|
Additive
|
Disp.
|
Normal
|
Description
|
|
|
|
|
Blur Behind
adds a blur behind the layer's matte. Use
Amount
to adjust the intensity and influence of the Blur from the center point, and
Size
to scale the blur
.
|
|
|
|
Color Correction
provides several tools to help match the layer with its environment.
Match Background
(Normal Layer) or
Optimize Black Point
(Additive Layer)
when clicked, matches the
Color
wheels below to colorize the layer’s Black Point (
BP
), and White Point (
WP
) to match the information behind it.
-
BP
and
WP
percentages adjust how closely the color matching will correlate with the background’s Black and White Points. 0% will result in the point being preserved by the layer, while 100% results in a complete match between the layer and its background.
-
Enabling keyframes to the
Black Point
or
White Point
in the Color section below will mean you can set a keyframe for either anytime you click the
Match Background/Optimize Black Point
button during your shot.
-
Changes to the
BP
and
WP
values will be seen after clicking
Match Background
/
Optimize Black Point
. They will not affect your layer until the button is clicked.
Color
provides three color wheels to colorize and adjust the layer's Black, Gray, and White points.
Each wheel has four parts:
-
Hue Point
adjusts Hue and Saturation together.
-
Hue Shift
adjusts Hue only.
-
Luminance gradient
bands along the right of each wheel.
-
Saturation gradient
bands along the left of each wheel.
-
The Hue Point control and the Luminance slider combine to set the target color.
Beneath the color wheels are controls for overall adjustments:
-
Saturation
raises or lowers the colorfulness or intensity of color of your footage.
-
Exposure
stretches or compresses the Red, Green and Blue channels, useful for setting the overall brightness of the image.
-
Temp
nudges colors into cooler tones (blues, purples) or warmer tones (reds, oranges).
-
Tint
shifts the final output into green or purple shades.
|
|
|
|
Core Matte
solidifies the center of the layer while maintaining its edges.
-
Density
thickens the matte, disallowing any transparency to occur through it.
-
Soften
adjusts a blur around the Core Matte's edges.
-
Grow
extends the matte beyond the layer's area.
-
Erode
ebbs away at the Core Matte's area from the outside in.
-
Detail
-
Detail Blur
-
Luma Balance
adjusts the brightness colors of the core matte area
|
|
|
|
|
Diffusion
creates a softened output of the layer's color information.
-
Amount
adjusts the amount of softening done to the colors.
-
Size
increases the area of the diffusion outward from the source.
-
Highlights Only
limits how much of the softening only applies to the layer's brightest areas.
-
Offset X
and
Y
adjusts the softened output along the X or Y axes from the source.
|
|
|
|
|
Displacement
distorts pixels of any frame information behind it while smoothly separating out its colors.
-
Soften
blurs the details in the displacement map layer to soften the distortion
-
Spread
adjusts the distance of the displacement effect.
-
Spread Chroma
introduces and adjusts a rainbow spectrum of colors to the displacement effect.
-
Chroma Tint
shifts the overall appearance of the chroma displacement into either cooler, blue colors (positive values) or warmer, red colors (negative values).
-
Quality
adjusts the granularity of distortion made by either the
Spread
or
Chroma
parameters. Higher values result in more details within the distortions.
|
|
|
|
|
Edge Blend
adds a stroke around the layer matte with interlayer blurring, which blends the layer's edge pixels with other layers behind it. Use
Radius
to define the width of the stroke.
|
|
|
|
|
Edge Erode
ebbs away at the layer's area from the outside in.
-
Amount
adjusts the strength of the erosion effect on the layer's edges. Higher values result in larger areas eroding first, while lower values erode smaller areas first.
-
Size
defines the area the erosion effect affects. Higher values result in erosions ebbing away further into the layer, while lower values focus more on the outsides of the layer.
-
Preserve Edge
controls how much of the original layer's edge is to be preserved through the erosion effect. Use this in conjunction with
Size
to control how much of the original layer remains intact.
|
|
|
|
|
Haze
adds a haze overlay using color information from around the layer, which blurs and unifies color and brightness values with those around it.
-
Amount
adjusts how much color information from behind the layer overtakes the layer's colors.
-
Size
increases the area inward that the softening of the haze affect applies to.
-
Shadow Amount
controls a shadow overlay that darkens the haze output from the inside of the layer outward.
-
Shadow Softness
defines the feathering done on the haze shadow areas.
-
Shrink/Grow
scales the shadow effect inward (shrink) or outward (grow) from the layer's edges.
-
Shadow Offset X
and
Y
moves the haze shadow on the X and Y axes from the layer's center point.
|
|
|
|
Heat Blur
distorts frame information behind the layer's output, with options to scale the size of the area affected, and control its blurring and displacement effect. Note that previewing the Heat Map Layer Effect shows the area its effect will apply to, and does not reflect the layer's output itself.
-
Blur
adjusts the softness to any frame information behind the layer's output.
-
Add Texture
spreads multiples of the layer's distortion area at 45, 135, 180, 205, 315, and 360 angles from its original position.
-
Texture Edges
defines what occurs when the texture created from
Add Texture
reaches beyond the edges of the frame
-
Mirror
creates a mirror image of the textured area moving opposite the direction it traveled.
-
Repeat
creates a duplicate of the textured area, moving opposite the direction it traveled.
-
Fade
fades the entire area out as the texture reaches the edge of the frame.
-
Black
fades the textured areas to black as it reaches the edge of the frame.
-
Confine Texture
restricts the area the texture affects in relation to the layer output.
-
Contrast
adjusts the brightness values of the heat map, wherein brighter areas allow more distortion than darker areas. Higher values result in darker heat maps, lower values result in brighter heat maps.
-
Displacement
controls the displacement of the layer information behind the heat map based on the map's luminance levels.
-
Soften
adds and adjusts a blur around the displaced area of the heat map.
-
Spread
scales the distance of the pixel displacement.
-
Spread Chroma
adds and distorts a rainbow spectrum of colors through the displacement effect.
-
Chroma Tint
shifts the overall appearance of the chroma displacement into either cooler, blue colors (positive values) or warmer, red colors (negative values).
-
Quality
adjusts the granularity of distortions made by the
Spread
and
Spread Chroma
parameters. Higher values result in more details within the distortions.
-
Luma Balance
provides a color wheel that affects the brighter areas of the displacement.
|
|
|
|
Layer Glow
creates a radiant glow around the layer.
-
Amount
adjusts the intensity of the glow effect.
-
Size Uniform
toggles whether the
Size
affects the horizontal and vertical axis equally, or (when unchecked) offers
Size X
and
Size Y
parameters to make finer adjustments.
-
Size
/
Size X
and
Y
controls the overall radius of the glow. Note that brighter sources will appear to have a larger glow radius than dimmer ones, depending on your Falloff setting below.
-
Red
,
Green
, and
Blue Size
parameters adjust the radius of the glows on their individual color channels.
-
Note: Separating RGB channel glow sizes can increase rendering time.
-
Falloff
controls the range of intensity values the further the glow travels from the source. Higher values result in a greater range of values from bright to dim from the glow outward. Lower values result in a more intense glow with less of a dimming effect.
-
Highlights Only
restricts the layer glow to emitting only from brighter areas of the layer. Lower values result in all brightness values emitting a glow, higher values result in brighter areas emitting a glow with darker areas emitting none.
-
Highlights Rolloff
adjusts the intensity of the glow effect in the brightest core areas of the layer. Highlight Rolloff can suppresses HDR values to bring them back into the 0–100% range of pixel values.
-
Radiate
adds radiating light extending from the glow effect.
-
Note:
Rendering time can greatly increase as Radiate values increase.
-
Radiate Center
provides coordinates for the center of the
Radiate
effect.
-
Vibrance
increases the color saturation of the glow effect.
-
Colorize
adjusts the overall color of the glow effect.
-
Inner Tint
controls the tints of the inner areas of the glow.
-
Outer Tint
controls the tint of the outer areas of the glow.
-
Quality
determines the smoothness of the glow effect. Higher quality settings may increase render times.
-
Draft
is the fastest setting and can look fine at smaller Amount and/or Size values.
-
Production
is the best choice for most applications, providing a blend of speed and smoothness.
-
Best
is a good choice for very large, and/or intense glows.
-
Extreme
is what you want if quality matters most. More noticeable with very large, very intense glows.
|
|
|
|
|
Light Wrap
wraps the edges of the layer with soft light using any frame information behind it to produce its colors.
-
Amount
adjusts the strength of the light wrap over the layer.
-
Size
scales the spread of the light wrap over the layer from the outer edges inward.
-
Mode
determines how the light effect blends over the color information of the layer using standard blend modes (
Normal
,
Add
,
Multiply
, and
Color
).
-
Method
sets whether the light wrap expands over the layer by diffusing the layer colors (
Diffusion
), or if it wraps strictly from the layer's edges inward (
Encroachment
).
-
Highlights Only
restricts the light wrap to brighter areas of the layer. Lower values result in all brightness values affected by light wrap, higher values result in affecting only brighter areas.
|
|
|
|
Optical Glow
creates a layer glow that mimics the inverse-square falloff of actual light, where brighter things glow both more intensely and also appear to glow “larger” than dimmer things. Unlike Layer Glow, Optical Glow's behavior can be affected by other layer light information around it.
-
Amount
adjusts the intensity of the glow effect.
-
Size Uniform
toggles whether the
Size
affects the horizontal and vertical axis equally, or (when unchecked) offers
Size X
and
Size Y
parameters to make finer adjustments.
-
Size
/
Size X
and
Y
controls the overall radius of the glow. Note that brighter sources will appear to have a larger glow radius than dimmer ones, depending on your Falloff setting below.
-
Red
,
Green
, and
Blue Size
parameters adjust the radius of the glows on their individual color channels. Separating RGB channel glow sizes can increase rendering time.
-
Falloff
modifies the brightness relationship between the inner and outer regions of the glow effect. The default value of 100 creates a realistic, inverse-square light falloff. Higher values increase the “tightness” of the glow, making the core brighter and the outer edges of the glow dimmer. Falloff values below 100 soften the glow effect, creating more of an appearance of diffused light.
-
Highlights Only
controls which luminance values of the source image contribute to the glow effect. At the default of 0%, the entire source image contributes to the glow. Increase this value to gradually restrict the glow to brighter values.
-
Highlights Rolloff
adjusts the intensity of the glow effect in the brightest core areas of the layer. Highlight Rolloff can suppresses HDR values to bring them back into the 0–100% range of pixel values.
-
Radiate
adds radiating light extending from the glow effect.
-
Note: Rendering time can greatly increase as Radiate values increase..
|
|
|
|
|
Reverse Light Wrap
emits soft light wrap generated from the edges of the layer, and applies it to any frame information behind it.
-
Amount
adjusts the strength of the light wrap over the frame information behind it.
-
Size
scales the spread of the light wrap beyond the edges of the layer.
Mode
determines how the light effect blends over the color information of the layer using standard blend modes (
Normal
,
Add
,
Multiply
, and
Color
)
-
Highlights Only
restricts the light wrap generation to brighter areas of the layer. Lower values result in all brightness values contributing to the light wrap, higher values result in only brighter areas creating the light wrap.
|
|
|
|
|
Volume Fog
creates a fog effect from behind the layer area, produced outward from a center point.
-
Amount
controls the strength of the fog effect over the frame information behind it.
-
Center
adjusts the point from which the fog is emanating along the X and Y axes.
-
Depth
scales the distance the fog travels in Z space from the center point outward.
-
Fog FG Only
restricts the fog solely to layers in front of the effect, leaving layers behind it unaffected. Higher values result in background layers unaffected, lower values result in all layers affected.
-
Diffusion
scatters and softens the frame information within the fog effect.
-
Tint
colorizes the fog effect over the frame information behind it.
-
Highlights Only
restricts the fog effect to brighter areas affected. Lower values result in all areas evenly covered in fog, higher values result in brighter areas covered in fog.
-
Edges
determines what color information is emitted from the edges of the frame (
Transparent
,
Repeat
, or
Mirror
)
-
Shadow Amount
adjusts the area around the layer that produces a shadow on the fog.
-
Shadow Color
defines the color of the shadow created on the fog.
-
Quality
controls the granularity of the fog effect's rays over the background source. Higher values result in greater fog definition, but potentially high render times; lower values result in lower fog definition.
|