SpeedSix.ClipFlow   (Discreet Fluidz Raptor)



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".

clipflowa.jpg clipflowb.jpg



INPUT CLIPS

 1: Flow Clip : Clip to apply flow to.
 2: BackGround : The flowed clip will be composited over this clip.
 3: Alt 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 Alternative clip will influence the buoyancy of the source clip.
 4: Barrier Clip : 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 BFinerGrid option.



ClipFlow   CONTROL PAGE

Restart  (Pushbutton)
     Restarts the flow. 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, nor is it at all straightforward to calculate frames at different randomly chosen resolutions. No matter how much various compositing systems want to do these things,

Viscosity  (Number  Min: 0.000001, Max: 1.0, Default: 0.01)
     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.

Swirl  (Number  Min: 0.0, Max: 1.0, Default: 0.0)
     The higher this control, the more pronounced swirls (vortices) will be and the more "detailed" the flow will seem.

Buoyancy Mode  (List Box  Options: None | Input Luma | Aux Luma | Pressure Input | Pressure Aux, Default: Input Luma)
Whether to calculate internal buoyancy forces, and, if so, how. Input Luma will use the luminance of the input image to calculate the relative density of the fluid. Alt Luma uses the luminance of the Alternative image instead. For example it is possible to use varying luminosity in the BAlterntive clip to create specific motion in the imput clip. The Pressure controls flow the image in a different manner.
RiseFall  (Number  Min: -10.0, Max: 10.0, Default: 1.0)
     Tendency to rise (positive) or fall (negative).

Pressure Force  (Number  Min: 0.0, Max: 1.0, Default: 0.0)
     Strength of pressure force derived from the local density gradient. This force makes dense regions expand into surrounding less dense regions.

Restart On Process  (Checkbox  Default: Off)
     If available turn On immediately before processing to ensure that the first frame is taken from the clip with no flowing affecting it.

Random Force  (List Box  Options: Type 1 | Type 2, Default: Type 1)
There are two seperate modes provided for generating random forces in the flow. The BType 2 option is a good approximation of real world turbulence that introduces complex "eddies" into the flow.
InitialRandom  (Number  Min: 0.0, Max: 1.0, Default: 0.0)
     Initial random velocities added to the force field. This is not animatable as it is only used once at restart.

EachRandom  (Number  Min: 0.0, Max: 1.0, Default: 0.0)
     Random velocities added each frame, which can sustain or grow turbulence.

Eddy Size  (Number  Min: 2.0, Max: 30.0, Default: 16.0)
     Determines the number and size of "eddies" induced in Type 2 turbulent flow. The larger the value, the smaller the "eddies" will be.

Finer Grid  (Checkbox  Default: Off)
     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.

Edge Escape  (Checkbox  Default: On)
     Turn on/off the edge confinement force. On and the flow will escape into the ether. BOff and the flow will bounce back off the edges of the image.

Output  (List Box  Options: Result | Result Over Background | Matte | Flowed At Grid Res | Grid | 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.
Grid A representaion of the grid.
Matte 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.
PreMultiplyForeground  (Checkbox  Default: Off)
     Have the colours in the foreground premultiplied by the alpha before compositing.



Forces1   CONTROL PAGE

Restart  (Pushbutton)
     Restarts the flow. 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, nor is it at all straightforward to calculate different frames at different randomly chosen resolutions. This can make this effect unsuitable for use in some background rendering systems.

Use Barriers  (Checkbox  Default: Off)
     Use the barrier image to define solid objects in the flow around which the image should flow. White denotes the presence of an object. The solid objects are there (or not) at the resolution of the grid. The jagged edges of the grid can be reduced by either aligning the barrier with the grid or slecting the BFinerGrid. It is strongly recommended that to get anti-aliased edges for solid objects, images of those objects are composited over the flow result image.

BoundaryLayer  (List Box  Options: Slippery | Rough | Sticky, Default: Slippery)
Barrier object surface characteristics.
Use Gravity  (Checkbox  Default: Off)
     Turn on/off gravity.

GravForce  (Number  Min: 0.0, Max: 1.0, Default: 0.1)
     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)
     Rotates the direction of the gravity force vector (at 0 rotation, the vector is (1,0)).

Use Velocity A  (Checkbox  Default: Off)
     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 Direction control. The magnitude can be adjusted by the VelAdd control.

Centre A  (Position  Default: 0.02,0.5)
     Center of the rectangular region in which the velocity force acts.

Scale A X  (Number  Min: 0.01, Max: 2.00, Default: 0.08)
     Width of the rectangular region in which the velocity force acts.

Scale A Y  (Number  Min: 0.01, Max: 2.00, Default: 0.08)
     Height of the rectangular region in which the velocity force acts.

Velocity A Direction  (Number  Min: -360, Max: 360, Default: 0)
     Rotates the direction of the velocity force vector (at 0 rotation, the vector is (1,0)).

Vel Add A  (Number  Min: 0.0, Max: 1.0, Default: 0.5)
     Scales the magnitude of the velocity force vector.

Use Velocity B  (Checkbox  Default: Off)
     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 Direction control. The magnitude can be adjusted by the VelAdd control.

Centre B  (Position  Default: 0.62,0.2)
     Center of the rectangular region in which the velocity force acts.

Scale A B  (Number  Min: 0.01, Max: 2.00, Default: 0.08)
     Width of the rectangular region in which the velocity force acts.

Scale B Y  (Number  Min: 0.01, Max: 2.00, Default: 0.08)
     Height of the rectangular region in which the velocity force acts.

Velocity B Direction  (Number  Min: -360, Max: 360, Default: 270.0)
     Rotates the direction of the velocity force vector (at 0 rotation, the vector is (1,0)).

Vel Add B  (Number  Min: 0.0, Max: 1.0, Default: 0.5)
     Scales the magnitude of the velocity force vector.

Remove Net Force  (Checkbox  Default: Off)
     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" only applies the currently calculated forces to the motion so the fluid will tend to stay in the image and not flow off. If random forces you get static turbulent flow.



Forces2   CONTROL PAGE

Restart  (Pushbutton)
     Restarts the flow. 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, nor is it at all straightforward to calculate different frames at different randomly chosen resolutions. This can make this effect unsuitable for use in some background rendering systems.

Wind 1 Local  (Checkbox  Default: On)
     Make Wind 1 local. It will die away over the distance from Start to End.

Use Wind1  (Checkbox  Default: Off)
     Turn on/off the first wind controls. Values set will not be lost when turned off, only ignored.

Wind 1 Start  (Position  Default: 0.0,0.0)
     Position of the start of Wind 1.

Wind 1 End  (Position  Default: 0.5,0.5)
     Position of the end of Wind 1.

Wind 1 Strength  (Number  Min: 0.0, Max: 1.0, Default: 0.1)
     The strength of Wind 1.

Wind 1 Tight  (Number  Min: 0.0, Max: 200.0, Default: 1.0)
     The directional tightness of Wind 1.

Use Vortex1  (Checkbox  Default: Off)
     Turn on/off the first vortex controls. Values set will not be lost when turned off, only ignored.

Vortex 1 Center  (Position  Default: 0.333 0.333)
     Position of the center of Vortex 1.

Vortex 1 Radius  (Number  Min: 0.001, Max: 1.0, Default: 0.1)
     The radius of Vortex 1.

Vortex 1 Strength  (Number  Min: -1.0, Max: 1.0, Default: 0.1)
     The strength of Vortex 1.

Index