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| Renders an expanding beam of light between two control points with many color, shape, and softness options, as well as fog and 2D shadow controls. |
| Start | The source point of the spotlight |
| End | The end point of the spotlight |
| Extend | Adjustment that extends/retracts the spotlight from/to its source. |
| Focus | Focuses the light effect from a puff of light, to laser-sharp. |
| Falloff | The amount of falloff from the Start to the End point |
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Color
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| Spotlight Color | Manual: The colors are set manually, below. From Start Point: The spotlight color is derived automatically from the start point From End Point: The spotlight color is derived automatically from the end point Blend Start to End: The spotlight color is a gradient between the start & end points. |
| Color Smoothing | The amount to smooth color samples when not using Manual color mode. |
| Start Color (Manual) | Sets the light's start color in Manual mode. |
| End Color (Manual) | Sets the light's end color in Manual mode. |
| Background Color | Sets the background color. |
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Fog
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| Fog (Enable) | Enables fog |
| Fog Type | Sets the fog type. Choose from Normal or Streaks |
| Fog Thickness | Controls the amount of fog affecting the spotlight. |
| X Scale | Sets the horizontal fog scale; higher values yield smoother animations |
| Y Scale | Sets the vertical fog scale; higher values yield smoother animations |
| Scaling (Link Y to X) | When checked, the fog's Y Scale is set to the X Scale at render time, for uniform scaling. |
| Detail | Controls the detail of the fog. Lower values are smoother, while higher values are more grainy. |
| Offset | Moves the fog, as wind would. In Streaks mode, x rotates the fog around the light, while y moves it toward/away. |
| Z-Offset | Moves the fog through the spotlight along the z-axis (toward or away from the camera). |
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Shadows
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| Shadows (Enable) | Enables volume shadows |
| Obscuration Layer | The shadow casting map. This layer determines the location and strength of shadow casting objects. The brighter the pixels in the map, the stronger the shadow that is casted by them. Black pixels cast no shadow, while white pixels cast a very dense shadow. Use a depth map here for a 3D shadow effect. |
| Source | The method used to obtain source values from the Obscuration Layer. Choose from Alpha-Weighted Luminance, Luminance, or Alpha. |
| Strength | Controls how quickly shadows fall off of objects in the Obscuration Layer. Lower amounts give a light spillover effect, while higher amounts give a sharper shadow (and render considerably faster). |
| Quality | Controls the overall quality of the shadows. 100% is pixel-perfect, but usually unnecessary. 50% or lower will yield very nice results with much less render time. |
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| Transfer Mode | The method to composite the effect onto the layer. |
| Opacity | Transfer opacity of the effect. |
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