BCC+ Atmospheric Glow

BCC Film Style

The BCC+ Atmospheric Glow is an exciting new glow style mega-filter effect that brings instant atmospheric looks to an otherwise flat scene.

Based around a film glow, this effect includes 9 independently controlled groups, including volumetric light rays, a smoke/fog generator, light flickering, chromatic aberration, on-lens orbs, film grain and a vignette with color/blur options, each of which adds a new element to the scene. Many of the effect groups are auto-animating and the effect is capped with a full suite of color correction tools. This effect includes dozens of professionally designed user modifiable presets to get you started with generating some exciting atmospheric looks.

Presets and the FX Editor

The FX Editor provides a convenient way to store and retrieve factory installed and/or user generated filter presets. To select a preset, open the FX Editor interface and pick one from the Presets panel. Click the apply button in the FX Editor to return to the host user interface.

To save a custom preset, click the “Create Custom Preset” icon in the top right corner of the parameter list, next to the filter name, set a name for the new custom preset in the dialog that appears and click done.



Filter Parameters

Mocha Mask: Click to launch the Mocha custom UI

The BCC PixelChooser provides a way for the user to select which pixels in the filtered source are actually going to be affected by the filter, via the generation of image based mattes, gradient mattes and vector shape masks. Mocha planar tracking and vector shape masking options are included in the PixelChooser, which allows for the generation of motion-tracked mask shapes as a hold-back mask.

For more information on the PixelChooser, Click Here.



Glow group

The glow serves as a foundation of this filter and is the basis on which the entire look is generated. As you work with the filter, you’ll find that some groups in the filter can be applied either before or after the glow stage of the effect, which can be used to generate more photorealistic or more highly stylized looks. The glow section includes over 20 different apply modes which blend the glow result back into the filtered source.

View: allows for the selection of the view to aid in setting up the filter.

  • Output: This is the main result of the full  glow effect applied back over the input clip
  • Glow: Displays just the generated glow prior to being applied back to the input clip via the apply modes.
  • Threshold: Displays the intermediate result of the threshold setting

Glow Intensity: Use to control the intensity of the glow result. Higher values yield a stronger glow with a total white image when this parameter is set to it’s highest value.

Glow Color: Used to set the color of the glow. Default is white.

Glow Radius: Used to set the radius over which the glow spreads to surrounding regions.

Glow Threshold: Used to set the pixel values that are affected by the glow – a setting of 0 will apply a glow to all of the pixels in the input clip, while a setting of 100 will not apply any glow to the image.

Glow from Alpha: The Glow From Alpha option generates the image glow from the alpha channel instead of or in addition to the color channels. The selection in the Glow From Alpha Mode determines how the alpha glow and the color channel glows are combined.

Glow Under Source: Use this function to control how the glows are composited with alpha source clips – a setting of zero composites the glow on top of the source and disregards the source alpha channel, while a setting of 100 composites the glow behind opaque regions in the source but allowing them to extend out into the transparent regions.

Edge Handling: Determines how edges of the filtered frame are handled.

  • Transparent: allows the edge of the result to become transparent.
  • Repeat: repeats edge pixels to generate opaque pixels along the edge of the result.
  • Reflect: reflects pixels back into the result to generate opaque pixels along the edge of the result.
  • Wrap: wraps edge pixels to generate opaque pixels along the edge of the result.

RGB Independent Glows: This checkbox enables independent scaling of the glow dimensions for Red, Green, and Blue color channels.

Red Scale: Scales red glow uniformly.

Green Scale: Scales green glow uniformly.

Blue Scale: Scales blue glow uniformly.

Glow Apply Mode: This pop-­up is used to set the apply mode that the filter uses to composite the glow over the input image.  The default apply mode is “Screen”.



Flicker group

The flicker option emulates a flickering light source and includes a pre/post glow option - setting the flicker to pre glow will result in a flickering glow while setting it to post glow will composite the flickering light on top of the glow. Included in the flicker group is a way to control the light pulse - the smooth setting provides a smooth ramp up and down of the flickering light, while spiky generates an abrupt and fast spike of light. The light can be set to flicker randomly over the course of the effect or in evenly timed pulses.

Enable: Used to enable/disable the flicker effect.

Pre/Post Flicker: Allows the flicker to be set before the glow effect has been applied, or after it has been applied. 

Speed: Used to adjust the overall speed of the flicker. Higher values will result in shorter intervals between the flicker effect.

Amount: Used to adjust the intensity of the flicker effect. Higher values will result in a more intense flicker effect.

Flicker Type: Allows for the selection of the style of flickering.

  • Smooth: generates curved pulsing flickers that fade in and out.
  • Spiky: generates sharp flickers that flash on and off.

Flicker Randomness: Used to change the randomized timing of Flicker effects. Higher values will create a more random application of flickers, whereas a value of zero will create flickers that appear at consistent intervals.

Intensity Randomness: Used to change the randomized intensity of Flicker effects. Higher values will create more variation in intensity between each of the flickers. A value of zero will cause all the flickers to be applied with the same intensity. 

Seed: Used to change the randomized look of the effect



Volumetric Rays group

The Rays option generates volumetric light rays that pull color either from the filtered source or from a user defined color. By default, the light beams will pull color from the filtered source but setting the color chip to anything other than white will override that and tint the light with the user selected color. The source for the rays can be set to use the alpha channel from the filtered source and the rays, which works great for title matte effects, and the rays can be composited over or under the source alpha. Also included in this group are screen and add blend modes. 

Enable: Used to enable/disable the rays effect.

Pre/Post: Allows the rays to be generated before the glow effect has been applied, or after it has been applied. 

Blend: This pop-­up is used to set the apply mode that the filter uses to composite the rays over the input image.  The default apply mode is “Screen”.

Position: Move the x/y position of the source point from which the rays will emanate.

Length: Used to set the ray length.

Brightness: Used to set the brightness of the rays.

Color: Used to set the color of the rays.

Blur: Used to blur the rays.

Threshold: Used to control the amount of rays based on a brightness threshold. Fewer rays with more definition are generated at higher threshold values.

Rays from Alpha: Used to generate the image glow from the alpha channel instead of or in addition to the color channels. 

Rays Under Source: Use this function to control how the rays are composited with alpha source clips – a setting of zero composites the glow on top of the source and disregards the source alpha channel, while a setting of 100 composites the glow behind opaque regions in the source but allowing them to extend out into the transparent regions.



Fog/Smoke group

This section is where things get more atmospheric. Fog and smoke clouds are generated in this group and depending on the pre/post option setting, the clouds can be set to interact with the rays for added photorealism. This group also features blending modes and individual parameter control over pretty much every aspect of the cloud generator - speed, color, contrast, density and more.

Enable: Used to enable/disable the fog effect.

Configuration: Used to configure how the fog is composited into the effect, as well as view the matte.

  • Pre Glow: Used to composite the smoke and fog onto the clip prior to applying the glow effect.
  • Post Glow: Used to composite the smoke and fog onto the clip after the glow effect has been applied.
  • Smoky Rays: Used to composite the smoke and fog texture into the volumetric rays.
  • View Smoke Matte: Used to view the smoke matte. Disable before rendering effect.
  • View Rays : Used to view the rays pixels. Disable before rendering the effect.
  • View Smoky Rays: Used to view the Smoky Rays. Disable before rendering the effect.

Add Smoke/Fog: Used to when Smoky Rays is selected. Mixes smoke/fog effect back into the clip.

Smoke group

Speed: Used to set the overall speed of the smoke noise movement.

Opacity: Used to to set the brightness of the opaqe pixels.

Contrast: Used to set the contrast between the light and dark areas of the smoke.

Color: Used to set the color of the smoke.

Coherence: Used to adjust the random movements of the smoke. Lower values will produce more random movement, whereas higher values will cause the smoke to move in a specific direction.

Scale: Used to set the scale of the smoke effect.

Density: Used to to set the intensity of the overall smoke effect.

Fog group

Opacity: Sets the opacity of the fog effect.

Scale: Used to set the scale of the fog effect.

Fog Contrast: Used to set the contrast between the light and dark areas of the fog.

Fog Color: Used to set the color of the fog.

Level: Used to set the gamma of the fog effect.

Speed: Used to set the overall speed of the fog noise movement.

Use Source Alpha: Used to apply the fog to the alpha areas of the clip.

Blend Mode: Used to set the apply mode that the filter uses to composite the fog.  The default apply mode is “Screen”.

Seed: Used to adjust the randomness of the fog.



Prism group

The Prism group offers a way to generate chromatic aberration where the RGB light is split in a way that emulates poor quality glass or plastic lenses and is great when adding that extra level of spookiness to the result. 

Enable: Used to enable/disable to the prism effect.

Amount: Used to adjust the overall amount of the prism effect. 

Prism Weight: Sets the smoothness of the prism with lower values generating a more visible stepped offset and higher values yielding a smooth continuous prism

Short Color: Sets the color of the short color waves. The default is blue.

Mid Color: Sets the color of the medium color waves. The default is green.

Long Color: Sets the color of the long color waves. The default is red.



Grain group

Use this group to add grain to the effect. The grain generator can produce auto-animating grain or static grain and there’s a checkbox option to set the grain to be RGB or B/W. Sometimes a little static B/W grain is a nice way to add a pleasing texture to the result. The Response Position, Range and Minimum parameters allow you to control where grain is added to the shot and can be thought of as a way to matte back the grain generator.

Enable: Used to enable/disable the grain effect.

Monochrome: When checked, the grain is monochrome. In this mode, only the Red Size, Red Amount and Red Softness sliders are active. Since the grain is monochrome, only one slider is needed.

Size: Controls the size of the grain. The larger the Size setting, the larger the grain will be.

The Amount parameters set the red, green and blue intensities of the grain. Film stocks generally have varying amounts of red, green and blue intensities with the blue intensity generally higher than the rest. If you turn the red, green and blue amount sliders to a value of 0, the grain will disappear.

Red Amount: Controls the intensity of the red grain.

Green Amount: Controls the intensity of the green grain.

Blue Amount: Controls the intensity of the blue grain.

Softness: The Softness parameter controls the softness of the grain. Normally, only minor softness adjustments are necessary, usually between a value of 0-1.

Response Position: Defines the portions of the image where grain will be added. A low Position value places grain in the darkest image values, while a high Position value places grain in the brightest areas.

Response Range: Increases or decreases the area where grain is added to the image based on the value of the Position slider. A low Range value indicates a narrow range of values, while a high Range value indicates a large range of values.

Response Minimum: Sets the minimum level of grain that is always added to the image. A Position value of 0 and a Range of 80 is typical of standard film, with grain applied to the entire range except the brightest whites with black being the most affected.

Note: You may not see an accurate representation of the grain in the viewer unless your timeline/composition is set to high quality and the viewer is set to a 1:1 pixel ratio.

Animate: Used to enable/disable animation in the grain. When enabled the grain will randomly animate to create a noise effect.

Random Seed: Used to adjust the randomness of the animation. 



Orbs group

The Orbs group emulates the look of moisture on the surface of a camera lens and includes a slew of controls. The orbs can completely cover the lens surface or you can set them so that they appear on the outside edges by using the invert illumination option. Depth blurring of the orbs is included as is a way to control their brightness, color and scale. And they are auto-animatable - you can make them appear to float over the surface or they can remain static.

Enable:  Enable/Disable this feature and access the feature’s parameter controls.

Count: Used to set the number of orbs in the effect

Illumination Radius: Used to control the area that is covered with orbs. Higher values will result in orbs covering more of the image.

Invert Illumination: Inverts the illumination and alters the area in which the orbs will appear. 

Falloff: Used to set the feathering of the orb edge. Higher values yield a softer edge.

Depth Blur: Used to set the apparent depth blur of the Orbs in z space. Higher values make the Orbs appear to be moved out of focus.

Depth Blur Randomness: Used to randomize the depth blur sorting of the Orbs in z space. Higher values create a more randomized blurring of the Orbs.

Intensity: Used to set the opacity of the orb. Higher values yield a more opaque result.

Light Source X/Y: Used to set the XY position of the light source in relation to the orbs.

Scale: Used to control the scale of the orb.

Scale Randomness: Randomizes the scale of the orbs across the image.

Color: Used to set color that will be used for the orbs.

Color Randomness. Used to randomize the color of the orbs.

Speed: Used to adjust the speed of the orb movement.

Coherence: Used to adjust the random movements of the orbs. Lower values will produce more random movement, whereas higher values will cause the orbs to move in a similar direction.

Blend Mode: Used to select how the orbs are composited into the scene. 

Seed: Used to set the random seed starting point of the orb position on the lens.



Post Color Correct group

A suite of color correction tools are available in this group which allow for incredible control over  the final color of the effect. Bear in mind that these controls will control the final result, including the filtered source. Every stage of the effect that is before this stage will be subject to color changes made in this section.

Enable: Used to enable/disable to Post Color Correct effect.

Hue: Rotates the hue of the image.

Saturation: Adjusts the saturation of the image. Positive values saturate, negative values desaturate.

Brightness: Adjusts the brightness of the image. Positive values brighten, negative values darken.

Contrast: Adjusts the contrast of the image. Positive values increase contrast, negative values decrease contrast.

Gamma: Adjusts the gamma of the image. The gamma adjustment leaves the white and black points the same and only modifies the values in-between. Positive values lighten the midtones, negative values darken the midtones.

Temperature: Sets the color of the image to be either warmer or cooler. Dragging the slider to the right makes the image cooler (bluer) and dragging the slider to the left makes the image warmer (redder).

Cyan/Magenta: Adds either Cyan or Magenta to the image. Dragging the slider to the right makes the image more magenta and dragging the slider to the left makes the image more cyan.

Red: Adds or subtracts red from the image.

Green: Adds or subtracts green from the image.

Blue: Adds or subtracts blue from the image.



Vignette group

The last section in this effect is a vignette, which includes options for controlling the size, position and softness of the vignette as well as control over the color. And there is a blur option to produce out of focus edges.

Enable: Used to enable/disable to vignette effect.

Color: The Color parameter sets the color of the vignette through the use of a standard color picker. The default color is black.

Opacity: Sets the opacity of the colored vignette. For defocused vignettes, you may want to turn down the Opacity so you can see the defocused effect.

Blur: Sets the softness of the image in the area of the vignette.

Blur X: Used to independently set the softness of the image in the area along the X axis.

Blur Y: Used to independently set the softness of the image in the area along the X axis.

Roundness: Sets the roundness of the vignette. The vignette can either be circular or square or anywhere in between.

Size: Used to set the size of the vignette.

Aspect Ratio: Used to set the aspect ratio of the vignette. A value of -100 would be wider, and 100 would be taller.

Softness: The Softness parameters control the softness of the vignette edge.

Softness X: Used to set the edge softness along the X axis.

Softness Y: Used to set the edge softness along the Y axis. 

Mix with Original: Used to blend the filter effect back with the unfiltered input image.

GPU Rendering: allows for the selection of GPU or CPU software rendering.

  • Transparent: allows the edge of the result to become transparent.
  • Repeat: repeats edge pixels to generate opaque pixels along the edge of the result.
  • Reflect: reflects pixels back into the result to generate opaque pixels along the edge of the result.
  • Warp: warps edge pixels to generate opaque pixels along the edge of the result.

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Effect:
BCC+X-Ray
BCC+Wide Angle Lens
BCC+Video Glitch Dissolve
BCC+Transform
BCC+Tint
BCC+Three Strip
BCC+Textures
BCC+Sunset
BCC+Streaks
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BCC+Split Field
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BCC+Silk
BCC+Shadows/Highlights
BCC+Sepia
BCC+Selective Saturation
BCC+ReLight
BCC+Reflector
BCC+Rays
BCC+Radial Tint
BCC+Radial Exposure
BCC+Rack Focus
BCC+Polarizer
BCC+Photographic
BCC+Overexpose
BCC+Optical Dissolve
BCC+Non-Additive Mix
BCC+Night Vision
BCC+Net
BCC+ND Gradient
BCC+Mist
BCC+Math Composite
BCC+Low Contrast
BCC+Looks
BCC+Light
BCC+Lens Flare
BCC+Lens Distortion
BCC+Key Light
BCC+Kelvin
BCC+Infrared
BCC+Ice Halos
BCC+Holdout Composite
BCC+High Contrast
BCC+Harris Shutter
BCC+Halo
BCC+Grade
BCC+Glow Edges
BCC+Glow Darks
BCC+Glow
BCC+Gels
BCC+FX-Editor
BCC+Frost
BCC+Fog
BCC+Film Stocks
BCC+Eye Light
BCC+Enhancing
BCC+Edge Composite
BCC+Dual Gradient
BCC+Double Fog
BCC+Diffusion
BCC+Develop
BCC+Detail
BCC+Depth of Field
BCC+DeFringe
BCC+Defog
BCC+DeBlock
BCC+DeBand
BCC+Day for Night
BCC+Cross Processing
BCC+Colorize Gradient
BCC+Color Spot
BCC+Color Shadow
BCC+Color Paste
BCC+Color Infrared
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BCC+Chromatic Aberration
BCC+Chroma Bands
BCC+Center Spot
BCC+Camera Shake
BCC+Borders
BCC+Bleach Bypass
BCC+Black and White
BCC+Ambient Light
BCC+ Vignette
BCC+ Video Glitch
BCC+ Two Strip
BCC+ Spin Blur Dissolve
BCC+ Smear Blur
BCC+ Rays Dissolve
BCC+ Radial Blur
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BCC+ Prism Dissolve
BCC+ Prism
BCC+ Multi-Star Dissolve
BCC+ Magic Sharp
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BCC+ Light Leaks
BCC+ Haze
BCC+ Fluorescent
BCC+ Flashing
BCC+ Film Grunge
BCC+ Film Glow Dissolve
BCC+ Film Glow
BCC+ F-Stop
BCC+ Dissolve
BCC+ Directional Blur Dissolve
BCC+ Directional Blur
BCC+ Cross Zoom Dissolve
BCC+ Crash Zoom Dissolve
BCC+ Composite
BCC+ Channel Blur YUV
BCC+ Channel Blur Dissolve
BCC+ Channel Blur
BCC+ Camera Shake Dissolve
BCC+ Blur
BCC+ Beauty Studio
BCC Z-Blur
BCC Z Space III
BCC Z Space II
BCC Z Space I
BCC Wooden Planks
BCC Wood Grain
BCC WitnessProtection
BCC Wire Remover
BCC Wild Cards
BCC Weave
BCC Wave
BCC Water Waves Dissolve
BCC Water Color
BCC Warp
BCC VR Sharpen
BCC VR Reorient
BCC VR Insert
BCC VR Flicker Fixer
BCC VR Blur
BCC Vignette Wipe
BCC Vignette
BCC VideoScope
BCC Video Morph
BCC Video Glitch
BCC Velocity Remap
BCC Veined Marble
BCC Vector Displacement
BCC Vector Blur Dissolve
BCC User Guide
BCC UpRez
BCC Unsharp Mask
BCC Type On Text
BCC Two Way Key
BCC Two Strip Color
BCC Twister
BCC Twirl
BCC Turbulence
BCC Tritone Dissolve
BCC Tritone
BCC Trails Basic
BCC Trails
BCC Title Studio
BCC Time Displacement
BCC Tile Wipe
BCC Tile Mosaic
BCC Textured Wipe
BCC Temporal Blur
BCC Swish Pan
BCC Super Blend
BCC Steel Plate
BCC Stars
BCC Star Matte
BCC Stage Light
BCC Spray Paint Noise
BCC Spotlight
BCC Spiral Blur
BCC Spin Blur Dissolve
BCC Spill Remover
BCC Sphere Transition
BCC Sphere
BCC Sparks
BCC Snow
BCC Smooth Tone
BCC Sequencer
BCC Scatterize
BCC Scanline
BCC Safe Colors
BCC Rough Glow
BCC Rock
BCC Ripple Dissolve
BCC Ripple
BCC Rings Wipe
BCC Ribbon Wipe
BCC RGB Pixel Noise
BCC RGB Edges
BCC RGB Displacement Dissolve
BCC RGB Blur Dissolve
BCC RGB Blend
BCC Reverse Spotlight
BCC Reptilian
BCC Remover
BCC Reframer
BCC Reflection
BCC Rectangular Wipe
BCC Rays Wedge
BCC Rays Textured
BCC Rays Streaky
BCC Rays Ripply
BCC Rays Ring
BCC Rays Radiant Spotlight
BCC Rays Radiant Edges
BCC Rays Puffy
BCC Rays Dissolve
BCC Rays Cartoon
BCC Rain
BCC Radial Wipe
BCC Radial Blur
BCC Pyramid Blur
BCC Prism Dissolve
BCC Prism
BCC Primatte Studio
BCC Presets
BCC Premult
BCC Preferences
BCC Posterize Time
BCC Posterize
BCC Polar Displacement
BCC PixelChooser – Legacy
BCC Pixel Fixer
BCC Pixel Chooser
BCC Pinning Controls
BCC Pin Art 3D
BCC Pencil Sketch
BCC Particle System
BCC Particle Illusion Dissolve
BCC Particle Illusion
BCC Particle Emitter 3D
BCC Particle Array 3D
BCC Pan And Zoom
BCC Page Turn
BCC Overview in Resolve
BCC Overview in FCP
BCC Overview in Avid
BCC Overview in Adobe
BCC Organic Strands
BCC Optical Stabilizer
BCC Optical Flow
BCC Noise Reduction
BCC Noise Map 2
BCC Noise Map
BCC MultiTone Mix
BCC Multi Stripe Wipe
BCC Multi Stretch Wipe
BCC Multi Shadow
BCC Motion Tracker Vegas
BCC Motion Tracker Resolve
BCC Motion Tracker Red
BCC Motion Tracker PRM
BCC Motion Tracker Motion
BCC Motion Tracker FCP
BCC Motion Tracker Avid
BCC Motion Tracker AE
BCC Motion Tracker
BCC Motion Key
BCC Motion Blur
BCC Mosaic
BCC Morph
BCC Mixed Colors
BCC Misalignment
BCC Median
BCC Matte Cleanup
BCC Matte Choker
BCC Match Move
BCC Match Grain
BCC Make Alpha Key
BCC Magic Sharp
BCC Looper
BCC Linear Wipe
BCC Linear Luma Key
BCC Linear Color Key
BCC Lightning
BCC Light Zoom
BCC Light Wrap
BCC Light Wipe
BCC Light Sweep
BCC Light Matte
BCC Light Leaks Dissolve
BCC Light Leaks
BCC Levels Gamma
BCC Lens Transition
BCC Lens Shape
BCC Lens Flash
BCC Lens Flare Spiked
BCC Lens Flare Round
BCC Lens Flare Dissolve
BCC Lens Flare Advanced
BCC Lens Flare 3D
BCC Lens Distortion Wipe
BCC Lens Correction
BCC Lens Blur Dissolve
BCC Lens Blur
BCC LED
BCC Layer Deformer
BCC Laser Beam
BCC Kaleida Dissolve
BCC Jitter Basic
BCC Jitter
BCC Invert Solarize
BCC Hue-Sat-Lightness
BCC Halftone
BCC Grunge
BCC Grid Wipe
BCC Granite
BCC Gradient
BCC Glow Matte
BCC Glow Alpha Edges
BCC Glitter
BCC Glint
BCC Glare
BCC Gaussian Blur
BCC FX Browser
BCC Fractal Noise
BCC Flutter Cut
BCC Flicker Fixer
BCC Fire
BCC Film Process
BCC Film Grain
BCC Film Glow Dissolve
BCC Film Glow
BCC Film Damage
BCC Fast Lens Blur
BCC Fast Flipper
BCC Fast Film Process
BCC Fast Film Glow Dissolve
BCC Fast Film Glow
BCC FAQ
BCC Extruded Text
BCC Extruded Spline
BCC Extruded EPS
BCC Emboss
BCC Effects List
BCC Edge Lighting
BCC Edge Grunge
BCC Edge Cleaner
BCC DVE Basic
BCC DVE
BCC Dv Fixer
BCC Dust and Scratches
BCC Dropout Fixer
BCC Drop Shadow
BCC Displacement Map
BCC Directional Blur
BCC DeNoise
BCC Deinterlace
BCC DeGrain
BCC Damaged TV Dissolve
BCC Damaged TV
BCC Cylinder
BCC Curl Dissolve
BCC Curl
BCC Cube
BCC Cross Zoom
BCC Cross Melt
BCC Cross Glitch
BCC Criss-Cross Wipe
BCC Crash Zoom Dissolve
BCC Correct Selected Color
BCC Corner Pin Studio
BCC Corner Pin
BCC Composite Dissolve
BCC Composite Choker
BCC Composite
BCC Compare Mode
BCC Common Controls - Avid
BCC Common Controls
BCC Comet
BCC Colorize Glow Dissolve
BCC Colorize Glow
BCC Colorize
BCC Color Palette
BCC Color Match
BCC Color Correction
BCC Color Choker
BCC Color Balance
BCC Clouds
BCC Cloth
BCC Chroma Key Studio
BCC Chroma Key
BCC Checker Wipe
BCC Charcoal Sketch
BCC Caustics
BCC Cast Shadow
BCC Cartooner
BCC Cartoon Look
BCC Burnt Film
BCC Bump Map
BCC Bulge
BCC Broadcast Safe
BCC Brightness-Contrast
BCC Brick
BCC Boost Blend
BCC Blur Dissolve
BCC Blur
BCC Blobs Wipe
BCC Beauty Studio
BCC Beat Reactor Integrated
BCC Beat Reactor
BCC AVX Licensing
BCC Artists Poster
BCC Apply Modes
BCC Alpha Spotlight
BCC Alpha Process
BCC Alpha Pixel Noise
BCC AE Licensing
BCC 3D Image Shatter
BCC 3D Extruded Image Shatter
BCC 3 Way Color Grade
BCC 2D Particles