Geometry effects can be applied to Text layers to modify the text in 3D space. These effects interact directly with HitFilm’s 3D lights and cameras, and allow you to create genuine 3D text natively in HitFilm. Geometry effects can be used individually, or in combination.

Bevel

The Bevel effect cuts the edges of a text layer at an angle in relation to the surface of the text. The size and depth of the angle can be adjusted using the controls.

  • Depth: Sets the depth of the bevel, in pixels
  • Expansion: Defines the width of the bevel, and thus how much of the text face will be affected by it.
  • Face: Choose between Back, Front, or Front & Back to determine the direction in which the bevel will be generated.
  • nternal Edges: This toggle determines whether internal edges of the layer will be affected by the bevel or not.

Extrude

The Extrude effect uses the shape of your Text layer as a source, and stretches it on the Z axis to create a 3D object.

  • Depth: Sets the depth of the Extrusion, in pixels
  • Face: Choose between Back, Front, or Front & Back to determine the direction in which the Extrusion will be generated.
  • Internal Edges: This toggle determines whether internal edges of the layer will be affected by the extrusion or not.

Rotate

The Rotate effect allows you to adjust or animate the rotation of the characters in the Text layer. The settings you choose will be applied to each character individually, so rather than rotating the entire layer, each letter or character will be turned on its own axes.

  • X: Rotates the characters on the X axis, which runs from left to right. Imagine running a skewer through each character from left to right. Adjusting this value is equivalent to turning that skewer by a specified number of degrees.
  • Y: Rotates the characters on the Y axis, which runs from top to bottom. Imagine running a skewer through each character from top to bottom. Adjusting this value is equivalent to turning that skewer by a specified number of degrees.
  • Z: Rotates the characters on the Z axis, which runs from front to back. Imagine running a skewer through each character from front to back. Adjusting this value is equivalent to turning that skewer by a specified number of degrees.

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