# Create the new neon signage tutorial HTML file neon_tutorial_html = '''
Procedural Glow & Flickering Animation
Create realistic neon signage in After Effects without plugins. This workflow includes instant conversion of silhouetted assets into outline versions, procedural glow generation, authentic flickering animations, and multi-color support—all using native effects.
Create a new composition . This is your input stage where all assets will be prepared for neon conversion.
Add text or silhouetted assets. For text, create a slightly "wonky" neon look using the Text Animator:
Set Position to 2, 6 and Rotation to 7°. Delete the Range Selector and add a Wiggly Selector instead.
Set Wiggles/Second: 0 to freeze the randomization. Adjust Grouping Alignment (approx. -27 to -35) to center anchor points on letters.
Ensure no assets are pure black—the outline generation process requires visible pixels to detect edges. Any other color works perfectly.
Right-click your input comp and select . Rename to "Outlines". This composition automatically converts all silhouettes to outline versions.
Apply these effects in order:
CC Toner is preferred over Fill because its Blend with Original interpolates between states rather than just fading opacity, offering more flexible color control.
Drop pre-outlined logos or assets directly into this composition. They will pass through the effect stack unchanged while silhouetted assets automatically convert. Position everything where desired—all updates propagate automatically to the final neon composition.
Create "Neon Glow" composition from the Outlines comp. Add a background (brick wall texture works well), darkened with Color Balance (HLS) → Lightness: -87, Saturation: -45.
Import Outlines comp and apply Glow effect with these stacked instances:
Set blending mode to Add. The CC Toner at the end maintains color purity despite RGB additive blending shifts.
Duplicate Outlines comp, name "Fill Glow", place below Main Glow:
Set blending mode to Add. This creates ambient light diffusion that fills the scene.
Duplicate Outlines comp again, name "Neon Tube", place at top:
Set blending mode to Add. This maintains the bright "hot" center of physical neon tubes.
Duplicate Outlines comp, name "Original Tube", place at bottom above background:
This provides the physical tube presence when the neon is "off" or flickering.
Duplicate Outlines comp, name "Neon Hard Shadows", place above Original Tube:
Opacity: ~35%. The Transform effect creates perspective without moving the layer itself.
Duplicate Outlines comp, name "Neon Soft Shadows", place below Hard Shadows:
Opacity: ~25%. Creates the soft ambient occlusion that grounds the sign against the wall.
Create black solid named "Blackouts". Set blending mode to Silhouette Alpha—this makes the layer function as an alpha map for everything beneath it without introducing black pixels.
Animate Opacity: 100% = fully off, 0% = fully on. Right-click Opacity → to expose in parent comps.
Create black solid named "Flicker", set to Silhouette Alpha. Draw masks around individual assets (one mask per letter/shape). Add two Slider Controls:
Add expression to first Mask Opacity (Alt-click stopwatch):
Copy expression to all mask opacities. Expose both sliders to Essential Graphics for parent comp control.
In the main Neon Glow comp, select glow layers and set their Essential Properties:
This ensures physical tubes remain visible while only the light emission flickers.
Animate the Blackout from 100% → 0% over 6 seconds. Simultaneously animate Flicker Probability and Flicker Max:
This creates the characteristic fluorescent "struggling to ignite" effect that settles into steady operation.
To prevent the glow from being "too hot" during startup, add Curves to Main Glow (top of stack), set to Alpha channel, and crunch the midpoints down to the crosshair intersection. Add Fast Box Blur (Radius 0.2) before glows to soften the resulting hard edges.
Pre-compose all neon layers into "Neon Sign 1". Enable Collapse Transformations to preserve blending modes. Create folder structure duplicating Input, Outlines, and Sign comps for each color needed.
In "Neon Input 2", remove assets intended for other colors. Alt-drag replacement in Outlines 2 comp to auto-replace while preserving effects. Adjust CC Toner Midtones to new color (e.g., raspberry pink).
In main Neon Glow comp, duplicate Neon Sign 1, Alt-drag Neon Sign 2 to replace. Each color preserves all keyframes but can be offset in timing for sequential "turn-on" effects.
Real neon signs never have perfectly continuous lines. In Outlines comp, add black solid "Cutouts" with Silhouette Alpha. Draw small masks at connection points between letters/shapes to simulate tube breaks and electrode housings.
Import the classic "light spot" PNG (512×512 soft white gradient). Add CC Toner with warm orange midtones, set blending mode to Add. Position off-frame to create subtle colored atmospheric lighting that interacts with the scene.
Create "Cables" composition from Outlines. Set Outlines layers as Guide Layers. Use Pen Tool (no fill, 5px stroke) to draw hanging cables connecting shapes to power sources. Add Inner Shadow layer style for 3D definition. Duplicate for shadow layer with Transform offset and Fast Box Blur.
For animated "chasing" patterns: Animate shapes in Input comp (rotation, position). In Sign comp, add Echo effect to Original Tube layer: Echo Time: -1s, Number of Echoes: 1. Update Set Matte on shadow layers to look at Original Tube with Effects & Masks enabled. This creates the ghost trail of recently-lit tubes.
Import fog/smoke footage. Pre-compose with duplicate Neon Glow layer (top of stack). Inside pre-comp:
Adjust smoke opacity to taste. This creates colored atmospheric haze that matches the neon emission.
Add Adjustment Layer with Lumetri Color. In Creative section, apply "SL Clean Straight NDR" LUT for pop and vibrance. Adjust vignetting to darken edges and focus attention on signage.
All design changes happen in Neon Input—move, scale, rotate, or replace assets and the entire neon system updates automatically. No need to recreate masks, paths, or animations. This non-destructive, procedural approach allows rapid iteration while maintaining complex lighting relationships.