Table of Contents
Project Setup & Color Depth Prerequisites
Before beginning, press Ctrl + K to open Project Settings. Change Color Depth to 16 Bits Per Channel (bpc). In 8-bit mode, deep Gaussian blurs and optical displacement produce noticeable stepping and color banding.
Step 1: Building the Procedural Height Map
The realism of your glass depends entirely on the smoothness of its gradient slope (the bump map):
- Create a new Composition named
[Height_Map_Precomp]. - Draw a Rounded Rectangle with your desired glass card dimensions.
- Apply Layer Styles > Bevel and Emboss. Set Technique to Smooth, Size to
15px, and Soften to4px. - Add a subtle Fast Box Blur (Radius: 2) to eliminate any harsh 8-bit vector stepping on the bevel edges.
Step 2: Applying CC Glass & Displacement
- In your main composition, place your background footage or animated graphic on Layer 3.
- Place your
[Height_Map_Precomp]on Layer 2 and hide its visibility eye icon. - Create an Adjustment Layer on Layer 1 named
[Liquid_Glass_FX]. - Apply Effect > Stylize > CC Glass to the adjustment layer.
- Under Surface parameters:
- Bump Map: Select
[Height_Map_Precomp](Set Source to Effects & Masks). - Softness:
12.0 - Height:
15.0 - Displacement:
-10.0
- Bump Map: Select
- Under Light parameters: Choose Effect Light, Light Intensity:
120%, Light Type: Point.
Step 3: Splitting RGB for Chromatic Dispersion
To simulate true prism dispersion:
- Add the Displacement Map effect to your adjustment layer.
- Set Max Horizontal Displacement to
4.0and Max Vertical Displacement to4.0. - Duplicate the layer into three passes, isolating Red, Green, and Blue channels using Shift Channels with horizontal offsets of -2px, 0px, and +2px respectively. Blending mode: Screen.
Step 4: Polish with Specular Glow & Light Sweep
To give the glass physical punch, apply a subtle CC Light Sweep across the perimeter, and layer Deep Glow to the specular highlights for broadcast-ready radiance.
Download Pre-Built Glass Project Files
Save hours of setup. Download fully customizable Liquid Glass .aep project templates with automated lighting rigs.
Download .AEP TemplateFrequently Asked Questions
Ensure the Bump Map layer in CC Glass is pointing to your precomp and that the Source property is set to 'Effects & Masks' instead of 'Source'.
Parent both your adjustment layer and the underlying height map precomp to a single Null Object, or animate the transform properties inside the height map precomp directly.