BCC 3D Extruded Image Shatter
Category: BCC Perspective
Effect Name: BCC Extruded Image Shatter
The BCC 3D Extruded Image Shatter filter, part of the BCC Perspective category, shatters the image in 3D space and disperses the image fragments. Unlike the 3D Image Shatter filter, this filter creates three-dimensional particles with adjustable extrusions.
Working with the Filter
Presets and Common Controls
- BCC filters come with a library of factory installed presets plus the ability to create your own custom presets and preview them with the BCC FX Browserโข.
- BCC filters also include common controls that configure global effect preferences and other host-specific effect settings.
For more information about working with presets and other common controls, Click Here.
Beat Reactor
The Beat Reactor is an audio-driven animation system that links effect parameters to an audio track. This allows visual effects to react dynamically to sound without manual key-framing.
For more information, see Beat Reactor Documentation.
Render Group
- Antialiasing: Sets the level of antialiasing applied to the edges of the shattered image edges. If the edges of the image look jagged, increasing the Antialiasing level can help smooth the appearance of the edges.
- Alpha Mode: Determines how the image shatter is displayed.
- Double Side Lighting: Lights the front and back face of particles when the comp lights function is enabled.
- Field of View: Determines how much of the image can be seen once it shatters.
- Random Seed: Determines how the image breaks and into how many pieces.
- Use Comp Lights: When enabled, the filter will use AE lights enabled in the comp. The maximum number of total lights (including built-in and AE lights) the filter can use at once is 8. If there are more than 8 enabled AE lights in the comp it will use the 8 enabled light tracks that are topmost in the timeline.
- Use Comp Camera: When enabled, the filter will display the image from the perspective of the enabled AE camera whose track is topmost in the timeline. When Use Comp Camera is enabled, the Built-In Camera group is disabled.
Shatter Group
- Particle X: Provides a multiplication factor for Grid Spacing that determines the number of particles.
- Automate Scatter: Determines the speed and direction in which the filter auto- animates.
- Scatter Time Adjust: Determines the initial position of the scattered image. At the default of 0, the image appears as if it is not scattered, which is ideal for creating transitions from one complete image to another. Negative Scatter values do not scatter the image, but are useful if the image needs to appear unaffected for a longer period of time. This parameter only applies when the Automate Scatter menu is set to Manual.
- Grid Spacing: Works in conjunction with Particle X to set the number of particles. Higher values make the grid resolution greater, generating a larger number of smaller particles; lower values generate a smaller number of larger particles. The Grid Spacing value is multiplied by the Particle X value to set the total number of particles.
- Shatter Control: Determines how the image breaks into pieces or how the cracks form. For example, if the image breaks into a Spiral pattern, Shatter Control determines how tight the spiral is.
Movement Group
Particle movement is determined by the controls in this group.
- Velocity Direction: Determines the pattern of movement the particles follow.
- Random: Moves the particles in random directions as they disperse.
- Straight: Moves the particles in a straight line along Gravity angle.
- Centripetal: Moves the particles toward the center point determined by Position XY in the System parameter group.
- Centrifugal: Moves the particles away from the center point.
- Spiral CW: Moves the particles in a clockwise spiral around the center point.
- Spiral CCW: Moves the particles in a counter-clockwise spiral around the center point.
- No Movement: Makes the particles rotate but not change position.
- Explosion Type: Determines the animation style of the explosion.
- Burst: Creates a fast initial burst, then particles slow down.
- Soft Burst: Creates a slower initial burst, then particles slow down.
- Constant: Disperses the particles at a constant speed.
- Soft Acceleration: Causes particles to move slowly at first, then gradually accelerate.
- Acceleration: Causes particles to move slowly at first, then quickly accelerate.
- Init. Velocity: Determines the initial speed of the particles. A high Initial Velocity gives particles more momentum as they leave the source, meaning that they travel farther in the initial direction before they decay or are affected by factors such as Gravity or Chaos Wind.
- Velocity Radius: Sets the radius of the particle system.
- Velocity Adjustment: Behaves differently depending on the Velocity Direction menu setting.
- Velocity Z-Factor: Determines how fast the particles move in the Z direction in relation to the X and Y directions. A high value makes the particles appear to jump at you or recede into the screen, and a lower value keeps their depth relatively stable.
- Z Movement: Determines how the particles move in z-space.
- Velocity Variance: Sets the range of different particle speeds in the effect. A Velocity Variance of 0 synchronizes all particles. A higher value increasingly randomizes particle speeds.
- Gravity: Applies a secondary force to the particlesโ movement in addition to their normal velocities. A small amount of Gravity can often help an effect appear more natural by creating more parabolic movement.
- Gravity Angle: Used to pull particles can be pulled in any direction, which can be used to simulate wind.
- Chaos Wind: Adds an element of chaos to the particlesโ movement, blowing the particles randomly as they move.
Particles Group
- Shard Resize: Sets the size of the particles without affecting the grid spacing or the number of particles.
- Extrusion: Determines the thickness of the extruded sides.
- Extrusion Mode: Determines how the image is mapped to the extruded sides of the shards.
- Shard: Maps the face of the particle onto each extrusion, without caring that it is a shard โ piece mapped onto a rectangle.
- Stretch: Stretches the image to fit the width of the extruded edges of the shard. This option can look stretched or distorted on the extrusion.
- Crop: Maps the rectangle containing the shard onto the extrusions.
- Solid Color: Maps a solid color to the extruded edges of the shard.
- MultiColor: Maps multiple colors to the extruded edges of the shard.
- Extrusion Color Adjust: Sets the color of the particle when Extrusion Mode is set to Solid or Multicolor.
- Rotate X Speed: Sets the velocity of the particle flow along the horizontal axis. .
- Rotate Y Speed: Sets the velocity of the particle flow along the vertical axis.
- Rotate Z Speed: Sets the velocity of the particle flow along the Z axis.
- Rotation Speed Variance: Determines the range of different Rotate Speeds that can appear in the effect.
- Rotate Direction: Determines whether the particles rotate forwards, backwards, or in both directions.
- Matierial Shininess: Determines the reflectivity of the particles when lights are enabled.
- Material Specular Color: Sets the color of the reflective light.
- Master Scale: Globally adjusts the scale parameters with a single control.
- Scale X: Sets the size of the particles along the horizontal axis.
- Scale Y: Sets the size of the particles along the vertical axis.
- Scale Z: Sets the size of the particles along the Z axis.
- Position XY: Determins the center point of the particles along the horizontal and vertical axis.
- Position Z: Sets the apparent depth of the particles.
- Tumble: Tumbles the system around the horizontal axis.
- Spin: Spins the system around the vertical axis.
- Rotate: Rotates the system around the z axis.
- Enable Lights: Toggles the built in lights on and off. There are two seperate lights that may be enabled.
- Ambient: Sets the total amount of ambient light on the particles. The default setting of 100 does not add or subtract ambient light. Decreasing this setting makes the particles darker before the other lights are applied. Ambient light illuminates or darkens the particles evenly, and is unaffected by any other lighting parameters.
- Type: Determines the type of light used in the scene.
- Point: A Point light shines from the source in all directions.
- Spot: A Spot light shines from the source toward a target.
- Light Intensity: Sets the intensity of the light source.
- Specular Highlight: Determines how intense the highlight is.
- Color: Sets the color of the light.
- Position XY: Determines the position the light source along the vertical and horizontal axis.
- Position Z: Determines the position the light source along the Z axis.
- Tumble: Tumbles the Spot Light along the horizontal axis.
- Spin: Spins the Spot Light along the vertical axis.
- Spot Angle: Determines the angular width of the cone of light.
- Spot Feather: Determines the softness of the light falloff.
- Scatter Wipe: Sets the type of wipe effect that is created.
- None: No wipe takes place.
- Straight: The particles wipe across the screen in a straight line.
- Pass Through: Similar to Straight, except that the particles begin at a negative Scatter value rather than a value of 0. Particles come together along the edge of the wipe, then fall apart again as the wipe passes across the screen. This creates an effect which looks like a line that forms and dissipates the image as the line moves across the screen.
- Random: The particles break off randomly across the screen.
- Angle: Sets the direction of the wipe.
- Speed: Sets the speed of the wipe by determining the Scatter value at which the whole image is broken in particles. To wipe faster, decrease Speed. To wipe gradually, increase Speed.
System Group
Built-In Lights Group
Wipe Effect Group
Parameters in the Wipe Effect group shatter images in a wipe-like fashion, and control the rate and direction in which shards break off and disperse.