
INPUT CLIPS
LightMap: a clip containing bright light sources to create flares.
Background: the background on which the flares are drawn.
Tips:
Halo Fringes (Min: 0 Max: 1000 Default: 100)
This controls the number of radial lines eating in to the central halo. It is combined
with random weightings to give the final effect. In 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 of the eye. It doesn't happen with artificial
lenses.
Halo Strength (Min: 10.0 Max: 1000.0 Default: 100.0)
Adjusts the relative importance of the halo effect.
Halo Fr(i)n(ge) Str(ength) (Min: 0.0 Max: 100.0 Default: 50.0)
Controls how much (on average) each radial line halo fringe, eats in to the central halo.
STREAKS
Number (Min: 0.0 Max: 1000.0 Default: 10.0)
Specifies the number of streaks to use. These are centred on the light source and are
somewhat random in orientation and length (but consistent from frame to frame throughout a
sequence!).
Length (Min: 0 Max: 200 Default: 10)
Sets the maximum streak length. Streaks are generated from half this length to this
length.
Rotate (Min: 0.0 Max: 360.0 Default: 0.0)
Animating this will give some of the effects seen in streaks when the observer moves.
Strength (Min: 10.0 Max: 1000.0 Default: 100.0)
Adjusts the relative importance of the streak effect.
Mono chromatic (Min: 0.0 Max: 100.00 Default: 5.0)
Increases or reduces the color content of the streaks.
GLOW
Radius (Min: 0.0 Max: 50.0 Default 1.0)
Controls the radius of the glow effect around each pixel in the light map. These separate
glow effects add up to form the overall glow around an extended light source.
Glow (Min: 10.0 Max: 1000.0 Default: 100.0)
Adjusts the relative importance of the glow effect.
REFLECTIONS
Number (Min: 0 Max: 10 Default: 0)
Controls how many times a light source is reflected. In reality, this depends on the
number of surfaces (e.g. lens elements) there are in the path of the light.
Strength (Min: 0.0 Max: 100.0 Default: 5.0)
How much of the light source intensity is reflected at each reflecting surface.
Scale (Min: 1.0 Max: 100.0 Default: 10.0)
How reflected positions of lights are scaled about the center of the image. The reflecting
surfaces are treated as a set of evenly spaces parallel plates. Animating this control can
add a bit more interest.
RENDER
Contrast (Min: 0.5 Max: 3.0 Default: 1.35)
Controls the overall contrast of the combined flare effects before they are composited
over the background image. Can usually be left at the default, or perhaps lowered to make
the effect more subtle.
Light Map (Default: On)
On=1: When starting to use this effect Light Map Only is
always On. This displays pixels within the bounding box and within the
Low and High range you can see very quickly which pixels will be used for the flare
generation.
Off=0: Turn Off when you have found the pixels you want for the full flare
effect. Be prepared for a long wait if your chosen area is densely packed!
ROI INTENSITY RANGE
Low Threshold (Min: 0.0 Max: 100.0 Default: 90.0)
High Threshold (Min: 0.0 Max: 100.0 Default: 100.0)
Use to bound the intensity levels to consider when creating the flares.
ROI BOX
Min XY (Default: bottom left)
Max XY (Default: top right)
Delimits the bounding box. Only pixels within the box will be considered for flares.
ROI POINT LIGHT SOURCE
This is a new feature for v3.0. Instead of the bounding box determining the area,
a point on the image can be chosen instead.
Point XY (Default: image center)
The location on the image where a flare is drawn, if the DoPoint option is on.
Point Boost (Default: 1)
The default value will give a flare based on 1 pixel, a small and dainty flare. Increase
to boost the effect; 2 gives a flare based on a 2x2 region, 3, a 3x3 region......
DoPoint (Default: Off)
Off=0: the bounding box region will be used for creating flares.
On=1: the point XY location will be where the flare is drawn.
PRINCIPLE OF OPERATION
Choice of the light map is important. If most of the image falls within the intensity
threshold range then it will take a LONG time to calculate all the flares. Flare contains
a simple threshold and bounding box which can be used to selectively 'thin down' the input
image to create a suitable light map.
Both diffraction halos and diffraction streaks are calculated using the physics of diffraction. This must be done carefully, with spectral sampling at lots of wavelengths before conversion back to red, green and blue. In spite of this, it is quite fast. The 'cheat' is that angles are greatly exaggerated - each image pixel is treated as if it covers only one thousandth of a degree! The main cost in execution time is a large glow radius. The glow kernel is not symmetrical and attempts to use separable symmetrical kernels and fiddle with random numbers when the kernel is used, haven't given satisfactory results, so far.
Some of the effects that Flare can create are quite subtle, and to be convincing, it should be applied carefully. Lights treated by Flare do look much more like real lights do in real scenes than the anaemic 'maximum brightness pixels' that traditionally was the best 3D renderers could do to represent very bright objects. There are four main effects, which Flare can add to a light map. These are modelled (loosely) on (exaggerated) physical phenomena that do actually give rise to the appearance of real lights.