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ADOBE PREMIERE PRO 2.0
User Guide
312
GPU effects
Page Curl effect
Use Page Curl to simulate a page slowly turning. As the “page” turns, you see the back of the image mapped to the
opposite side of the curl. The back of the image is actually a mirror image of the front. This effect is most useful as a
transition where you would like to have a high-quality, textured page peel effect to reveal an underlying frame. Page
Curl includes controls that function identically to the controls in the Ripple Effect (Circular).
Page Curl adds the following controls not in the Ripple Effect (Circular):
Angle Of Curl
Specifies where on the image edge the curl begins.
Curl Amount
Specifies how far into the image that the curl extends.
See also
“Ripple (Circular) effect” on page 312
Refraction effect
Use this effect to create a ripple and add a refractive look to the surface of your image. This simulates how an object
distorts when it is just beneath the surface of moving water or behind a refractive object such as frosted glass.
The Refraction effect has the following settings:
Ripple Amount
Specifies the size of the ripples. Animating this property creates the effect of moving water.
Refractive Index
Specifies the ratio of the light’s velocity as it passes from a rarer to a denser medium.
Bump
Specifies the grain amount on the surface.
Depth
Specifies the depth of the surface through which you are viewing the image. For example, in the case of
simulating an underwater object, adjusting this value changes how deep an object appears to be in the water.
Ripple (Circular) effect
Use Ripple (Circular) to create an effect similar to concentric ripples on the surface of water.
The Ripple (Circular) effect has the following settings:
Surface Angle X and Y
Specify the degree of rotation on the designated Cartesian axis.
Ripple Center
Specifies the X and Y location of the ripple center. You can also change this parameter directly in the
Monitor view.
Ripple Amount
Specifies the size of the ripples.
Key Light Angle A and B
Specify angular location of light source in polar coordinates. Angle A is on the Z axis, and
angle B is formed on XY plane.
Light Distance
Specifies the distance between the light source and the center of the ripple surface.
Bump
Specifies the amount of the perturbations mapped onto the ripple surface. Adjusting this option can lend a
veined or knobby appearance to the surface, depending on the value you choose.
Gloss
Specifies the glossiness of the surface.
Noise
Specifies the amount of grain or imperfections on the surface.