Phenomena User Manual Part 2 – Digieffects

DIGIEFFECTS / PHENOMENA USER MANUAL PART 2 /


Phenomena User Manual Part 2

Fog Factory

This plug-in creates a flowing fog effect that offers depth of field simulation and automatically moves without keyframing.

Fog Factory Controls

All of the controls that have a close and far control will scale the results between the closest and furthest layer. Large differences in these values will give a large depth-of-field effect to the motion.

  • Effect Only - When selected, only the fog factory effect will be seen while the original source footage will be removed.
  • Num Layers - Determines the number of fog layers that are placed onto the footage.
  • Move Direction - Determines the direction in which the fog will pass by.
  • Speed Close - Determines the speed of the closest layer of fog.
  • Speed Far - Determines the speed of the fog that is furthest.
  • Fog Color - Determines the color of the fog.
  • Fog Wispiness - Provides curls and whirlpool motion into the banks of fog. Fog Wispiness determines the quantity of wispiness.
  • Wispiness Strength - Determines how extremely the wisps will affect the fog.
  • Blend Top - Determines the opacity of the fog bank in the upper half of the layer. The lower the value, the less fog there will be along the top of the layer.
  • Blend Bottom - Determines the opacity of the fog bank in the lower half of the layer. The lower the value, the less fog there will be along the top of the Bottom.
  • Blend Bias - Allows for further weighting of the top and bottom opacities. This is the only way to completely remove fog from the top or bottom halves of the footage.
  • Detail Close - Determines the level of detail of the closest fog bank. The smaller this number, the closer the fog bank will appear.
  • Detail Far - Determines the detail level of the furthest fog bank. The higher this number, the further away the fog bank will appear.
  • Stretch H Close - Stretches the closest fog bank along the horizontal axis.
  • Stretch H Far - Stretches the furthest fog bank longer along the horizontal axis.
  • Stretch V Close - Stretches the closest fog layer along the vertical axis, making the fog look tall and thin.
  • Stretch V Far - Stretches the farthest fog layer along the vertical axis.
  • Opacity Close - Determines the transparency or opacity of the closest fog layer.
  • Opacity Far - Determines the transparency or opacity of the furthest fog layer.
  • Bright Close - Determines the brightness value of the closest layer of fog.
  • Bright Far - Determines the brightness value of the farthest layer of fog.
  • Contrast Close - Determines the contrast value of the closest layer of fog.
  • Contrast Far - Determines the contrast value of the farthest layer of fog.
  • Random Seed - The seed value (start point) for any randomization that occurs in the plug-in.
  • Blend Original - This will blend in the unaffected original layer with the affected layer. The higher this number, the more the original layer will be blended.

Muzzle Flash

This plug-in simulates the flash that occurs when a gun is fired.

Firing System

  • Muzzle Type - Each muzzle type will create a different type of muzzle flash.
  • Flash point - Determines where the beginning of the flash will occur. This is where the muzzle tip should align.
  • Gun Butt - This option only functions when Auto Angle is enabled. When checked, the angle of the flash point will be determined by this control. A straight line passing through the gun butt and flash point will determine the flash angle.
  • Automatic Angle - When checked, the angle of the muzzle flash is determined by a straight line passing through the flash point and gun butt. When this is unchecked, the flash angle is determined by the flash angle control.
  • Flash Angle - When Auto Angle is unchecked, Flash Angle determines the angle of the flash.
  • Pull Trigger - Determines when the flash begins. Keyframe this control if you want the flash to begin after the first frame.
  • Auto-Fire - When enabled, Muzzle Flash will keep firing based on Burst Count, Flash Lifetime and Firing Space without having to keyframe Pull Trigger.
  • Burst Count - Determines how many times the muzzle flash will occur.
  • Flash Lifetime - Determines the number of frames that a flash will last.
  • Firing Space - Determines the number of frames between each of the bursts. This control only applies if the Burst Count is greater than 1.
  • Flash Color - Determines the color of the muzzle flash.
  • Flash Size - Determines how large or small the muzzle flash will be.
NOTE: This effect is designed to work from a side angle of the gun only. It cannot simulate head-on gunfire.
  • Min Opacity - Determines how transparent the thinnest part or most transparent parts of the flash will be.
  • Max Opacity - Determines how opaque or nonsee-through the thickest parts of the flash will be.

Rainfall

This plug-in simulates a weather pattern similar to a summer rainstorm. Rainfall is a particle system that easily and elegantly handles rain effects through a realistic rain simulation.

Rainfall Controls

  • Splash Mode - Determines if and how the rain drops will splash in the footage.
  • Don’t Splash - When selected, there will be no splashing of the rain drops anywhere in the footage.
  • Splash On Bottom - When selected, Splash on Bottom will make the rain drops splash as they hit the bottom of the layer to which the effect is applied.
  • Splash on Alpha > Threshold via Vert Height - This will cause the rain to splash on the first vertical pixel detected in the alpha channel. The threshold control will determine which pixels in the alpha channel will be detected as the first pixel
  • Splash on RBG > Threshold via Vert Height - This will cause the rain to splash on the first vertical pixel in the image detected.
  • Splash on RGB > Threshold via 2D - Creates a mask that works in all directions to define areas of the layer where the rain will splash.
  • Splash via Layer - Defines the layer that controls if a rain drop will splash at a specific location.
  • Splash Threshold - Defines the minimum value for a pixel in order for a droplet to splash on the source image or Splash Via Layer image.
  • Rain Generate - Determines how much rain will fall per frame. This could be considered the volume control.
  • Min Size - Determines the smallest possible size for a rain drop.
  • Max Size - Determines the largest possible size for a rain drop.
  • Min Opacity - Determines the amount of transparency that the drops can have. The lower the value, the more transparent the drops.
  • Max Opacity - Determines how opaque the rain drops can be.
  • Gravity - Determines how fast the rain will fall. The higher the value, the faster the raindrops will fall and become longer due to a motion blur applied to the rain drops.
  • Wind Horiz - Determines the speed at which the rain drops will move to the sides. When the value is positive, the rain will fall from left to right.
  • Wind Vert - Increases or decreases the vertical speed of the rainfall. This can be used to increase the initial speed which starts at zero in many cases.
  • Gust Probability - Determines the likelihood of a gust occurring at any given time.
  • Gust Max Duration - Determines how long the gusts will last once they do occur.
  • Gust Max Speed - Determines how far the gust will move the raindrops horizontally.

Smoke

This plug-in creates a realistic, billowing, colored smoke effect.

Smoke Controls

  • Smoke Color - Determines the color of the smoke.
  • Color Variation - Varies the brightness of the color of the smoke.
  • Smoke Amount - Determines how much smoke will be generated per frame.
  • Vert. Speed - Determines the rate at which the smoke rises. The higher the value, the faster the speed of the smoke. Negative numbers will make the smoke rise and positive numbers will make the smoke fall.
  • Min Grow Speed - Determines the slowest speed at which the smoke can grow.
  • Max Grow Speed - Determines the fastest speed at which any of the smoke can grow.
  • Fade Up Speed - Determines the rate at which the smoke changes from completely transparent to its maximum opacity.
  • Fade Out Speed - Determines the rate at which the smoke changes from its maximum opacity to completely transparent. Smoke life is determined by the sum of Fade Up Speed and Fade Out Speed.
  • Min Rotate Speed - Determines the slowest rate at which the smoke will rotate.
  • Max Rotate Speed - Determines the fastest rate at which the smoke will rotate.
  • Min Opacity - Determines the minimum transparency of the smoke.
  • Max Opacity - Determines the maximum opacity of the smoke.
  • Horiz Dispersion - Controls how much the smoke will randomly drift horizontally. When set to zero, the smoke will drift straight up. The higher the value, the more the smoke will drift.
  • Wind Horiz - Provides the capability of allowing air flow to interact with the smoke. This determines the degree of horizontal movement in a particular direction as opposed to Horiz Dispersion which is random.
  • Wind Vert - Increases or decreases the vertical speed of the smoke. This can be used to increase the initial speed, which in many cases starts at zero.

SnowStorm

This plug-in creates a realistic simulation of a winter storm with complete control. The snow plug-in has been designed so that the snow drifts in a particular direction, but also includes a great deal of chaotic motion.

SnowStorm Controls

  • Don’t Pile Up - When selected, this will allow the snow to disappear as it hits the bottom of the layer.
  • Pile Up On Bottom - When selected, the snow will stick and pile up as it hits the bottom of the layer.
  • Pile Up on Alpha > Threshold via Vert Height - This will cause the snow to pile up on the first vertical pixel detected in the alpha channel . The threshold control will determine the minimum brightness level of the pixels in the image as the first pixel on which to pile up.
  • Pile on RBG > Threshold via Vert Height - This will cause the snow to pileup on the first vertical pixel detected in the image. The threshold control will determine the minimum brightness level of the pixels in the image as the first pixel on which to pile up.
  • Pile on Alpha > Threshold via 2D - Creates a mask that works in all directions to define areas of the layer that snow will stick and pile-up over.
  • Pile Up Threshold - Cuts off the darker parts as areas that the snow can pile upon. The higher this value, the lighter the pixels must be to allow the snow to pile up.
  • Preroll Frames - Allows for the start of the effect before the first frame of the clip. This control is designed to give you the ability to have the effect already generating snow before the clip shows. The value corresponds to the number of frames before the first frame that the effect starts generating the snow.
  • Snow Generate - Determines how much snow will be created per frame.
  • Min Size - Determines the size of the smallest flakes created by the plug-in.
  • Max Size - Determines the size of the largest flakes created by the plug-in.
  • Min Opacity - Determines the most transparent that any part of any flake can be.
  • Max Opacity - Determines the most opaque that any part of any flake can be.
  • Lilt - The random motion of individual snowflakes.
  • Min Lilt Amount - Determines the minimal distance that the lilt will move the flake.
  • Max Lilt Amount - Determines the maximum distance that the lilt will move the flake.
  • Min Lilt Frequency - Determines the minimum speed at which the snow flake will move due to the lilt.
  • Max Lilt Frequency - Determines the maximum speed at which the snow flake will move due to the lilt.
  • Gravity - Determines how quickly the snow will fall. The higher the value, the faster the snow will fall.
  • Wind Horiz. - Determines how much horizontal push can be applied to the snow to give the appearance of horizontal wind.
  • Wind Vert - Increases or decreases the vertical speed of the snow.
  • Gust Probability - Defines the likelihood that a gust of wind will occur at any given time in the composition.
  • Gust Max Duration - Determines the greatest number of frames that a gust can last.
  • Gust Max Speed - Determines the maximum at which a gust can push the snow when a gust does occur.

Sparks

This plug-in performs a complete physics simulation of sparks. The sparks plug-in controls how the sparks will be cast, from where, and what they will look like once cast. This effect can be used to cast sparks from a cutting tool, create fountain-style fireworks, or even simulate the eruption of a volcano.

Sparks Controls

  • Bounce Mode - Gives the appearance that the particles can bounce off of other objects.
  • Don’t Bounce -  When selected, the particles will fall through the bottom of the layer.
  • Bounce on Bottom -  When selected, if the sparks reach the bottom they will bounce off of it.
  • Bounce on Alpha > Threshold via Vert HeightWhen this is selected, the sparks will be bounced in areas that are inside the alpha or mask. As the value increases, more transparent areas of the alpha will no longer be able to bounce sparks.
  • Bounce on RGB > Threshold via Vert Height -  When selected, the sparks will be bounced in areas that are brighter than the threshold setting. As the value increases, darker areas of the image will no longer be able to bounce sparks.
  • Bounce on Alpha > Threshold via 2D -  This bases where the sparks bounce on the mask values.
  • Bounce on RGB > Threshold via 2D -  This bases where the sparks bounce on the RGB values.
  • Bounce Via layer - Can be used to assign a different image for the bounce controls values.
  • Bounce Threshold - When the value is low, any luminance level or alpha level can bounce sparks. As the value increases, only the brightest luminance levels or alpha levels bounce sparks.
  • Preroll Frame - The effect will generate sparks before the first frame in the layer. This value corresponds to the number of frames before the first frame of the clip to start generating the sparks.
  • Spark Generate - Determines the number of sparks that are to be generated per frame.
  • Min Thrust - Determines the speed of the slowest sparks that are generated.
  • Max Thrust - Determines the speed of the fastest sparks.
  • Min Opacity - Determines the least opaque (most transparent) that a spark can be.
  • Max Opacity - Determines the most opaque that a spark can be.
  • Birth Color - Determines the color of the spark  when it is first created.
  • Death Color - Determines the color of the sparks just before they disappear. The spark colors will transition from birth to death color.
  • Min Lifetime - Determines the shortest amount of time that a spark can exist.
  • Max Lifetime - Determines the longest time that a spark will exist.
  • Jet Angle - Determines the general direction of the flow of sparks.
  • Jet Width - Determines how far from the jet angle that the particles can be projected.
  • Gravity - Pulls the particles down towards the bottom of the layer.
  • Wind Horiz - Determines the amount of horizontal push that wind can give to the sparks.
  • Wind Vert - Increases or decreases the vertical speed of the sparks.
  • Air Resistance - Determines the amount of deceleration that the air will drag on the sparks.
  • Glow radius - Determines the maximum distance that a glow will extend from the spark particles.
  • Glow Intensity - Controls the brightness level of the glow.
  • Glow Inner Color - Defines the glow color closest to the arc.
  • Glow Outer Color - Defines the glow color that is outside edge of the glow.
  • Color Bias - Defines the balance of Glow Inner Color and Glow Outer Color. Lower numbers will increase the value of the Glow Inner Color in the overall appearance of the glow. Larger numbers tip the balance towards the outer color.

Glow Mode

  • Screen - Multiplies the inverse brightness values of the colors in all layers. The resulting color is never darker than the original.
  • Add - Combines the color values of the layer and the underlying colors. The resulting color is lighter than the original.

Return to Part 1

DigiEffects Tools Have Been Used By:
Used by Paramount Pictures, CNN, WB, ESPN, Comedy Channel, HBO, Disney Channel, and MTV