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| Motion |
The type of distortion created by moving the center point. Modes are: Concentric, Warped, Axial Warp, and Flat. |
| Render |
Choose to render the effect or a depth map for the effect. |
| Depth Map Scatter |
When rendering a depth map, use scatter to reduce banding in the depth gradient. |
| Center |
The center point of the vortex. |
| Movement |
This is the main control to animate. For looping animations, it repeats at each full revolution. |
| Angle |
Rotate the image around the vortex. |
| Spiral |
Twist the vortex |
| Spiral Depth |
Controls the perspective distribution of the spiral. |
| Field of View |
The field of view for the Whoosh vortex. Simulates Wide/Telephoto effect. |
| Scaling |
Choose between uniform and non-uniform scaling. |
| Scale x |
Stretch the vortex horizontally |
| Scale y |
Stretch the vortex vertically |
| X Tiles |
The number of times to tile the source layer horizontally inside the vortex |
| Y Tiles |
The number of times to tile the source layer vertically inside the vortex |
| Mirror Horizontal |
Mirror the tiles horizontally (works best with an even number of tiles) |
| Mirror Vertical |
Mirror the tiles vertically (works best with an even number of tiles) |
| Stagger |
Rotates alternating tile rings along the z axis. This will produce visible lines with full frames, so it is best used with layers that are surrounded by transparency. |
| Post Roll |
Rotates the entire world after angle, spiral, & scaling have been applied. |
| Offset |
Offsets the entire world |
| Alpha Fade |
Fade out at the center of the vortex. |
| Morph to Source |
Morph the vortex back to the source material. For best results, make X Tiles an even number and Mirror Horizontal. |
| Super Sample |
Off, High, or Extreme. Higher quality, but slower rendering. |