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How To Stop Animation With Optical Flare


This launches the Lens Flare Editor!


Allows you to set the return size for the Lens Flare


This is the primary lens flare position. This value tin can exist assigned to a tracker node to automate the position.


This position is where the lens flare crosses in the heart of the screen. The "Init Center" button re-adjusts the eye position based on the Format Size.


This allows y'all to switch between a 2D Position Flare and a 3D Position flare based on 3D lights in your scene.


A single Optical Flares node can generate multiple lens flares based on a unmarried flare preset. You tin increase the additional flare amount and adapt their position and brightness independently. Note: Using a single example of Optical Flares will speed up rendering VS using multiple copies of the aforementioned flare.

BRIGHTNESS
This controls the overall brightness of the Lens Flare Preset. NOTE: Some lens objects can exist manually excluded from the Global Effulgence through the advanced properties of the object inside the flare editor.

SCALE
This controls the size of the Lens Flare objects. NOTE: Some lens objects tin be manually excluded from the Global Scale through the advanced backdrop of the individual object inside the flare editor.

Calibration Showtime
This value forces the Scale parameters to constrain the offset distance when scaling up or down the lens flare objects.

ROTATION OFFSET
This value allows you to control the rotation of lens objects similar streaks in order to breathing these values with keyframes.

COLOR
Control the global tint color of the Lens Flare Preset.

COLOR MODE
Change the type of color tinting from full colour tint to multiply color blending.

Blitheness Evolution
This value controls the noise evolution for lens objects like, Glint, Fasten Brawl, Sparkle and Shimmer. This value relates to the "Animation Controls" for these objects within the flare editor.


This group of settings controls the automatic obscuration of lens flares when the light source is blocked by an object in your scene. Using a luminance or alpha matte plugged into the matte input, the flare will blink out every bit the position reaches your input matte.


Add together animated flicker to the brightness of your flares. If multiple flares are generated in a single node, you can likewise change randomize the flicker blueprint to be unique for each flare.


Command how the flare is rendered inside the NODE. In nearly cases using a Merge node allows yous to blended the Flare over a groundwork.


Set the Lens Flare colorspace to friction match project settings.


Supported GPU's with Optical Flares for Nuke volition speed upwardly rendering. If you take a render subcontract without supported GPU's, you lot can turn off this switch and render on the CPU.


Control the light holding influence on lens flares using a 3D Scene.


Set up the UI Gamma for a background image that is plugged into the groundwork pipe of the Optical Flares for Nuke node.

Solo Flare ID
Allows the user or a script to access an individual flare component past its ID as divers in the Optical Flares UI. This allows scripts or the user to access individual flare nodes for compositing.

Source: https://www.videocopilot.net/docs/opticalflaresnuke/getting_started/plugin_parameters/

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