To the top
Direction point as the distance between Origin and Direction increases.
Origin
Specifies the point of origin for the lightning.
Direction, Outer Radius
This control changes depending on the Lightning Type:
Not In Use
The Direction or Outer Radius control is not available if Lightning Type is Vertical.
Outer Radius
Specifies the distance that the lightning travels from its origin. This control is enabled if Omni or Anywhere is selected as
the lightning type. Use it to terminate the lightning at a defined distance from the origin.
Direction
Specifies the direction that the lightning travels. This control is enabled if any of the following lightning types are selected:
Direction, Strike, Breaking, Bouncy, and Two-Way Strike.
Conductivity State
Changes the path of the lightning.
Core Settings
These controls adjust various characteristics of the core of the lightning.
Glow Settings
These controls adjust the glow of the lightning.
Note: To disable the glow, set Glow Opacity to 0. This setting can speed up rendering time greatly.
Alpha Obstacle
Specifies the influence of the alpha channel of the original layer on the path of the lightning. When Alpha Obstacle is greater than
zero, the lightning attempts to wrap itself around opaque areas of the layer, seeing them as an obstacle. When Alpha Obstacle is less than zero,
the lightning tries to stay inside the opaque areas, avoiding the transparent areas. The lighting can cross the boundaries between opaque and
transparent areas, but Alpha Obstacle values further from zero cause the crossing to happen less often.
Note: If Alpha Obstacles is set to a value other than 0, it’s not always possible to preview the correct result in less than full resolution; full
resolution may reveal new obstacles. Be sure to check the result in full resolution before final rendering.
Turbulence
Specifies the amount of turbulence in the lightning path. Higher values result in a more complex strike containing more branches and
forks, and lower values produce simpler strikes with fewer branches.
Forking
Specifies what percentage of a branch is forked. Turbulence and Alpha Obstacle settings influence forking.
Decay
Specifies the amount of continuous decay or dissipation of the lightning strength and influences where the opacity of the forks begins to
fade.
Decay Main Core
Decays the main core along with its forks.
Composite On Original
Composites the lightning with the original layer using the Add blending mode. When deselected, only the lightning is
visible.
Complexity
Specifies the complexity of the turbulence in the lightning.
Min. Forkdistance
Specifies the minimum pixel distance between new forks. Lower values create more forks in the lightning. Higher values result
in fewer forks.
Termination Threshold
Specifies the level at which a path terminates, based on resistance in the atmosphere and possible alpha collision. At
lower values, the path terminates more easily when encountering resistance or alpha obstacles. At higher values, the path more persistently
moves around alpha obstacles.
Note: Increasing Turbulence or Complexity values causes resistance to increase in some areas. These areas change as conductivity changes.
Increasing the Alpha Obstacle value causes resistance to increase at alpha edges.
Main Core Collision Only
Calculates collisions only on the main core. The forks aren’t affected. This control is relevant only if you select Alpha
Obstacle.
Fractal Type
Specifies the type of fractal turbulence used to create the lightning.
Core Drain
Specifies the percentage by which the core strength is drained when creating a new fork. Increasing this value reduces the opacity of
the core where new forks appear. Because forks draw their strength from the main core, decreasing this value reduces the opacity of the forks as
well.
Fork Strength
Specifies the opacity of the new fork. This amount is measured as a percentage of the Core Drain value.
Fork Variation
Specifies the amount of variation in the opacity of the fork and determines how much the fork opacity deviates from the amount set
for Fork Strength.
Audio Spectrum effect
Apply the Audio Spectrum effect to a video layer to display the audio spectrum of a layer that contains audio (and optionally video). The effect
displays the magnitude of audio levels at frequencies in the range that you define using Start Frequency and End Frequency. This effect can
display the audio spectrum in several different ways, including along a mask path.
Jerzy Drozda, Jr. provides a demonstration of the Audio Spectrum effect on the
Motionworks website
.
Note: Audio Spectrum uses the audio source footage without time-remapping, effects, stretch, or levels. To display the spectrum with such
effects, precompose the audio layer before applying the Audio Spectrum effect.
To prevent other masks on the layer from clipping the output of the Audio Spectrum effect, set their mask modes to None. (See Mask modes.)
This effect works with 8-bpc, 16-bpc, and 32-bpc color.
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