Book page turn effect?

Quin-Child wrote on 9/11/2022, 11:13 AM

I have Movie Studio 17.0 Platinum...

I would like to know if there is a way to create an introduction or transition that contains photos that appear inside an animated 3D book with page turning effect.

I have seen this done with After Effects. I really like it a lot, and would like to have it available to me. I am open to buying some additional software if this is possible. Would Photostory Delux (which I don't have yet) or Movie Studio 17 Platinum be able to make this possible for my slide shows?

Maybe a related question. Is there a way to purchase and add other transitions?

Comments

EricLNZ wrote on 9/11/2022, 6:15 PM

If you have Vegas Movie Studio 17 Platinum the "Page Peel" transition possibly achieves what you want.

Quin-Child wrote on 9/11/2022, 7:51 PM

Thank you,

Yes this is my favorite transition...!

But here is an example of what I would really like to be able to do...

 

3POINT wrote on 9/12/2022, 1:58 AM

I have Movie Studio 17.0 Platinum...

I would like to know if there is a way to create an introduction or transition that contains photos that appear inside an animated 3D book with page turning effect.

Not possible in VMS, VMS hasn't 3D options. An animated 3D book with turning pages I created 15 years ago in VegasPro, which has 3D options.

paul-marshall wrote on 5/5/2024, 3:55 AM

Here is a nice 3D page peel effect for the Vegas GL Transistion. Being graphics accellerated it previews nicely at full frame rate. It wasnt included with Vegas; I forget where I found it.

Add the default GL Transistion then paste the code below into the custom code box. You can then save it as a preset.

// author: Hewlett-Packard
// license: BSD 3 Clause
// Adapted by Sergey Kosarevsky from:
// http://rectalogic.github.io/webvfx/examples_2transition-shader-pagecurl_8html-example.html

/*
Copyright (c) 2010 Hewlett-Packard Development Company, L.P. All rights reserved.

Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are
met:

   * Redistributions of source code must retain the above copyright
     notice, this list of conditions and the following disclaimer.
   * Redistributions in binary form must reproduce the above
     copyright notice, this list of conditions and the following disclaimer
     in the documentation and/or other materials provided with the
     distribution.
   * Neither the name of Hewlett-Packard nor the names of its
     contributors may be used to endorse or promote products derived from
     this software without specific prior written permission.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
in vec2 texCoord;
*/

const float MIN_AMOUNT = -0.16;
const float MAX_AMOUNT = 1.5;
float amount = progress * (MAX_AMOUNT - MIN_AMOUNT) + MIN_AMOUNT;

const float PI = 3.141592653589793;

const float scale = 512.0;
const float sharpness = 3.0;

float cylinderCenter = amount;
// 360 degrees * amount
float cylinderAngle = 2.0 * PI * amount;

const float cylinderRadius = 1.0 / PI / 2.0;

vec3 hitPoint(float hitAngle, float yc, vec3 point, mat3 rrotation)
{
        float hitPoint = hitAngle / (2.0 * PI);
        point.y = hitPoint;
        return rrotation * point;
}

vec4 antiAlias(vec4 color1, vec4 color2, float distanc)
{
        distanc *= scale;
        if (distanc < 0.0) return color2;
        if (distanc > 2.0) return color1;
        float dd = pow(1.0 - distanc / 2.0, sharpness);
        return ((color2 - color1) * dd) + color1;
}

float distanceToEdge(vec3 point)
{
        float dx = abs(point.x > 0.5 ? 1.0 - point.x : point.x);
        float dy = abs(point.y > 0.5 ? 1.0 - point.y : point.y);
        if (point.x < 0.0) dx = -point.x;
        if (point.x > 1.0) dx = point.x - 1.0;
        if (point.y < 0.0) dy = -point.y;
        if (point.y > 1.0) dy = point.y - 1.0;
        if ((point.x < 0.0 || point.x > 1.0) && (point.y < 0.0 || point.y > 1.0)) return sqrt(dx * dx + dy * dy);
        return min(dx, dy);
}

vec4 seeThrough(float yc, vec2 p, mat3 rotation, mat3 rrotation)
{
        float hitAngle = PI - (acos(yc / cylinderRadius) - cylinderAngle);
        vec3 point = hitPoint(hitAngle, yc, rotation * vec3(p, 1.0), rrotation);
        if (yc <= 0.0 && (point.x < 0.0 || point.y < 0.0 || point.x > 1.0 || point.y > 1.0))
        {
            return getToColor(p);
        }

        if (yc > 0.0) return getFromColor(p);

        vec4 color = getFromColor(point.xy);
        vec4 tcolor = vec4(0.0);

        return antiAlias(color, tcolor, distanceToEdge(point));
}

vec4 seeThroughWithShadow(float yc, vec2 p, vec3 point, mat3 rotation, mat3 rrotation)
{
        float shadow = distanceToEdge(point) * 30.0;
        shadow = (1.0 - shadow) / 3.0;

        if (shadow < 0.0) shadow = 0.0; else shadow *= amount;

        vec4 shadowColor = seeThrough(yc, p, rotation, rrotation);
        shadowColor.r -= shadow;
        shadowColor.g -= shadow;
        shadowColor.b -= shadow;

        return shadowColor;
}

vec4 backside(float yc, vec3 point)
{
        vec4 color = getFromColor(point.xy);
        float gray = (color.r + color.b + color.g) / 15.0;
        gray += (8.0 / 10.0) * (pow(1.0 - abs(yc / cylinderRadius), 2.0 / 10.0) / 2.0 + (5.0 / 10.0));
        color.rgb = vec3(gray);
        return color;
}

vec4 behindSurface(vec2 p, float yc, vec3 point, mat3 rrotation)
{
        float shado = (1.0 - ((-cylinderRadius - yc) / amount * 7.0)) / 6.0;
        shado *= 1.0 - abs(point.x - 0.5);

        yc = (-cylinderRadius - cylinderRadius - yc);

        float hitAngle = (acos(yc / cylinderRadius) + cylinderAngle) - PI;
        point = hitPoint(hitAngle, yc, point, rrotation);

        if (yc < 0.0 && point.x >= 0.0 && point.y >= 0.0 && point.x <= 1.0 && point.y <= 1.0 && (hitAngle < PI || amount > 0.5))
        {
                shado = 1.0 - (sqrt(pow(point.x - 0.5, 2.0) + pow(point.y - 0.5, 2.0)) / (71.0 / 100.0));
                shado *= pow(-yc / cylinderRadius, 3.0);
                shado *= 0.5;
        }
        else
        {
                shado = 0.0;
        }
        return vec4(getToColor(p).rgb - shado, 1.0);
}

vec4 transition(vec2 p) {

  const float angle = 100.0 * PI / 180.0;
        float c = cos(-angle);
        float s = sin(-angle);

        mat3 rotation = mat3( c, s, 0,
                                                                -s, c, 0,
                                                                -0.801, 0.8900, 1
                                                                );
        c = cos(angle);
        s = sin(angle);

        mat3 rrotation = mat3(    c, s, 0,
                                                                        -s, c, 0,
                                                                        0.98500, 0.985, 1
                                                                );

        vec3 point = rotation * vec3(p, 1.0);

        float yc = point.y - cylinderCenter;

        if (yc < -cylinderRadius)
        {
                // Behind surface
                return behindSurface(p,yc, point, rrotation);
        }

        if (yc > cylinderRadius)
        {
                // Flat surface
                return getFromColor(p);
        }

        float hitAngle = (acos(yc / cylinderRadius) + cylinderAngle) - PI;

        float hitAngleMod = mod(hitAngle, 2.0 * PI);
        if ((hitAngleMod > PI && amount < 0.5) || (hitAngleMod > PI/2.0 && amount < 0.0))
        {
                return seeThrough(yc, p, rotation, rrotation);
        }

        point = hitPoint(hitAngle, yc, point, rrotation);

        if (point.x < 0.0 || point.y < 0.0 || point.x > 1.0 || point.y > 1.0)
        {
                return seeThroughWithShadow(yc, p, point, rotation, rrotation);
        }

        vec4 color = backside(yc, point);

        vec4 otherColor;
        if (yc < 0.0)
        {
                float shado = 1.0 - (sqrt(pow(point.x - 0.5, 2.0) + pow(point.y - 0.5, 2.0)) / 0.71);
                shado *= pow(-yc / cylinderRadius, 3.0);
                shado *= 0.5;
                otherColor = vec4(0.0, 0.0, 0.0, shado);
        }
        else
        {
                otherColor = getFromColor(p);
        }

        color = antiAlias(color, otherColor, cylinderRadius - abs(yc));

        vec4 cl = seeThroughWithShadow(yc, p, point, rotation, rrotation);
        float dist = distanceToEdge(point);

        return antiAlias(color, cl, dist);
}

Windows 11.0 (64-bit)
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Cameras: Sony AX-700, A7-IV, RX10-II
Vegas Po 22 latest version. Vegas user since V10

 

set wrote on 5/5/2024, 4:43 AM

woah... thanks for sharing the code... I haven't try it out, but I'll add it to the list here:

https://www.vegascreativesoftware.info/us/forum/gl-transitions-gallery-sharing-place-share-the-code-here--133472/?page=3#ca913370

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