Online Help
Online Help
02-February-2012
Table of Contents
1 GenArts Monsters GT V7.0 for OFX Compatible Hosts..............................................................1 1.1 Introduction........................................................................................................................1 1.2 Installation..........................................................................................................................1 1.3 Installing Your Monsters....................................................................................................2 1.4 Un-installing Your Monsters...............................................................................................3 1.5 Licensing............................................................................................................................4 1.6 A Note on Cumulative Effects............................................................................................6 1.7 Variables............................................................................................................................7 1.8 Support..............................................................................................................................9 2 Monster.Aurora.............................................................................................................................10 3 Monster.BitsFly .............................................................................................................................15 4 Monster.Brush..............................................................................................................................20 5 Monster.Bubbles ...........................................................................................................................24 6 Monster.Burn................................................................................................................................29 7 Monster.Candle .............................................................................................................................31 8 Monster.CCTV...............................................................................................................................35 9 Monster.Clean...............................................................................................................................42 10 Monster.ClipFlow ........................................................................................................................44 11 Monster.ClipTex ..........................................................................................................................50 12 Monster.CrashZoom ...................................................................................................................52 13 Monster.Cumulo.........................................................................................................................54 14 Monster.Darken ...........................................................................................................................60 15 Monster.Dots ...............................................................................................................................62 16 Monster.EdgeLeak ......................................................................................................................65 17 Monster.Facet.............................................................................................................................67 18 Monster.Fire................................................................................................................................69
Table of Contents
19 Monster.FireBall ..........................................................................................................................75 20 Monster.Fireworks ......................................................................................................................78 21 Monster.Flare..............................................................................................................................86 22 Monster.FlareSpot......................................................................................................................90 23 Monster.Flock.............................................................................................................................92 24 Monster.HeatHaze .......................................................................................................................97 25 Monster.ImageFlow....................................................................................................................99 26 Monster.InfraRed......................................................................................................................106 27 Monster.Jaws............................................................................................................................109 28 Monster.Lighten ........................................................................................................................112 29 Monster.LightLeak ....................................................................................................................114 30 Monster.Luna............................................................................................................................116 31 Monster.NightSky.....................................................................................................................119 32 Monster.NightVision .................................................................................................................123 33 Monster.Numbers.....................................................................................................................126 34 Monster.Particles ......................................................................................................................128 35 Monster.PatchTex .....................................................................................................................135 36 Monster.PixFlow.......................................................................................................................137 37 Monster.PixFly..........................................................................................................................141 38 Monster.Pool3D........................................................................................................................146 39 Monster.Puddle3D....................................................................................................................149 40 Monster.Rain.............................................................................................................................153
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Table of Contents
41 Monster.Rainbow ......................................................................................................................158 42 Monster.RainDrops ...................................................................................................................161 43 Monster.RemGrain ....................................................................................................................166 44 Monster.RomanTile..................................................................................................................168 45 Monster.Sky..............................................................................................................................171 46 Monster.Smoke.........................................................................................................................176 47 Monster.Snow...........................................................................................................................180 48 Monster.SpinBlur ......................................................................................................................185 49 Monster.StarField.....................................................................................................................187 50 Monster.Thermo ........................................................................................................................191 51 Monster.TrailAverage...............................................................................................................193 52 Monster.TrailLive......................................................................................................................195 53 Monster.TrailParticle................................................................................................................199 54 Monster.TrailPath.....................................................................................................................206 55 Monster.TrailStopMo................................................................................................................209 56 Monster.TransFlow ...................................................................................................................212 57 Monster.TVWall .........................................................................................................................217 58 Monster.Typo............................................................................................................................220 59 Monster.Water ...........................................................................................................................223
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1.2 Installation
1.2.1 Before Installing Monsters GT
Please ensure you are using the appropriate version of Monsters GT V7.0 for OFX - you will need to choose the one that matches your operating system and the version of host software you are using. Host software often comes in 32 and 64 bit versions and the 32 bit version may run on both 32 and 64 bit versions of your operating system. There are six distinct versions to choose from: Windows 32 bit. Use this for 32 bit hosts on 32 bit or 64 bit Windows. Windows 64 bit. Use this for 64 bit hosts on 64 bit Windows. Mac OS X 32 bit. Use this for 32 bit hosts on Mac OS X. Mac OS X 64 bit. Use this for 64 bit hosts on Mac OS X. Linux 32 bit. Use this for 32 bit hosts on 32 bit or 64 bit Linux. Linux 64 bit. Use this for 64 bit hosts on 64 bit Linux.
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1.3.1 Windows
Use: monsters-gt-ofx-release-win32-install.exe for 32 bit Nuke on 32 or 64 bit Windows. monsters-gt-ofx-release-win64-install.exe for 64 bit Nuke on 64 bit Windows. Double-click on the downloaded installer file to being installation, then follow the instructions presented by the installer. You will have the opportunity to enter a license (serial number or RLM) or to begin a trial period.
1.3.2 Mac OS X
Use: Monsters-GT-OFX-32-7.0-release.dmg for 32 bit Nuke on Mac OS X 10.4 or later. Monsters-GT-OFX-32-7.0-release.dmg for 64 bit Nuke on Mac OS X 10.4 or later. Double-click the downloaded disk image to mount it, then double-click on the installer package when the disk image contents are presented to you by Finder. Installation will then begin. Please follow the instructions issued by the installer. You will have the opportunity to enter a license (serial number or RLM) or to begin a trial period.
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1.3.3 Linux
Use: monsters-gt-ofx-linux-32-7.0-nnn-release.i386.rpm for 32 bit Nuke on Linux. monsters-gt-ofx-linux-64-7.0-nnn-release.x86_64.rpm for 64 bit Nuke on 64 bit Linux. (Note: nnn is some 3 digit number. E.g. 101). To install: Become root. Use:
# rpm -ivh monsters-gt-ofx-linux-64-7.0-nnn-release.x86_64.rpm
to install. You will have the opportunity to enter a license (serial number or RLM) or to begin a trial period.
Select:
GenArts Monsters GT V7 for OFX nn bits
in the list of programs. Then use the Remove button to start uninstallation.
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1.4.2 Mac OS X
Go to:
Applications > GenArtsMonsters-OFX(64)
(The (64) means this should be present for the 64 bit version and absent for the 32 bit version.) Then launch:
Uninstall MonstersGT.app
1.4.3 Linux
To uninstall: Become root. Use:
# rpm -e monsters-gt-ofx-linux-64-7.0-nnn-release
or
# rpm -e monsters-gt-ofx-linux-32-7.0-nnn-release
to uninstall. (Note: nnn is some 3 digit number. E.g. 101). To see which version of Monsters GT you have installed, use:
# rpm -qa | grep ofx
This will display the installed Monsters GT version (if any) in the form you need for the argument to rpm -e.
1.5 Licensing
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1.5.2 Windows
For a Serial Number license, use:
Start > All Programs > GenArts Monsters for OFX nn bits > Install Serial Number
to start a program that will let you enter a Serial Number license. Please follow the instructions displayed by this program. (Note: nn is either 32 or 64). For an RLM license, use:
Start > All Programs > GenArts Monsters for OFX nn bits > Install RLM License
to run an editor into which you can paste an RLM license. Saving the contents of the editor buffer will install the RLM license.
1.5.3 Mac OS X
To install a Serial Number license, go to:
Applications > GenArtsMonsters-OFX(64)
(The (64) means this should be present for the 64 bit version and absent for the 32 bit version.) Then launch:
Install Monsters OFX Serial Number.app
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1 GenArts Monsters GT V7.0 for OFX Compatible Hosts. to start a program that will let you enter a Serial Number license. Please follow the instructions displayed by this program. To install an RLM license, edit the file:
/Library/Application Support/GenArts/rlm/monsters-ofx.lic
Paste the RLM license in to this file, then save the editor buffer to that file.
1.5.4 Linux
For a Serial Number license, you can navigate from the Desktop using:
Applications > GenArts Monsters OFX > Install Serial Number
to start a program that will let you enter a Serial Number license. Please follow the instructions displayed by this program. For an RLM license, you can navigate from the Desktop using:
Applications > GenArts Monsters OFX > Install RLM License
to run an editor into which you can paste an RLM license. Saving the contents of the editor buffer will install the RLM license. Note It is possible that the precise way to navigate from the Desktop to these programs will differ slightly from one version of Linux to another. The steps will be very similar to these, however.
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1.7 Variables
Some aspects of Monsters GT V7 for OFX can be controlled by using "MR Variables". These aspects are primarily concerned with testing the effects. To create, modify or delete an "MR Variable", use:
1.7.1 Windows
Use:
Start > All Programs > GenArts Monsters for OFX nn bits > Variables
to start a program that will let you create, modify and delete MR Variables. (Note: nn is either 32 or 64). To add a Variable, enter its name in the Variable Name box, and its value in the Value box, then press the Change or Create button. To modify the value of a Variable, select it from the list on the left, edit its value in the Value box, then press the Change or Create button. To delete a Variable, select it from the list on the left, then press the Delete button.
1.7.2 Mac OS X
Go to:
Applications > GenArtsMonsters-OFX(64)
(The (64) means this should be present for the 64 bit version and absent for the 32 bit version.) Then launch:
MR Variables
to start a program that will let you create, change and delete Variables. The following commands are available:
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1.7.3 Linux
Run:
/usr/genarts/monsters-ofx(64)/MRVariables
to start a program that will let you create, change and delete Variables. (The (64) means this should be present for the 64 bit version and absent for the 32 bit version.) The commands available are listed above in the Mac OS X section. Some useful MR Variables are: CUDA_DISABLE : If set to yes, CUDA will not be used even if an appropriate graphics card and driver are installed on the machine. TRACELEVEL : Controls how much (and if any) debug data is written to a log file. Setting this to 5 will generate the maximum (trace) level of output. Setting it to 0 (or not defining it) will prevent debug logging. PERFMON : setting this to yes will write performance data to the log file. MEMMON : setting this to yes will log heap memory activity to the log file. The log file location is operating system dependent. For Windows:
%ALLUSERSPROFILE%\Application Data\GenArts\OFX \Logs\GenArts_Monsters_OFX.log
For Mac OS X:
Application > GenArtsMonsters-OFX(64) > Logs > GenArts_Monsters_OFX.log
(The (64) means this should be present for the 64 bit version and absent for the 32 bit version.) For Linux:
/usr/genarts/monsters-ofx(64)/logs/GenArts_Monsters_OFX.log
(The (64) means this should be present for the 64 bit version and absent for the 32 bit version.)
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1 GenArts Monsters GT V7.0 for OFX Compatible Hosts. Data is continually appended to this file, which can grow extremely large (e.g. if trace level diagnostics are selected). When a plugin is loaded, a backup will be made of any existing log file if it is larger than 10MBytes, however, in an attempt to keep the size of any one file reasonable.
1.8 Support
In the event of any difficulties with the installation or the software please contact [email protected]
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2 Monster.Aurora
PURPOSE
Along the line defined by the control points a band of light points is created blending from the start colour to the end colour. This set of points is then forced through some turbulence to swirl it around. For each Swirl Repeat a different pattern, or family of disturbed points is created and drawn. As time elapses, the XYZ Speed controls the corresponding rate of movement. Add in Suction and the light points are dragged towards the center of the zone of suction and thrown out again. This will stretch the streamers of light and add another dimension to the visual effect. Twirling rotates the movement around the suction centre. The Lighting will intensify the brightness of the light points within the zone affected. Switching on the Track Light will automatically position the light source on the control line and this bright spot will then move along this line by a percentage of its length.
INPUT CLIPS
1: Sky : The Aurora could be drawn over this clip or over a plain background colour. 2: Matte : Aurora could be drawn within this clip or modulated by this clip.
BackGround (List Box Options: Clip | Sky Colour | Transparent, Default: Sky Colour)
What the aurora will be drawn onto.
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2 Monster.Aurora
Stroke Width (Number Min: 0.0, Max: 20.0, Default: 6.36) Smoothing (Checkbox Default: On)
This is the width of the base line created from which the light points evolve.
Smooth in X (Number Min: 0.0, Max: 20.0, Default: 5.0) Smooth in Y (Number Min: 0.0, Max: 20.0, Default: 4.0)
The amount of smoothing in either direction.
The luminance of this clip is used to modulate the whole effect. Where white it is drawn at full intensity; black the effect will not be seen.
Swirl Magnitude X (Number Min: 0.0, Max: 500.0, Default: 132.0) Swirl Magnitude Y (Number Min: 0.0, Max: 500.0, Default: 168.0)
XY Magnitude of swirly thing drawn. The higher the values the further the light points are thrown out from the base line.
Swirl Density X (Number Min: 0.0, Max: 50.0, Default: 7.0) Swirl Density Y (Number Min: 0.0, Max: 50.0, Default: 7.0) Swirl Density Z (Number Min: 0.0, Max: 10.0, Default: 0.5)
X/Y/Z density of the turbulence through which the light points pass. The higher the value the greater the detail in the turbulence pattern. Note: the Z density has little visual effect as only a slice through the turbulence is drawn.
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2 Monster.Aurora
Swirl Speed X (Number Min: -10.0, Max: 10.0, Default: 1.0) Swirl Speed Y (Number Min: -10.0, Max: 10.0, Default: 1.0) Swirl Speed Z (Number Min: -10.0, Max: 10.0, Default: 1.0)
The light flows along the path. On: the light is positioned along the path defined. Ignore the overlay position. Off: the light takes its position from the drawn overlay position.
Light position along the path by percentage of line length. The light XY position will be ignored in favour of the track position.
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2 Monster.Aurora
Points (Number Min: 3, Max: 6, Default: 4) Point 1 (Position Default: 0.3,0.41) Point 2 (Position Default: 0.4,0.62) Point 3 (Position Default: 0.6,0.61) Point 4 (Position Default: 0.68,0.39) Point 5 (Position Default: 0.55,0.6) Point 6 (Position Default: 0.55,0.8)
Number of points required to create the desired key line for the aurora.
The points which form the spline line from which the aurora evolves.
The light points will be forced through this number of frames of movement prior to being drawn. This gives a build up to the effect without having to render unwanted frames.
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2 Monster.Aurora
Freezes sucked position for evolving from here. A cheated perspective effect. After the Pre Suck has been applied the suction no longer has any effect. The light points are set in this location as a starting point for any swirling or twirling.
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3 Monster.BitsFly
PURPOSE
Twirls away tiles of the image. Interesting effects can be achieved with mattes and light sources. The effect is nearly 3D; the tiles move in all 3 directions, X, Y and Z, with a camera observing the scene.
INPUT CLIPS
1: Disintegrate : The clip will be broken into tiles which twirl away. You can choose the size of each tile. 2: Background : As the tiles twirl they reveal the background clip. 3: 2D Matte : The clip is not affected by any movement and can be used to composite selected areas of the twirling clip over the background. 4: 3D Matte : This matte will move in sync with the disintegrating clip.
If any of the controls are set up to animate then turn this On. It will be slower but the correct control value will be used from the timeline as each frame is calculated.
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3 Monster.BitsFly
X Elements (Number Min: 1, Max: 100, Default: 12) Y Elements (Number Min: 1, Max: 100, Default: 9)
The number of elements, or tiles, that the disintegrating images is made up of. If the initial tile falls outside the image area, the tile is filled with wrapped region of the disintegrating clip. Change either of these values and the sequence will restart.
The disintegrating image, the foreground, is positioned away from the camera. As you move it away from or towards the camera, it does not get smaller or larger, in screen. Any lighting, and the time it takes them to reach the camera, will be affected. Change the position of the image plane and the sequence will restart.
This acts as a clipping plane. Tiles which reach this z position are either left to hover here or they pop off. The clipping plane is forced to be in front of the camera, but it can be behind the foreground. This does give an odd effect though. Change the position of the clipping plane and the sequence will restart.
Off: when a tile hits the Maximum Z position it cannot move any further forward and hovers in this location; gravity, or other active forces, may drag it out of view. On: when the tile reaches this Z position it pops off, and is not rendered.
Off: the tiles can move both towards and away from the camera. On: the tiles are forced to move either towards or away from the camera
Changing this results in a different move; still based on the same set up, but an alternative set of random numbers is used to modify the motion. If you keep the same seed value and change nothing else, you can repeat exactly the sequence rendered previously.
The 2D matte will only render tiles within the matte area.
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3 Monster.BitsFly
X Speed Var (Number Min: 0.0, Max: 100.0, Default: 0.0) Y Speed Var (Number Min: 0.0, Max: 100.0, Default: 0.0) Z Speed Var (Number Min: 0.0, Max: 100.0, Default: 0.0)
This is the deviation form the basic rate set. The higher the variation value the more dissimilar the speed of each tile from one another. The variation is only set up once, when the sequence starts off.
X Rot. Speed (Number Min: -360.0, Max: 360.0, Default: 10.0) Y Rot. Speed (Number Min: -360.0, Max: 360.0, Default: 10.0) Z Rot. Speed (Number Min: -360.0, Max: 360.0, Default: 10.0)
X, Y and Z rotation speed.
X Rot. Speed Var (Number Min: 0.0, Max: 100.0, Default: 100.0) Y Rot. Speed Var (Number Min: 0.0, Max: 100.0, Default: 100.0) Z Rot. Speed Var (Number Min: 0.0, Max: 100.0, Default: 100.0)
This is the deviation from the basic rate set. The higher the variation value the more dissimilar the rotation speed of each tile from one another. The variation is only set up once, when the sequence starts off.
Light (Position Default: 0.2,0.8) LightZ (Number Min: -5.0, Max: 5.0, Default: 0.2)
Where the light is relative to the image plane.
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3 Monster.BitsFly
The background will not change in size; it will always fill the frame. Its location in Z will determine how the light effects it.
Wind Source (Position Default: 1.09,0.4) Wind Target (Position Default: 0.1,0.4) Wind Spread (Number Min: 0.0, Max: 180.0, Default: 20.0) Wind Speed (Number Min: 0.0, Max: 180.0, Default: 20.0)
How strongly the wind is blowing. The wind blows from the source to the target within the cone defined by the spread.
The coarseness of the turbulence field. The higher the value the more bumps and wiggles the turbulence creates. Low numbers give broad sweeping swirls.
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3 Monster.BitsFly
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4 Monster.Brush
PURPOSE
Creates an artistic impression of an image based on one of several styles of paint application. The input image is recreated by reproducing it using several brush texture images, laid down at positions and densities, and in colours, sizes and orientations determined by the selected style and by features detected in the input image.
INPUT CLIPS
Example : Painting
1: Painting : What you want to paint a picture of! From the example image above, it is a portrait.
Example : Canvas
2: Canvas : The canvas or paper on which to paint. Start off with a piece of white paper to help you see what is going on.
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4 Monster.Brush
Example : Matte
3: Matte : Painting can be restricted to this area. If the Red component of this image is NOT black, then a brush will be applied to the canvas.
Example : Control
4: Control : The gradients within this image control the direction of the brush. Usually the image to be painted is a natural choice.
Style (List Box Options: Felt tip | Splat | Water | Stipple | Pencil | Pastel | Chalk | Splodge | Oil |
Cubic, Default: Water) The style setting will give a 'base level' starting point for each style of painting
You can choose to give the painting a bias towards this colour (see Influence). Choose a bright colour for a full range of tones.
Controls the extent to which the painting is biased towards the (Colour). Set this to zero to prevent any bias. 02/02/2012 17:22:42 21
4 Monster.Brush
Brush (List Box Options: Felt tip | Splat | Water | Stipple | Pencil | Pastel | Chalk | Splodge | Oil |
Cubic, Default: Water) Brush style for the painting. The default setting uses a matching brush but you can use a 'chalk' mark in a 'cubist' painting if you wish.
Quantity (Number Min: 1, Max: 20, Default: 1) Plain Paper (Checkbox Default: Off)
How much paint to use. The higher the value the more strokes are applied ... and slower it gets.
Off: The Canvas input image will be used. On: Plain coloured paper will be used.
You can choose to give the painting a bias towards this colour (see Influence). Choose a bright colour for a full range of tones.
These control the range of brush sizes available for painting with. The brushes are reproduced internally in a range of sizes, with different sizes being used for each painting level - generally, smaller sizes with higher levels.
Start Angle (Number Min: -360.0, Max: 360.00, Default: -180.0) End Angle (Number Min: -360.0, Max: 360.00, Default: 180.0) Angles (Number Min: 1, Max: 90, Default: 16)
These control the range of brush orientations that will be used. Internally, the brushes used for a painting are reproduced at a number of rotations. The orientation used during painting depends on the gradients in the brush orientation control image. Given a wide enough latitude in angles (set by this control) the brushes can be made to follow features in the image being painted.
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4 Monster.Brush
Off: Continuity between output frames in a clip will be maximised. The total effect should be reproducible from frame to frame, given that no parameters change with time. Turning Random off will also effect the behaviour of the style dependent Factor 3, which in random mode normally adds a roughness to the medium we are painting on. On: A random selection of brush strokes will take place and there will be no continuity between frames. Factor 3 will also change in behaviour.
Colour Steps (Number Min: 1.0, Max: 100.0, Default: 100.0) Start Factor 1 (Number Min: 0.0, Max: 10.0, Default: 4.34)
Paint thickness possibly, depending on the style selected.
How many layers of paint to be applied. Start painting at level x, perhaps skipping the larger brushes
How many layers of paint to be applied. End painting at level x, perhaps skipping the smaller brushes.
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5 Monster.Bubbles
PURPOSE
Simulates several different kinds of bubbles, modelling their motion, and rendering them with optional reflection maps and other effects. The bubbles are meant to resemble those found in liquids (e.g. fairly small, numerous, with various types of growth and motion), rather than one (or a few) very large bubble(s). These other types of bubbles might require different modelling and rendering techniques (e.g. vibrating surfaces, thin film interference).
INPUT CLIPS
1: Background 2: Birth : Bubbles will only be created within the non-black regions of this clip. Make sure the birth zone covers the region, 3: Burst/Gather : Bubbles can either gather and or burst within the non black regions of this clip. 4: Reflection : Chose something 'oily' to reflect in the surface of the bubbles.
When On the bubbles will be drawn on a transparent black background for compositing later.
The particle system will not start until this frame is reached.
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5 Monster.Bubbles
Run the particle system for the specified number of pre-roll frames before generating the first frame of the output clip.
How long the shutter remains open to enhance the motion blur. Increase this value for more motion blur.
If any of the controls are set up to animate then turn this On. It will be slower but the correct control value will be used from the timeline as each frame is calculated.
Seed (Number Min: 1, Max: 9999, Default: 831) Left (Position Default: 0.01,0.01)
When the bubbles are set to grow or shrink during their lifetime, this is the number of frames it will take to reach the maxium/minimum size.
Off: uses only the position 'lozenge' to generate the bubbles. On: uses the Birth clip to generate bubbles only if covered by the birth position lozenge.
5 Monster.Bubbles Velocity direction in degrees. 0.0 to the right, 90.0 upwards, 180.0 to the left and 270.0 downwards.
Growth Mode (List Box Options: Assorted | Shrinking | Variable Growth | Linear Growth,
Default: Linear Growth) Assorted: randomly selected birth sizes. Shrinking: the bubbles will shrink with time. Variable Growth: bubbles expand over time, and the smaller bubbles will start to move more quickly. Linear Growth: the bubbles expand over time moving at the given rate.
Bubble Size Vary (Number Min: 0.0, Max: 100.0, Default: 100.0)
Scale of variation in size of a bubble up to it's maximum size.
Controls the angle at which gravity acts, measured in degrees clockwise from due East. The default [270.0] is towards the bottom of the image.
Controls the frictional force of the atmosphere on the bubbles as a percentage of the bubble velocity lost per frame. i.e. slows the bubbles down.
How many bumps there are in the atmosphere from one edge of the frame to the other. The bubbles swirl as they run into these bumps.
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5 Monster.Bubbles
Swirl Max Time (Number Min: 0.0, Max: 100.0, Default: 0.0) Bubbles Burst (Checkbox Default: Off)
Frames over which the swirl magnitude builds up to its maximum value (set by SwirlMag).
Burst Probability (Number Min: 0.0, Max: 100.0, Default: 50.0) Burst Quantity (Number Min: 0.0, Max: 100.0, Default: 80.0) Burst Extent (Number Min: 0.0, Max: 10.0, Default: 5.0) Afterlife (Number Min: 0, Max: 100, Default: 3) Congregate (Checkbox Default: Off)
How likey it is that the bubbles burst when they are over a non black region of the Burst clip.
The radius out to which the 'sparkling effect' of a bursting bubble will persist.
Activate the gathering feature using the Burst/Gather clip. Bubbles slow and jostle when they reach the gathering zone, a non black area in the control clip.
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5 Monster.Bubbles
Glisten Tightness (Number Min: 0.0, Max: 100.0, Default: 5.0) Light Spread (Number Min: 0.0, Max: 180.0, Default: 90)
Light Specifies the angle (in degrees) of a cone of illumination (centred on the illumination direction) within which the light shines.
Intensity of the light illuminating the bubble surface (added to Minimum Brightness, so the degree of 'shading' depends on the relationship between these two controls.
Highlight (Number Min: 1.0, Max: 50.0, Default: 5.0) Light Colour (Colour Box Default: white)
The colour of the light.
How tight the highlight due to the light shining on the bubble surface is to be.
Scales the contribution to the bubble surface brightness made by the reflection map image (if selected with Reflections On).
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6 Monster.Burn
PURPOSE
Add a movie style 'Burn' to the clip. The chosen 'burn' frame is frozen, held, and it disintegrates in a stylised way. The effect relies on a single frame being held and repeatedly affected. You should always run the sequence from the start. Never skip about as the result will not necessarily be correct or as desired.
INPUT CLIPS
1: Input Clip
Direction (List Box Options: Bottom Left | Bottom Right | Top Right | Top Left, Default: Bottom
Left) General bias in direction of the burn.
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6 Monster.Burn
Red (Number Min: 0.0, Max: 200.0, Default: 100.0) Green (Number Min: 0.0, Max: 200.0, Default: 100.0) Blue (Number Min: 0.0, Max: 200.0, Default: 100.0)
In Colour mode, RGB balancing.
Tint Red (Number Min: 0.0, Max: 200.0, Default: 115.0) Tint Green (Number Min: 0.0, Max: 200.0, Default: 105.0) Tint Blue (Number Min: 0.0, Max: 200.0, Default: 100.0)
Tint the film.
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7 Monster.Candle
PURPOSE
Creates a candle flame.
INPUT CLIPS
1: BackGround : The simulated flames will be composited over this clip.
Background (List Box Options: Transparent | Clip | Illuminated Clip, Default: Clip)
Transparent: The background will be transparent, (the background input clip will not be used). Clip: The Background clip will be used without illumination. Illuminated Clip: The Background clip will be illuminated by the candle.
Restart (Pushbutton)
Restarts the flame simulation. Please note that this is a physical simulation, the whole point of which is that it evolves over time. It isn't possible to independently calculate frames at random. You must render a complete sequence in order from start to end. This makes it unsuitable for use in
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Viscosity - how gloopy the flame is - lower values make it more eractical and turbulent - higher values calm and solidify the motion.
Increasing this will have the visual effect of making the flames flicker and swirl more. Decreasing steadies the flame.
The bigger this is, the more quickly the flames will tend to rise. It will also tend to stretch the flames making them thinner.
We feed the fire by adding in the heat from either the internal shape or from the Fuel Clip to add to the temperature and density of the gas. This control sets how hot the fuel source is. As this is increased, a given grey level represents a higher temperature and density.
Temperature dissipation rate. How quickly heat is lost. The bigger this is, the quicker hot gas will cool.
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7 Monster.Candle
Background Light Spread (Number Min: 0.0, Max: 10.0, Default: 1.0) Lighting Intensity (Number Min: 0.0, Max: 100.0, Default: 10.0) Candle Brightness (Number Min: 0.0, Max: 10.0, Default: 1.0)
The overall brightness of the candle flame.
The base BlurX and BluyY are scaled by this to spread the illumination over the background.
Intensity of the lighting of the background to illuminate the scene by the flame.
Turn on-off the Wind force. Values set will not be lost when turned off, only ignored. Wind forces can be used to blow the flames about.
With the wind blowing the guttering in based on the strength of the wind. Animate the wind strength in gusts and set a base level of Guttering.
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8 Monster.CCTV
PURPOSE
Make the input look like it was recorded and displayed on a CCTV (Closed Circuit Television ) system, of the type often used for security surveillance operations.
INPUT CLIPS
1: Clip 1 : The first of four clips that may appear in the output. 2: Clip 2 : The second of four clips that may appear in the output. 3: Clip 3 : The third of four clips that may appear in the output. 4: Clip 4 : The fourth of four clips that may appear in the output.
Controls the size of the border that is applied to the 4-way split scenario; percentage of the image width.
Lift (Number Min: -100.0, Max: 100.0, Default: 0.0) Brightness (Number Min: 0.0, Max: 500.0, Default: 90.0)
Monitor lift and brightness controls.
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8 Monster.CCTV
Resolution (List Box Options: Highest Res | High Res | Med High Res | Med Low Res | Low
Res | Lowest Res, Default: Med High Res) Controls the perceived resolution of the clip. This control is different from the standard resolution control wherein the size of the processed image is scaled down. Here, it controls the perceived resolution of the input clip(s). Changing this value does not speed up/down the processing time since the rest of the processing is still done on the selected image size.
Red (Number Min: 0.0, Max: 200.0, Default: 100.0) Green (Number Min: 0.0, Max: 200.0, Default: 100.0) Blue (Number Min: 0.0, Max: 200.0, Default: 100.0)
RGB controls.
Controls the offset of the band. Measured from the top of the screen in terms of the percentage of the image height.
Controls the spread of the band. This simulates the effect of recording material off a tv screen so that the relative frequencies of updating and recording are visible to the human eye. Value is in terms of a percentage of the image height.
Controls the darkness of the band. High values result in clearly defined dark bands across the image. Lower value yield a more natural looking fade at the top and bottom edges.
Controls the width of perceived scan lines. Value is given in terms of percentage of image height.
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8 Monster.CCTV
If the hold values for each of the cameras are greater than 1 then this plugin will only update (parts of) the image from the source clips when a frame is due for refreshing. This control forces the plugin to re-read the input frames again and reset the reference time from the current time
Selecting this generates a CCTV'd version of the clip in the result. By selecting more than one clip the output image is split into 4 region much like in TV wall and all 4 clips are then selected.
Camera 1: This controls the number of frames that are held constant over a clip when processing. For example: a value of one means that the output is updated every frame, two means the output is updated every 2nd frame etc.
Controls the offset of the clip. Measured from the current position. This is only displayed in the 4-way mode. Breaks up the times at which changes in the image are made. Useful for when the repeat frames values are noticeable.
Softens the appearance of the snow; the larger the value the softer the snow and longer processing time!
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8 Monster.CCTV
Camera 2: This controls the number of frames that are held constant over a clip when processing. For example: a value of one means that the output is updated every frame, two means the output is updated every 2nd frame etc.
Controls the offset of the clip. Measured from the current position. This is only displayed in the 4-way mode. Breaks up the times at which changes in the image are made. Useful for when the repeat frames values are noticeable.
Softens the appearance of the snow; the larger the value the softer the snow and longer processing time!
If the hold values for each of the cameras are greater than 1 then this plugin will only update (parts of) the image from the source clips when a frame is due for refreshing. This control forces the plugin to re-read the input frames again and reset the reference time from the current time
8 Monster.CCTV Selecting this generates a CCTV'd version of the clip in the result. By selecting more than one clip the output image is split into 4 region much like in TV wall and all 4 clips are then selected.
Camera 3: This controls the number of frames that are held constant over a clip when processing. For example: a value of one means that the output is updated every frame, two means the output is updated every 2nd frame etc.
Controls the offset of the clip. Measured from the current position. This is only displayed in the 4-way mode. Breaks up the times at which changes in the image are made. Useful for when the repeat frames values are noticeable.
Softens the appearance of the snow; the larger the value the softer the snow and longer processing time!
Snow Intensity. If you set this to zero then the image will not have any snow added. This is useful if you want to smoothly animate the appearance/disappearance of the snow effect in one go. However, this still executes the snow generating routines so slowing down the processing. If you do not want any snow to appear in the image then use the Snow control.
Camera 4: This controls the number of frames that are held constant over a clip when processing. For example: a value of one means that the output is updated every frame, two means the output is updated every 2nd frame etc.
Controls the offset of the clip. Measured from the current position. This is only displayed in the 4-way mode. Breaks up the times at which changes in the image are made. Useful for when the repeat frames values are noticeable.
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8 Monster.CCTV
Softens the appearance of the snow; the larger the value the softer the snow and longer processing time!
If the hold values for each of the cameras are greater than 1 then this plugin will only update (parts of) the image from the source clips when a frame is due for refreshing. This control forces the plugin to re-read the input frames again and reset the reference time from the current time
Controls the position of the static text in the output image. In the 4-way split mode this governs the position of bounding boxes for each of the 4 texts.
Determines how dim the background behind the text is, this region is determined by the text bounding overlays. A value of 100 corresponds to a black text background, 0 is totally transparent.
C1 C2 C3 C4
(Text String) (Text String) (Text String) (Text String) These controls contain the text that will appear in the output image. You cannot animate this!.
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8 Monster.CCTV
TimeCode (hh:mm:ss:fr) (Checkbox Default: Off) TimeCode Posn. (Position Default: 0.4,0.4)
Toggles the inclusion of text animatable numeric text on the output image
Controls the position of the timecode text in the output image. In the 4-way split mode this governs the position of bounding boxes for each of the 4 texts.
TimeCode (List Box Options: hh:mm am/pm | hh:mm | hh:mm:ss | hh:mm:ss:fr, Default:
hh:mm am/pm) Controls the format in which Time gets displayed. The standard format is hh:mm:ss:fr, so that 012345 will be interpreted as 01 hours, 23 minutes, 45 seconds and 11 seconds. No checks are made on the validity of the data (eg > 24 hours ) and only 99 frames per second are allowed.
This determines the number of frames displayed in a second. This affects the way the time code text is incremented; values for frame number higher than this increment the seconds value.
(Text String) (Text String) (Text String) (Text String) These controls contain the text that will appear in the output image.
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9 Monster.Clean
PURPOSE
Removes small features (typically around the size of a pixel) from an image. Can be useful for reducing (even eliminating, on a good day) certain kinds of noise. Also known as median filtering.
INPUT CLIPS
1: Clip to Clean : Small features (typically around the size of a pixel) may disappear from this image.
Radius X (Number Min: 1, Max: 80, Default: 2) Radius Y (Number Min: 1, Max: 80, Default: 2)
Sets the box dimension within which filtering is done. This 'box' is centred on every pixel of the image and its contents are used to find the corresponding output pixel.
Red Radius X (Number Min: 1, Max: 80, Default: 2) Red Radius Y (Number Min: 1, Max: 80, Default: 2)
Sets the box dimension within which filtering is done. This 'box' is centred on every pixel of the image and its contents are used to find the corresponding output pixel.
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Green Radius X (Number Min: 1, Max: 80, Default: 2) Green Radius Y (Number Min: 1, Max: 80, Default: 2)
Sets the box dimension within which filtering is done. This 'box' is centred on every pixel of the image and its contents are used to find the corresponding output pixel.
Blue Radius X (Number Min: 1, Max: 80, Default: 2) Blue Radius Y (Number Min: 1, Max: 80, Default: 2)
Sets the box dimension within which filtering is done. This 'box' is centred on every pixel of the image and its contents are used to find the corresponding output pixel.
Alpha Radius X (Number Min: 1, Max: 80, Default: 2) Alpha Radius Y (Number Min: 1, Max: 80, Default: 2)
Sets the box dimension within which filtering is done. This 'box' is centred on every pixel of the image and its contents are used to find the corresponding output pixel.
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10 Monster.ClipFlow
PURPOSE
Treats a clip as though it were made of coloured liquid or gas and outputs a result clip showing that fluid flowing over time. The fluid flow is simulated by physically based two dimensional fluid flow calculations resulting in natural flow effects. Because a new image from the clip is used each frame the motion and effect created will differ from the results of ImageFlow. Please note: The effect is reinitialized whenever any non-consecutive frame is processed; either the first frame, reprocessing a given frame, or jumping to another frame. You must process multiple frames of a clip in a row to observe the effect, and clearing your image cache before rendering may sometimes be necessary.
INPUT CLIPS
1: Flow Clip : Clip to apply flow to. 2: BackGround : The flowed clip will be composited over this clip. 3: Force Clip : A second input, which can be used for several purposes - e.g. to supply relative density information for buoyancy forces. In this case the luminosity of the Force clip will influence the buoyancy of the Flow Clip. 4: Barrier Clip : Lets you specify where there are solid objects in the flow that the fluid will bounce off or flow around. White denotes the presence of an object. Please note that at a given point there is either part of a solid object or there isn't. This will inevitably give "jagged" edges around solid objects. A way to avoid this is to composite full resolution versions of the solid objects over the result images. To increase the resolution of the barrier you can select the FinerGrid option.
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10 Monster.ClipFlow it evolves over time. It isn't possible to independently calculate frames at random, nor is it at all straightforward to calculate frames at different randomly chosen resolutions. This can make this effect unsuitable for use in some background rendering systems.
When Off for every frame the active forces are added to the current state of the force field possibly pushing the image about as a whole. Removing the "Net Force" removes any bulk motion of the image so the fluid will tend to stay in the image and not flow off. If random forces are active you get turbulent flow without the image as a whole moving off screen..
Viscosity of the fluid. The higher the viscosity, the more reluctant the fluid is to flow and the quicker any flow comes to a halt in the absence of applied forces.
The higher this control, the more pronounced swirls (vortices) will be and the more "detailed" the flow will seem.
Turn on/off the edge confinement force. On and the flow will escape into the ether. Off and the flow will bounce back off the edges of the image.
Turn on/off the higher grid resolution option. On Uses a grid of 256x256. This is mainly useful for increasing the resolution of any barriers used, however processing speed will be slower. Off Uses the speedier grid resolution of 128x128.
Mode (List Box Options: No Buoyancy | Input Buoyancy | Force Buoyancy | Input Pressure |
Force Pressure, Default: Input Buoyancy) Whether to calculate internal buoyancy forces, or pressure forces. Input Buoyancy will use the luminance of the input image to calculate the relative density of the fluid. Force Buoyancy uses the luminance of the Force Clip image instead. For example it is possible to use varying luminosity in the Force Clip to create specific motion in the input clip. The Pressure force controls flow the image in a different manner, in which dense regions want to expand in to less dense regions.
Tendency for high luminance regions to rise (positive) or fall (negative) when using buoyancy forces.
Strength of the pressure force derived from the local density gradient. This force makes dense regions expand into surrounding less dense regions.
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10 Monster.ClipFlow There are two separate modes provided for generating random forces in the flow. The Turbulent option is a good approximation of real world turbulence that introduces complex "eddies" into the flow.
Random velocities added each frame, which can sustain or grow turbulence.
Determines the number and size of "eddies" induced in turbulent flow. The larger the value, the smaller the "eddies" will be.
Output (List Box Options: Result | Result Over Back | Matte | Flowed At Grid Res | Barriers,
Default: Result) What to output. Result is the flowed image. Result Over Back is the flowed image composited over the background clip. Matte Matte of the flowed image. Flowed at Grid Res The output resampled to the grid resolution. Barriers The barrier image. If the barriers are not active the barrier input clip is displayed. If the barriers are active and a Restart has been asked for the current barrier clip is shown.
Have the colours in the foreground premultiplied by the foreground alpha (fluid density) before compositing.
Strength of the gravitational force (which acts on density and is pointing in a downwards direction if the GravAngle is 0.0).
10 Monster.ClipFlow Rotates the direction of the gravity force vector (at 0 rotation, the vector is (1,0)).
Turn on/off the velocity force. The velocity "force" is a constant velocity, defined to exist within a user defined rectangular region. It is very useful for inducing constant flows and "jets" in the fluid. The velocity is a unit vector in the X direction. The direction can be adjusted by the Velocity A Direction control. The magnitude can be adjusted by the Strength A control.
Velocity A Direction (Number Min: -360, Max: 360, Default: 0) Use Velocity B (Checkbox Default: Off)
Rotates the direction of the velocity force vector (at 0 rotation, the vector is (1,0)).
Turn on/off the velocity force. The velocity "force" is a constant velocity, defined to exist within a user defined rectangular region. It is very useful for inducing constant flows and "jets" in the fluid. The velocity is a unit vector in the X direction. The direction can be adjusted by the Velocity B Direction control. The magnitude can be adjusted by the Strength B control.
10 Monster.ClipFlow Rotates the direction of the velocity force vector (at 0 rotation, the vector is (1,0)).
Turn on/off the Wind controls. Values set will not be lost when turned off, only ignored.
Make the Wind local. It will die away over the distance from Start to End.
Turn on/off the Vortex controls. Values set will not be lost when turned off, only ignored.
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10 Monster.ClipFlow
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11 Monster.ClipTex
PURPOSE
Create a result image that resembles an input image using up to four other images scaled and used as 'brushes' to draw a representation of the input image.
INPUT CLIPS
1: Input : The image to be reconstructed.... 2: TextureA : ...using this clip as the texture. 3: TextureB : ...using this clip as the texture. 4: TextureC : ...using this clip as the texture. 5: TextureD : ...using this clip as the texture.
Mode (List Box Options: AplusB | AminusB | BminusA | Multiply | Minimum | Maximum | Average
| Overlay | Difference | Screen | Add | Mix | ReverseMix | Stamp | Composite, Default: AplusB) How to composite the images together.
Off: The base layer is omitted so you can see through to the background.
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Off: the background if seen, uses the 1st input clip. On: the background is filled with the chosen flat colour.
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12 Monster.CrashZoom
PURPOSE
Simulates the effect of holding the shutter open in a camera with a zoom lens while swiftly changing the focal length of the lens. Similar effects would happen if a camera were dollied very quickly towards a target. A region inside a circle or a polygon is not blurred at all. By using a second image containing white on black, the non-blurred region can be made an arbitrary shape. If the center of the blur lies over the white area, the radial blur will be held out until black in the second image is reached.
INPUT CLIPS
1: Clip to Zoom 2: Objects Clip
The convergence position on the image. The co-ordinates need not lie within the image.
Shape (List Box Options: Circle | Object Image | 3 sides | 4 sides | 5 sides | 6 sides | 7 sides | 8
sides | 9 sides | 10 sides, Default: Circle) Circle: The clear region about the center will be circular.
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12 Monster.CrashZoom Object Image: The luminance of the Object image will be used to control the clear region. Moving out from the center position, the effect will be "held off" until a black area of the thresholded Object image is reached. 3 sides...: The clear region will be a polygon with this number of sides
Distance outside the clear center over which the effect comes in to play.
The radius of a circular or polygonal region centred on the 'Centre' position within which the image is unaffected.
Threshold value for determining the presence of an object in the object clip. Luminance values below this are ignored.
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13 Monster.Cumulo
PURPOSE
Fluffy cloud simulation in almost 3D space. Rolling clouds, fluffy drifting clouds and sky writing are just a few uses.
INPUT CLIPS
1: Background Clip : The clouds are drawn over this clip. 2: Birth Clip : Use to limit the region within which the clouds are formed.
Start at Frame (Number Min: 0, Max: 9999, Default: 0) PreRoll (Number Min: 0, Max: 999, Default: 0)
The particle system will not start until this frame is reached.
How long the shutter remains open to enhance the motion blur. Increase this value for more motion blur.
13 Monster.Cumulo If any of the controls are set up to animate then turn this On. It will be slower but the correct control value will be used from the timeline as each frame is calculated.
Percentage chance of full quantity of cloud forms being created each frame. Have periods of low continuity to create clusters of clouds.
How long, in frames, each cloud will exist for. When it has been around for the given lifetime it will disappear. By using the Styling control Use Fading you can ensure they fade in and out and not just pop off.
Birth Position (Position Default: 0.0,0.55) Use Birth Matte (Checkbox Default: Off)
Off: the clouds are born anywhere within the birth radius. On: the clouds are born within the birth radius but only where the red channel of the birth clip is greater then 0.0 ( i.e. non black ).
The size of the region within which clouds can be created. This should cover the birth matte region if using a birth matte to confine the area within which clouds can be created.
Turn on perspective. The clouds now move in Z but it is cheated. You control their size change, via the Grow/Shrink options. It must be on for the full effect. This gives the illusion of the clouds growing as they come towards you.
Where you are looking from in perspective mode. The clouds will pop off the minute they hit the camera plane.
This give the clouds a trajectory to follow as they come towards you. Try changing the position and you will soon see the effect. The closer the vanishing point is to the birth center the more steeply the clouds will approach.
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This is a percentage of the birth radius and gives a Z value to the birth position. At the lowest, 0.5, all the clouds are born in very nearly the same Z plane. This slight variation allows them to be depth sorted successfully so that they are drawn in the right order.
Cloud Size Vary (Number Min: 0.0, Max: 100.0, Default: 20.0)
Variation in cloud element size.
Off: the clouds remain a constant size after they are created. On: the clouds grow and shrink as they age and die. The next 3 controls govern the growing/shrinking effect.
Grow(Life) (Number Min: 0.0, Max: 100.0, Default: 100.0) Shrink(Life) (Number Min: 0.0, Max: 100.0, Default: 0.0)
Minimum Size (Number Min: 1.0, Max: 40.0, Default: 20.0) Cloud Colour (Colour Box Default: white)
The base colour of the cloud elements.
When created and Grow/Shrink is on, this is the minimum size they be or can become.
How soft the edges of each cloud are. Increase the fluffiness and the edge of cloud becomes thinner, more transparent.
Density (Number Min: 0.0, Max: 100.0, Default: 28.0) Seed (Number Min: 1, Max: 9999, Default: 1650)
Change for a different pattern of development.
How solid each cloud is over all its area. Reduce the density and the whole cloud is affected.
The spherical clouds are fast to render and give you a good idea to the feel of the cloud
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13 Monster.Cumulo formation but it is too uniform. Adding in texturing will give each cloud turbulence, breaking up it's form. But this will add a time overhead; patience is required! Do not be too enthusiastic as to the number of clouds born each frame.
The higher the magnification the more holey the clouds. Each cloud is deformed into the texture field. Reduce the magnification and the deformation is reduced.
Texture X (Number Min: 1.0, Max: 100.0, Default: 28.0) Texture Y (Number Min: 1.0, Max: 100.0, Default: 34.0)
The texture in each direction can be scaled independently. If both are increased by similar amounts then the texture will be finer in detail. Increasing the Y over the X gives a horizontal texture; increasing the X over the Y, a vertical texture.
Off: the clouds pop on at birth and pop off when they die. This may be satisfactory if both events occur off screen. On: the clouds will now fade in and out as specified, during their lifetime
In Life (Number Min: 0.0, Max: 100.0, Default: 10.0) Out(Life) (Number Min: 0.0, Max: 100.0, Default: 10.0)
With the default values the clouds will fade in over 10% of their lives and fade out for 10%. Vary the percentages to vary the balance of fading in and out for each cloud, over its lifetime.
Gravity 90 to Wind (Checkbox Default: Off) Use Friction (Checkbox Default: Off)
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Friction (Number Min: 0.0, Max: 100.0, Default: 2.0) Use Swirling (Checkbox Default: On)
Turn on turbulence.
The coarseness of the turbulence field. The higher the value the more bumps and wiggles the turbulence creates. Low numbers give broad sweeping swirls.
Swirl Max Time (Number Min: 0.0, Max: 500.0, Default: 40.0)
How many frames it takes for the maximum swirling to build up.
Use Constraints. This is best used in 2D mode only. There is little visible effect in 3D mode.
When constraints are in use, the clouds try to stay in a mass, moving in the direction of the wind and swirling through the turbulence but not escaping from a region the diameter of the birth radius. Imagine a tube, or very long wind sock; the clouds try to stay within it's bounds. As the angle increases the region of constraint gets wider and wider away from the birth position. At maximum value the constraints become negligible.
Wind Source (Position Default: -0.27,0.3) Wind Target (Position Default: 0.47,0.5)
The wind blows from the source towards the target.
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13 Monster.Cumulo
The "height" of the light source (out of the image plane), shining from the source towards the target.
How sharply the light drops off when hitting the cloud. The higher the contrast the more defined the transition between light and cloud colour.
The greater the brightness the more dominance the light colour has. At maximum the light colour will flood each cloud.
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14 Monster.Darken
PURPOSE
Expands (in size) dark regions in an input image. See also Lighten.
INPUT CLIPS
1: Clip to Darken
Specifies the width and height of a square box centred on each pixel of the input and output images. The output pixel color will be the minimum red, green and blue found inside this box on the input image. Processing time is dependent on the square of the Size. The CutOff control can be used to select which pixels are darkened based on their luminance.
Specifies the width and height of a square box centred on each pixel of the input and output images. The output pixel color will be the minimum red found inside this box on the input image. Processing time is dependent on the square of the Size. The CutOff control can be used to select which pixels are darkened based on their luminance.
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14 Monster.Darken
Specifies the width and height of a square box centred on each pixel of the input and output images. The output pixel color will be the minimum green found inside this box on the input image. Processing time is dependent on the square of the Size. The CutOff control can be used to select which pixels are darkened based on their luminance.
Specifies the width and height of a square box centred on each pixel of the input and output images. The output pixel color will be the minimum blue found inside this box on the input image. Processing time is dependent on the square of the Size. The CutOff control can be used to select which pixels are darkened based on their luminance.
Specifies the width and height of a square box centred on each pixel of the input and output images. The output pixel color will be the minimum alpha found inside this box on the input image. Processing time is dependent on the square of the Size. The CutOff control can be used to select which pixels are darkened based on their luminance.
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15 Monster.Dots
PURPOSE
Image screened with dots or alternative patterns.
INPUT CLIPS
1: Intensity Levels : The dot size and distribution is controlled by the intensity levels in this clip. 2: Background : The dots can either be drawn on a plain coloured background or on this clip. 3: Matte : Dots will be modulated by this clip. 4: Colours : The colour of the dots can be taken from this clip.
The base size of the dots can be reduced/enlarged without affecting the number of dots used.
Dots (List Box Options: Plain Dots | Background Dots | Colours Dots, Default: Plain Dots)
Plain Dots: the dots are drawn with the chosen colour. Background Dots: the dots use the background image as reference for the colour to use.
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15 Monster.Dots Colours Dots: the dots uses the 4th input clip for colour reference.
The dots are drawn onto a plain backgound colour in Plain Paper mode..
Paper (List Box Options: on Plain Paper | on Background Image, Default: on Plain Paper)
Plain Paper: the dots are drawn onto the chosen flat paper colour. Background Image: the dots are drawn on to the background image.
Frequency 1 (Number Min: 0.0, Max: 100.0, Default: 13.0) Frequency 2 (Number Min: 0.0, Max: 100.0, Default: 14.0)
Defines the internal features of the turbulence of the grid structure. The ratio of the two frequencies defines the structure combined with the turbulence value. Swapping frequency values results in the same grid structure.
Speed X (Number Min: 0.0, Max: 100.0, Default: 40.0) Speed Y (Number Min: 0.0, Max: 100.0, Default: 0.0) Speed Z (Number Min: 0.0, Max: 100.0, Default: 50.0) Seed (Number Min: 1, Max: 9999999, Default: 1000) Use Matte (Checkbox Default: Off)
Defines the movement of the overlaid wave disturbance in the X and Y directions.
Dots will only be drawn in the white areas of the Matte. The dots are scaled within the 'grey' areas.
Dots will only be drawn in the black areas of the Matte. The dots are scaled within the 'grey' areas.
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16 Monster.EdgeLeak
PURPOSE
Light has leaked into the film stock at the edge.
INPUT CLIPS
1: Input
Fog (Number Min: 0.0, Max: 100.0, Default: 20.0) Negative (Checkbox Default: Off)
Red X (Number Min: -1.000, Max: 2.000, Default: 0.500) Yellow X (Number Min: -1.000, Max: 2.000, Default: 0.400) White X (Number Min: -1.000, Max: 2.000, Default: 0.300)
The extent of each region.
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17 Monster.Facet
PURPOSE
Breaks an image up into regions of appreciable size, each of which is given a uniform colour similar (but not identical to) the colour in that area of the original image. This gives the image a 'faceted' appearance. Some packages label this effect an 'oil brush' effect.
INPUT CLIPS
1: Clip to Facet 2: Matte
Radius X (Number Min: 1, Max: 30, Default: 1) Radius Y (Number Min: 1, Max: 30, Default: 1)
Specifies half the width/height of a box centred on each pixel. The colour of the output pixel is the most frequently occurring colour within the box of a reduced set of colours (made up of 32 red levels, 32 green levels and 32 blue levels).
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17 Monster.Facet
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18 Monster.Fire
PURPOSE
Simulates flames in two dimensions using a fluid flow approach (a flame is basically a hot fluid - so hot it glows). The flames are driven primarily by buoyancy when there is gravity around, hot air (which is less dense than cold air) gets pushed up as the cold air sinks. The simulation deals with temperature and density. You can map the different temperatures to colours of your choice. Please note: The effect is reinitialized whenever any non-consecutive frame is processed; either the first frame, reprocessing a given frame, or jumping to another frame. You must process multiple frames of a clip in a row to observe the effect, and clearing your image cache before rendering may sometimes be necessary.
INPUT CLIPS
Example : BackGround
Example : Fuel
2: Fuel : Specifies the location and relative temperature of heat sources Black is cold and white is hot. The heat from the heat sources in each frame of this clip gets added in to the simulation at
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18 Monster.Fire each frame (so heat builds up around the sources). This heat is the main driving force for the simulation so it is well worth experimenting with the input clip to see how it affects the generated fire. It is highly recommended that you work through the Fire tutorials available on the GenArts web site.
Example : Barrier
3: Barrier : Barrier clip. Lets you specify where there are solid objects that the flame will flow around. White denotes the presence of an object. Please note that at a given point there is either part of a solid object or there isn't. The resolution at which "objects" are defined is the resolution of the velocity simulation grid. This is independent of the image resolution being used and is set to 128 x 128. This will inevitably give rise to "jagged" edges around solid objects unless they align perfectly with the grid. A way of dealing with these is to composite full resolution versions of the solid objects over the result.
Restart (Pushbutton)
Restarts the flame simulation. Please note that this is a physical simulation, the whole point of which is that it evolves over time. It isn't possible to independently calculate frames at random. You must render a complete sequence in order from start to end. This makes it unsuitable for use in some background rendering systems.
Composite the flames over a transparent background rather than the background input clip,
Increasing this will reduce the "scalloping" effects that can sometimes be seen when very thin, hot, regions are moving quickly. It will, however, make the simulation slower.
Relative length of the simulation time step between frames. To speed up the motion make this bigger. To slow it down, make it smaller. Best to keep it near 1.0 usually.
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Increasing this will have the visual effect of making the flames flicker and swirl more.
How quickly the density falls with increasing temperature. The bigger this is, the more quickly the flames will tend to rise. It will also tend to stretch the flames making them thinner.
We feed the fire by adding in the heat from the Fuel Clip to add to the temperature and density of the gas. This control sets how hot the Fuel Clip is. As this is increased, a given grey level represents a higher temperature and density.
Temperature dissipation rate. How quickly heat is lost. The bigger this is, the quicker hot gas will cool.
Relative density of the gas for a fixed temperature. The bigger this is the faster cold gas (i.e. smoke) will fall.
Reduces density with time. This has a visible effect mostly in the older and colder regions which can appear like smoke with a suitable choice of colours. So it fades out the smokier regions with time. The higher this value the more quickly things fade away.
This gas density in the simulation will be fully transparent when the flame is composited over the background.
This gas density in the simulation will be fully opaque when the flame is composited over the background.
Have the colours in the foreground fire premultiplied by the fire density before compositing. The simulated density usually makes a very effective alpha channel.
18 Monster.Fire
Restart (Pushbutton)
Restarts the flame simulation. Please note that this is a physical simulation, the whole point of which is that it evolves over time. It isn't possible to independently calculate frames at random. You must render a complete sequence in order from start to end. This makes it unsuitable for use in some background rendering systems.
Turn on-off the Wind force. Values set will not be lost when turned off, only ignored. Wind forces can be used to blow the flames about.
Make Wind drop off. It will die away over the distance from Start to End.
Turn on-off the Vortex force. Values set will not be lost when turned off, only ignored. A vortex force will make the gas swirl locally. They are rarely useful for flames.
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Output the alpha channel rather than the full colour image.
Hottest Temp and Cold Temp map a range of the simulation temperature to the range 0.0 to 1.0. You can use this to stretch out a small internal temperature range to a large variation in flame colour or, conversely, compress a large internal temperature range to a small colour range. The value entered for Cold Temp maps to the Cold Colour, usually at a "normalized temperature" of 0.0 and the value entered for Hottest Temp maps to the Hottest Colour, usually at a "normalized temperature" of 1.0.
Cold Colour (Colour Box Default: R: 0, G: 0, B: 0, A: 1) Warm (Number Min: 0.0, Max: 1.0, Default: 0.2)
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The colour that will be used for the "normalized temperature" set in the Cold control.
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Warm Colour (Colour Box Default: R: 0.127, G: 0.04297, B: 0.03125, A: 1) Warmer (Number Min: 0.0, Max: 1.0, Default: 0.4)
The colour that will be used for the "normalized temperature" set in the Warm control.
Warmer Colour (Colour Box Default: R: 1, G: 0.001526, B: 0.001526, A: 1) Hot (Number Min: 0.0, Max: 1.0, Default: 0.6)
The colour that will be used for the "normalized temperature" set in the Warmer control.
Hot Colour (Colour Box Default: R: 1, G: 0.4916, B: 0.001526, A: 1) Hotter (Number Min: 0.0, Max: 1.0, Default: 0.8)
The colour that will be used for the "normalized temperature" set in the Hot control.
Hotter Colour (Colour Box Default: R: 1, G: 1, B: 0.001526, A: 1) Hottest (Number Min: 0.0, Max: 1.0, Default: 1.0)
The colour that will be used for the "normalized temperature" set in the Hotter control.
The colour that will be used for the "normalized temperature" set in the Hottest control.
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19 Monster.FireBall
PURPOSE
A ball of fire with a tail.
INPUT CLIPS
1: Background Clip 2: Matte
Turbulence disturbs the flames in the fireball; at 0.0 a smooth fireball, distorting the ball as it increases.
Frequency 1 (Number Min: 0.0, Max: 100.0, Default: 30.0) Frequency 2 (Number Min: 0.0, Max: 100.0, Default: 70.0)
Define the internal features of the turbulence of the flames. The ratio of the two frequencies creates the structure combined with the turbulence value. Swapping frequency values results in the same flame patterns. Tip: If the turbulence is low and the both frequencies are low the flames are broad and sweeping; with the turbulence high and both frequencies high the flames are finely detailed. As the frequencies become closer together the detailing gets less.
Flare Flicker (Number Min: 0.0, Max: 100.0, Default: 40.0) Seed (Number Min: 1, Max: 999, Default: 100) Use Matte (Checkbox Default: Off)
When flares are active this sets the speed of flickering of the flares.
19 Monster.FireBall
Proportion 1 (Number Min: 0.0, Max: 100.0, Default: 50.0) Centre (Colour Box Default: R: 1, G: 1, B: 0.004883, A: 0.5422) Proportion 2 (Number Min: 0.0, Max: 100.0, Default: 50.0) Edge (Colour Box Default: R: 1, G: 0.008164, B: 0.004883, A: 0.5422) Proportion 3 (Number Min: 0.0, Max: 100.0, Default: 50.0)
The fireball is comprised of 3 colour regions in varing proportions. The distribution of the fireball colours can be weighted. With all three at 50.0 the three colours are distributed evenly throughout the fireball. The ratio of the three numbers will change the balance of distribution. e.g. to extend the core colour, increase Proportion Col 1.
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20 Monster.Fireworks
PURPOSE
Simulate a firework display. Fireworks must be set up in a completely different way to "normal" effects. All animation values are ignored throughout the sequence! Imagine that when you change a value that the firework you want is being filled with explosives, as specified by the current values. When you light the firework, i.e. process, play or generate a frame, the effect evolves. The firework you make comprises of: LAUNCH choose a launch style the lifetime of the launch particles how many launch particles set the firework position set the height the firework reaches decide how many frames it takes to get to the top STAGES Add up to 3 different effects for three stages: choose a style for the stage how many bursts you would like the time to start the stage the lifetime of the stage select the colours for birth and death the density of the particles for the stage some force factors The firework is ready, light the touch paper and stand back - play the sequence. Sorry there are no sound effects yet!
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20 Monster.Fireworks
INPUT CLIPS
1: Background Clip
Background (List Box Options: Transparent | Clip | Illuminated Clip, Default: Clip)
Transparent: The background will be transparent, (the background input clip will not be used). Clip: The Background clip will be used without illumination. Illuminated Clip: The Background clip will be illuminated by the firework.
Start at Frame (Number Min: 0, Max: 9999, Default: 0) PreRoll (Number Min: 0, Max: 999, Default: 0)
The firework will not start to burn until this frame is reached.
Launch Mode (List Box Options: Rocket | Blast | Arch | Ball, Default: Arch)
Each firework needs some power and direction to blast the stages into the sky. Your choice of launch style will affect the force, direction and position of the stages launched. Rocket: Carries the effect straight up to the apex then blasts the launch particles to
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20 Monster.Fireworks break them up and start swirling downwards. The swirling is controlled by LaunchSwirl and LaunchSwirlMag. Hint: set the timing of the stages to be after reaching the apex. Blast: The launch particles are given turbulence from birth, swirling them up to the apex and scattering the stages from the start. Arch: The launch particles carry the stages up to form an arch at the apex. The radius of the arch can be defined by ArchExtent. Ball: The launch particles cruise up to the apex and fall to earth. At the chosen stage start time the stages burst into a spherical display of desired radius - use BallScale to set the radius.
The chosen number of frames from the center to the apex (height) will dictate the speed with which the launch particles travel.
Launch Swirl Magnitude (Number Min: 0.0, Max: 100.0, Default: 2.0) Launch Velocity Vary (Number Min: 0.0, Max: 2.0, Default: 0.0)
The amplitude of the turbulence swirl. The larger the amplitude the wilder the effect.
At 0.0 the launch particles move with the same velocity. Increasing this value changes the potential for the launch particles to move at different speeds.
0.0 gives a complete circle, 0.5 a semi circle, 0.25 90 degrees etc. This comes into effect only if Arch is chosen for the launch style.
Off: each burst of the stage will occur at the given frame. On: the bursts will take place at or later than the given frame up to a maximum of the total lifetime of that stage. This is a global control; all stages will be either phased or not.
Off: the bursts will have their given life expectancy. On: a global control, which will randomly change the life expectancy of each burst. The lifetime is always reduced.
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Scale the amount of particles created for this stage. Each style has a set amount of pixels assigned to it, which you can boost or reduce as required.
If the chosen launch style is Ball the radius of the launch sphere is scaled. The stage 1 fx will be created within this radius. At 1.0 the radius is 100 pixels.
Scale the amount of particles created for this stage. Each style has a set amount of pixels assigned to it, which you can boost or reduce as required.
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If the chosen launch style is Ball the radius of the launch sphere is scaled. The stage 1 fx will be created within this radius. At 1.0 the radius is 100 pixels.
On: if the start frame of stage2 is after the start of stage1, the birth position and characteristics of stage2 is based on the current state of stage1. Off: a direct result of the launch characteristic.
Scale the amount of particles created for this stage. Each style has a set amount of pixels assigned to it, which you can boost or reduce as required.
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If the chosen launch style is Ball the radius of the launch sphere is scaled. The stage 1 fx will be created within this radius. At 1.0 the radius is 100 pixels.
On: if the start frame of stage3 is after the start of stage2, the birth position and characteristics of stage3 are based on the current state of stage2. Off: A direct result of the launch characteristic. Summary If both Follow Stage1 and Follow Stage2 are on, Stage1 particles are born from the launch characteristics: Stage2 from Stage1 and Stage3 from Stage2. If neither are on, then all the particles are a direct result of the launch style.
Smoke Obscures (Number Min: 0.0, Max: 100.0, Default: 80.0) Smoke Extent (Number Min: 0.0, Max: 200.0, Default: 50.0)
Extent of the light created by the firework.
How much the smoke obscures the background when the smoke is added to the scene.
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21 Monster.Flare
PURPOSE
Uses a variety of tricks for mimicking the appearance of bright lights in a scene viewed by eye or by a camera. It requires as input a light map which has pixels set to the colour of lights (i.e. it contains only the light emitting surfaces in a scene). Alternatively, a single flare can be generated ignoring the light map. A light map can be generated by thresholding an arbitrary image, then "thinned out" and blurred using tools in Flare. Flare takes a physical simulation and image processing approach to flares. See also LensFlare which uses a more graphical approach.
INPUT CLIPS
1: Background : The flares will be composited over this clip. 2: Light Map : This clip controls the location, colour and intensity of the flares. After thresholding, the clip should show the light emitting surfaces in the scene. Since a flare will be layed down at every non-black pixel in the thresholded light map, it is often useful to "thin out" the thresholded light map using the Thin Out control. This helps avoid flares becoming very bright and appearing to be blurred.
Controls the overall brightness of the combined flare effects before they are composited over the background image. You may well need to adjust this to get the desired effect. 02/02/2012 17:22:42 86
21 Monster.Flare
Controls the overall contrast of the combined flare effects before they are composited over the background image. Can usually be left at the default.
On: This displays pixels within the bounding box and within the Low and High Threshold range, so that you can see very quickly which pixels will be used for the flare generation. It also shows the effect of the Thin Out and Fatten controls on the map. Off: Use when you have found the pixels you want for the full flare effect.
Blur Light Map (Number Min: 0.0, Max: 100.0, Default: 0.0)
Blur the light map before creating the flares.
Luminance Low (Number Min: 0.0, Max: 1.0, Default: 0.8) Centre (Position Default: 0.5,0.5)
Light Map pixels with luminance less than this will be ignored for flare generation.
Center of the region of interest in the Light Map within which flares will be generated.
Width of the region of interest bounding box. Only Light Map pixels within the box will be considered for flares.
Height of the region of interest bounding box. Only Light Map pixels within the box will be considered for flares.
Thin Out Map (Number Min: 0.0, Max: 100.0, Default: 0.0)
Lets you thin out the light map. The higher the value, the more the light map is thinned out. You will often need very high values.
Blurs the light map. This is most useful in conjunction with the Thin Out control.
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Sets the maximum streak length. Random variations in the length of each streak can make them up to 50% shorter than is specified here.
Animating this will give some of the effects seen in "real world" streaks when the observer moves.
Controls the radius of the glow effect around each pixel in the light map. Glows result from moisture or dust in the air. These separate glow effects add up to form the overall glow around an extended light source.
Sets the random seed. Adjust this to change the streak pattern.
This controls the number of radial lines eating in to the central halo. It is combined with random weightings to give the final effect. When seen by the eye, the central brightest part of a light source image often looks as if it has been 'eaten into' by radial lines, so it's no longer symmetrical and smooth (even when the original light source is). This is due mainly to inconsistencies in the material 02/02/2012 17:22:42 88
Controls how much (on average) each halo fringe line eats in to the central halo.
Reflection Strength (Number Min: 0.0, Max: 100.0, Default: 20.0) Reflection Size (Number Min: 10.0, Max: 1000.0, Default: 100.0)
How much of the light source intensity is reflected at each reflecting surface.
How reflected positions of lights are scaled about the center of the image. The reflecting surfaces are treated as a set of evenly spaced parallel plates. Animating this control can add a bit more interest.
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22 Monster.FlareSpot
PURPOSE
FlareSpot simulates the bright shapes sometimes seen in lenses when very bright light sources are in the scene. They are caused by 'non-image-forming light' being concentrated on the surfaces of the lens elements. Often, this makes polygonal shapes, because the very bright light is shaped by the lens diaphragm.
INPUT CLIPS
1: Background : A lens flare will be drawn from the selected location on this clip.
Background (List Box Options: Composite | Add | Screen | Transparent, Default: Composite)
Apply the spots to the background input image either by compositing, adding their brightness, by "screening" the background or simply over a black background.
Radius (Number Min: 2.0, Max: 200.0, Default: 10.0) Min Scale (Number Min: 5.0, Max: 200.0, Default: 20.0) Max Scale (Number Min: 1.0, Max: 300.0, Default: 124.4)
The base size of the light spots with the minimum and maximum potential sizes.
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22 Monster.FlareSpot
Lens (List Box Options: Angulon 21mm | Summicron 35mm | Summilux 50mm | Tele-Elmar
135mm | User Defined, Default: Angulon 21mm) Pre-defined lens types.
With More Elements active, changing the seed will change the locations of the added spots.
Colour Start (Colour Box Default: R: 0.008164, G: 0.008164, B: 0.5389, A: 0.5422) Colour End (Colour Box Default: R: 0.008164, G: 0.3896, B: 0.5389, A: 0.5422) Colour Override (Checkbox Default: Off)
Each lens comes with it's own colour set. If you wish to bias the colours then turn on the Override and set the Start and End colours. The spots will blend through this colour range.
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23 Monster.Flock
PURPOSE
The little flocking characters with attitude, are controlled by hunger and fear; they quest for food while trying to avoid the predator and avoid obstacles. Sometimes they like each other, but other times ...
INPUT CLIPS
1: Background Clip : The characters flock over this clip. 2: Shape Colour : An image can be your flocking character. 3: Shape Matte : A matte for the flocking character to composite the 2nd input clip shape nicely over the background. 4: Birth Matte : Limit the area where the characters are created. They will only be born in non-black areas. 5: Avoidance Matte : The flock may not want to enter this area. When used the characters can only stay in non black areas.
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How long the shutter remains open to enhance the motion blur. Increase this value for more motion blur.
If any of the controls are set up to animate then turn this On. It will be slower but the correct control value will be used from the timeline as each frame is calculated.
If you keep the same seed and do not change any of the other values which may use random numbers, you can recreate the same sequence. Changing the seed will result in a different birth position and pattern of movement.
Flock Size (Number Min: 1, Max: 500, Default: 40) Use Birth Matte (Checkbox Default: Off)
On limits the area where characters can be created. On: characters will only be born within the non black areas of the birth matte. Off: characters will be born anywhere within the birth circle.
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Add a randomness to the colour of each character. The colour is randomly selected with the range controlled by the original shape colour. The higher the value the more distinct the colour range will be. The colour is given at birth. Restart the sequence if you change the colour settings.
The density of the character composited over the background. This does not affect the character matte density.
On: the particles rotate to suit the direction they are going in. Set the Base Angle value to a constant value if you need to re-orientate the input clip direction. For example, if you use living rotate, and the characters are scuttling sideways (and they are not crabs!) set the base rotation to 90, to set them going in the correct direction. You will need to generate 2 frames from restart to get the characters correctly orientated to the direction they are going. When they are born in the first frame, they do not know where they are coming from or going to! Generate the second frame and they orientate themselves nicely. Off: you control the direction in which the characters rotate.
On: The clips for the colour and the matte of your character will cycle for the length of the sequence over the specified number of frames. e.g. your character is a beetle and it's legs move with 5 positions in a walk cycle. These 5 frames will be re-used throughout the sequence so your beetle will walk as it chases the food. Off: the colour and matte character clips will be read in sequentially, holding on the last available frame.
Off: all the characters take their shape from the first frame of the Cols and Matte clips. On: a number is chosen at random in the range set by Frames in Cycle for the start shape of each character. This way each one gets its own starting position, and then the cycle commences from
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Set the number of frames the character can cycle over. If it is longer than the sequence of frames available then the last frame will be repeated when necessary.
Where the food can be found. Animating the food position makes the characters follow the scent.
The characters must steer clear of the predator; they move away from its circle of influence, hurriedly. On: they move away from the predator. Off: the predator icon disappears and the characters are not worried.
The area around the predator where the characters become scared and will change direction to try to move away from it. The nearer they are born to it, the more frightened they become and the faster they will run away.
The last input clip can dictate areas where the characters should not go. Use it to limit the region they can wander about in. However very narrow passages with sharp corners will tend to leave them stuck, unable to move. Be gentle with them and give them broad sweeping regions to roam in. On: the characters will try to keep out of the black areas of the clip. If both Avoid and Birth Matte are used then no one is born within the black areas of the avoid matte. Off: they roam where they will.
Avoid Forward (Number Min: 1.0, Max: 100.0, Default: 5.0) Avoid Sides (Number Min: 1.0, Max: 100.0, Default: 10.0)
The character looks around to see if there any regions it should not enter within the range of these values. The further it looks about the more like it will not get stuck in a tight corner, but it may think there is nowhere left to go and just dither about.
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The Speed and Acceleration, though influencing the characters generally (see below), will affect how they move as a team as well. On: when one character reacts to something, for example changing direction to avoid the predator, the characters may change direction too. They try to move as a whole, not individuals. If the team leader backs off, then they all back away. Off: each character finds its own way, reacting to circumstances which affect it.
The speed at which a character can move when searching for food, or escaping from the predator.
How forcefully something will affect the character. With a low acceleration the characters gently move away from the predator and circle round the food when they find it. The higher the acceleration the more dramatic the reaction to the predator and the stronger the lure of the food.
On: so they don't like their neighbours and move away. Off: they don't mind rubbing shoulders.
How much room each character would like. If they are born close together the first thing they do is move away.
On: really they would like to stay as close to one another as possible. If they are born far apart they try to gather together. Off: they have no real ties.
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24 Monster.HeatHaze
PURPOSE
Produces the effect of a hot, hazy day, adding heat shimmers to the image. Viewing objects in the distance, the air currents disturb your vision, giving a quivering and wobbly appearance to the details of the scene.
INPUT CLIPS
1: Background : The heat will affect this clip. 2: ROI Matte : The extent of the heat haze can be modulated by the intensity of this clip.
Temperature (Number Min: 0.0, Max: 200.00, Default: 80.0) Use Matte (Checkbox Default: Off)
Toggles the use of the matte during the processing to limit and modulate the heathaze, limiting to
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Atmos Detail X (Number Min: 0.01, Max: 1000.00, Default: 40.00) Atmos Detail Y (Number Min: 0.01, Max: 1000.00, Default: 80.00)
Sets the structure of the turbulence. The higher the values, the more densely packed the turbulence becomes. The relationship between the X and Y stretches the turbulence in either direction.
Atmos Speed X (Number Min: -100.000, Max: +100.000, Default: 2.000) Atmos Speed Y (Number Min: -100.000, Max: +100.000, Default: 10.000) Atmos Speed Z (Number Min: -100.000, Max: +100.000, Default: 25.000)
Sets the amount of movement of the heat haze.
Flutter X (Number Min: 0.000, Max: 100.000, Default: 20.000) Atmos Contrast (Number Min: -100.0, Max: 100.00, Default: 0.0) Flutter Y (Number Min: 0.000, Max: 100.000, Default: 10.000)
Controls the contrast of the turbulence, enhancing the light to dark ratio.
Exaggerates the movement within the background clip created by the turbulence map. Changing these controls also gives directionality to the turbulence.
Atmos Texture (Number Min: 1.0, Max: 10.00, Default: 5.0) Atmos Seed (Number Min: 1, Max: 999, Default: 797)
Changes the pattern of the heat haze.
Determines the detail of the turbulence structure. The higher the value, the finer the detailing.
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25 Monster.ImageFlow
PURPOSE
Treats a single image as though it were made of coloured liquid or gas and outputs a result clip showing that fluid flowing over time. The fluid flow is simulated by physically based two dimensional fluid flow calculations resulting in natural flow effects. Reverse the clip and the single image appears out of the swirling flow. Please note: The effect is reinitialized whenever any non-consecutive frame is processed; either the first frame, reprocessing a given frame, or jumping to another frame. You must process multiple frames of a clip in a row to observe the effect, and clearing your image cache before rendering may sometimes be necessary.
INPUT CLIPS
1: Flow Clip : Clip to apply the flow effect to. The first image in the clip is used as the one that will flow - or the first encountered after the Restart button is pressed. Other frames in the clip may be used as "sources" using the Self Source option, but are otherwise ignored. 2: BackGround : The flowed image will be composited over this clip. 3: Force Clip : A second input, which can be used for several purposes - e.g. to supply relative density information for buoyancy forces. In this case the luminosity of the Force Clip will influence the buoyancy of the Flow Clip. 4: Sources Clip : Contents may be added to the flow at each frame. Without a source clip the image clip will flow away. You can use the source clip to replace the fluid so that the image decays away more slowly or remains in the image leaking fluid (for example as a smoking logo). Care has to be taken not to overdo the source on a stationary image or it may go white. 5: Sinks Clip : Contents may be subtracted from the flow at each frame. This is not as widely useful as the sources clip but can be used to create pseudo plug-holes etc. 6: Barrier Clip : Lets you specify where there are solid objects in the flow that the fluid will bounce off or flow around. White denotes the presence of an object. Please note that at a given point there is either part of a solid object or there isn't. This will inevitably give "jagged" edges around solid objects. A way to avoid this is to composite full resolution versions of the solid objects over the result images. To increase the resolution of the barrier you can select the FinerGrid option. 02/02/2012 17:22:42 99
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When Off for every frame the active forces are added to the current state of the force field pushing the image about. Removing the "Net Force" removes the bulk motion so the fluid will tend to stay in the image and not flow off. If random forces are active, you get turbulent flow without the fluid as a whole moving off the screen.
Viscosity of the liquid. The higher the viscosity, the more reluctant the fluid is to flow and the quicker any flow comes to a halt in the absence of applied forces.
The higher this control, the more pronounced swirls (vortices) will be and the more "detailed" the flow will seem.
Turn on-off diffusion. With diffusion On, coloured fluids will spread out as time goes on.
Diffusion constant for the fluid (if Use Diffusion is On). Diffusion controls the rate at which the fluid spreads out as time passes.
Turn on/off dissipation. With dissipation On, the liquid will become "thinner" and more transparent (over a background) as time goes on.
Dissipation Frames (Number Min: 2, Max: 1000, Default: 50) Percent Left (Number Min: 0.01, Max: 99.99, Default: 1.0) Edge Escape (Checkbox Default: On)
Frames over which to dissipate to the specified Percent Left (see below).
Percent of the intensity and density that is to be left after Dissipation Frames frames.
Turn on/off the edge confinement force. On and the flow will escape into the ether. Off and the flow will bounce back off the edges of the image.
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Turn on/off the higher grid resolution option. On Uses a grid of 256x256. This is mainly useful for increasing the resolution of any barriers used, however processing speed will be slower. Off Uses the speedier grid resolution of 128x128.
Mode (List Box Options: No Buoyancy | Input Buoyancy | Force Buoyancy | Input Pressure |
Force Pressure, Default: Input Buoyancy) Whether to calculate internal buoyancy forces, or pressure forces. Input Buoyancy will use the luminance of the input image to calculate the relative density of the fluid. Force Buoyancy uses the luminance of the Force image instead. For example it is possible to use varying luminosity in the Force clip to create specific motion in the input clip. The Pressure force controls the flow of the image in a different manner, with dense regions tending to expand into neighbouring less dense regions.
Strength of a pressure force derived from the local density gradient. This force makes dense regions expand into surrounding less dense regions.
Random velocities added each frame, which can sustain or grow turbulence.
Determines the number and size of "eddies" induced in Turbulent flow. The larger the value, the smaller the "eddies" will be.
Source Mode (List Box Options: No Source | Self Source | Source Clip, Default: No Source)
Which image to use (if any) to define "sources". Sources are additional fluids that are poured into the flow. They can be very important, because the fluid will tend to flow out of the image, so after a while it will all be gone unless more fluid is added. No Source doesn't use any sources. Source Clip uses the Source image, and Self Source uses the input clip itself as the source.
How much of any source image gets poured into the flow at each frame.
Sink Mode (List Box Options: No Sink | Self Sink | Sink Clip, Default: No Sink)
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25 Monster.ImageFlow Which image to use (if any) to define "sinks". Sinks are where the flowing fluid pours out of the image and vanishes from consideration. They are generally less important than sources. A scaled fraction of the sink image is subtracted out of the flow at each frame. If you want stuff to vanish down a plughole, you could use a white blob. Note that the sink doesn't generate any appropriate forces; you would need to add a vortex at the same location to get fluid to swirl down the plughole. No Sink doesn't use any sinks. Sink Clip uses the Sink image, and Self Sink uses the input clip itself as the sink - which would usually be pretty weird!
How much of any sink image gets sucked out of the flow at each frame.
Output (List Box Options: Result | Result Over Back | Matte | Flowed At Grid Res | Barriers,
Default: Result) What to output. Result is the flowed image. Result Over Background is the flowed image composited over the background clip. Matte: Matte of the flowed image. Flowed at Grid Res: The output resampled to the grid resolution. Barrier: The barrier image. If the barriers are not active the barrier input clip is displayed. If the barriers are active and a Restart has been asked for the current barrier clip is shown.
Have the colours in the foreground premultiplied by the alpha before compositing.
25 Monster.ImageFlow Strength of the gravitational force (which acts on density and is pointing in a downwards direction if the GravAngle is 0.0).
Gravity Direction (Number Min: -360, Max: 360, Default: 270) Use Velocity A (Checkbox Default: Off)
Rotates the direction of the gravity force vector (at 0 rotation, the vector is (1,0)).
Turn on/off the velocity force. The velocity "force" is a constant velocity, defined to exist within a user defined rectangular region. It is very useful for inducing constant flows and "jets" in the fluid. The velocity is a unit vector in the X direction. The direction can be adjusted by the Velocity A Direction control. The magnitude can be adjusted by the Strength A control.
Velocity A Direction (Number Min: -360, Max: 360, Default: 0) Use Velocity B (Checkbox Default: Off)
Rotates the direction of the velocity force vector (at 0 rotation, the vector is (1,0)).
Turn on/off the velocity force. The velocity "force" is a constant velocity, defined to exist within a user defined rectangular region. It is very useful for inducing constant flows and "jets" in the fluid. The velocity is a unit vector in the X direction. The direction can be adjusted by the Velocity B Direction control. The magnitude can be adjusted by the Strength B control.
25 Monster.ImageFlow Rotates the direction of the velocity force vector (at 0 rotation, the vector is (1,0)).
Turn on/off the Wind force. Values set will not be lost when turned off, only ignored.
Make the Wind drop off. It will die away over the distance from Start to End.
Turn on/off the Vortex force. Values set will not be lost when turned off, only ignored. A vortex force induces a rotational motion in the fluid.
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26 Monster.InfraRed
PURPOSE
Simulate infra red responding film. By the time the data gets to your screen any infrared information is long gone - sorry - but we can cheat! The concept is based on InfraRed BW Film where blues, browns and shadowed greens become darker while red, white and green become lighter. It is simply colour mapping. See also the Thermo plugin.
INPUT CLIPS
1: InfraRed Clip 2: Background
The information used to asses the colour balance is defocused before use to minimise noise interference.
Softening (Number Min: 0.0, Max: 100.0, Default: 8.0) BW (Checkbox Default: Off)
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The amount of softening of the reference image. Active when Soften is on.
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26 Monster.InfraRed BW output.
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27 Monster.Jaws
PURPOSE
Renders images described by Encapsulated PostScript Format (EPSF) files. Where these files contain vector graphics information (that is the purpose of most of them), image quality is not lost with zooms, rotation and pans of the image. (This doesn't apply to raster images in EPSF files, however).
INPUT CLIPS
1: Background
Use Transform (Checkbox Default: Off) EPS Boundary (Checkbox Default: Off)
Toggle between the original sized image and the rendered resized/rotated image.
Toggle to suit yourself which way you visualise the ROI box. Off: Scale and position the ROI box over the area within the original image you wish to render. On: The ROI represents the original extent of the input eps file. Reducing the size of the box scales down the complete image and visa versa.
The center of the region selection box on the untransformed input EPSF graphic.
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Match the X and Y ROI values, preserving the aspect ratios of elements in the input EPSF graphic.
Scale X (Number Min: 0.01, Max: 2.0, Default: 1.0) Scale Y (Number Min: 0.01, Max: 2.0, Default: 1.0)
X and Y ROI values. This is normally set by interactively adjusting the input region selection box drawn in the overlay.
Specifies the spin applied to the selected region when Zoom/Transform is ON. The region selected is first translated and scaled until it fills the output image. The output image (in effect) is then rotated about its center by the spin amount.
Oversampling (List Box Options: 1 sample | 2 (4) samples | 3 (9) samples | 4 (16) samples | 5
(25) samples, Default: 1 sample) Oversampling factor to use when rendering. Setting this to 4 or 5 is recommended, as Jaws isn't significantly slower doing good anti-aliasing than not (in most cases).
Try to process PostScript (i.e. PostScript data intended to describe one or more whole pages as usually sent to printers, etc., as opposed to a set of graphic elements intended for inclusion in another "document"). While this will usually work, it is impossible for the translations, rotations and scales specified in Jaws to work correctly, since there are transformations embedded in PostScript files which cannot be "undone". Also, ALL PAGES of the input file will be processed and the results superimposed on one another! This is generally not a good idea... To stand a chance of working, the PostScript file MUST contain a valid bounding box specification (as all EPSF files do).
Turn On if the EPSF file was created on a Macintosh. This causes Macintosh end of line conventions to be processed correctly.
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27 Monster.Jaws than a minute to process. This is the value in seconds of the time the JawsServer will wait for output to arrive in the JawsService Output directory.
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28 Monster.Lighten
PURPOSE
Expands (in size) light regions in an input image. See also Darken.
INPUT CLIPS
1: Clip to Lighten
Specifies the width and height of a square box centred on each pixel of the input and output images. The output pixel color will be the maximum red, green and blue found inside this box on the input image. Processing time is dependent on the square of the Size. The CutOff control can be used to select which pixels are lightened based on their luminance.
Specifies the width and height of a square box centred on each pixel of the input and output
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28 Monster.Lighten images. The output pixel color will be the minimum red found inside this box on the input image. Processing time is dependent on the square of the Size. The CutOff control can be used to select which pixels are lightened based on their luminance.
Specifies the width and height of a square box centred on each pixel of the input and output images. The output pixel color will be the minimum green found inside this box on the input image. Processing time is dependent on the square of the Size. The CutOff control can be used to select which pixels are lightened based on their luminance.
Specifies the width and height of a square box centred on each pixel of the input and output images. The output pixel color will be the minimum blue found inside this box on the input image. Processing time is dependent on the square of the Size. The CutOff control can be used to select which pixels are lightened based on their luminance.
Specifies the width and height of a square box centred on each pixel of the input and output images. The output pixel color will be the minimum alpha found inside this box on the input image. Processing time is dependent on the square of the Size. The CutOff control can be used to select which pixels are lightened based on their luminance.
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29 Monster.LightLeak
PURPOSE
Light has spoilt the film stock; pinholes in the black bag.
INPUT CLIPS
1: Input
The extent of each region of fogging up to the size dictated by Pattern Size and modulated by Pattern Size Variance.
Fog (Number Min: 0.0, Max: 100.0, Default: 20.0) Negative (Checkbox Default: Off)
Red Soft (Number Min: 0.0, Max: 100.0, Default: 40.0) Yellow Soft (Number Min: 0.0, Max: 100.0, Default: 60.0) White Soft (Number Min: 0.0, Max: 100.0, Default: 80.0)
The softness of the edge of each region.
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Seeds the random numbers. If kept the same throughout the sequence the same pattern will be used. Change the value for a different pattern.
The general radius of the effect. This will be affected by Pattern Size Variance and Grouping. The smaller the pattern size the smaller the blobs.
Pat Size Var (Number Min: 0.0, Max: 200.0, Default: 100.0)
Percentage of variance in the pattern size.
How many blobs of light will gather together. The more there are, the slower the processing.
Random variation in spot position and size can be added. The basic Light Pattern remains the same.
Size Wobble (Number Min: 0.000, Max: 100.000, Default: 10.000) Spot Wobble (Number Min: 0.000, Max: 100.000, Default: 10.000)
The percentage of possible change for the size and position of the light spots when Add Randomness is on.
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30 Monster.Luna
PURPOSE
Creates an image of the moon at a specified date.
INPUT CLIPS
1: Sky : Image over which the moon is to appear.
BackGround (List Box Options: Clip | Sky Colour | Transparent, Default: Sky Colour)
What the moon will be drawn onto.
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The orientation of the moon and the sun to the earth. Or how much of the moon is lit by the sun.
On ensures the non lit areas of the moon are unaffected by the moon colouring and lighting controls.
Day (Number Min: 1, Max: 31, Default: 1) Month (Number Min: 1, Max: 12, Default: 1) Year (Number Min: 1900, Max: 3000, Default: 2010) Hour (Number Min: 0, Max: 24, Default: 12) Minute (Number Min: 0, Max: 60, Default: 10)
Set the date you want to see the phase of the moon for.
Moon Colouring (List Box Options: Colour | Black+White | Tinted, Default: Colour)
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Makes the moon translucent. Useful for light daytime skys to get just a hint of a moon.
Split the ring around the moon into colour components for chromatic effect.
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31 Monster.NightSky
PURPOSE
The night sky as viewed from a given location on Earth. The star positions, magnitude and spectral properties are taken from public databases. Graphic twinkles can be added.
INPUT CLIPS
1: Background
Longitude D (Number Min: -180, Max: 180, Default: -4) Longitude M (Number Min: -60.0, Max: 60.0, Default: -54.0) Latitude D (Number Min: -90, Max: 90, Default: 52) Latitude M (Number Min: -60.0, Max: 60.0, Default: 21.0)
If you know the location required in Degrees and Minutes, Longitude and Latitude on the Earths surface, enter them here. These values will be overwritten when you enter a text location.
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The Azimuth of an object is the angular distance along the horizon to the location of the object. By convention, azimuth is measured from north towards the east along the horizon.
Year (Number Min: 1900, Max: 2297, Default: 2001) Month (Number Min: 1, Max: 12, Default: 1) Day (Number Min: 1, Max: 31, Default: 1) Hour (Number Min: 0, Max: 23, Default: 0) Minute (Number Min: 0, Max: 59, Default: 0)
Enter the time and date of when you want to look at the sky. Use this as a base starting point for any animation over time then use the Move Over Time control to set the rate per frame of motion. Note: You can determine the end of the world with this effect.
Universal time Offset, the time given in the Year, Month, Day, Hour, Minute fields is the time relative to the Prime Meridian running through Greenwich, England. If you have entered a location city and it has been accepted, then this value will be adjusted automatically.
Move Over Time (Number Min: -100.0, Max: 100.0, Default: 0.0)
From the base setting for date, time, location etc. observe the motion over time. This is the rate of time change per frame.
VField (Number Min: 0.5, Max: 179.0, Default: 50.0) Magnitude (Number Min: 1, Max: 16, Default: 16)
The field of view; the bigger the value the wider the angle of view.
Stars smaller than the magnitude setting will not be drawn. The stars database includes stars from magnitude 1 [biggest] to magnitude 16 [smallest]. Smaller stars are not normally visible to the naked eye and you have not got a telescope in this effect.
This scales the range of the magnitude. At 0.0 all the stars will be drawn at the same size. At the maximum of 100.0 the smallest stars will be much smaller than the largest. The higher the value the more difference in size between the smallest and the largest. The star size can then be scaled by the global Scale value to suit your desires.
Location (List Box Options: Amsterdam | Anchorage | Baghdad | Bangkok | Beijing | Berlin |
Brussels | Budapest | Chicago | Christchurch | Copenhagen | Dublin | Edinburgh | Hanoi | Helsinki | Istanbul | Johannesburg | Lagos | Lisbon | London | Los Angeles | Madrid | Montreal | Moscow | Nairobi | New York | Oslo | Paris | Prague | Rio de Janeiro | Rome | Seoul | Stockholm | Sydney | Tehran | Tel Aviv | Tokyo | Vancouver | Vienna | Warsaw, Default: Amsterdam) Lets you specify your location as one of the major cities in the world. The list is far from complete, but covers a fairly wide selection. The cities available are: Amsterdam 02/02/2012 17:22:42 120
31 Monster.NightSky Anchorage Baghdad Bangkok Beijing Berlin Brussels Budapest Chicago Christchurch Copenhagen Dublin Edinburgh Hanoi Helsinki Istanbul Johannesburg Lagos Lisbon London Los Angeles Madrid Montreal Moscow Nairobi New York Oslo Paris Prague Rio de Janeiro Rome Seoul Stockholm Sydney Tehran Tel Aviv Tokyo Vancouver Vienna Warsaw
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31 Monster.NightSky the stars with this setting will result in the stars stepping along the lines and pixels rather than moving smoothly; but it is fast. Soft Stars: are drawn with an aliased brush, the size and colour determined by the Magnitude and Spectral settings. These move smoothly. Bright Point: stars are similar to the Soft Stars but a central pure white core is added.
This is only active in points mode. All the stars will be the same intensity.
At 100.0 the stars use their given spectral value to give them colour. At 0.0 all the stars are white.
Remember reading about Magnitude? Only stars with a magnitude smaller than the value will get a twinkle.
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32 Monster.NightVision
PURPOSE
Night sights: tinted, contrasty, blurred images. Badger watching or 007 at work.
INPUT CLIPS
1: Input
Type (List Box Options: Type A | Type B | Type C | Type D | Type E | Type F | Type G | Type H,
Default: Type A) Select a preset to get you going.
32 Monster.NightVision Defocus of the complete image. Toggle on or off to see how this option affects the overall result.
Toggle on and off to see how your grain settings affect the image.
Bright areas of the image can be burnt out above a chosen level.
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Separation (Number Min: 0.1, Max: 2.0, Default: 0.256) Position (Position Default: 0.5, 0.5)
Where you are looking at if the border option or reticle option is chosen.
Reticle Type (List Box Options: None | Type 1 | Type 2 | Type 3 | Type 4 | Type 5, Default:
None) Various designs of the 'cross hair' you line up the target on. Military applications in the main:-)
Thickness 1 (Number Min: 0.1, Max: 100, Default: 2.0) Thickness 2 (Number Min: 0.1, Max: 100, Default: 6.0) Thickness 3 (Number Min: 0.1, Max: 100, Default: 8.0)
User prefered values for the reticle components.
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33 Monster.Numbers
PURPOSE
Painting by numbers.
INPUT CLIPS
1: Clip to Paint
Colour Shift (Number Min: 0.0, Max: 100.0, Default: 0) Gamma (Number Min: 0.1, Max: 10.0, Default: 1.0)
Controls the gamma of the original image.
The colours are offset by this value. Imagine a colour wheel rotating.
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Outlines (List Box Options: No Outlines | Hard Lines | BrushVert | BrushHori | BrushDiagA |
BrushDiagB | BrushDot, Default: Hard Lines) Choose which style and direction of the brush you want to define the regions found.
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34 Monster.Particles
PURPOSE
Provides a comprehensive, general purpose, 2D particle system simulator and renderer. A variety of natural phenomena can be modelled using this, and many interesting effects can be achieved. This system is much more flexible than the specific particle based Monsters (Snow, Rain etc), though those are to be when you want the particular effects they were designed to produce. A set of tutorial exercises is included to help you get some idea of how this system works. Just reading about it makes it sound unduly complicated! Try the exercises at the end of this chapter and you will understand the principles involved.
INPUT CLIPS
1: Background
Example : Birth
2: Birth : Particles will only be created within the non-black regions of this clip. Make sure the birth zone covers the region,
Example : Bounce
3: Bounce : Particles will bounce off the non-black regions of this clip.
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Example : Turbulence
4: Turbulence : Particles will be influenced by the gradients of the luminance in this clip. The particles will flow over the features. 5: Alternative Colours : Each particle, when born, will take its colour from the corresponding location within this clip. 6: Particle Image : A particle can be this image! Use with caution as rendering many particles as an image will <i>take some time</i>.
Type (List Box Options: Candy Floss | Fountain | Geyser | Simple Vapour | Smoke | Soft Smoke
| Smoke+Wind | Tunnel, Default: Candy Floss) Select a preset to get you going.
Start at Frame (Number Min: 0, Max: 9999, Default: 0) PreRoll (Number Min: 0, Max: 999, Default: 0)
The particle system will not start until this frame is reached.
Run the particle system for the specified number of pre-roll frames before generating the first frame of the output clip.
How long the shutter remains open to enhance the motion blur. Increase this value for more motion blur.
If any of the controls are set up to animate then turn this On. It will be slower but the correct control value will be used from the timeline as each frame is calculated.
Position (Position Default: 0.4,0.6) Position Vary (Number Min: 0.001, Max: 1.0, Default: 0.1)
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The minimum number of frames for which a particle will live. They may fade out before death (see Extinction).
On: particles will only be born in the intersection of the birth circle and non-black regions of the images in the birth matte clip you select.
Particles per Frame (Number Min: 0.0, Max: 2000.0, Default: 50.0) Quantity Vary (Number Min: 0.0, Max: 1000.0, Default: 10.0)
The actual number of particles born at each frame is the average number specified by Particles per Frame plus or minus a random amount ranging up to the specified Quantity Vary. Note: if you are using a birth matte you may not get the full amount as checks are made on the probability of finding a suitable place to create a particle. Without this the particle system could try indefinitely to create the particles and you would not like that!
On: when you change your working resolution on the Settings page, the number of particles born is scaled accordingly. Lower resolution equals fewer particles. This is for clarity and speed. Off: whatever the resolution the same quantities of particles are created.
Extinction (Number Min: 1.0, Max: 1000.0, Default: 20.0) Extinction Vary (Number Min: 0.0, Max: 1000.0, Default: 10.0)
Each particle will gradually fade out as it gets older. Making the extinction twice the lifetime will ensure they do not disappear, but pop off if still in screen.
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34 Monster.Particles Constant: the motion of the birth position is ignored and only the Initial Velocity value is used. Motion+Constant: the motion velocity and the initial velocity are combined.
This is the velocity with which the particles are emitted from the birth position. This is disabled when Motion is selected as it will have no effect.
Used for very extreme initial velocity requirements in Constant mode and to direct the particles in Motion mode. Positive values with Motion will throw the particles in the direction of the movement; negative values throws the particles in the opposite direction to the motion.
A random amount, plus or minus the initial velocity, is added to vary the initial velocity.
The direction in which the particles are moving, measured in degrees. 0 being East, 90 North, 180 West and 270 South.
Velocity Direction Vary (Number Min: 0.0, Max: 100.0, Default: 0.0)
At 100.0 percent the particles will travel in all directions. 0.0 they will follow the direction set. And anywhere in-between...
Flow Scale Speed (Number Min: 10.0, Max: 500.0, Default: 100.0)
If the motion you have set up is too fast or slow then use this global speed change control to adjust the pace of the particles. It will not change any of your set values, but scales them appropriately behind the scenes for you. Note: this will not affect Turbulence Map options.
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34 Monster.Particles image being on a black background. The complete image can be used if needed. Note: once read in and loaded it is not replaced on processing a clip.
Lump Radius (Number Min: 1.0, Max: 40.0, Default: 30.0) Lump Radius Vary (Number Min: 0.0, Max: 100.0, Default: 0.0)
When lump, star or image is used they are scaled to the Lump Radius plus or minus a random Lump Radius Vary.
Initial Density (Number Min: 0.0, Max: 100.0, Default: 100.0) Condensation (Number Min: 0.0, Max: 100.0, Default: 100.0)
The density of each particle at birth can be reduced and then the rate of condensation, or 'solidifying' is applied. Think of smoke, at the source you hardly see it until, as it cools it becomes more visible, then turbulence dissipates it. Changing the Condensation will have an immediate effect on all the particles as it is based on the time each particle has been alive. To see an Initial Density change you need to re-run the sequence.
Colour Vary (Number Min: 0.0, Max: 100.0, Default: 0.0) Mono Vary (Number Min: 0.0, Max: 100.0, Default: 0.0) Initial Colour (Colour Box Default: white)
Each particle can take its colour from the colour box which is then changed by the Colour Variance and the saturation by the Monochrome Variance. Thus you can have various colours for your particles if you feel like it.
A particle's colour is set using it's birth location in the 5th input clip.The Box colour and variances are ignored.
34 Monster.Particles At values over 0.0 gravity acts on the particles dragging them in the direction set by the Gravity Angle. A setting of 270.0 degrees is downwards. A natural choice, but varying the angle can bias the movement for artistic purposes.
Use Friction (Checkbox Default: Off) Friction (Number Min: 0.0, Max: 1.0, Default: 0.05)
Friction slows things down. Rubbing against the air and each other, friction will reduce the momentum of the particles,
Use Turbulence (Checkbox Default: Off) Swirl Density (Number Min: 0.0, Max: 100.0, Default: 60.0) Swirl Magnitude (Number Min: 0.0, Max: 100.0, Default: 1.0) Swirl Max Time (Number Min: 1.0, Max: 1000.0, Default: 1.0)
For natural swirls and eddies of the air through which the particles move you need turbulence. The Density is the fineness of the turbulence patterns. The lower the Density value the broader the sweeps of turbulence are. High values give rapid changes in direction. The motion can be exaggerated with the Amplitude setting, dramatically forcing the particles around or subtly twisting them as they move. The effect of the turbulence can be built up using Swirl Maximum Time. At 0.0 the particles are influenced by the turbulence immediately. Otherwise it takes that number of frames from birth for the turbulence to build up.
Use Wind (Checkbox Default: Off) Wind Source (Position Default: 0.02,0.4) Wind Target (Position Default: 0.8,0.8) Multi Directional (Checkbox Default: Off) Wind Spread (Number Min: 0.0, Max: 180.0, Default: 40.0) Wind Speed (Number Min: 0.0, Max: 180.0, Default: 5.0)
Add in Wind when you want to blow the particles, or some of them, in a specific direction. Drag the wind source to where you want to blow from and the target sets the direction or extent of influence depending on MultiDirectional. When Off the wind has a cone of influence and the wind does not stop blowing at the target location. The Spread governs how far the affect of the wind reaches. When a particle enters the cone, the wind starts to take effect which gradually builds up towards the center of the cone, and then dies away again. Turn MultiDirectional On and the wind blows outward from the center, gradually loosing speed as it reaches the target perimeter. Speed is how fast the wind is blowing. It can be nice to animate this to give gusts.
Use Bounce Regions (Checkbox Default: Off) Bounce Rebound (Number Min: -200.0, Max: 200.0, Default: 10.0)
Off: the 3rd input clip is ignored. No bouncing will occur. On: information in the 3rd input clip deflects the particles as they hit a non black area of this image. The particles bounce of this 'surface' with a Rebound factor. This adds to the velocity of the particle, shooting it off at an angle. The higher the rebound value the more impetus each particle is given and the greater the reaction. This is not extremely scientific but rather artistic license to exaggerate the response. Negative values gives the impression of pouring over the surface rather
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34 Monster.Particles than bouncing off it. Here the vertical motion is stopped, the horizontal motion continues waiting for gravity to pull on it again.
Use Sink (Checkbox Default: Off) Sink Position (Position Default: 0.8,0.8) Sink Radius (Number Min: 0.0, Max: 2.0, Default: 0.1) Sink Strength (Number Min: -50.0, Max: 50.0, Default: 5.0) Sink Rate (Number Min: 0.01, Max: 100.0, Default: 1.0) Hole Radius (Number Min: 0.0, Max: 1.0, Default: 0.01) Sink Swirl (Number Min: -10.0, Max: 10.0, Default: 3.0)
Any particles within the sink circle are attracted towards the center with the given [positive] Sink Strength. At the outer circumference the strength is negligible, increasing to the set value as the particle approaches the center. Use the Sink Rate to bias the acceleration of the particles. Values above 1.0 will cause the particles to move more slowly towards the circumference and speed up to the Sink Strength value as they near the centre. Below 1.0 and they start with the Sink Strength which increases as they near the center. Reverse this movement if the Sink Strength value is negative. When a particle enters the Hole Radius area then it has 'gone down the plughole' and disappears. Add in a Swirl to twist the particles around the center.
Use Turbulence Map (Checkbox Default: Off) Turbulence Mode (List Box Options: Attraction | Direction | Accumulation, Default:
Attraction)
Direction Magnitude (Number Min: -500.0, Max: 500.0, Default: 10.0) Flow Magnitude (Number Min: -500.0, Max: 500.0, Default: 10.0)
These are experimental effects originally written to a beloved customer's specification many moons ago. The effects worked for them, and they may work for you. The 4th input clip is used as a turbulence field which will affect the progress of the particles. Words cannot easily explain what you will see. Try it.
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35 Monster.PatchTex
PURPOSE
Try to assemble a visually seamless, but not entirely repetitive, texture as the output image by "intelligently" selecting small regions of the input image and "intelligently" combining them. The size and approximate location of the "small regions" from the input image is user controlled. For background information, see "Image Quilting for Texture Synthesis and Transfer", Efros & Freeman, Computer Graphics Proceedings, Annual Conference Series, 2001.
INPUT CLIPS
1: Texture Input : A selected area from this image is used as the texture tile. 2: Mask : Modulate the texture with the luminance of this clip.
ROI Centre (Position Default: 0.5, 0.5) ROI Block SizeX (Number Min: 0.001, Max: 0.20, Default: 0.05) ROI Block SizeY (Number Min: 0.001, Max: 0.20, Default: 0.05)
Controls the size of the texture block from which synthesis is performed.
Controls the size of the texture block from which synthesis is performed.
ROI Search SizeX (Number Min: 0.001, Max: 0.500, Default: 0.070)
Controls the size of the supporting search region.
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ROI Search SizeY (Number Min: 0.001, Max: 0.500, Default: 0.070)
Controls the size of the supporting search region.
Controls how accurately the search is performed. High values imply that more candidates are examined but the processing speed is slow and vice versa.
Controls the tolerance to which possible patch candidates must fall into before being considered. ( Value presented in terms of the +/- % of the minimum error over all possibilities ). A small value is useful for deterministic/coarse-grained textures such as brick walls etc, whilst better results are often obtain with a high value for stochastic/fine-grained textures such as sand as this avoids excessive repeatedness.
Normalise the texture sample. This is really only useful for stochastic textures.
Controls the amount of detail that is preserved in the Set image to obtain the background illumination. Setting this to a low value will result in quite a heavy loss of detail in the normalised set image. Animating this value can result in some interesting effects.
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36 Monster.PixFlow
PURPOSE
Produces an effect in which the colours of an image 'flow' out of their pixels in a fluid manner. The colours flow along vectors found at each pixel from the gradients of a control image. The colours mix together as they go. The effect is useful for novel transitions, as well as for creating animating texture maps for use in other software (e.g. planetary atmosphere textures). The effect is applied to the current frame of the input clip. This is flowed under the influence of a control image (which can animate, if desired) to produce a sequence of output frames. Please note: The effect is reinitialized whenever any non-consecutive frame is processed; either the first frame, reprocessing a given frame, or jumping to another frame. You must process multiple frames of a clip in a row to observe the effect, and clearing your image cache before rendering may sometimes be necessary.
INPUT CLIPS
1: Clip to Flow : The pixels in this clip will flow according to the luminance in the second clip. 2: Luminance : The luminance in this clip will control the flow and cause the pixels in the first clip to move. 3: Background : If desired, as the first clip flows and leaves 'spaces' this clip will be revealed.
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36 Monster.PixFlow changes.
Controls an overall reduction in density of the flowed image. At 100.0 the flowed image would be transparent everywhere, revealing the background image. Use this to ensure all the Foreground image has gone by the desired frame.
Maximum radius a pixel colour can flow to, between output frames.
Specifies how far apart to look on the control image (in pixels) when finding the control image gradients. Small values can give spurious gradients due to luminance level quantization in non-floating point image formats. Large values may smear the gradients too much, however.
How many smoothing (averaging) passes are made on the flow field derived from the control image gradients. Some averaging is recommended, because flow fields are very sensitive to almost
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Image Gradients (List Box Options: Gradients | Tangents | Tangent Mix, Default: Tangent
Mix) Gradients: the direction of movement is from dark to light areas in the control image. Tangents: the direction of movement is at right angles to the gradients. Tangents tend to give swirly flow, while gradients give straighter paths. Mixture: Mix gradients and tangents to an extent controlled by Tangent Mix.
Mixes image gradient with image tangent when calculating the image's contribution to the velocity field.
Determines how much of the overall velocity field is due to image gradients.
Normalize (List Box Options: Mag+Dir | Dir Only, Default: Dir Only)
The control image gradients are used to form a field of vectors, which controls the flow of the fluid. Dir Only: all vectors are the same length, and only the field direction changes. For many control images, Dir Only gives nicer results. Fluid otherwise tends to settle quickly in 'flat' regions of the control image. Mag + Dir.: the length of the vectors is found from the strength of the gradient and is used to control how quickly the fluid flows, as well as the direction it flows in.
Flow Mode (List Box Options: Flow Once | Flow Each, Default: Flow Each)
Flow Once: the flow field is calculated once, from the current image in the Control clip and applied to the current image in the Foreground clip (when Restart Pixflow is pressed). Flow Each: the flow field is computed for each frame of the Control clip and used to flow the Foreground image.
Number of bumps across the frame width in a turbulence field, which can optionally be added to the flow field (derived from the control field) to add further interest. This must be greater than zero to apply any turbulence.
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Controls the strength of the bumps in the turbulence. The sum of the turbulence (if any) and image gradient-derived flow fields, is normalised then scaled to the flow rate. Making this value large will make turbulence entirely dominate the flow field.
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37 Monster.PixFly
PURPOSE
Disintegrates the image into its constituent pixels, each of which then flies off independently under the influence of various forces revealing the background clip.The time at which a pixel comes 'loose' from the image can optionally be controlled by the luminance of a control image (the time matte). Think of grains of sand being blown away.
INPUT CLIPS
1: Clip to Fly : This clip will fly away over time depending on the forces applied. 2: Time Matte : This clip control when a pixel will start to move. The luminance levels are mapped to time. 3: Clip to Reveal : As the pixels fly away this clip can be revealed.
Start at Frame (Number Min: 0, Max: 9999, Default: 0) PreRoll (Number Min: 0, Max: 999, Default: 0)
The pixels will not start to fly away until this frame is reached.
Sets the number of pre-roll frames to be processed before generating the first frame of the output clip.
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How much random jitter is added to the initial velocities of newly loose pixels. More than zero is recommended to break up the 'banding' effect that results if a bunch of pixels come loose at the same time, travelling at the same speed.
Off: the Time Matte has no on effect on the image flow. On: the luminance of the TM image will control the flow based on the luminance values. The brighter the luminance of time matte the sooner the pixels will start to move. See TMFullRangeFrom.
Reverses the role of black and white in the time matte; the brighter the luminance of the TM the later the pixels start to fly away.
Adds random jitter to the 'coming loose times' derived from the time matte. Useful to prevent obvious banding.
Number of frames from restart, before all pixels can start moving. e.g. TMFullRangeFr = 50. The time matte will be split into 50 intensity levels and it will take 50 frames for all the pixels to come loose. The Start at Frame value will be added to this value.
On: causes pixels with time matte luminances greater than TM Fixed From to never come loose. Therefore you can ensure that certain areas of your Foreground clip never fly away.
Time matte luminances above this value will be such that pixels won't come loose in those areas if TM Fixed is On. e.g. if the TM Fixed From is 90.0, then pixels brighter than 90% of the maximum luminance or greater will never fly away.
Pre-processes the time matte image at every frame so that its darkest pixel maps to black, and its lightest to white. If the luminance of the TM is only over a limited range of values you can force it to cover the full range.
Particle (List Box Options: Pixel | Smear | Single | Evap, Default: Pixel)
Controls how loose pixels are rendered and change in density with time. Pixel: Pixels arriving at the same output location are averaged to give the final value.
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37 Monster.PixFly Smear: Moving input pixels add to an accumulating output image. The output image builds up over the sequence, usually into a smeary mess. Single: if several pixels arrive at the same output location the last pixel to arrive wins! Evaporate: As Pixel, but the density of moving pixels decreases with time, so that they 'evaporate away'.
In Smear mode, the previous (accumulating) output image is first attenuated by this factor before new moving pixel colours are added to it.
In Evap mode this is the number of frames for which a pixel may be seen before it evaporates away entirely. The Start at Frame value will be added to this.
Controls the angle at which gravity acts, measured in degrees clockwise from due East. The default [270.0] is towards the bottom of the image.
Controls the frictional force of the atmosphere on the pixels as a percentage of the pixel velocity lost per frame. i.e. slows the pixels down.
How many bumps there are in the atmosphere from one edge of the frame to the other. The pixels swirl as they run into these bumps.
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Frames over which the swirl magnitude builds up to its maximum value (set by Swirl Magnitude).
On: The wind blows with equal force in all directions. Off: The wind blows within a cone of stregth in the given direction.
Sets the XY co-ordinates of center of suction. Loose pixels will be sucked towards or repelled away from this point.
If a sucked pixel lands within this radius it is killed. The position and radius can be defined by clicking and dragging on the dark red circles and the 02/02/2012 17:22:42 144
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38 Monster.Pool3D
PURPOSE
Simulates pools, swirls, radial twirls mapped onto a 3D plane.
INPUT CLIPS
1: Pool Surface 2: Regional Matte
Speed (Number Min: -1.0, Max: 1.0, Default: 0.02) Height (Number Min: 0.0, Max: 10.0, Default: 1.0)
The speed of motion between one peak and the next; controls the movement of the waves.
Sets the maximum height of the wave before it begins fading away.
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38 Monster.Pool3D What is used to fill the output image when a region beyond the edges of the input image is needed. Edge Duplicate: the nearest edge of the input image is used. Black: the output image areas are filled with black. Wrap: the input image is treated, as it were an infinitely repeating tiling of the actual input image.
PoolMode (List Box Options: Pond | Swirl | Central | Twirl+Tightness, Default: Pond)
Sets the style of wave to be used. Pond: is a circular wave. Swirl: is a radial wave, like a ballerina's skirt. Central: a corkscrew or snail shell wave. Twirl+Tightness: is a helical wave whose tightness and twist direction is controlled by the Tightness control.
Controls how tightly curled up the Twirl version of the wave is. You can make it twirl clockwise by making this negative, otherwise it will twirl anti- clockwise.
The luminance of this clip is used to modulate the whole effect. Where white it is drawn at full intensity; black the effect will not be seen.
Light (Position Default: 0.75, 0.75) LightZ (Number Min: 0.05, Max: 5.0, Default: 0.5)
Position of the light in X, Y and Z
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Reduces the intensity of the input clip, leaving the ripples paramount.
Top Left (Position Default: 0.2,0.5) Bottom Left (Position Default: 0.0,0.0) Top Right (Position Default: 0.8, 0.5) Bottom Right (Position Default: 1.0,0.0)
The four corners of the mapped plane.
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39 Monster.Puddle3D
PURPOSE
Simulates rain falling on to water in a 3D plane. The perspective of the water plane can be set to match the surface in the scene you are working with.
INPUT CLIPS
1: Clip to Rain on : Clip to Rain on 2: Regional Matte : Matte to limit droplet area
[*]Pre-roll the rain so the first frame cuts in during the rain fall.
[*]Drops created per frame. A random number of drops are created up to the maximum chosen.
[*]The higher the value more the ripples are seen per drop.
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[*]Maximum spread at death of each drop. By the time the ripples spread out to this size they will have disappeared.
[*]Time to death in seconds. After the chosen time span is reached, (taken from the birth frame) the ripples will have faded away.
Rain Wave Ht (Number Min: 0.0, Max: 100.0, Default: 10.0) Refract Index (Number Min: 0.0, Max: 2.0, Default: 1.05)
Rain amplitude or wave height. The higher the value the deeper the ripples appear to be.
Refractive index of the material into which the drops fall. At 1.0 there is no distortion of the image.
Seed (Number Min: 0, Max: 999, Default: 567) Use Matte (Checkbox Default: Off)
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Reduces the intensity of the input clip, leaving the ripples paramount.
Fade Dir (List Box Options: Up | Down | Right | Left, Default: Up)
The ripples in 3D space may become confused and noisy if the angle of view is very steep. To reduce the 'boiling' you can fade out the intensity of the ripples. The direction chosen relates to the initial starting point of the 4 corner positions.
Here the ripples will no longer be visible. At 100.0, this will be in sync with the line defining the chosen direction.
Start of fading out of the ripples. At 0.0 the fade will start from the defining line in the plane relating to the direction chosen.
Top Left (Position Default: 0.2,0.5) Bottom Left (Position Default: 0.0,0.0) Top Right (Position Default: 0.8, 0.5) Bottom Right (Position Default: 1.0,0.0)
The positions defining the 4 corners of the 3D plane.
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40 Monster.Rain
PURPOSE
Rain is a time based effect; the characteristics a particle of rain is born with, will evolve over time (every frame generated) to create the effect.
INPUT CLIPS
1: Background Clip
Example : Birth
2: Birth : The rain can be optionally created only within the non-black areas of this clip. For example limiting the creation of the rain to a cloudy area.
Example : Bounce
3: Bounce : The rain can optionally 'bounce' when it reaches a non-black area of this clip.
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Type (List Box Options: Default | Rain | Drizzle | Squall | Sheet | Light | BounceA | BounceB |
Movement | Bouncing, Default: Default) Select a preset to get you going.
Start at Frame (Number Min: 0, Max: 9999, Default: 0) PreRoll (Number Min: 0, Max: 999, Default: 0)
The particle system will not start until this frame is reached.
Run the particle system for the specified number of pre-roll frames before generating the first frame of the output clip. If Start at Frame is not 0 the pre-roll will not take place until that frame is reached.
Shutter (Number Min: 0.0, Max: 500.0, Default: 100.0) With Animation (Checkbox Default: Off)
If any of the controls are set up to animate then turn this On. It will be slower but the correct control value will be used from the timeline as each frame is calculated.
Left (Position Default: 0.2,0.8) Right (Position Default: 0.8,0.8) Position Vary (Number Min: 0.0, Max: 0.5, Default: 0.003)
The region within which rain particles will be created.
The raindrop will fade out over this number of frames as it nears the end of its lifetime.
Initial Velocity (Number Min: -80.0, Max: 80.0, Default: -5.0) Velocity Vary (Number Min: 0.0, Max: 100.0, Default: 100.0)
The initial speed of a rain drop. The direction is always in the direction of gravity.
Size of random variations in initial speed of a raindrop. The direction is always in the direction of gravity.
Off: uses only the position 'lozenge' to generate the rain particles. On: uses the Birth clip to generate rain only if covered by the position lozenge.
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Activates the bouncing feature. When the rain hits non black areas in the Bounce clip, they react - bouncing off it.
Controls the angle at which gravity acts, measured in degrees clockwise from due East. The default [270.0] is towards the bottom of the image.
Controls the frictional force of the atmosphere on the drops as a percentage of the drops velocity lost per frame. i.e. slows the rain down.
How many bumps there are in the atmosphere from one edge of the frame to the other. The rain swirls as it runs into these bumps.
Swirl Max Time (Number Min: 0.0, Max: 500.0, Default: 0.0)
Frames over which the swirl magnitude builds up to its maximum value (set by Swirl Magnitude). The start of the build up begins when Start at Frame is reached.
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Wind Source (Position Default: 0.2,0.4) Wind Target (Position Default: 0.8,0.4) Wind Spread (Number Min: 0.0, Max: 180.0, Default: 90.0) Wind Speed (Number Min: 0.0, Max: 180.0, Default: 2.0)
The wind, when active, blows from the Source to the Target within a cone defined by the WindSpread with the strength of the WindSpeed.
When born, a raindrop can be transparent. This controls how quickly it becomes denser and more visible.
Mono Vary (Number Min: 0.0, Max: 100.0, Default: 0.0) Rain Colour (Colour Box Default: white)
Base rain clour.
Light Source (Position Default: 0.9,0.5) Light Target (Position Default: 0.1,0.5)
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40 Monster.Rain The light shines from the source towards the target.
Controls a region around the direction in which the light is shining, in which the drops will be given a glistening effect.
Angle of a cone within which the light is shining. The cone's axis is along the direction of the light. Outside the cone, the light intensity is zero. It reaches maximum intensity within 10% of the angle from the edges of the cone.
Sets the brightness of a light source illuminating the raindrops. If this is zero, 0.0, the drops are treated as semi-transparent objects, and the lighting controls have no effect.
Sets the minimum brightness of a raindrop when drops are being lit by a light source but not within the main beam of light.
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41 Monster.Rainbow
PURPOSE
Simulates rainbows (no gold however).
INPUT CLIPS
1: Background : Background 2: Atmosphere : Atmosphere
Sets the number of ``orders'' or rainbows. Usually, you only see the first order rainbow in real life. You can sometimes see the second order (higher and more spread out than the first, and with the order of the colours reversed). There can be higher orders, too, but they are almost always too dim to see. Each order comes from light being reflected a different number of times within the raindrops before emerging to be viewed by the observer --- the first order comes from 1 reflection, the second from 2, and so on.
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Sets the width of the primary (first order - the one you usually see!) bow.
Sets the width of higher order bows as a scaling of the preceding order bow width. If less than 1.0, bows will get narrower as their order increases. If greater than 1.0, they will get wider. This latter is the behaviour observed in real life, but the default is for them to get narrower for artistic reasons.
Gap Scale (Number Min: 100.0, Max: 1000.0, Default: 200.0) Density (Number Min: 0.0, Max: 100.0, Default: 100.0)
Sets the gap to the next bow order as a scale of the bow width.
Sets the density of the rainbow. This controls the extent to which it obscures the background image.
Sets the opacity of the rainbow. This controls the extent to which it obscures the background image.
Controls the relative brightness and density of higher order bows. This is a scaling of the brightness and density of the preceding bow order.
Controls the relative width of the rightmost near-vertical part of the bow compared to the width of the bow at its highest point. The higher this number, the (relatively) wider the bow will get as it reaches the ground.
The atmosphere clip controls the areas in which the rainbow will appear. If you use something like a cloud image the bows will be thinned by the luminosity of this clip. Or you can use it to mask out parts of the rainbow.
Setting this to more than 0.0 will cause the background image to be attenuated or darkened (cumulatively) beyond each successive bow order. This gives a nice artistic effect.
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StartAng (Number Min: -360.0, Max: 360.0, Default: 0.0) EndAng (Number Min: -360.0, Max: 360.0, Default: 180.0) DelAng (Number Min: 0, Max: 180, Default: 10)
These controls set the arc of the rainbow and over what region the bow fades out.
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42 Monster.RainDrops
PURPOSE
Water falling onto a surface and running down. Please note: The effect is reinitialized whenever any non-consecutive frame is processed; either the first frame, reprocessing a given frame, or jumping to another frame. You must process multiple frames of a clip in a row to observe the effect, and clearing your image cache before rendering may sometimes be necessary.
INPUT CLIPS
1: Background Clip 2: Birth
Rain for the specified number of pre-roll frames before generating the first frame of the output clip.
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On: Position of drops rendered inbetween frame positions. Use for fast movements.
Drops (Number Min: 0.0, Max: 500.0, Default: 5.0) Drop Vary (Number Min: 0.0, Max: 100.0, Default: 10.0)
The actual number of drops born at each frame is the average number specified by basic birth rate plus or minus a random amount ranging up to the specified variance. Note: if you are using a birth matte you may not get the full amount as checks are made on the probability of finding a suitable place to create a particle. Without this the particle system could try indefinitely to create the RainDrops and you would not like that!
If any of the controls are set up to animate then turn this On. It will be slower but the correct control value will be used from the timeline as each frame is calculated.
Initial Velocity (Number Min: 0.0, Max: 50.0, Default: 30.0) Vel Mag Var (Number Min: 0.0, Max: 100.0, Default: 100.0) Vel Dir (Number Min: 0.0, Max: 360.0, Default: 270.0)
This is the remaining velocity the drops have after hitting the surface.
A random amount, plus or minus the initial velocity, is added to vary the initial velocity.
The direction in which the drops are moving, measured in degrees. 0 being East, 90 North, 180 West and 270 South.
At values over 0.0 gravity acts on the RainDrops dragging them in the direction set by the Gravity Angle. A setting of 270.0 degrees is downwards. A natural choice, but varying the angle can bias the movement for artistic purposes.
Use Friction (Checkbox Default: On) Friction (Number Min: 0.0, Max: 1.0, Default: 0.05)
Friction slows things down. Rubbing against the air and each other, friction will reduce the momentum of the drops,
Use Turbulence (Checkbox Default: On) Swirl Density (Number Min: 0.0, Max: 100.0, Default: 100.0) Swirl Magnitude (Number Min: 0.0, Max: 100.0, Default: 14.0) Swirl Max Time (Number Min: 0.0, Max: 1000.0, Default: 100.0)
For natural swirls and eddies of the air through which the RainDrops move you need turbulence. The Density is the fineness of the turbulence patterns. The lower the Density value the broader the sweeps of turbulence are. High values give rapid changes in direction. The motion can be exaggerated with the amplitude setting, dramatically forcing the RainDrops around or subtly twisting them as they move. The effect of the turbulence can be built up using Swirl Maximum Time. At 0.0 the RainDrops are influenced by the turbulence immediately. Otherwise it takes that number of frames from birth for the turbulence to build up.
The actual lifetime of a drop is the average lifetime plus or minus a random number ranging up to LifetimeVar.
Lump Rad (Number Min: 1.0, Max: 40.0, Default: 5.0) Lump RadVar (Number Min: 0.0, Max: 100.0, Default: 100.0) MonoVar (Number Min: 0.0, Max: 100.0, Default: 10.0)
The size of each drop is scaled to the Lump Radius plus or minus a random Radius Variance.
The base density of each drop is modulated by the variance. At 0.0 they are all the same maximum intensity [nearly white]; at 100.0 they range from 0.0 [black] to the maximum intensity.
The rate at which the trail created by the drop running down the surface fades away. The higher the value the slower the fading. Lower values minimise the trail effect.
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On: Drops will only be born in the non-black regions of the images in the birth matte clip.
Distortion (Number Min: 1.0, Max: 2.0, Default: 1.2) Light Active (Checkbox Default: Off)
How much the droplets distory the backgroung image. Smaller values are subtle but effective.
On: to enable the light settings. Off: to disable the lighting without losing your settings.
Defining the angle at which the light hits the glass surface.
Sets how sharp the specular lighting highlights on the glass surface will be. The higher the number, the tighter they will be.
Lift (Number Min: -100.0, Max: 100.0, Default: 26.0) Brightness (Number Min: 0.0, Max: 100.0, Default: 82.0)
Use Lift and Brightness to gently lighten the image.
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43 Monster.RemGrain
PURPOSE
Grain removal; RemGrain works by first calculating a map of where edges are in the input image. It then creates separately blurred versions of the red, green and blue channels. You control how much they are blurred. It then blends between the original image and the blurred image using the edge map. You get the original (sharp) image where there are edges (and hence real detail) and the blurred image where there are no edges - which kills off the film grain. You can weight the process towards preserving sharpness in edge regions while possibly keeping some unwanted grain, or killing grain at the possible cost of blurring genuinely important image detail. This is the purpose of the sharpness controls.
INPUT CLIPS
1: Input
Red (Checkbox Default: On) Green (Checkbox Default: On) Blue (Checkbox Default: On)
When Luminance is off all channels are active initally though you can toggle them on and off to see the resultant colour component. In Luminance mode the grey level of each channel is displayed so you can work on perfecting the settings for the channel chosen.
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Red Blur (Number Min: 0.0, Max: 100.0, Default: 5.0) Green Blur (Number Min: 0.0, Max: 100.0, Default: 5.0) Blue Blur (Number Min: 0.0, Max: 100.0, Default: 5.0)
Gently blur each channel to even out the grain and then......
Red Sharp (Number Min: 0.0, Max: 100.0, Default: 1.0) Green Sharp (Number Min: 0.0, Max: 100.0, Default: 1.0) Blue Sharp (Number Min: 0.0, Max: 100.0, Default: 1.0)
......set the sharpening level for each channel to bring back into focus. Hint: The default sharpness is usually too low. Try working down from the maximum to get the best results.
Position 2 (Position Default: 0.6,0.6) Position 1 (Position Default: 0.4,0.4) ROI box (Checkbox Default: Off)
Switch on to examine a particular area, leaving pixels outside unaffected.
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44 Monster.RomanTile
PURPOSE
Makes a pattern of coloured tiles that represents the image.
INPUT CLIPS
1: Clip to RomanTile
Specifies the size of the tiles in terms of roughly how many will cover the width of the image..
The degree to which the tile corners are attracted to edges in the image. This can make the tiles conform somewhat to features in the image.
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Grout (Number Min: 0.0, Max: 0.7, Default: 0.0) Grout Colour (Colour Box Default: white)
The colour of the grout between the tiles.
How much grout should appear between the tiles. At 0, the tiles abut perfectly.
Ambient Strength (Number Min: 0.0, Max: 1.0, Default: 0.2) Diffuse Strength (Number Min: 0.0, Max: 1.0, Default: 0.9)
How great a contribution should the ambient reflection make when shading the tiles?
How great a contribution should the diffuse reflection make when shading the tiles?
How great a contribution should the specular colour make when shading the tiles?
The degree to which the tile surface is curved (indented or the opposite).
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Roughness (Number Min: 0.0, Max: 1.0, Default: 0.5) Fineness (Number Min: 0.0, Max: 1.0, Default: 0.5)
How finely textured is any surface roughness?
How rough is the surface of the tiles? Set this to 0 for perfectly smooth.
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45 Monster.Sky
PURPOSE
M_Sky generates realistically evolving sky backgrounds. Use the presets to get started.
INPUT CLIPS
1: Background Clip
Type (List Box Options: Default | Foggy | Armageddon | Midnight Sun | Cirrus | Dawn | Fluff |
First Light | Sunny | Moon | Dozing | Kids | Nightmare, Default: Default) Select a preset to get you going.
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Controls the extent to which the brightness of the light fades away with distance.
Corona Fall-Off (Number Min: 0, Max: 50, Default: 5) Haze Corona (Checkbox Default: On)
Controls the extent to which the brightness of the corona light fades away with distance.
Toggle this on to enable the corona glow to illuminate the haze in the atmosphere.
Controls the extent to which the brightness of the flares fade away with distance.
Controls the thickness of the clouds. A value of zero removes all clouds.
45 Monster.Sky Controls the cloud softness which affects the reflected light.
Bump Scale (Number Min: 0, Max: 100, Default: 13.8) Under Lighting (Number Min: 0, Max: 1, Default: 0.3) Light Edges (Checkbox Default: Off)
Toggle this on for under cloud lighting.
Controls the apparant depth of the clouds. Increase this for cumulus clouds.
Controls the amount of light reflected from the underside of the clouds.
Tile Scale (Number Min: 1, Max: 50, Default: 10) Streaky (Checkbox Default: Off)
Controls the random number generated used to choose the cloud pattern.
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Controls how the brightness of the haze falls away with distance.
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46 Monster.Smoke
PURPOSE
Smoke simulation using a particle system. Smoke is a time based effect; the characteristics a particle is born with will evolve over time (every frame generated) to create the effect.
INPUT CLIPS
1: Background Clip 2: Birth Clip : The smoke can be optionally created only within the non-black areas of this clip. For example limiting the creation of the smoke to the fireplace.
Start at Frame (Number Min: 0, Max: 9999, Default: 0) PreRoll (Number Min: 0, Max: 999, Default: 0)
The particle system will not start until this frame is reached.
Run the particle system for the specified number of pre-roll frames before generating the first frame of the output clip.
How long the shutter remains open to enhance the motion blur. Increase this value for more
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If any of the controls are set up to animate then turn this On. It will be slower but the correct control value will be used from the timeline as each frame is calculated.
Left (Position Default: 0.49,0.5) Right (Position Default: 0.51,0.5) Position Vary (Number Min: 0.0, Max: 0.5, Default: 0.003)
The region within which smoke particles will be created.
Extinction (Number Min: 1.0, Max: 20.0, Default: 80.0) Use Birth Matte (Checkbox Default: Off)
How long each particle of smoke takes to fade away during its lifetime.
Off: uses only the position 'lozenge' to generate the smoke particles. On: uses the Birth clip to generate smoke in the union of the Birth clip white areas and the birth position lozenge.
The initial speed of a smoke particle. The direction is always in the direction of gravity.
Size of random variations in initial speed of a smoke particle. The direction is always in the direction of gravity.
When in Point mode the particles are blurred and thus softened. You will need a great many smoke particles to see softened points but it can be worth the wait.
When in Puff mode this is the maximum size a puff of smoke can be.
Puff Size Vary (Number Min: 0.0, Max: 100.0, Default: 100.0)
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46 Monster.Smoke How varied the puff sizes are. At 0.0 they will all be of a similar size.
Controls the angle at which gravity acts, measured in degrees clockwise from due East. The default [270.0] is towards the bottom of the image.
Controls the frictional force of the atmosphere on the smoke as a percentage of the smoke velocity lost per frame. Slows the smoke down.
How many bumps there are in the atmosphere from one edge of the frame to the other. The smoke swirls as it runs into these bumps.
Swirl Max Time (Number Min: 0.0, Max: 500.0, Default: 0.0)
Frames over which the swirl magnitude builds up to its maximum value (set by Swirl Magnitude).
Wind Source (Position Default: 0.2,0.4) Wind Target (Position Default: 0.8,0.4) Wind Spread (Number Min: 0.0, Max: 180.0, Default: 33.0) Wind Speed (Number Min: 0.0, Max: 180.0, Default: 16.0)
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46 Monster.Smoke The wind blows from the Source to the Target within a cone defined by the WindSpread with the strength of the WindSpeed.
When born, a smoke particle can be transparent. This controls how quickly it becomes denser and more visible.
Mono Vary (Number Min: 0.0, Max: 100.0, Default: 0.0) Smoke Colour (Colour Box Default: white)
Base smoke colour.
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47 Monster.Snow
PURPOSE
Snow simulation using particles. Snow is a time based effect; the characteristics a particle is born with will evolve over time (every frame generated) to create the effect.
INPUT CLIPS
1: Background Clip
Start at Frame (Number Min: 0, Max: 9999, Default: 0) PreRoll (Number Min: 0, Max: 999, Default: 0)
The particle system will not start until this frame is reached.
Run the particle system for the specified number of pre-roll frames before generating the first frame of the output clip.
How long the shutter remains open to enhance the motion blur. Increase this value for more motion blur.
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If any of the controls are set up to animate then turn this On. It will be slower but the correct control value will be used from the timeline as each frame is calculated.
Left (Position Default: 0.2,0.8) Right (Position Default: 0.8,0.8) Position Vary (Number Min: 0.0, Max: 0.5, Default: 0.02)
The region within which snow particles will be created.
Initial Velocity (Number Min: -200.0, Max: 200.0, Default: -30.0) Velocity Vary (Number Min: 0.0, Max: 100.0, Default: 50.0)
The initial speed of a snow particle. The direction is always in the direction of gravity.
Size of random variations in initial speed of a snow particle. The direction is always in the direction of gravity.
Look (List Box Options: Point | Streak | Soft Blob | Textured Blob | Flake | Star, Default: Soft
Blob) How the snow particles are drawn.
When in Flake mode this is the maximum size a snow flake can be.
How varied the flake sizes are. At 0.0 they will all be of a similar size.
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The speed the snowflakes can fall at varies with size. At 0.0 there is no bias. As the value increases the larger flakes will fall faster than the smaller flakes. But if Dry Snow is On, then the small flakes fall faster than the larger flakes.
Controls the angle at which gravity acts, measured in degrees clockwise from due East. The default [270.0] is towards the bottom of the image.
Controls the frictional force of the atmosphere on the snow as a percentage of the snow velocity lost per frame. Slows the snow down.
Wind Source (Position Default: 0.2,0.4) Wind Target (Position Default: 0.8,0.4) Multi Directional (Checkbox Default: Off) Wind Spread (Number Min: 0.0, Max: 180.0, Default: 10.0) Wind Speed (Number Min: 0.0, Max: 180.0, Default: 5.0)
The wind when active, and not Multi-directional, blows from the Source to the Target within a cone defined by the WindSpread with the strength of the WindSpeed. Turn on Multi-Directional and the wind will blow equally in all directions.
How many bumps there are in the atmosphere from one edge of the frame to the other. The snow swirls as it runs into these bumps. 02/02/2012 17:22:42 182
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Swirl Max Time (Number Min: 0.0, Max: 100.0, Default: 0.0)
Frames over which the swirl magnitude builds up to its maximum value (set by Swirl Magnitude).
Mono Vary (Number Min: 0.0, Max: 100.0, Default: 0.0) Snow Colour (Colour Box Default: white)
Bases snow colour.
Glint (Position Default: 0.9,0.5) Glint Target (Position Default: 0.1,0.5) Glint Tight (Number Min: 0.0, Max: 1000.0, Default: 30.0) Glint Zone (Number Min: 0.0, Max: 180.0, Default: 90.0) Glint Probability (Number Min: 0.0, Max: 100.0, Default: 50.0) Glint Colour (Colour Box Default: white)
With the glint feature on, the snow can catch the light as it passes through the region defined by the glint parameters.
Colour (List Box Options: Box Colour | Snow Colour | Random Colour, Default: Box Colour)
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47 Monster.Snow The choice of the colour source for the glints. Box Colour: User selected single colour. Snow Colour: The colour is taken from the snowflake. Random Colour: A randomly chosen colour.
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48 Monster.SpinBlur
PURPOSE
Apply a circular blurring effect.
INPUT CLIPS
1: Input : Image to be blurred. 2: Matte : Optionally controls where the blurring is done.
How much the selected region gets blurred. A higher value means more samples are used along the circle going through the current pixel. Note: Large values are likely to slow down the processing speed quite significantly.
Blur Style (List Box Options: Overall | Fade | Twirl In | Twirl Out, Default: Overall)
Linear: the blurring steadily builds up from the centre. Fade: the overlay indicates the extent of the burring. Building up from the Inner Radius to the maximum by the time it reaches the associated Soft Radius. Continuous till the outer Soft Radius is reached; then dropping off to the Outer Radius. Twirl In: the blurring increases from the centre at the rate set by the Twirl value. Twirl Out: the blurring increases towards the centre at the rate set by the Twirl value.
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48 Monster.SpinBlur
Control for the way the blur is applied in the blurring region. A value of 0 blurs the entire blurring region with equal strength. Values greater than 0 provide varying degrees of softness of the transition through the blurring region so that circles closer to the middle of the blurring region receive more blur.
Twirl (Number Min: 0.0, Max: 100.0, Default: 2.0) Use Matte (Checkbox Default: Off)
The luminance of this clip is used to modulate the whole effect. Where white it is drawn at full intensity; black the effect will not be seen.
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49 Monster.StarField
PURPOSE
Draw an image of a 3D starfield.
INPUT CLIPS
1: Background
Shape (List Box Options: Dot | 4 points | 5 points | 6 points | 8 points | Many points, Default:
Dot) The shape used to draw the stars.
Density (Number Min: 0.0, Max: 10.0, Default: 2.0) Size (Number Min: 0.0, Max: 20.0, Default: 5.0)
The size of the largest star. Large stars will have a large glow. Actual star sizes will vary.
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Make the stars tend to be larger or smaller. The maximum size is not changed by this.
Saturation (Number Min: 0.0, Max: 10.0, Default: 0.7) Seed (Number Min: 1, Max: 1000, Default: 1)
The colour saturation of the stars. A value of 0 will render black and white stars.
This number generates a number sequence that is used to randomly vary the pattern of stars rendered.
Apply depth of field rendering based on the focal plane location and the camera's depth of field.
Camera depth of field. The smaller this is, the blurrier stars will become at they move away from the focal plane.
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Galaxy Star Size (Number Min: 0.0, Max: 50.0, Default: 1.4)
The size of the stars in the galaxy.
The squash of the galactic band of stars. High values are good.
How long the camera shutter is open when exposing the scene. This is as a percentage of the frame time.Increase this value for more motion blur.
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50 Monster.Thermo
PURPOSE
Simulate an electronic thermal imaging camera. Contrast with InfraRed which simulates infrared sensitive film.
INPUT CLIPS
1: Thermo Clip
The amount of softening of the thermal image. Soften must be On to see the effect.
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51 Monster.TrailAverage
PURPOSE
Trail generation based on averaging the accumulation. The RGB components can be averaged at different rates. Please note: The effect is reinitialized whenever any non-consecutive frame is processed; either the first frame, reprocessing a given frame, or jumping to another frame. You must process multiple frames of a clip in a row to observe the effect, and clearing your image cache before rendering may sometimes be necessary.
INPUT CLIPS
1: Input Clip : Clip to have trails. 2: Background : Background to composite result over. 3: Matte : Matte of the input clip; use if compositing is desired.
How long in frames the traily effect should last for the red channel.
EnduranceGreen (Number Min: 2, Max: 100, Default: 30) EnduranceBlue (Number Min: 2, Max: 100, Default: 50)
How long in frames the traily effect should last for the green channel.
How long in frames the traily effect should last for the blue channel.
Blurring (Number Min: 0.0, Max: 10.0, Default: 1.0) Composite (Checkbox Default: Off)
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52 Monster.TrailLive
PURPOSE
Trail generation using optical flow based motion estimation. Lines are drawn along the motion paths derived. Please note: The effect is reinitialized whenever any non-consecutive frame is processed; either the first frame, reprocessing a given frame, or jumping to another frame. You must process multiple frames of a clip in a row to observe the effect, and clearing your image cache before rendering may sometimes be necessary.
INPUT CLIPS
1: Input Clip : Clip to have trails. The motion is estimated using this clip and the colour of the trails comes from this clip. 2: Background : Background to optionally composite result over. 3: Matte : Matte to control trail locations.Areas which have a higher luminance value than specified will be considered for trails. 4: Obscure : A clip that can optionally modulate the trails.
Type (List Box Options: Direct | Direct and Save Flows | Only Save Flows | Reuse Flows | Setup
Matte, Default: Direct)
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52 Monster.TrailLive Direct:Calculates the flow fields and draws the trails. Direct and Save Flows: Calculates the flows, saves them to disk and draws the trails, Only Save Flows: Calculates the flows and saves them to disk. No trails are drawn, Reuse Flows: Reads saved flows back from disk and draws the trails. Setup Matte: Play with the luminance of the matte clip to define zones where trails will be drawn. Note: Currently all the saved flows are put into a fixed location with a fixed name. Windows:The location is: <Program Files>\GenArts\Monsters<host-product>\flow_store\flowa_<4digit_number>.ts6 Linux or Irix: The location is: /usr/genarts/monsters-<host-product>/flow_store/flowa_<4digit_number>.ts6 MacOSX: The location is: /Applications/GenArtsmonsters-<host-product>/flow_store/flowa_<4digit_number>.ts6
This gives you information on what the plugin is doing, and displays error messages if appropriate. Keep an eye on it as itis very useful to know what is going on especially if you have any problems.
Image (List Box Options: Full Frame | NTSC Fields | NTSC Fields (Rev) | PAL Fields | PAL
Fields (Rev), Default: Full Frame) This specifies whether the images in the input sequence are frame based or fields based. If they are fields based (interlaced), it also specifies the field order (based on the TV system type). Output images will be frame or field based to match the input image type as selected here. Full Frame: Images are not interlaced. This is the case with film and progressive video formats (and is, of course, the One True and Proper Way). NTSC Fields: Images are interlaced, with fields in the normal order for the NTSC television standard. NTSC Field (Rev): Images are interlaced, with fields the other way around from the normal order for the NTSC television standard. PAL Fields: Images are interlaced, with fields in the normal order for the PAL television standard. PAL Fields (Rev): Images are interlaced, with fields the other way around from the normal order for the PAL television standard. Note: "PAL" and NTSC" don't necessarily imply anything about the image resolution in this case.
Only area in the Matte clip with a luminance value greater than the chosen amount will be considered for trails.
Tweak the luminance value Matte clip to encompass the area to create trails.
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Transparency (Number Min: 0.0, Max: 100.0, Default: 50.0) Fade Rate (Number Min: 0.1, Max: 10.0, Default: 1.0)
Rate at which the trails fade out.
Transparancy factor to control the density of the trails. Lower values give thinner trails.
How many frames the "shutter" is open for. The higher the value the longer the trails.
When testing the result using a value greater than 1 speeds up the processing. The image is stepped over by the chosen amount only drawing the trails found at the stepped locations.
The trails can be directly composited over a chosen background or output onto black.
The amount the trails are obscured. Positive values: White is opaque and Black transparent.Negative values: White is transparent and Black is opaque
Flow Resolution (List Box Options: Full | Half | Quarter, Default: Quarter)
Resolution at which to compute optical flow. The basic algorithm used by TrailLive System is optical flow. This treats brightness in an image as it it were a sort of fluid (like water), and it tries to see in which direction the brightness has flowed out of each pixel from one input frame to the next. To capture big motions, it does this on a "pyramid" of image resolutions, starting from the very small and refining the estimates up to a fairly high resolution (potentially the full image resolution). The
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52 Monster.TrailLive maximum image resolution it will use for this pyramid is called the Flow Resolution. Note: This not the resolution at which your result images are computed!
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53 Monster.TrailParticle
PURPOSE
Particle trail generation using optical flow based motion estimation to control the direction and velocity of the particles movement. Please note: The effect is reinitialized whenever any non-consecutive frame is processed; either the first frame, reprocessing a given frame, or jumping to another frame. You must process multiple frames of a clip in a row to observe the effect, and clearing your image cache before rendering may sometimes be necessary.
INPUT CLIPS
1: Input Clip : Clip to have trails. The motion is estimated using this clip and the colour of the trails comes from this clip. 2: Background : Background to optionally composite result over. 3: Matte : Matte to control trail locations.Areas which have a higher luminance value than specified will be considered for trails. 4: Obscure : A clip that can optionally modulate the trails. 5: Particle Image : A particle can be this image.
Type (List Box Options: Direct | Direct and Save Flows | Only Save Flows | Reuse Flows | Setup
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53 Monster.TrailParticle Direct:Calculates the flow fields and draws the trails. Direct and Save Flows: Calculates the flows, saves them to disk and draws the trails, Only Save Flows: Calculates the flows and saves them to disk. No trails are drawn, Reuse Flows: Reads saved flows back from disk and draws the trails. Setup Matte: Play with the liuminance of the matte clip to define zones where trails will be drawn. Note: Currently all the saved flows are put into a fixed location with a fixed name. Windows:The location is: <Program Files>\GenArts\Monsters<host-product>\flow_store\flowa_<4digit_number>.ts6 Linux or Irix: The location is: /usr/genarts/monsters-<host-product>/flow_store/flowa_<4digit_number>.ts6 MacOSX: The location is: /Applications/GenArtsmonsters-<host-product>/flow_store/flowa_<4digit_number>.ts6
This gives you information on what the plugin is doing, and displays error messages if appropriate. Keep an eye on it as it is very useful to know what is going on especially if you have any problems.
Image (List Box Options: Full Frame | NTSC Fields | NTSC Fields (Rev) | PAL Fields | PAL
Fields (Rev), Default: Full Frame) This specifies whether the images in the input sequence are frame based or fields based. If they are fields based (interlaced), it also specifies the field order (based on the TV system type). Output images will be frame or field based to match the input image type as selected here. Full Frame: Images are not interlaced. This is the case with film and progressive video formats (and is, of course, the One True and Proper Way). NTSC Fields: Images are interlaced, with fields in the normal order for the NTSC television standard. NTSC Field (Rev): Images are interlaced, with fields the other way around from the normal order for the NTSC television standard. PAL Fields: Images are interlaced, with fields in the normal order for the PAL television standard. PAL Fields (Rev): Images are interlaced, with fields the other way around from the normal order for the PAL television standard. Note: "PAL" and NTSC" don't necessarily imply anything about the image resolution in this case.
Only area in the Matte clip with a luminance value greater than the chosen amount will be considered for trails.
Tweak the luminance value to be used to encompass the area to create trails.
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53 Monster.TrailParticle
Using every possible location can create vast numbers of particles. Reduce or increase the desired plethora of particles by increasing or decreasing this value. The image is stepped over by the chosen amount only creating particles at the stepped locations.
The trails can be directly composited over a chosen background or output onto black.
Modulate the trails created by the Obscure clip. Negative values will invert the effect.
How long the shutter remains open to enhance the motion blur. Increase this value for more motion blur.
The minimum number of frames for which a particle will live. They may fade out before death (see Extinction).
After this number of frames the particles will have faded away rather that popped off. Making the extinction twice the lifetime will ensure they do not disappear, but pop off if still in screen.
A variance in the number of frames over which the particle will fade out.
The particles derive their base velocity and direction from the flow data.Use this to increase or
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53 Monster.TrailParticle decrease their natural speed. Positive values with Motion will throw the particles in the direction of the movement; negative values throws the particles in the opposite direction to the motion.
A random amount, plus or minus the initial velocity, is added to vary the initial velocity.
Velocity Direction Vary (Number Min: 0.0, Max: 100.0, Default: 0.0)
At 100.0 percent the particles will travel in all directions. 0.0 they will follow the direction set. And anywhere in-between...
Particle (List Box Options: Point | Soft Point | Streak | Lump | Star | Image | Star and Streak,
Default: Star) Chose the style of particle you want to draw with. Point: a single pixel. Soft Point: this softened pixel will need a great many particles to be seen, but probably the nicest if you have the time. Streak: pixels drawn between the current and previous position to give directionality to the movement. Often helpful to see exactly what is happening. Lump: soft blobs of a given size. Star: well they are stars! Image: the last input clip can be used as an image to be drawn wherever a particle is needed. When it is read in, the image area is clipped to a bounding box based on the image being on a black background. The complete image can be used if needed. Star and Streak: A random combination of starsand streaks.
Turn on to activate the Amount of Sparkle which randomly boosts the brightness of the Stars and Streaks.
Amount of Sparkle (Number Min: 0.0, Max: 1.0, Default: 0.2) Radius (Number Min: 1.0, Max: 40.0, Default: 15.0)
The base radius of a particle.
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53 Monster.TrailParticle Variance.
The intensity of the base luminance of the particle varies by this amount.
Each particle can take its colour from the colour box which is then changed by the Colour Variance and the saturation by the Monochrome Variance. Thus you can have various colours for your particles if you feel like it.
Take base colour for the particles from the input image.
If the motion you have set up is too fast or slow then use this global speed change control to adjust the pace of the particles. It will not change any of your set values, but scales them appropriately behind the scenes for you.
Use Gravity (Checkbox Default: On) Gravity (Number Min: 0.0, Max: 10.0, Default: 1.0) Grav Angle (Number Min: 0.0, Max: 359.0, Default: 270.0)
At values over 0.0 gravity acts on the particles dragging them in the direction set by the Gravity
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53 Monster.TrailParticle Angle. A setting of 270.0 degrees is downwards. A natural choice, but varying the angle can bias the movement for artistic purposes.
Use Friction (Checkbox Default: On) Friction (Number Min: 0.0, Max: 1.0, Default: 0.05)
Friction slows things down. Rubbing against the air and each other, friction will reduce the momentum of the particles.
Use Turbulence (Checkbox Default: On) Swirl Density (Number Min: 0.0, Max: 100.0, Default: 60.0) Swirl Magnitude (Number Min: 0.0, Max: 100.0, Default: 1.0) Swirl Max Time (Number Min: 1, Max: 1000, Default: 10)
For natural swirls and eddies of the air through which the particles move you need turbulence. The Density is the fineness of the turbulence patterns. The lower the Density value the broader the sweeps of turbulence are. High values give rapid changes in direction. The motion can be exaggerated with the Amplitude setting, dramatically forcing the particles around or subtly twisting them as they move. The effect of the turbulence can be built up using Swirl Maximum Time. At 0.0 the particles are influenced by the turbulence immediately. Otherwise it takes that number of frames from birth for the turbulence to build up.
Use Wind (Checkbox Default: Off) Wind Source (Position Default: 0.2,0.4) Wind Target (Position Default: 0.8,0.4) Multi Directional (Checkbox Default: Off) Wind Spread (Number Min: 0.0, Max: 180.0, Default: 10.0) Wind Speed (Number Min: 0.0, Max: 180.0, Default: 5.0)
Add in Wind when you want to blow the particles, or some of them, in a specific direction. Drag the wind source to where you want to blow from and the target sets the direction or extent of influence depending on MultiDirectional. When Off the wind has a cone of influence and the wind does not stop blowing at the target location. The Spread governs how far the affect of the wind reaches. When a particle enters the cone, the wind starts to take effect which gradually builds up towards the center of the cone, and then dies away again. Turn MultiDirectional On and the wind blows outward from the center, gradually loosing speed as it reaches the target perimeter. Speed is how fast the wind is blowing. It can be nice to animate this to give gusts.
53 Monster.TrailParticle flowed out of each pixel from one input frame to the next. To capture big motions, it does this on a "pyramid" of image resolutions, starting from the very small and refining the estimates up to a fairly high resolution (potentially the full image resolution). The maximum image resolution it will use for this pyramid is called the Flow Resolution. Note: This not the resolution at which your result images are computed!
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54 Monster.TrailPath
PURPOSE
Draw brushes along a line defined by control points.
INPUT CLIPS
1: Background : The path will be drawn over this clip. 2: Brush : The brush will be derived from this clip.
Brush Mode (List Box Options: Blob | Input Image | Boxed Luminance, Default: Blob)
Which style of brush to use.
Scale X (Number Min: 0.01, Max: 1.0, Default: 0.4) Scale Y (Number Min: 0.01, Max: 1.0, Default: 0.4)
The size of the ROI box.
Point 1 (Position Default: 0.3,0.41) Point 1 in Z (Number Min: -5.0, Max: 5.0, Default: 0.0) Point 2 (Position Default: 0.4,0.62)
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Point 2 in Z (Number Min: -5.0, Max: 5.0, Default: 0.0) Point 3 (Position Default: 0.6,0.61) Point 3 in Z (Number Min: -5.0, Max: 5.0, Default: 0.0) Point 4 (Position Default: 0.68,0.39) Point 4 in Z (Number Min: -5.0, Max: 5.0, Default: 0.0) Point 5 (Position Default: 0.55,0.6) Point 5 in Z (Number Min: -5.0, Max: 5.0, Default: 0.0) Point 6 (Position Default: 0.55,0.8) Point 6 in Z (Number Min: -5.0, Max: 5.0, Default: 0.0)
The points which form the spline line from which the aurora evolves.
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55 Monster.TrailStopMo
PURPOSE
Has the features and abilities of TrailAll and TrailDecay but with the opportunity of adding in motion estimation to give that lovely smoothness. It can also present 'strobe-like' trails. Please note: The effect is reinitialized whenever any non-consecutive frame is processed; either the first frame, reprocessing a given frame, or jumping to another frame. You must process multiple frames of a clip in a row to observe the effect, and clearing your image cache before rendering may sometimes be necessary.
INPUT CLIPS
1: Input Clip : Clip to create the trails. 2: Background : Background to composite result over. 3: Matte : Matte to control trail locations.
On: Turns on the motion analysis to add motion blur and a smoother result.
This gives you information on what TrailStopMo is doing in Motion mode, and displays error
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55 Monster.TrailStopMo messages if appropriate. Keep an eye on it as itis very useful to know what is going on especially if you have any problems.
Image (List Box Options: Full Frame | NTSC Fields | NTSC Fields (Rev) | PAL Fields | PAL
Fields (Rev), Default: Full Frame) This specifies whether the images in the input sequence are frame based or fields based. If they are fields based (interlaced), it also specifies the field order (based on the TV system type). Output images will be frame or field based to match the input image type as selected here. Full Frame: Images are not interlaced. This is the case with film and progressive video formats (and is, of course, the One True and Proper Way). NTSC Fields: Images are interlaced, with fields in the normal order for the NTSC television standard. NTSC Field (Rev): Images are interlaced, with fields the other way around from the normal order for the NTSC television standard. PAL Fields: Images are interlaced, with fields in the normal order for the PAL television standard. PAL Fields (Rev): Images are interlaced, with fields the other way around from the normal order for the PAL television standard. Note: "PAL" and NTSC" don't necessarily imply anything about the image resolution in this case.
Type (List Box Options: Direct | Direct and Save Flows | Only Save Flows | Reuse Flows,
Default: Direct) Direct:Calculates the flow fields and draws the trails. Direct and Save Flows: Calculates the flows, saves them to disk and draws the trails, Only Save Flows: Calculates the flows and saves them to disk. No trails are drawn, Reuse Flows: Reads saved flows back from disk and draws the trails. Note: Currently all the saved flows are put into a fixed location with a fixed name. Windows:The location is: <Program Files>\GenArts\Monsters<host-product>\flow_store\flowa_<4digit_number>.ts6 Linux or Irix: The location is: /usr/genarts/monsters-<host-product>/flow_store/flowa_<4digit_number>.ts6 MacOSX: The location is: /Applications/GenArtsmonsters-<host-product>/flow_store/flowa_<4digit_number>.ts6
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55 Monster.TrailStopMo
Flow Resolution (List Box Options: Full | Half | Quarter, Default: Quarter)
Resolution at which to compute optical flow. The basic algorithm used by TrailStopMo System is optical flow. This treats brightness in an image as it it were a sort of fluid (like water), and it tries to see in which direction the brightness has flowed out of each pixel from one input frame to the next. To capture big motions, it does this on a "pyramid" of image resolutions, starting from the very small and refining the estimates up to a fairly high resolution (potentially the full image resolution). The maximum image resolution it will use for this pyramid is called the Flow Resolution. Note: This not the resolution at which your result images are computed!
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56 Monster.TransFlow
PURPOSE
A transition effect using fluid flow. The From clip flows revealing the To clip. Please note: The effect is reinitialized whenever any non-consecutive frame is processed; either the first frame, reprocessing a given frame, or jumping to another frame. You must process multiple frames of a clip in a row to observe the effect, and clearing your image cache before rendering may sometimes be necessary.
INPUT CLIPS
1: From : Clip to apply flow to, and which, by flowing away, reveals to To clip. 2: To : This clip will be revealed at the end of the transition.
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56 Monster.TransFlow
When Off for every frame the active forces are added to the current state of the force field pushing the image about. Removing the "Net Force" removes the bulk motion so the fluid will tend to stay in the image and not flow off. If random forces are active you get turbulent flow without the image moving off the screen as a whole.
Viscosity of the fluid. The higher the viscosity, the more reluctant the fluid is to flow and the quicker any flow comes to a halt in the absence of applied forces.
The higher this control, the more pronounced swirls (vortices) will be and the more "detailed" the flow will seem.
Turn on/off the fade out function. This ensures the From clip will disappear by the end of the transition.
How long the fade lasts. The fade will start at the chosen number of frames before the end of the transition.
Turn on/off the higher grid resolution option. On Uses a grid of 256x256. This is mainly useful for increasing the resolution of any barriers used, however processing speed will be slower. Off Uses the speedier grid resolution of 128x128.
Mode (List Box Options: No Buoyancy | Input Buoyancy | Input Pressure, Default: Input
Buoyancy) Whether to calculate internal buoyancy forces, and, if so, how. Input Buoyancy will use the luminance of the input image to calculate the relative density of the fluid and the Rise Fall control governs the rate. Input Pressure uses the input luminance as a pressure, the strength of which is controlled by Pressure Force.
Tendency for high luminosity regions to rise (positive) or fall (negative) when Input Buoyancy is used as the Mode. 02/02/2012 17:22:42 213
56 Monster.TransFlow
Strength of pressure force derived from density gradient of the input clip.
Determines the number and size of the "eddies" induced in Turbulent flow. The larger the value, the smaller the "eddies" will be.
Output (List Box Options: Result | Result Over Back | Matte | Flowed At Grid Res, Default:
Result Over Back) What to output. Result is the flowed image. Result Over Back is the flowed image composited over the background clip. Matte Matte of the flowed image. Flowed at Grid Res The output resampled to the grid resolution.
Have the colours in the foreground clip premultiplied by its alpha (density) before compositing.
Strength of the gravitational force (which acts on density and is pointing in a downwards direction if the Gravity Direction is 0.0).
Gravity Direction (Number Min: -360, Max: 360, Default: 270) Use Velocity A (Checkbox Default: Off)
Rotates the direction of the velocity force vector (at 0 rotation, the vector is (1,0)).
Turn on/off the velocity force. The velocity "force" is a constant velocity, defined to exist within a user defined rectangular region. It is very useful for inducing constant flows and "jets" in the fluid.
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56 Monster.TransFlow The velocity is a unit vector in the X direction. The direction can be adjusted by the Velocity A Direction control. The magnitude can be adjusted by the Strength A control.
Velocity A Direction (Number Min: -360, Max: 360, Default: 0) Use Velocity B (Checkbox Default: Off)
Rotates the direction of the velocity force vector (at 0 rotation, the vector is (1,0)).
Turn on/off the velocity force. The velocity "force" is a constant velocity, defined to exist within a user defined rectangular region. It is very useful for inducing constant flows and "jets" in the fluid. The velocity is a unit vector in the X direction. The direction can be adjusted by the Velocity B Direction control. The magnitude can be adjusted by the Strength B control.
Rotates the direction of the velocity force vector (at 0 rotation, the vector is (1,0)).
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56 Monster.TransFlow straightforward to calculate different frames at different randomly chosen resolutions. This can make this effect unsuitable for use in some background rendering systems.
Turn on-off the Wind controls. Values set will not be lost when turned off, only ignored.
Make the Wind dropoff. It will die away over the distance from Start to End.
Turn on-off the Vortex controls. Values set will not be lost when turned off, only ignored.
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57 Monster.TVWall
PURPOSE
A wall of televisions.
INPUT CLIPS
1: Background : The clip seen behind the wall of tv sets. 2: Clip 1 : The first clip to be seen in the tv screen 3: Clip 2 : Alternative clip or combine with Clip 1 to form patterns
Off: The images are scaled down to the size of the screens. On: the full image is cut up to fit the screens.
Off: differing numbers of screens can be used in the X and Y directions. This will distort the input
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57 Monster.TVWall clip, stretching and squashing as necessary. On: the number of screens in X and Y is kept the same; thus keep the aspect ratio of the input clips.
Screens in X (Number Min: 1, Max: 10, Default: 7) Screens in Y (Number Min: 1, Max: 10, Default: 7)
How many screens are used.
At 0.0 the screens are packed as tightly as possible together. Increase the gap to see in between the screens.
Activate to compensate for aspect ratio on the grid. It may distort the TV programs.
Clip 1 Slip (Number Min: -100, Max: 100, Default: 0) Clip 2 Slip (Number Min: -100, Max: 100, Default: 0)
This sets the starting position offset of either clip.
Clip 1 Offset (Number Min: 0, Max: 10000, Default: 0) Clip 2 Offset (Number Min: 0, Max: 10000, Default: 0)
At 0 each screen contains the same input frame from the required clip. As the Offset increases, each screen in the current frame uses a sequential frame from the input clip, calculated using this value. e.g. with an Offset of 1 the screens will use input frames 1, 2, 3, 4, etc from the appropriate clip.
Off: the background if seen, uses the 3rd input clip. On: the background is filled with the chosen flat colour.
Light Position (Position Default: 0.5,0.5) Light Position Z (Number Min: 0.05, Max: 5.0, Default: 0.5)
The position of the light.
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57 Monster.TVWall
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58 Monster.Typo
PURPOSE
Generates an output image from the characters of a text message, repeated as required to fill the output image. Each character is scaled according to the luminance of the input image at the point at which the character is drawn. This creates a novel representation of the input image. There are several options for combining the information in the input image with the characters drawn in the output image. This effect uses the Jaws renderer.
INPUT CLIPS
1: Text Texture Clip : Image whose luminance is to control the character size.
Scaling factor applied to the base size for black regions of the input image.
Scaling factor applied to the base size for white regions of the input image. Output character sizes will range from Black Scale * Base Size to White Scale * Base Size pixels.
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58 Monster.Typo
ArialNarrow-Bold | ArialNarrow-BoldItalic | ArialNarrow-Italic | AvantGarde-Book | AvantGarde-BookOblique | AvantGarde-Demi | AvantGarde-DemiOblique | BookAntiqua | BookAntiqua-Bold | BookAntiqua-BoldItalic | BookAntiqua-Italic | Bookman-Demi | Bookman-DemiItalic | Bookman-Light | Bookman-LightItalic | BookmanOldStyle | BookmanOldStyle-Bold | BookmanOldStyle-BoldItalic | BookmanOldStyle-Italic | CenturyGothic | CenturyGothic-Bold | CenturyGothic-BoldItalic | CenturyGothic-Italic | CenturySchoolbook | CenturySchoolbook-Bold | CenturySchoolbook-BoldItalic | CenturySchoolbook-Italic | Courier | Courier-Bold | Courier-BoldItalic | Courier-BoldOblique | Courier-Italic | Courier-Oblique | Helvetica | Helvetica-Bold | Helvetica-BoldOblique | Helvetica-Narrow | Helvetica-Narrow-Bold | Helvetica-Narrow-BoldOblique | Helvetica-Narrow-Oblique | Helvetica-Oblique | MonotypeCorsiva | MonotypeSorts | NewCenturySchlbk-Bold | NewCenturySchlbk-BoldItalic | NewCenturySchlbk-Italic | NewCenturySchlbk-Roman | Palatino-Bold | Palatino-BoldItalic | Palatino-Italic | Palatino-Roman | Symbol | Times-Bold | Times-BoldItalic | Times-Italic | Times-Roman | TimesNewRoman | TimesNewRoman-Bold | TimesNewRoman-BoldItalic | TimesNewRoman-Italic | ZapfChancery-MediumItalic | ZapfDingbats, Default: Arial) A list of the fonts available to draw characters in. All characters are drawn in the same font.
The message to be drawn. Characters from this message are used, cycling as needed, to fill the output image.
Reverses the luminance of the input image for the purposes of determining character scaling.
Oversampling factor to use when rendering. Setting this to 4 or 5 is recommended, as Jaws isn't significantly slower doing good anti-aliasing than not (in most cases).
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58 Monster.Typo Emboss: The characters are used to emboss the input image. Emboss Plain: The characters are used to emboss a plain grey image.
The angle from which embossed text is lit measured widdershins (counterclockwise), in degrees from zero at due East.
Depth to which the text is embossed. The higher the value, the greater the embossing strength.
Foreground Colour (Colour Box Default: white) Background Colour (Colour Box Default: R: 0, G: 0, B: 0, A: 1) Fore Bright (Number Min: 0.0, Max: 3.0, Default: 1.0) Back Bright (Number Min: 0.0, Max: 1.0, Default: 0.3)
Luminance scaling in Lift mode.
The colours used when one of the colour rendering modes is chosen.
Scale X (Number Min: 0.01, Max: 2.0, Default: 1.0) Scale Y (Number Min: 0.01, Max: 2.0, Default: 1.0)
The size of the ROI box.
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59 Monster.Water
PURPOSE
Water simulates ripples moving across the surface of water. Rain drops or any shape can be pressed into the surface of the water to generate the ripples. Ripples can be deflected using a matte that describes walls. Ripples are rendered using a Glass style refraction. A height map of the ripples can be output for use in other plug-ins. Water is most efficient when run sequentially. Moving backwards or changing simulation parameters may require the simulation to be reset.
INPUT CLIPS
1: Background clip : This clip will be distorted by refraction due to the water. 2: Drip shape : This image can supply the shape of a drip. This shape is pressed in to the water. 3: Walls : This image can supply walls that the water ripples cannot pass through.
Run the rain drops simulation for the specified number of pre-roll frames before generating the first frame of the output clip.
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59 Monster.Water
This number generates a number sequence that is used to randomly vary the pattern of rain drops.
Rain Frequency (Number Min: 0.0, Max: 100.0, Default: 50.0) Rain Power (Number Min: 0.0, Max: 1.0, Default: 0.8)
The amount of rain. Increase this for heavy rain and decrease for light shower.
The amount the drip bends the water surface on impact corresponding to the amount of image distortion.
Refractive index of the material into which the drops fall. At 1.0 there is no distortion of the image.
Interesting colour anomalies caused by diverging the RGB channels when refracting the light.
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59 Monster.Water
Reduces the intensity of the input clip, leaving the ripples paramount.
Wall Clip Min (Number Min: 0.0, Max: 1.0, Default: 0.0)
The luma value mapped to black.
Wall Clip Max (Number Min: 0.0, Max: 1.0, Default: 1.0)
The luma value mapped to white.
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