BCC+ Orbs Dissolve
Category: BCC Transitions
Effect Name: BCC+ Orbs Dissolve
The BCC+ Orbs Dissolve filter, part of the BCC Transitions category, creates colored orb shapes that auto-animate in random directions over the course of the dissolve transition. Users can control the speed and randomization of the movement along with the size and color of the orb shapes. The included flicker option controls the brightness of each orb so that they can flicker independently of each other.
Working with the Filter
FX Editor and Presets
- Use the FX Editor to load or save presets for reuse.
- To load a preset: Open the FX Editor, select a preset from the Presets panel, and click Apply to return to the host application.
- To save a custom preset: While in the FX Editor, click the Create Custom Preset icon in the parameter list, enter a preset name, and click Done. Additionally, a custom preset can be saved from the main menu bar by selecting File->Save Preset.
- To import custom presets from another drive: While in the FX Editor, select File->Import Preset from the main menu bar.
- Animation: Menu controlling what drives the animation of the transition.
- Auto: Automatically generates a transition based on the transition length (when used as a transition) or the clip length (when used as a filter).
- Manual: Requires the user to set keyframes to control the transition progression. Can be useful in customizing the exact timing of the transition or when applying the filter as a stylized effect as opposed to a direct NLE-style transition.
- Layer to Reveal: This layer selection popup is not relevant when you have applied the filter as a true NLE-style transition and it will be hidden or disabled in that context. When applied as a normal “effect” as opposed to a transition, however, this menu is used to select the “Incoming” or “Reveal” layer for the transition.
- Style: Used to select the animation style of the transition.
- Blend: Blends the mosaic transition effect with the existing footage.
- Animate: Animates the mosaic transition effect over the existing footage.
- Hybrid: Blends and animates the mosaic transition effect.
- Style: The size of the rendered orbs can be static or can animate up and down over the course of the transition
- Blend: orbs remain the same size
- Animate: orbs scale up and down
Orbs Light Source Group
- Source Animation: The overall flow of the illumination mask can show a natural random movement or this movement can be set to animate between user defined start and end points in the frame
- Source: orbs float naturally
- Start -> End: orbs flow between the start and end points
- Source Start: Sets the start point for the orb animation flow
- Source End: Sets the end point for the orb animation flow
- Source Ease: Used to smooth the flow at the start and end points
Orbs Group
- Count: Used to control the number of orbs in the scene. Higher values will result in more orbs.
- Illumination Radius: Used to set the mask region where orbs will appear. Higher values will result in a larger, more diffuse area, while lower values will create a more restricted area. By default, the orbs will appear in the center and fade out toward the edge of the frame.
- Invert Illumination: Used to invert the illuminated area of the effect. When selected, orbs will appear outside of the illumination region mask. Handy when generating a look of condensation on the outer edge of a camera lens.
- Falloff: Used to adjust the feathering of the light source illuminating the orbs. Higher values will result in a softer edge, whereas lower values will result in a sharper, more defined edge.
- Depth Blur: Used to adjust the softness of the orb edges. Higher values will result in a softer more diffuse edge, whereas lower values will result in a sharper, more defined edge.
- Depth Blur Randomness: Adds more variability to the depth blur of the individual orbs. Higher values result in more random depth blur between orbs. Lower values result in more uniform depth blur between orbs.
- Intensity: Controls the peak brightness level of the orbs.
- Intensity Randomness: Adds more variability to the intensity of the individual orbs. Higher values result in more random intensity between orbs. Lower values result in more uniform intensity between orbs.
- Scale: Use to control the overall scale of the orbs.
- Scale Randomness: Adds more variability to the scale of the individual orbs. Higher values result in more random scaling between orbs. Lower values result in more uniform scaling between orbs.
- Color: Used to set the color of the orbs. In it’s default state the orbs are white. By selecting a color with the color chip, the orbs can be set to any RGB value. With the eyedropper, the orb color can be selected directly from the image pixels.
- Color Randomness: Adds more variability to the color of the individual orbs. Higher values result in more random coloring between orbs. Lower values result in more uniform coloring between orbs.
- Speed: Used to adjust the overall speed of the orb movement. Higher values will result in faster movement. orb
- Coherance: Used to adjust the movement and evolution of the orbs pattern. Higher values result in a smoother oscillation, whereas lower values result in a more chaotic movement.
- Flicker Amount: Controls the overall intensity of the flicker animation for the orbs. Higher values will result in a brighter, more intense flicker in each generated orb shape.
- Flicker Speed: Controls the overall speed of the flicker animation for the orbs.
- Flicker Randomness: Adds more variability to the flickering animation for the orbs. Higher values result in more random intervals between flickers. Lower values result in more regular flickering.
- Flicker Smoothness: Used to control the overall smoothness of the flicker animation for the orbs. A higher value will result in smoother animation, while a lower value will result in shaper animation.
- Blend Mode: Determines the blend mode to be used to create the orb effect.
- Add: The orbs are added to the image.
- Screen: The orbs are combined with the image using a Screen blend mode. This looks kind of like the Add blend mode, but highlights are retained.
- Random Seed: Use to set the starting seed for the animation.
Prism Group
- Enable: Enable the Prism parameters.
- Amount: ets the amount of the the prism, with lower values generating a smaller prism effect, and higher values generating a more intense prism effect.
- 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: Used to set the first color in the prism
- Mid Color: Used to set the second color in the prism
- Long Color: Used to set the third color in the prism
Color Correct group
- Hue: Used to control the overall hue of the transition.
- Saturation: Used to control the overall saturation of the transition. Higher values create a more intense color saturation than lower values.
- Brightness: Used to control the overall brightness of the transition.Higher values create more intense highlights than lower values.
- Contrast: Used to control the overall contrast of the transition. Higher values create a more intense contrast between light and dark pixels than lower values.
- Gamma: Used to control the overall gamma of the transition.
- Temperature: Used to control the overall temperature of the transition. Moving the Temperature slider to the left (negative values) will yield a cooler result, while moving the slider to the right will warm up the shot.
- Cyan/Magenta: Used to control the overall amount of cyan/magenta in the image.. Moving the slider to the left (negative values) will add a cyan tint, while moving the slider to the right will add a magenta tint.
- Red: Used to control the overall value of the red color channel. Higher values increase the overall influence of the red color channel than lower values.
- Green: Used to control the overall value of the green color channel. Higher values increase the overall influence of the blue color channel than lower values.
- Blue: Used to control the overall value of the blue color channel. Higher values increase the overall influence of the red color channel than lower values.
Animation Tuning group
These parameters control the overall timing of the transition. On hosts which permit on-screen heads up display widgets (such as AE, Premiere, and Avid) you should never need to modify these sliders directly since they can be configured in a more convenient and intuitive manner by manipulating the widgets directly in your comp/preview pane. On hosts without heads up display widgets you can use these sliders directly to fine tune your animation timing, taking advantage of the View Ease Curve option to help visualize the animation rates.
- Ease In: Control how quickly or slowly the line advances at the beginning of the transition.
- Ease Mid: Controls the rate of change of the effect during the middle of the transition.
- Ease Out: Control how quickly or slowly the line advances at the end of the transition.
- OSC Enable: Only visible in hosts that support heads up display widgets for manipulating these controls directly on screen. Enables/Disables on screen controls.
- View Ease Curve: (Only visible/enabled in hosts that don’t support heads up display widgets for manipulating these controls directly on screen.) Enable this control to display a preview graph of the the animation curves rendered into in the composite window.
- GPU Rendering:Specifies how the effect is rendered.
- Default: Uses product-wide default of 16 bit half-float GPU rendering.
- 16 Bit Float: Manually force 16 bit half-float GPU rendering.
- 32 Bit Float: Manually force 32 bit full-float GPU rendering.
- Disabled: Forces CPU rendering.