EdgeRaysMskCmp

Generates beams of light emitting from the edges of an input clip. The ray colors are scaled by the Mask input. The rays and the source clip are composited over the background.

Inputs:

Front:  The clip to use as foreground.

Back:  The clip to use as background.

Matte:  Specifies the opacities of the Front clip.

Mask:  The ray colors are scaled by this input. The mask can optionally be blurred or inverted using the Blur Mask or Invert Mask parameters. The Effect option selects whether color or brightness values of the Mask are used.
        

Parameters:

Effect:   Popup menu,  Default: Edge Rays Mono Mask.
Determines whether color values or just brightness values of the Mask input are used to scale the rays.
Edge Rays Mono Mask:  uses the Mask input to scale the brightness of the rays.
Edge Rays Color Mask:  uses a color Mask input to scale the colors of the rays.

Center:   X & Y,   Default: [0 0],  Range: any.
The location from which the rays beam outwards. This parameter can be adjusted using the Center Widget.

Rays Length:   Default: 0.2,  Range: 1 or less.
The length of the rays. A length of 1.0 gives rays that continue forever, although they may still fade out as they go. To make the rays look longer you can also increase the Rel Outer Bright parameter. If Rays Length is negative the rays can beam inwards instead of outwards. Note that processing times increase for longer rays. This parameter can be adjusted using the Center Widget.

Rel Outer Bright:   Default: 0,  Range: 0 or greater.
The relative brightness of the outer end of the rays. This is normally near 0 so the rays fade away at their outer ends, but higher values can cause longer looking rays.

Scale Back:   Default: 1,  Range: 0 to 1,  Shared.
Scales the brightness of the background before combining with the edges. If 0, the result will contain only the edge image over black.

Source Opacity:   Default: 1,  Range: 0 to 1,  Shared.
Scales the opacity of the Source input when combined with the rays. This does not affect the generation of the rays themselves.

Shimmer Amp:   Default: 0.5,  Range: 0 or greater.
Modulates the ray source image with this amount of noise texture to give the rays a shimmering look.

Shimmer Shift:   X & Y,   Default: [0 0],  Range: any.
Translation of the shimmer texture. This has no effect unless Shimmer Amp is positive.

Shimmer Speed:   X & Y,   Default: [0 0],  Range: any.
Translation speed of the shimmer texture. If non-zero, the shimmering is automatically animated to shift at this rate.

Shimmer Freq:   Default: 40,  Range: 0.01 or greater.
The frequency of the shimmer texture. Increase for a finer grained shimmer effect, decrease for larger, softer shimmer. This has no effect unless Shimmer Amp is positive.

Shimmer Seed:   Default: 0.123,  Range: 0 or greater.
Used to initialize the random number generator for the shimmer texture. The actual seed value is not significant, but different seeds give different results and the same value should give a repeatable result.

Rays Brightness:   Default: 2,  Range: 0 or greater.
Scales the brightness of the ray beams.

Rays Color:   Default rgb: [1 1 1].
Scales the color of the ray beams.

Edge Thickness:   Default: 0.03,  Range: 0 or greater.
The thickness of the edges which generate the rays.

Edge Brightness:   Default: 1,  Range: 0 or greater.
Scales the brightness of the edges which generate the rays.

Show:   Popup menu,  Default: RESULT.
Selects between output options.
RESULT:  outputs the rays over the Background.
EDGES:  outputs only the edge image. This can useful during the adjustment of the edge or shimmer parameters.
RAYS:  outputs only the image of rays on a black background.

Invert Mask:   Check-box,  Default: off.
If enabled, inverts the mask input so the effect is applied to areas where the Mask is black instead of white.

Blur Mask:   Default: 0,  Range: 0 or greater.
Blurs the Mask input by this amount before using. This can provide a smoother transition between the masked and unmasked areas.

Rays Res:   Popup menu,  Default: FULL.
Selects the resolution factor for the rays. Higher resolutions give sharper rays, lower resolutions give smoother rays and faster processing. This 'Res' factor only affects the rays: the background is still combined with the rays at full resolution.
FULL:  Full resolution is used.
1/2:  The rays are calculated at half resolution.
1/4:  The rays are calculated at quarter resolution.

Params2:

Rays Under Src:   Default: 0,  Range: 0 to 1,  Shared.
Set to 1 to composite the Source input over the rays.

Rays From Matte:   Default: 0,  Range: 0 to 1,  Shared.
Set to 1 to generate rays from the edges of the source's alpha channel instead of its RGB channels. This will typically reduce the rays generated from internal edges. Values between 0 and 1 interpolate between using the RGB and the Alpha.

Comp Premult:   Check-box,  Default: off,  Shared.
Enable this for a better composite if the Front pixel values have been pre-multiplied by the Matte pixel values. This is also known as an 'additive' composite.

See general info for: Res, On Fields, Redraw, Undo, Load Defaults, Crop, Add Noise, and Use Gamma.


See Also:

EdgeRays
EdgeRaysMsk
EdgeRaysComp
Rays
Streaks
BlurMotion
WarpChroma
EdgeDetect
Glow
DissolveEdgeRays
Sapphire Plug-ins Introduction


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