
INPUT CLIPS
CREATING THE RAY CONTOUR
SHAPE
Hint:If no contours are found you
will not get any light rays. Change the Threshold value and try again.
Length Tolerance (Min: 0.0 Max: 10.0 Default: 0.0)
Erode (Min: 0 Max: 16 Default: 0)
Spill (Min: 0.0 Max: 10.0 Default: 0.0)
BOX
LIGHT
Bright Radius (Min: 0.0 Max: 5000.0 Default: 16.0)
Dim Radius (Min: 0.0 Max: 5000.0 Default: 32.0)
XY Center(Default: bottom left)
Brightness (Min: 0.0 Max: 100.0 Default: 10.0)
RAYS
Red/Green/Blue (Default: White)
Colour Source (Default: Single Color)
Shading Mode (Default: Segment)
Soft (Min: 0.0 Max: 50.0 Default: 10.0)
Shard (Min: 0.0 Max: 100.0 Default: 100.0)
ATMOSPHERE
Invert (Default: Off)
Foreground: the silhouetted shape.
Matte of Foreground: the rays will be created from this clip and used in the
compositing of the foreground. It should therefore be as good as possible.
Background: the silhouette and rays are composited over this clip.
Light Colors: the color of the light rays can be taken from this clip.
Atmosphere: The rays can be modulated by the intensities of this clip to give the
effect of smoke for example.
Threshold (Min: 0.0 Max: 100.0 Default: 50.0)
The intensity level of the 2nd input clip where a contour will be created to form the
rays. Setting the threshold towards 0.0 will bias the contour towards the black of your
matte and setting it towards 100.0, the white of your matte.
As this value increases the ray contour becomes smoother and there are
fewer segments to make rays of light.
Measured in pixels the contour can be eroded to force it to be within the
matte and thus creating a bleed edge to the silhouette. See Spill.
Controls the brightness of the eroded edge.
Corner1 XY and Corner2 XY (Default: full screen)
Only the image within this area will be interpolated. Keeping it as small as
possible, but covering the required image area,will
speed up the contour finding phase of the processing.
From the light source to this distance the light will be at the full given
brightness.
From the LightBright radius to this distance the light will fade out.
The light source center.
The maximum brightness of the light.
Density (Min: 0.0 Max: 100.0 Default: 2.0)
The maximum density of the rays of light.
The light color which is used for the rays when Single Color is chosen.
Single Color=0: all the rays will be set to the RGB values.
Image Colors=1: the color under the ray contour in the 4th input
clip will be used. This can give you multiple color rays, depending of
course on your input clip.
These option define how the rays fade and for how far, combined with the
Light Bright radius and Light Dim radius.
Flat=0:the rays goes on forever at the given brightness value.
Segment=1: the rays will fade out for each segment in the ray contour for distance of
the difference of the two radii, Light Bright and Light Dim. The drop off
echoes the shape of the ray contour.
Light=2: the rays will be a circular drop off for the distance from the
Light Bright to the Light Dim.
Blurs the rays to soften them. This will slow down the ray processing
with large values.
Each segment is split into shards of light, thus giving the appearance of more
rays. A low Length Tolerance and a high Shard will give the maximum number of
rays.
Use (Default: Off)
Off=0: no atmosphere.
On=1: the 5th input clip will be used to modulate the ray intensity. The darker the
value of this clip, the thinner the density of the rays.
Off=0: the atmosphere clip is used as is.
On=1: reverses the effect of the intensities of the 5th input clip when
Use Atmosphere is on.