To the top
To the top
Original (upper-left), and with effect applied (lower-left and right)
Audio Layer
The audio layer you want to display as a waveform.
Start Point, End Point
The position at which the waveform starts and ends, if Path is set to None.
Path
If set to None, the audio waveform is displayed along the path of the layer.
Displayed Samples
Number of samples to display in the waveform.
Maximum Height
Maximum height, in pixels, of a displayed frequency.
Audio Duration
Duration of audio, in milliseconds, used to calculate the waveform.
Audio Offset
Time offset, in milliseconds, used to retrieve the audio.
Thickness
The thickness of the waveform.
Softness
How feathered or blurry the waveform appears.
Inside Color, Outside Color
The inside and outside colors of the waveform.
Waveform Options
Mono combines the left and right channels of the audio layer. Nonstereo audio layers play as Mono.
Display Options
Digital displays each sample as a single vertical line connecting the minimum and maximum source sample. This option
simulates the display used on digital equipment. Analog Lines displays each sample as a line connecting the previous and next sample from either
the minimum or maximum audio source sample. This option simulates the retracing seen in the display of an analog oscilloscope. Analog Dots
displays each sample as a dot representing either the minimum or maximum audio source sample.
Composite On Original
Composites the audio waveform with the original layer using the Add blending mode. When deselected, only the audio
waveform is visible.
Beam effect
The Beam effect simulates the movement of a beam, such as a laser beam. You can make the beam shoot, or you can create a wandlike beam
with a stationary start or end point. The beam looks best when motion blur is enabled and the shutter angle is set to 360.
John Dickinson provides a video tutorial and example project on the
Motionworks website
that demonstrate the use of the Beam effect.
This effect works with 8-bpc, 16-bpc, and 32-bpc color.
Original (left), and with a simulated beam (right)
The Length control specifies the length of the beam based on a percentage of the Time specified. For example, a setting of 100% means that the
visible beam length is at its maximum when the Time control is 50%. Time specifies the time of the beam’s travel from start to end as a
percentage. The 3D Perspective control uses 3D perspective based on start and end thickness if Time is animated.
Cell Pattern effect
The Cell Pattern effect generates cellular patterns based on cellular noise. Use it to create static or moving background textures and patterns. The
patterns can be used in turn as textured mattes, as transition maps, or as a source for displacement maps.
John Dickinson provides an example project on the
Motionworks website
that demonstrates the use of the Cell Pattern effect in a seamlessly
looping background animation.
Richard Harrington provides additional information and examples for using the Cell Pattern effect on
his website
.
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