night car edits and calm breakdowns before a drop. It works best on shots with a backlight or a dark background where the specks can catch light.

Real air is full of dust, and a lens turns the out-of-focus specks into soft discs. A thin layer of this tells the eye there is space between the camera and the subject. The trick is restraint: a few dozen slow specks at different depths read as atmosphere, while hundreds of evenly sized dots read as a screensaver. Size variation and blur variation do all the work.

Particular is the right tool because it lives in real 3D space. Put an After Effects camera in the comp, turn on depth of field, and the particles near the lens grow into big soft discs while the ones at the focus distance stay crisp. Use Pre Run so the frame is already full on the first frame instead of slowly filling up from the emitter.

To keep it from looking pasted on, color the dust like the light in the shot. Warm backlight means warm specks, cold streetlight means pale blue ones. Then move the camera a little in Z so near and far specks slide at different speeds. Render cost is moderate: depth of field on many large particles is the slow part, so keep a few hundred alive at once and pre-render the layer if your grade is heavy.

Build it

  1. Make a black solid (Ctrl+Y) called Dust and apply Particular. Add a camera with Layer > New > Camera, 50mm preset, and check Enable Depth of Field with Aperture around 40 px.
  2. In Emitter, set Emitter Type to Box, Emitter Size to XYZ Individual, then Emitter Size X 2400, Y 1400, Z 2000. Set Particles/sec to 40. Under Emission Extras, set Pre Run to 100 so the dust is already there on frame one.
  3. Set Velocity to 10, Velocity Random [%] to 100, Velocity from Motion [%] to 0. Under Physics, Gravity 0, and in Air > Turbulence Field set Affect Position to 40 and Evolution Speed to 20. The turbulence makes specks wander in slow curves instead of flying in straight lines.
  4. In Particle, set Life [sec] to 8, Particle Type Sphere, Sphere Feather 60, Size 4, Size Random [%] 100, Opacity 60, Opacity Random [%] 70. Draw the Opacity over Life graph as a hill (low, high, low) so specks fade in and out instead of popping.
  5. In Rendering, set Depth of Field to Camera Settings and Motion Blur to Comp Settings. Turn on the comp's motion blur button and the layer's motion blur switch. Set the layer blend mode to Add or Screen.
  6. Set the camera's Focus Distance to the subject's depth (start with the camera's Zoom value). Specks closer than that become big discs. Push Aperture to 60-80 for heavier bokeh.
  7. Eyedrop the particle Color from the brightest highlight in the shot, then lower layer Opacity to 50-70%. If specks cross the face, draw a soft mask with Mask Feather 200 px set to Subtract over that area.
Expression on Camera > Transform > Position
value + [0, 0, time*40]

A slow push forward so near and far dust drift at different speeds, which is what sells the depth.

Starting values

ParticularEmitter TypeBoxFills a volume, not a point
ParticularParticles/sec40Low count keeps it subtle and fast
ParticularPre Run100Frame is full from the first frame
ParticularAffect Position40Turbulence drift
ParticularSize Random [%]100Mixed sizes read as depth
ParticularSphere Feather60Soft edges, no hard dots
CameraAperture40-80 pxMore = bigger bokeh discs

Other ways to make it

  • Built-inCC Particle World with Particle Type Faded Sphere, Birth Rate 0.3, Longevity (sec) 6, Velocity 0.05, Gravity 0, and Producer Radius X, Radius Y, Radius Z all 1.0. Duplicate the layer, add Camera Lens Blur with Blur Radius 25 to one copy for the near, blurry specks.

Try this

  • Hexagon bokeh: set Particle Type to Sprite, point it at a small precomp of a soft hexagon shape, and raise Size to 30 with Size Random [%] 80. It mimics an aperture with blades.
  • Gold dust: make the color pale gold and add Starglow with a short streak length so a few specks twinkle.
  • Light snow: set Gravity to 20 and Velocity to 0, keep turbulence. Same setup, colder color.
  • Beat sparkle: keyframe layer Opacity from 60% to 100% and back over 6 frames on big hits.

Watch out for

  • Every speck the same size and sharpness. Raise Size Random [%] and use depth of field, or it looks like a flat overlay.
  • Dust in a shot with no visible light. Specks only show where light hits them, so keep them dim in dark areas and brighter near the light source.
  • Forgetting Pre Run, so the first second of the clip is empty and slowly fills up.

Effects used

ParticularCamera Lens BlurCC Particle World
Particles & 3D · Effect

Sparks on impact

A one-frame burst of hot sparks that fly out, fall and fade, so a hit feels like metal on metal.

TrapcodeBuilt-inDeep Glow

When to use itPunches, kicks, sword clashes, car scrapes, a ball hitting the post, or any heavy beat in a phonk or sports edit. Use it on two or three big moments, not every snare.

Sparks sell force. A burst that starts white-hot, cools to orange and red, and falls under gravity tells the viewer something hit hard, even if the footage itself is soft. The key is timing: every spark should be born on the impact frame, so the burst lines up with your beat and doesn't trickle out over several frames.

Particular gives you real physics. Sparks fly fast, slow down from air resistance, arc under gravity, and with the Bounce physics model they can even skip off a floor. Motion blur is not optional here. A spark is a tiny dot moving fast, and the blur is what turns it into a streak. Without it, the burst looks like confetti.

Render cost is low because the particle count is small and short-lived. To keep it from looking stuck on, emit from the exact contact point, fire the sparks away from the surface that was hit, and let them light up the scene a touch with a short flash or glow on the same frame.

Build it

  1. New black solid, apply Particular, set the layer blend mode to Add. Move the playhead to the impact frame and set Emitter Type to Point, then place Position on the contact point.
  2. Keyframe Particles/sec: 0 one frame before impact, 4000 on the impact frame, 0 on the next frame. Select all three and press Ctrl+Alt+H to make them hold keyframes. At 25-30 fps that gives about 130-160 sparks in one frame.
  3. Set Velocity 800, Velocity Random [%] 60, Direction Spread [%] 30. Use Direction set to Directional and rotate it so sparks fly away from the surface that was hit, not evenly in all directions.
  4. In Particle, set Life [sec] 0.8, Life Random [%] 50, Particle Type Sphere, Size 3, Size Random [%] 50. Draw the Size over Life graph so it shrinks toward zero at the end.
  5. Set Set Color to Over Life and build the gradient white, then yellow, then orange, then a dark red at the end. This is the cooling metal look.
  6. In Physics, set Gravity 400, and in Air set Air Resistance to 3. The sparks shoot out fast, then slow and drop.
  7. In Rendering, set Motion Blur to On and Shutter Angle to 360 for long streaks. Add Deep Glow with Radius 60 and Exposure around 0.5 on top.

Starting values

ParticularParticles/sec4000 for 1 frameHold keyframes, 0 before and after
ParticularVelocity800Fast first burst
ParticularAir Resistance3Bleeds speed so they hang a moment
ParticularGravity400Arcs them down
ParticularLife [sec]0.8Short, hot, gone
ParticularShutter Angle360Turns dots into streaks
Deep GlowRadius60Soft heat around the streaks

Other ways to make it

  • Built-inCC Particle Systems II with Animation Explosive, Velocity 2.5, Gravity 0.6, Particle Type Line, Longevity (sec) 0.6, Birth Color white and Death Color orange-red, Transfer Mode Add. Keyframe Birth Rate from 0 to 40 and back to 0 with hold keyframes around the impact frame.
  • TrapcodeAdd Starglow instead of Deep Glow for cross-shaped glints on the brightest sparks. Keep Streak Length short, around 10.

Try this

  • Grinder sparks: instead of a one-frame burst, keep Particles/sec at 1500 for the whole scrape and set Direction Spread [%] to 10 for a tight spray.
  • Floor bounce: set Physics Model to Bounce and choose a 3D solid laid flat as the floor layer. Sparks skip once or twice, which reads very real on car and skate edits.
  • Trails: turn on the Aux System so each spark leaves a short faint trail of tiny particles behind it. Keep aux life under 0.3 sec or it gets messy.
  • Blue energy sparks: swap the gradient for white, cyan, deep blue for sci-fi or anime clashes.

Watch out for

  • Sparks emitted over several frames, so the burst feels late. Use hold keyframes on Particles/sec for a single-frame burst.
  • No motion blur, so sparks look like flat dots. Turn it on in Rendering and raise Shutter Angle.
  • Sparks flying evenly in all directions from a wall hit. Aim them away from the surface with Direction and a narrow spread.

Effects used

ParticularDeep GlowCC Particle Systems II
Particles & 3D · Technique

Particles on a tracked object

Stick an emitter to a moving ball, hand, car or blade so particles stream off it like a real trail.

TrapcodeBuilt-inSaber

When to use itA football flying into the net, a skater's hand, headlights at night, a sword swing, a dancer's foot. Good for slow-mo shots where the eye follows one object.

A trail only looks right if it starts exactly on the object every frame. Hand-keyframing the emitter drifts within a few frames, so you track the object first and let Particular read the track. Once the emitter is glued on, the particles inherit the object's motion and spray off it naturally.

Two Particular settings make the difference. Velocity from Motion [%] pushes particles in the direction the emitter is moving, so a fast swing throws particles forward like a comet. Position Subframe fills in the gaps between frames, so a fast-moving emitter draws a continuous stream instead of clumps spaced one frame apart. Without subframe, fast trails look like beads on a string.

Render cost is small. To sell it, use motion blur, match the trail color to the light on the object, and let the trail fade before it crosses the subject's face.

Build it

  1. Select the footage, open Window > Tracker, click Track Motion, place the track point on a high-contrast spot of the object and press the analyze forward button. Fix any jumps frame by frame.
  2. Make a null (Layer > New > Null Object) named Track Null. In the Tracker panel click Edit Target, choose the null, then Apply with X and Y.
  3. New black solid, apply Particular, blend mode Add. Add the expression below to the emitter Position so it follows the null. In older versions with split Position XY and Position Z, pick-whip Position XY to the null's position instead.
  4. Set Emitter Type to Sphere, Emitter Size XYZ 20, Particles/sec 600. Set Position Subframe to 10x Linear so fast moves leave a smooth stream.
  5. Set Velocity 30, Velocity Random [%] 50, Velocity from Motion [%] 20. Raise it to 50 for a comet-like throw on fast swings.
  6. In Particle, set Life [sec] 1.0, Life Random [%] 40, Particle Type Glow Sphere (No DOF), Size 5, and draw size and opacity over life so both fade to zero.
  7. In Physics, add Air > Turbulence Field Affect Position 30 so the trail breaks up. Turn Motion Blur to Comp Settings and enable motion blur on the comp and layer.
Expression on Particular > Emitter > Position
p = thisComp.layer("Track Null").transform.position;
[p[0], p[1], 0]

Feeds the 2D track into Particular's 3D position, at Z 0.

Starting values

ParticularPosition Subframe10x LinearSmooth stream on fast moves
ParticularVelocity from Motion [%]20Particles inherit the object's push
ParticularParticles/sec600Dense enough to read as a trail
ParticularLife [sec]1.0Shorter = tighter trail
ParticularAffect Position30Breaks the trail into wisps
ParticularEmitter Size XYZ20Roughly the object's size

Other ways to make it

  • Built-inCC Particle Systems II uses pixel coordinates, so pick-whip its Producer > Position straight to the null's position. Set Birth Rate 5, Longevity (sec) 0.8, Velocity 0.3, Inherit Velocity % 30, Gravity 0, Particle Type Faded Sphere.
  • SaberFor a solid light trail instead of particles, draw a short mask path that follows the object and drive Saber from it, or use Saber's own position controls linked to the null.

Try this

  • 3D placement: use 3D Camera Tracker, pick a point on the object's path, right-click and Create Null and Camera. Then pick-whip the full 3D position, and the trail moves with the real camera.
  • Light emitter: set Emitter Type to Light(s), add a point light named Emitter, and parent it to the tracked null. Handy if you want several emitters on one Particular layer.
  • Ball trail with fire: orange to red color over life, Gravity -50 so it rises, and a heat distortion layer behind it.
  • Only on the hit: keyframe Particles/sec from 0 to 600 on the kick and back to 0 six frames later.

Watch out for

  • Track drifts, so the trail slides off the object. Track a high-contrast detail and fix bad frames before applying.
  • Leaving Position Subframe on Linear for a fast swing, which leaves clumps. Use 10x Linear.
  • Trail too long and covers the subject. Lower Life [sec] or the opacity over life curve.

Effects used

ParticularCC Particle Systems II
Particles & 3D · Effect

Footage as a particle grid

Turn a shot into a field of dots that ripples, pushes into 3D and blows apart on the drop.

TrapcodeBuilt-in

When to use itIntros and outros, a drop where the shot shatters into dots, music-video breakdowns, or a logo reveal. Strongest on a clean, high-contrast shot or a silhouette.

Form is different from Particular. Particular fires particles out of an emitter, while Form places particles in a fixed shape, like a grid or sphere, and then pushes that shape around with fields and maps. That makes it perfect for turning an image into a grid of dots: each particle takes the color of the pixel under it, and you can push bright areas forward in depth.

The look sells when the camera moves. A flat grid of dots is just a halftone, but orbit the camera 20 degrees and the depth jumps out. Add a slow fractal field so the grid breathes, then keyframe Disperse on the drop so it bursts apart and reforms.

Render cost grows with particle count. A 192 by 108 grid is about 20,000 particles and plays back fine. Go to 480 by 270 and you are near 130,000, which looks finer but renders much slower. Build with a low count and raise it for the final render.

Build it

  1. Precomp your footage (Ctrl+Shift+C) and put the precomp in the comp with its eye turned off. Form reads it even when hidden.
  2. New black solid, apply Form. In Base Form, choose Box - Grid, set Size X 1920, Size Y 1080, Size Z 0, Particles in X 192, Particles in Y 108, Particles in Z 1.
  3. In Particle, set Particle Type to Sphere, Size 4, Sphere Feather 20. Small, slightly soft dots blend into an image instead of reading as beads.
  4. Open Layer Maps > Color and Alpha, set Functionality to RGB to RGB, Map Over to XY, and Layer to the footage precomp. Each particle now takes the color of the pixel under it.
  5. Open Layer Maps > Displacement, set Functionality to Individual XYZ, Layer for Z to the same precomp, Map Over to XY and Strength to around 150. Mid-gray stays put, bright areas pop toward the camera and dark areas sink away.
  6. In Fractal Field, set Displace to 40 and a slow flow so the grid gently breathes. Keep it small, it should feel alive, not wobbly.
  7. Add a camera (50mm). Keyframe a slow orbit of about 20 degrees over the shot, eased with Easy Ease (F9) or a Flow curve like sine-in-out so it drifts rather than snaps.
  8. On the drop, keyframe Disperse & Twist > Disperse from 0 to 400 over 8 frames, then back to 0 over 20 frames for a burst and reform.

Starting values

FormBase FormBox - GridFlat sheet of particles
FormParticles in X192About 20k total with Y 108
FormParticles in Z1One layer of dots
FormSize4Raise if gaps look too wide
FormDisperse0 to 400Keyframe on the drop
FormDisplace40Fractal breathing

Other ways to make it

  • Built-inCard Dance splits a layer into a grid of cards. Set Rows and Columns to 60, use the footage as Gradient Layer 1, set Z Position > Source to Intensity 1 with Multiplier 5, and orbit a camera. CC Ball Action gives a dot grid directly: Grid Spacing 8, Ball Size 90, and keyframe Scatter from 0 to 200 for the burst.

Try this

  • Audio-driven: use Animation > Keyframe Assistant > Convert Audio to Keyframes, or Form's Audio React group, to make the displacement pump with the kick.
  • Strings: switch Base Form to Box - Strings for a scanline look made of lines instead of dots.
  • Sphere: switch to Sphere - Layered and map a logo onto it for an intro globe.
  • Monochrome: skip the color map, make dots white, and grade the background black for a clean tech look.

Watch out for

  • Grid too dense in the work stage, so every preview crawls. Build at 20k particles and raise count for the final render.
  • No camera move, so it just reads as a flat dot filter. Even a small orbit shows the depth.
  • Displacement too strong, so the image falls apart and you can't read the subject. Keep Z displacement around 100-200.

Effects used

FormCard DanceCC Ball Action
Particles & 3D · Effect

3D Stroke light trails

Glowing lines that race along a path in 3D space, wrapping a car, a logo or a dancer.

TrapcodeDeep GlowBuilt-inSaber

When to use itCar edits at night, intros where lines draw the logo, music videos with neon energy, transitions where a streak whips across frame. Use on fast, rhythmic sections.

A light trail is a short glowing segment moving along a path. 3D Stroke draws a stroke along any mask, and unlike a normal stroke, it can twist, bend and repeat in 3D and react to the comp camera. That's how you get lines that fly toward the lens and curve around a subject instead of sitting flat on top.

The motion comes from three properties: Start, End and Offset. Keep the gap between Start and End small, say 25%, and animate Offset so that segment races along the path. Turn on Taper and the trail gets a thick head and a thin tail, which reads as speed much more than a flat line.

Render cost is low on its own. Most of the time goes into the glow on top. Motion blur matters a lot: 3D Stroke has its own motion blur group, and with it on, a fast trail gets a soft smear like a long exposure photo.

Build it

  1. New black solid, blend mode Add. With the Pen tool (G) draw a curving path across the frame, then set the mask mode to None.
  2. Apply 3D Stroke. Set Color to a light cyan or warm orange, Thickness 4, Feather 40.
  3. Set Start to 0 and End to 25. Keyframe Offset from -25 to 100 over 30 frames. Ease it with a Flow curve like expo-in-out so the trail launches and settles.
  4. Open Taper, check Enable and Compress to fit. The tail now thins out.
  5. Open Repeater, check Enable, set Instances to 2 and Z Displace to 40. Check Symmetric Doubler for a mirrored set. You now have several trails at different depths.
  6. Open Camera, check Comp Camera, and add a 50mm camera with a slow push. The trails now have real parallax.
  7. Open Motion Blur, set it to Comp Settings and turn on comp motion blur.
  8. Add Deep Glow with Radius 80 and Exposure 0.6. Duplicate the layer and offset it 3 frames later with a different color for a second trail.
Expression on 3D Stroke > Offset
time*120 % 125 - 25

A looping trail that never needs keyframes. Change 120 to speed it up or slow it down.

Starting values

3D StrokeThickness4Thin core glows cleaner
3D StrokeFeather40Soft edge
3D StrokeEnd25Length of the moving segment
3D StrokeOffset-25 to 100Animate this for motion
3D StrokeInstances2Under Repeater
3D StrokeZ Displace40Spreads copies in depth
Deep GlowRadius80Main glow spread

Other ways to make it

  • Built-inThe Stroke effect on the same mask, or a shape layer with Trim Paths, then built-in Glow stacked twice (Glow Radius 20 and 120). Animate Trim Paths Offset for the moving segment. No real 3D, but fine for flat trails.
  • SaberSet Saber's core to use the layer masks, then animate its start and end offsets for a hotter, more energetic trail with built-in glow and flicker.

Try this

  • Logo draw: paste your logo's paths as masks on the solid, check Use All Paths and Stroke Sequentially, and animate End from 0 to 100 for a write-on.
  • Wrap a car: draw the path around the car on a still frame, then parent the solid to a tracked null so the trail stays on the car.
  • Light tunnel: use a circle mask, Repeater Instances 10, Z Displace 200, and push the camera through it.
  • Hit accent: on the beat, keyframe Thickness from 4 to 12 and back in 4 frames.

Watch out for

  • Animating End alone, so the line grows but never travels. Keep a fixed gap and animate Offset.
  • Thick, unfeathered strokes that look like vector lines. Keep Thickness low and let the glow give the size.
  • Leaving Comp Camera off in the Camera group, so the trails stay flat while the rest of the scene moves in 3D. Turn it on whenever the comp has a camera.

Effects used

3D StrokeDeep GlowGlowStroke
Particles & 3D · Effect

Saber energy outline

A flickering energy line traced around a cut-out subject, like a power-up aura in an anime fight.

SaberBuilt-inDeep Glow

When to use itPower-up moments, the drop in an AMV, a player's walkout in a sports edit, or a character intro. Best on shots where the subject is still or moving slowly so the outline stays clean.

This is the classic edit aura: a glowing line hugging the subject's edge, buzzing with energy. The trick is getting Saber a path to follow. Saber draws its core along mask paths, so you turn your roto into masks with Auto-trace, which creates a mask on every frame from the subject's alpha. Then Saber traces those masks frame by frame.

Order matters for the look. Put Saber above the subject and you get a clean outline. Put it between the background and the cut-out subject and only the outer half of the glow shows, so it looks like light coming from behind the person, which reads much more real. Many edits use both: a soft aura behind and a thin hot line on top.

Render cost: Saber itself is GPU-fast. Roto Brush and Auto-trace are the slow parts, and both are one-time work. Auto-trace masks can jitter, so a little blur and tolerance before tracing keeps the outline from boiling.

Build it

  1. Roto the subject: double-click the layer, use the Roto Brush tool (Alt+W), paint the subject, propagate, then click Freeze.
  2. Precomp the roto'd layer (Ctrl+Shift+C, Move all attributes) and name it Subject. Keep the original footage underneath as the background.
  3. Select Subject, go to Layer > Auto-trace. Set Time Span to Work Area, Channel Alpha, Blur 2 px, Tolerance 2 px, Minimum Area 200 px, Threshold 50%, Corner Roundness 50%, and check Apply to New Layer. This creates a solid with one keyframed mask per shape.
  4. On the new auto-traced layer, apply Saber. In Customize Core, set Core Type to Layer Masks.
  5. In Render Settings, set Composite Settings to Transparent so you only get the glow.
  6. Pick a preset or set Glow Color, then lower Core Size to around 1 for a thin line. Raise Glow Intensity until the aura spreads about 20-40 px around the body.
  7. Turn on the Flicker and Distortion sections a little so the line buzzes instead of looking like a vector stroke.
  8. Stack: background, then a duplicate Saber layer with a wider glow, then Subject, then the thin Saber layer on top.
Expression on Saber layer > Transform > Opacity
wiggle(15, 12)

Set Opacity to 85% first. This adds a fast, uneven flicker on top of Saber's own, like unstable power.

Starting values

Auto-traceBlur2 pxSmooths a noisy roto edge
Auto-traceTolerance2 pxFewer points, less jitter
Auto-traceMinimum Area200 pxDrops tiny islands and holes
SaberCore TypeLayer MasksUnder Customize Core
SaberComposite SettingsTransparentGlow only, no black
SaberCore Size1Thin hot line

Other ways to make it

  • Built-inOn the auto-traced layer apply Stroke, check All Masks, Brush Size 4, Brush Hardness 60%, Paint Style On Transparent. Add Turbulent Displace (Amount 8, Size 10) for a wobble, then Glow twice. A quick no-mask version: Layer > Layer Styles > Stroke on the roto'd layer, plus Glow.
  • Deep GlowUse the Built-in stroke above, then Deep Glow with Radius 100 and Exposure 0.8 for a richer falloff than the built-in glow.

Try this

  • Power-up build: keyframe Glow Intensity from 0 to full over 12 frames before the drop, then a spike on the hit.
  • Lightning crackle: raise Saber's distortion amount and speed for a jagged electric edge.
  • Two-tone: duplicate the Saber layer, make one cyan and one purple, and offset the second by 2 frames.
  • Only the outline: hide the subject and background for one beat so just the energy silhouette remains, then cut back.

Watch out for

  • Running Auto-trace on a raw roto with holes, so Saber traces every gap in the hair. Raise Minimum Area and add Blur first.
  • Leaving composite on black, so the layer darkens the shot. Set it to Transparent.
  • Outline on a subject moving fast with no motion blur. Either pick a slower shot or keep the line thin and the glow soft.

Effects used

SaberRoto Brush & Refine EdgeStrokeDeep Glow
Particles & 3D · Effect

Saber text write-on

Energy traces the outline of your title like a neon sign switching on, then the letters fill in.

SaberBuilt-in

When to use itEdit titles, the character or player name card, an intro before the beat drops, or a neon sign moment in a night edit.

Saber can read a text layer directly and trace the letter outlines with its glowing core. Animate how much of the outline is drawn and the title writes itself on in light. It feels much more alive than a plain fade because the light moves through the letters.

The best version has two stages. First the energy outline draws on over about a second. Then, just as it finishes, the actual text fades in underneath and the glow drops back a little. The handoff from line to fill is what makes it look finished instead of half done.

Font choice matters. Thin, clean fonts and script fonts trace beautifully. Heavy display fonts with lots of inner corners look busy. Render cost is low, Saber is GPU accelerated and text paths are simple.

Build it

  1. Type your title with the Type tool (Ctrl+T). Use a thin or medium weight font at around 150 px.
  2. New black solid (Ctrl+Y), apply Saber. In Customize Core, set Core Type to Text Layer and choose your text layer.
  3. In Render Settings, set Composite Settings to Transparent. Turn off the text layer's eye for now, Saber still reads it.
  4. Set Core Size to about 1 and pick a Glow Color. Hot pink, cyan and warm orange all read well on dark shots.
  5. In Customize Core, keyframe End Offset from 0% to 100% over 24-30 frames. Select both keyframes, press Ctrl+Shift+K, and set the first keyframe's outgoing influence to about 10% and the last keyframe's incoming influence to about 80%. It starts quick and lands soft.
  6. On the frame the write-on finishes, turn the text layer back on and fade its Opacity from 0% to 100% over 8 frames.
  7. Over the same 8 frames, lower the Saber layer's Opacity to about 60% so the glow becomes a rim around solid letters.

Starting values

SaberCore TypeText LayerReads letter outlines
SaberEnd Offset0% to 100%The write-on itself
SaberCore Size1Thin neon line
SaberComposite SettingsTransparentNo black background
Text layerOpacity0% to 100% over 8 framesFill fades in as line finishes

Other ways to make it

  • Built-inRight-click the text and choose Create > Create Masks from Text. On the new solid apply Stroke, check All Masks and Stroke Sequentially, Brush Size 3, Paint Style On Transparent, and keyframe End from 0% to 100%. Stack two Glow effects (Glow Radius 15 and 80) on top.

Try this

  • Traveling spark: animate Start Offset a few frames behind End Offset so only a short segment races around the letters, then hold both at full.
  • Neon flicker on: after the write-on, keyframe Saber layer Opacity 100, 20, 100, 40, 100 over 6 frames for a sign that struggles to switch on.
  • Write-off: reverse the keyframes at the end of the title so the energy eats the letters away.
  • Behind the subject: put the Saber title under a roto'd subject so the glow passes behind the person.

Watch out for

  • Leaving the text visible from the start, so the write-on reveals nothing. Hide it until the line finishes.
  • Linear keyframes, so the write-on feels mechanical. Ease it, fast out and soft in.
  • A huge glow on small text, so the letters blur into one blob. Keep the core thin and the glow tight on small titles.

Effects used

SaberStrokeGlow
Particles & 3D · Effect

Built-in rain, snow and sparks

Free particle weather and sparks with CC Particle World and CC Particle Systems II, no plugin needed.

Built-inTrapcode

When to use itMoody rain on a sad AMV section, snow on a winter edit, sparks on a hit when you don't own Particular. Good on any edit where you need weather fast.

After Effects ships with two real particle systems. CC Particle World works in its own 3D space and can see the comp camera. CC Particle Systems II is simpler, 2D and uses pixel positions, which makes it easy to place on a point. Both are quick to render, and with a bit of blur and color they hold up next to the plugins.

The secret with rain is depth. One rain layer looks like scratches on the screen. Two or three layers with different sizes, speeds and blur look like rain falling through space: fine, sharp streaks far away, big soft streaks close to the lens. The same goes for snow.

Render cost is light. To avoid the stuck-on look, tilt the rain to match the wind in the shot, darken and desaturate the background a touch, and use the Line particle type, which draws a streak along each particle's motion.

Build it

  1. New black solid named Rain Far, blend mode Screen. Apply CC Particle World. Uncheck Grid in Grid & Guides to see the clean result.
  2. Set Birth Rate 8, Longevity (sec) 1.5. In Producer, set Position Y -0.5 so particles start above the frame, Radius X 1.5, Radius Y 0, Radius Z 1.0.
  3. In Physics, set Animation to Explosive, Velocity 0.05, Gravity 1.5, Resistance 0. Add a little Extra so not every drop falls perfectly straight.
  4. In Particle, set Particle Type to Line, Birth Size 0.02, Death Size 0.02, Max Opacity 40%, Birth Color and Death Color a pale blue-gray.
  5. Duplicate the layer as Rain Near. Set Birth Rate 2, Birth Size 0.06, Gravity 2.5, and add Fast Box Blur with Blur Radius 4. Fewer, bigger, faster, softer.
  6. Rotate both layers 10-15 degrees to match the wind in the shot, and scale them to about 120% so the rotated corners stay outside the frame.
  7. Grade the footage under it a bit darker and cooler so the rain doesn't fight a sunny shot.

Starting values

CC Particle WorldBirth Rate8Far layer; near layer 2
CC Particle WorldRadius X1.5Wide enough to cover frame
CC Particle WorldGravity1.5Near layer 2.5
CC Particle WorldParticle TypeLineStreaks along motion
CC Particle WorldMax Opacity40%Rain is faint
Fast Box BlurBlur Radius4Near layer only

Other ways to make it

  • TrapcodeParticular with Emitter Type Box above the frame, Particle Type Streaklet or a thin stretched Sphere, Gravity 600, and motion blur on. Better depth and a real floor with the Bounce model, at a higher render cost.

Try this

  • Snow: same setup with Particle Type Faded Sphere, Gravity 0.1, Velocity 0.1, Birth Size 0.04, white. Add Turbulent Displace (Amount 20, Size 80) for a lazy drift.
  • Sparks: use CC Particle Systems II, Animation Explosive, Velocity 2.5, Gravity 0.6, Particle Type Line, Longevity (sec) 0.6, white Birth Color to orange Death Color, Transfer Mode Add. Keyframe Birth Rate up for a single frame on the hit.
  • Quick weather: CC Rainfall and CC Snowfall do one-click versions. Set Drops or Flakes around 5000, raise Scene Depth, and tune Wind to match the shot.
  • Camera-aware: add a comp camera, CC Particle World follows it, so rain stays consistent through a 3D camera move.

Watch out for

  • One flat rain layer at full opacity, which looks like scratched film. Use two or three layers at different sizes and opacities.
  • Straight-down rain on a shot with trees bending in the wind. Rotate the layer to match.
  • Forgetting to turn off Grid and thinking the effect looks wrong.

Effects used

CC Particle WorldCC Particle Systems IICC RainfallCC SnowfallFast Box Blur
Particles & 3D · Effect

Rising ash and embers

Glowing embers and gray ash drifting up through the frame, for heat, war, fire and villain moments.

Built-inTrapcodeDeep Glow

When to use itVillain intros, sad or dramatic AMV scenes, war and fire scenes, phonk edits with a dark red grade, and any shot with flames in it.

Embers are small, hot and rising. They drift upward on heat, wander sideways, flicker, and burn out. Ash is the opposite: gray, dull and slowly falling or floating. Using both in one shot is what makes it feel like something is actually burning nearby, not just a filter.

The motion is everything. Embers that rise in straight lines look like bubbles. Add turbulence so they swirl, make them flicker by randomizing opacity, and let a few big blurry ones pass close to the lens for depth. Warm light on the subject helps too: if embers fill the frame, the face should catch a bit of orange.

The Built-in version below renders fast. Particular looks better because of real turbulence and depth of field, but costs more. Either way, keep the ember count low; twenty visible embers are more believable than two hundred.

Build it

  1. New black solid named Embers, blend mode Add. Apply CC Particle World and uncheck Grid in Grid & Guides.
  2. Set Birth Rate 0.6, Longevity (sec) 3. In Producer, set Position Y 0.5 (bottom of frame), Radius X 1.2, Radius Y 0.1, Radius Z 0.6.
  3. In Physics, set Animation Explosive, Velocity 0.15, Gravity -0.08 so they rise, Resistance 2 so they slow down and hang.
  4. In Particle, set Particle Type Faded Sphere, Birth Size 0.03, Death Size 0.005, Size Variation 80%, Birth Color bright orange, Death Color dark red.
  5. Add Turbulent Displace with Amount 40, Size 80, and the expression below on Evolution. The embers now wander and curl.
  6. Add Glow with Glow Radius 25 and Glow Intensity 1.5, or Deep Glow with Radius 40.
  7. For ash, duplicate the layer, make the colors gray, set Gravity 0.02 and Velocity 0.05, drop the glow, and set the blend mode to Normal at 70% opacity.
  8. Add a solid with Gradient Ramp, orange at the bottom and black at the top, on Soft Light at 40% opacity so the scene picks up the warmth.
Expression on Turbulent Displace > Evolution
time*60

Slowly shifts the turbulence so embers keep changing direction instead of following a frozen pattern.

Starting values

CC Particle WorldGravity-0.08Negative = rising
CC Particle WorldResistance2They slow and float
CC Particle WorldBirth Rate0.6Few embers look real
CC Particle WorldSize Variation80%Mix of tiny and big
Turbulent DisplaceAmount40Sideways wander
GlowGlow Radius25Hot halo

Other ways to make it

  • TrapcodeParticular with the setup in the first variation, plus Depth of Field set to Camera Settings and a camera with depth of field on, so near embers blur into soft orange discs.
  • Deep GlowReplace Glow with Deep Glow at Radius 40, Exposure 0.5. The falloff is softer and more like real light.

Try this

  • Particular embers: Emitter Type Box below frame, Velocity 120, Gravity -40, Air > Turbulence Field Affect Position 80, Particle Type Glow Sphere (No DOF), Opacity Random [%] 60, motion blur on.
  • Close embers: a third layer with only 3-4 huge, heavily blurred embers passing near the lens.
  • Wind: rotate the whole layer 20 degrees so everything drifts sideways, matching smoke in the shot.
  • Beat flare: keyframe Birth Rate from 0.6 to 3 for 4 frames on the drop for a burst of embers.

Watch out for

  • Embers rising in straight lines. Add turbulence or they look like bubbles.
  • Too many embers, so it reads as a screen overlay. Keep the count low and vary the size.
  • Embers on a cold blue shot with no warmth anywhere. Add a warm wash from the bottom or tint the grade.

Effects used

CC Particle WorldTurbulent DisplaceGlowParticularDeep GlowGradient Ramp
Particles & 3D · Effect

Anime speed lines

Radial manga speed lines that rush toward the subject, built from stretched Fractal Noise and Polar Coordinates.

Built-inSapphireOmino

When to use itAnime edits, hype moments, a character charging in, a player sprinting, impact frames and freeze hits. Use on 1-2 second bursts, not the whole edit.

Speed lines are a manga shortcut for focus and speed. Lines rush toward a point, usually the subject's face, and pull the eye straight there. You can build them in a minute with two built-in effects: Fractal Noise stretched tall into thin vertical lines, then Polar Coordinates bends those vertical lines into spokes around the center.

Why it works: Rect to Polar wraps the layer into a circle, so one edge collapses into the center and the opposite edge stretches around the outside. Every vertical line becomes a ray. Animate the noise and the rays shimmer. Posterize the animation to 12 fps and it flickers like hand-drawn anime instead of smooth video.

Render cost is close to zero. To make them sit in the shot, center them on the subject, cut a soft hole in the middle so the face stays clean, and match the line color to the scene or go pure white or black for a manga style.

Build it

  1. New black solid (Ctrl+Y) at comp size. Apply Fractal Noise.
  2. Set Fractal Type Basic, Noise Type Block, Contrast 500, Brightness -100. You want mostly black with a few bright bits.
  3. Open Transform, uncheck Uniform Scaling, set Scale Width 20 and Scale Height 5000. The noise becomes thin vertical lines. Set Complexity to 1.
  4. Add the expression below to Evolution so the lines flicker at anime frame rate.
  5. Apply Polar Coordinates, Type of Conversion Rect to Polar, Interpolation 100%. The lines now radiate from the center.
  6. Raise or lower Brightness to make the lines thinner or denser. Values around -80 to -120 look right.
  7. Set the blend mode to Screen for white lines. Draw an elliptical mask over the subject's face, set it to Subtract with Mask Feather 250 px so the center stays clear.
  8. To move the center onto the subject, precomp the layer and move the precomp, scaling it to 150% so the edges still cover the frame.
Expression on Fractal Noise > Evolution
posterizeTime(12);
time*1440

Changes the line pattern every other frame at 24 fps, like hand-drawn anime.

Starting values

Fractal NoiseContrast500Hard lines
Fractal NoiseBrightness-100Controls line density
Fractal NoiseScale Width20Line thickness
Fractal NoiseScale Height5000Stretches noise into lines
Polar CoordinatesType of ConversionRect to PolarLines become rays
Polar CoordinatesInterpolation100%Full conversion
MaskMask Feather250 pxClean center on the face

Other ways to make it

  • SapphireS_Rays on a bright point of the subject gives soft volumetric rays instead of hard manga lines. Good for a hero moment, less anime.
  • OminoAdd Omino Feedback after the lines with its scale a few percent above 100% and its center on the subject. Each line leaves scaled trails that pour outward, so the rush reads faster. Keep the feedback amount moderate so the trails fade instead of filling the frame.

Try this

  • Manga black lines: add Invert after Polar Coordinates and set the blend mode to Multiply on a bright shot.
  • Straight speed lines: skip Polar Coordinates, rotate the layer 90 degrees for horizontal lines, and add Directional Blur with Blur Length 30 for a side-scrolling dash.
  • Impact frame: on the hit, show the lines for 4 frames with the shot inverted and high contrast, then cut back.
  • Colored rays: add Tint or Fill after the lines to match the character's energy color, then a soft glow.

Watch out for

  • Lines covering the face. Always cut a feathered hole where the subject is.
  • Smooth 30 fps flicker that looks like TV static. Use posterizeTime(12) for the anime cadence.
  • Centering on the frame when the subject is off to one side. Precomp and move the center onto the subject.

Effects used

Fractal NoisePolar CoordinatesDirectional BlurInvert
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