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Discover some effects of the Stylize group dedicated to animation. Discover some effects of the Stylize group dedicated to video-editing.
Introduction
Introduction
The effects of the Stylize menu are often used to work on logos, drawings or video footages. We will take the images below as reference images for our e amples:
The running kid and the T,-aint logo are located over different background layers.
Original image
Monochromatic noise
Polychromatic noise
Original image
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Inner e!el
Outer e!el
Inner e!el
Outer e!el
Traditional shadow and lurred shadow #the ac$ground and the running $id are located on different layers%
The Shado" only option of the %oon$hading and rop Shado" effects will be studied later in the chapter called ' the Color & '#age Source effect (
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Toon &hading
'rop shadow
2et3s take the shape filled with white below as an e ample to study this effect:
- The Color bo is used to choose the color of the shadow you will create.
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- The 'nten$ity option is used to vary the power of the shadow in time:
- The Angle parameter is used to choose the direction of you lighting5shadow. When using animation keys, the Rotation parameter reflects the number of complete rotations to be carried out before arriving at the chosen angle.
- The Spread parameter "in degrees# defines the angle over which the shadow will be spread.
The effects of the Stylize group )*-6
- The Ray Count parameter refines the result when applying the effect. The higher this value, the higher the &uality of your image, the lower the value, the more noise your shadow will contain.
- The Border bo , if checked, is used to create a shadow from the borders of your pro%ect "see below#.
8riginal image
8nce you know how to use the Toon-shading effect, it is possible to create all kinds of shadows for your characters:
The Shado" only option of the %oon$hading and rop Shado" effects will be studied later in the chapter called ' the Color & '#age Source effect (
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=ere again, the option Border only will be studied later in the chapter called ' the Color & '#age Source effect (
This effect produces a light blurred aura on the current image and may give an unreal aspect to an animated footage. >ontrary to the Glo" effect this bloom is applied to the opa&ue areas of the image. The parameters Width and Height are the same as those for the Glo" effect. If you wish, you may apply the bloom effect to the channel of your choice " Red, Green or Blue# and control Blur, Saturation and Lu#ino$ity of this aura.
The effects of the Stylize group )*-?
This effect blends the original image in a certain way and then transforms it into a large pu$$le, the pieces of which have distorted contours. The ad%ustable parameter enables random modification of the result.
This effect was already studied in lesson @. It enlarges the pi els on the screen to the Width and Height of your choice.
This effect is used to reduce the number of colors on the screen and simplifies the original image or video footage. The +u#,er o( color$ parameter may be set using the mini-slider and locked with a key. This +u#,er o( color$ parameter does not represent the e act number of colors on the screen but the number of colors blended to obtain the effect re&uired.
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This effect moves the pi els of the original image at a distance corresponding to your parameter setting. 1ou may also choose the percentage of pi els of the original image to be moved. Well applied, this effect gives the impression that one sees the image or video footage through frosted glass.
=ave you ever looked at a comic or cartoon strip through a magnifying glassC The color areas are made up of superposed round points of different si$es and colors. The !rint effect reproduces e actly this aspect. 1ou may choose to work in Color, in Blac- . White or work only on the non-opa&ue areas of the image!
The Size parameter is used to set the si$e "and therefore the number# of dots on the screen. ;bove you see the !rint effect applied with the Color channel and with the Blac- . White channel.
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This effect reproduces the photographic effect named solari$ation which consists of mi ing the colors of an image with the colors of its negative. These two effects have no parameters.
This effect substitutes the colors of one of the channels Red, Green, Blue, Alpha or Lu#ino$ity with those of the gradient of your choice "see lesson * for gradients#. In the e ample above: the gradient blue / orange / yellow was applied on the image3s luminosity channel: the yellow pi els replace the light pi els of the image, the red pi els replace the mid tone pi els, the blue pi els replace the dark pi els.
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The Hal(tone effect reproduces the aspect of a ' grid ( on the current image and gives the current image the appearance of an 'artist3s canvas(. D 1ou may set the parameters for the hori$ontal and vertical cells "H cell$ and V cell$#, Opacity of the grid as well as their type "Line, ot, Cro$$, Chec-$, Bloc-$, etc.#. D There are also several application modes: Color on ,lac-, Color on "hite, Saturation, etc. D Einally, you may use the /itter parameters which will slightly modify the shape of the grid. irection,
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D The choice F2 $tac- will use the current image with the effects of the F2 $tac- applied as Source '#age before applying the parameters set for the Source '#age. D The choice Current layer allows you to apply the effect from the current layer. D The choice i$play allows you to apply on the current layer the effect from the footage viewed when playing your pro%ect "the effect will be that all layers appear to be merged, while the hidden layers are not taken into account#. D 1ou may also choose to use the Spare '#age or !aper if they are available. D When choosing another pro%ect, layer or brush, you may ad%ust the -re- and -ost-0ehavior, the position and the animation mode: the number ' n ( of the !o$ition parameter corresponds to the image ' n ( of your pro%ect, animation layer or animated brush. The Ani#ation mode controls the ' behavior ( of your brush, layer or pro%ect: random animation, ping-pong, animation reduced to the image indicated in the position parameter, etc. If the number of source images is lower than the number of images to which your effects are applied, you may ad%ust the -re- and -ost-0ehavior for your source "random, pingpong, loop, etc.#. ;s re&uired, you may choose to flip your source vertically, hori$ontally or both, before using this source.
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The
The Color$ & '#age Source effect allows you to display the image or the se&uence of your choice on the current layer. D The Source menu use all notions encountered in the last paragraph. ;s a conse&uence, you can choose to display the current layer, another layer, a paper, the spare image, another pro%ect, the current custom brush, etc. D The Blend popup menu is used to choose the mode to be used when drawing the .ource '#age or Se3uence on your current 2ayer ">olor, 0ehind, :rase, ...# D The Opacity parameter allow you to ad%ust ... the opacity of the displayed image or se&uence. This effect could seem simple, even obvious, but it has a lot of useful applications : )st e ample :
8n the uni&ue layer of our timeline, a 'T,-aint( logo has been drawn. We are going to replace it by its own glow.
2et3s take a look at the EF-stack opposite : )# The first effect that will be applied is the Stylize & Glo" effect. +# The Color$ & '#age Source effect is the second effect that will be applied. The Source selected is Current layer and the Blending Mode is the *ra$e Mode. In this way, the 'T,-aint( logo will be removed %ust after the rendering of the glow on the screen. This process works with other effects of the Stylize group like Add Border or Be4el "with Outer option selected#. "Eor the rop Shado" and %oon$hading effects, please study the ne t e ample#
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Original image ,fter applying the effect Stylize > Glow only
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,fter applying all the -.(stac$
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+nd e ample : In this e ample, we will create a shadow for the running kid thanks to the Stylize & %oon$hading effect. This shadow will be rendered on an empty animation layer. In the EF-stack opposite, the Stylize & %oon$hading effect will be applied on the animated layer called GToon .hadingH. "see the timeline below# The effect Color$ & '#age Source allows you to specify the reference layer used to render the shadow. =ere, the Source is the animation layer called GcolorH. If we use the *ra$e blending mode as we did in the first e ample, the shadow will disappear. "the toonshadow is inside the running kid# That3s the reason why we will keep the Color blending mode and use the Shado" Only option of the Stylize & %oon$hading effect5 It allows us to create the shadow of the running kid without re-drawing it. It is then possible to generate a shadow for our running kid on a separate animated layer. ;s a conse&uence, the character is not altered by the rendering of the shadow.
In this e ample, the Color$ & '#age Source effect allows you to define an image or an animation se&uence as reference for the GfollowingH toonshading effect in your EF-stack.
In this e ample, it is also possible to replace the effect Stylize & %oonShading by the effect Stylize & rop Shado". "the Shado" Only option is also present in this effect# In that case, you will obtain a classical shadow. 8f course, the character layers "color$ and Running 1id# will stay unchanged.
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=ere is the *D view of the layers you can obtain after using the effects Color$ & '#age $ource, Stylize & rop Shado" and Stylize & %oon$hading5
Toonshading Layer
Borders Layer
/olors Layer
Bac$ground Layer
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The matri of our effect contains )* rows and )* columns, and as a conse&uence )9@ numerical fields. :ach numerical value is usually called coe((icient. The grey bo es are located on the two diagonals of the matri . It usually gives a better readability when you fill in the matri . We have already seen that each color can be broken up in various ways depending on the color system. Eor e ample, the Slider tab of the Color !ic-er panel gives the numerical values of the ; color in the I,J,0 and T,.,2 color systems. The Stylize & Con4ol4e effect calculates a new value "and so gives a new a color# for each pi el in an image or an image se&uence by using the values "and so the colors# of its neighboring pi els. In the mathematical point of view, each new value in the I,J,0 color system will be calculated by taking the average of itself and the pi els surrounding it. It is a weighted average using the matri coefficients. Well, you are an animator, not a mathematician, it doesn3t help you a lot to get an idea of the internal working of this effect... =ow to obtain convincing results by changing the numerical values of the matri C The e amples below should help you in this task. )st e ample : =ow to create a 0lur 2et3s take a look at the matri opposite : each coefficient is e&ual to *, e cept the central coefficient which is e&ual to ). ;ll the other coefficients are e&ual to $ero "and not visible here# 7sing this * * matri neighboring pi els. "* rows, * columns# will make each pi el modify itself according to its
The surrounding pi els will have more weight "or will be more represented# than the central pi el : this is e actly the common process to render a blur effect.
=ere is an e ample. In the T,-aint logo opposite : D The white and opa&ue pi els outside the T,-aint logo are most often surrounded by opa&ue white pi els. ; weighted average of white pi els gives ... a white pi el.
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D The blue pi els inside the T,-aint logo are most often surrounded by blue pi els. ; weighted average of blue pi els gives ... a blue pi el. D Eor the pi els located at the frontier between the blue and white areas, the situation is a bit more complicated : a weighted average of blue and white pi els gives a more or less light blue, as shown below :
0elow, two $ooms on the ' T ( letter of the T,-aint logo : Erom the result above, it is possible to deduce the result of the Stylize & Con4ol4e effect on some pi els +
Before applying the effect ,fter applying the effect
=ere is the result on a wider area of pi els. The T,-aint logo begin to get blurred ... + ;nd here is the final result :
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Before applying the effect ,fter applying the effect
+nd e ample : What happens with a bigger matri C 2et3s take a look at the matri opposite : each coefficient is e&ual to *, e cept the central coefficient which is e&ual to ). ;ll the other coefficients are e&ual to $ero "and not visible here# 7sing this 6 6 matri "6 rows, 6 columns# will make each pi el modify itself according to its neighboring pi els. We use here a larger radius than in the * * matri of the first e ample. In this case, the principle is the same as the one enunciated above, but more pi els are taken into account to calculate the average It gives a larger blur than the one obtained with the * * matri . "see ne t page#
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Before applying the effect ,fter applying the effect
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Before applying the effect ,fter applying the effect
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Before applying the effect ,fter applying the effect
It is easy to understand that the bigger your matri will be "the more coefficients e&ual to * in our e ample#, the more pi els will be used to calculate the resulting colors. "the larger will be the blur in our e ample# =ere is what you can e pect by using bigger matri , constructed in the same model than the one above.
;bove the source image. 0elow the blurs that you can obtain by using a :
313 matri1
212 matri1
313 matri1
414 matri1
11111 matri1
13113 matri1
The e ecution speed of the Stylize & Con4ol4e effect depends on the number of coefficients which are different from $ero inside the matri . In other words, the more $ero coefficients you will have in the matri , the faster the effect will be applied.
*rd e ample : =ow to have a sharper image : 8btaining a sharper image is the opposite as obtaining a blurred image. The surrounding pi els will have less weight than the central pi el : in other words, they will be less represented than the central pi el. 2et3s take a look at the matri opposite : each coefficient is e&ual to -+, e cept the central coefficient which is e&ual to ++. The central coefficient is really higher than the coefficients surrounding it. Bow we can apply this effect to our logo :
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Before applying the effect )*-)A ,fter applying the effect The effects of the Stylize group
;s seen above, the weighted average of the blue "or opa&ue white# pi els gives ... a blue "or white# pi el. That3s not always the case, as we will see later. Eor the pi els located at the frontier between the blue and white areas, the situation is a bit more complicated : they will become more visible than the blue and white pi els surrounding them. In other words they will become a little darker. It results a sharper image ... 4th e ample : how to draw the edge of a picture : In order to obtain the edges of a picture, you need to have a sharper image and you need also to make the pi els surrounded by same color pi els become black. To do so, we will use a matri which coefficients are close from those we used in the last e ample. -lease note that the sum of the surrounding coefficients is e&ual to the opposite of the central coefficient.
In this case, the pi els surrounded by pi els with the same color will become black. The weighted average of the values "or colors# is e&ual to <. The pi els at the frontier between the blue logo and the white background will be strengthened. =ere is the result :
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Before applying the effect ,fter applying the effect
6th e ample : =ow to emboss an image. ;dding relief to an image can be done by strengthening the pi els colors in a given direction and by reducing the impact of the pi els colors in the opposite direction. The matri opposite allows to emboss the image as if a light source was added at its right. "all the layers have been merged before applying the effect#
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Before applying the effect ,fter applying the effect
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Bow, let3s study a few notions : D We saw that our effect was modifying the color of the pi els on the screen. It is also possible to modify the pi els transparency by using the )$e alpha button5 In this case, the calculation of the weighted averages is applied to the alpha component of the pi els too. D The Border popup menu allows to choose how the pi els at the border of the image will be calculated. "The pi els located at the border of your image don3t have neighboring pi els ...# 1ou can choose to use as neighboring pi els : - 0lack pi els "none option# - -i els resulting from a symmetry of your image "#irror option# - -i els resulting from reproduction of the image "tile option# - -i els resulting from reproduction of the last "first# line "or column# of pi els "repeat option# D The #ultiplying coe((icient allows to multiply all the coefficients of the matri by the same value. It does not change anything to your picture if all non-$ero coefficients of your matri are the same. 8therwise your convolution effect will be more or less pronounced. .ome preset e amples : Bow that you have some basis about the convolution matri , you can try to modify the numerous matrices at your disposal in the ,in menu of your effect. 0elow, you will find the results obtained with the matri :
Blurred Image
&plit Image
0m ossed Image
&pecial lightning
Other 5esults
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