S_EdgeRays

Generates beams of light emitting from the edges of an input clip. You can provide a Matte input to selectively scale the colors of the rays. If Matte Type is set to Color, you can also use the Matte input to colorize the rays differently in different regions. Set the Rays Res parameter to 1/2 for faster rendering with slightly softer rays.

In the Sapphire Lighting effects submenu.


Inputs:

Source:  The clip to be processed.

Background:  Optional.   The clip to use as background.

Mask:  Optional.   If provided, the ray colors are scaled by this input. A monochrome mask can be used to choose a subset of areas that will generate rays. If the Mask Type is set to Color, a color mask input can be used to selectively adjust the ray colors in different regions. This input can optionally be blurred or inverted using the Blur Mask or Invert Mask parameters.
        

Parameters:

Center:   X & Y,   Default: [360 243],  Range: any.
The location from which the rays beam outwards. This parameter can be adjusted using the Center Widget.

Rays Length:   Default: 0.25,  Range: -5 to 1.
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.

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.

Bias Outer Bright:   Default: 0,  Range: 0 to 1.
Determines the variable amount of brightness along the rays. This is normally near 0 so the rays fade away at their outer ends, 0.5 causes equal brightness along the rays, and 1.0 causes maximum brightness at the ends.

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.

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.

Edge Thickness:   Default: 0.011,  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.

Edge Subpixel:   Check-box,  Default: off.
Enables subpixel Edge Thickness amounts. Turn this on you are animating Edge Thickness or if you want finer control of small values.

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 Freq:   Default: 40,  Range: 0.1 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.

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.

Affect Alpha:   Default: 0,  Range: 0 or greater.
If this value is positive the output Alpha channel will include some opacity from the rays. The maximum of the red, green, and blue ray brightness is scaled by this value and combined with the background Alpha at each pixel.

Rays From Alpha:   Default: 0,  Range: 0 to 1.
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.

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

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

Bg Brightness:   Default: 1,  Range: 0 or greater.
Scales the brightness of the background before combining with the rays. This parameter only has an effect if the background input is provided.

Mask Type:   Popup menu,  Default: Luma.
This setting is ignored unless the Mask input is connected.
Luma:  uses the luminance of the Mask input to scale the brightness of the rays.
Color:  uses the RGB channels of the Mask input to scale the colors of the rays.
Alpha:  uses the alpha channel of the Mask input to scale the brightness of the rays.

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. It has no effect unless the Mask input is provided.

Invert Mask:   Check-box,  Default: off.
If on, inverts the mask input so the effect is applied to areas where the Mask is black instead of white. This has no effect unless the Mask input is provided.

Show Center: Check-box, Default: on.
Turns on or off the screen user interface widget for adjusting the Center and Rays Length parameters.


See Also:

Rays
Streaks
BlurMotion
WarpChroma
EdgeDetect
Glow
Sapphire Plug-ins Introduction


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