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GenArts Sapphire Unit: Lighting

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GenArts Sapphire Unit: Lighting - featured

Flawlessly simulate natural and synthetic lights with the legendary Sapphire Lighting Unit.


Highlights

Effects Include:

  • Glow - Generate natural, organic light from the brighter areas of your video.
  • GlowDarks - Areas of the source clip darker than the given threshold are blurred and combined with the input clip to give a deep smoky look.
  • ZGlow - Glows areas of the source clip with varying widths depending on the depth values from a ZBuffer input.
  • EdgeRays - Generate glorious high-quality beams of light that emit from the edges of objects within your video footage.
  • LensFlare - Generate photorealistic and stylized lens flares or build your own custom flare.
  • LightLeak - Render sheer, abstract patterns of color that simulate light leaking through gaps in a camera body.
  • Flashbulbs - Simulates lots of flashbulbs going off. With many small flashes, can look like a stadium scene. With a few large flashes, works well on a celebrity red carpet clip.
  • Rays - Generate high-quality beams of light that emit from the brightest parts of your footage.
  • Glare- Composite halos and glint rays to your video by detecting the brightest areas of the frame.
  • Glint - Generate star-shaped glimmers in brighter areas of your video.
  • EmbossDistort - Emboss or concave your video by using a custom relief map. Create large bold bumpy distortions or thin glassy indentations.
  • EmbossGlass - Emboss or concave your video using a custom relief map while adding a vibrant chroma distortion.
  • EmbossShiny - Emboss or concave your video using a custom relief map while adding lighting effects to bring out highlights, reflections, and shadows.
  • SpotLight - Highlight a specific area of your footage with a range of harsh and soft spotlights.

Sapphire Units are only available as a perpetual license.

Sapphire Units are multi-host. One license gives users access to all supported hosts on the same machine.

Lighting  S_BokehLights 

Generates random, defocused lights that move around the screen.

Lighting  S_DropShadow 

Generates a shadow on the Background clip using the alpha channel of the Foreground or an optional Matte, then composites the Foreground over the Background to give the final result.

Lighting  S_EdgeRays 

Generates beams of light emitting from the edges of an input clip. You can provide a Matte input to selectively scale the colors of the rays. If Matte Type is set to Color, you can also use the Matte input to colorize the rays differently in different regions. Set the Rays Res parameter to 1⁄2 for faster rendering with slightly softer rays.

Lighting  S_Flashbulbs 

Simulates lots of flashbulbs going off. With many small flashes, can look like a stadium scene. With a few large flashes, works well on a celebrity red carpet clip.

Lighting  S_Glare 

Composites rainbow halos and/or glint-like rays at locations where the Source clip is brighter than the threshold. Lower the threshold parameter to produce glares in more areas. Use the Style menu to select different glare types. Set the Glare Res parameter to 1⁄2 for faster rendering with slightly softer glares. Use the Convolve option for smoother results. Glares are best observed on dark images with a few bright spots.

Lighting  S_Glint 

Generates star shaped glints at locations where the Source clip is brighter than the threshold. Lower the threshold parameter to produce glints in more areas. Adjust the size and brightness parameters to make different types of glints. Glints are best observed on dark images with a few bright spots.

Lighting  S_GlintRainbow 

Generates star shaped rainbow colored glints at locations where the Source clip is brighter than the threshold. Lower the threshold parameter to produce glints in more areas. Adjust the Shift Out, Size, and Brightness parameters to make different types of glints. Glints are best observed on dark images with a few bright spots.

Lighting  S_Glow 

Generates glowing light from areas of the source clip that are brighter than the given threshold. Raise the threshold parameter to produce glows in fewer areas. Adjust the Width RGB parameters to make glows with different color falloffs, and adjust the Width XY parameters to make horizontal or vertical glows.

Lighting  S_GlowAura 

Generates radial colored aura lines following the gradient of the source clip. Raise the threshold parameter to produce glows in fewer areas. Adjust the Width, Frequency, Phase, and Twist parameters to make glows with different aura patterns.

Lighting  S_GlowDarks 

Areas of the source clip darker than the given threshold are blurred and combined with the input clip to give a deep smoky look. Adjust the Darkness, Width, and Threshold parameters to give different types of looks.

Lighting  S_GlowDist 

Generates glows based on the distances from the edges of the source input. Any edges in the input image, where the brightness crosses the given threshold value, will generate an equally bright glow into the darker side of the edges. This is best observed when used on images with dark backgrounds.

Lighting  S_GlowEdges 

Creates glowing light from the edges of the source clip. This differs from the default Glow in that small or thin objects generate as much glow around their edges as large objects. Also the glow colors are not affected by the colors of the source clip.

Lighting  S_GlowNoise 

Generates glowing light from areas of the source clip that are brighter than the given threshold. The glows are also attenuated by a solid noise texture to give them a noisy or grainy effect. If the Jitter Frames parameter is positive, the noise will be regenerated for each frame for a fizzling look. If Jitter Frames is zero, two noise textures are combined and slide over each other at a rate depending on the Spread Speed.

Lighting  S_GlowOrthicon 

The source clip is darkened at areas around parts of the source clip that are brighter than the given threshold, to give an ‘orthicon’ or ‘dark glow’ look. Lower the Threshold parameter to produce the orthicon effect in more areas. Adjust the Darkness and Width parameters to give different types of looks.

Lighting  S_GlowRainbow 

Generates rainbow colored glows based on the distances from the edges of the source input. Any edges in the input image, where the brightness crosses the given threshold value, will generate an equal glow into the darker side of the edges. This is best observed when used on images with dark backgrounds.

Lighting  S_GlowRings 

Generates glows of colored rings around the areas of the source clip that are brighter than the given threshold. Raise the threshold parameter to produce glows in fewer areas. Adjust the Width and Thickness RGB parameters to make glows with different color patterns, and adjust the Width XY parameters to make horizontal or vertical glows.

Lighting  S_LensFlare 

Renders a lens flare image over the background clip, aligning various flare elements between the hotspot and pivot locations. Use the Lens menu to select different types of lensflares.

Lighting  S_LensFlareAutoTrack 

Renders one or more lens flare images over the background clip, aligning various flare elements between the hotspot and pivot locations. In this AutoTrack version of LensFlare, the hotspots are automatically positioned on the brightest areas of the background clip. Increasing Blur For Auto will cause the input to be smoothed before the brightest locations are found and can help remove the effect of secondary bright spots.

Lighting  S_Light3D 

Performs 3D relighting with up to 4 individually controlled light sources. The Source input is usually an ambient or diffuse pass from a 3d renderer that shows the surface colors. The Normal vector input determines the surface direction at each pixel. The source and normals should be generated together by the 3d program so they match.

Lighting  S_LightLeak 

Renders abstract patterns of color that simulate light leaking through gaps in a camera body. The light leak consists of three distinct elements which can be adjusted individually.

Lighting  S_Rays 

Generates beams of light emitting from the bright areas of the source clip. Lower the Threshold parameter to generate rays from more areas or raise it to generate rays from only the brightest areas. Set the Rays Res parameter to 1⁄2 for faster rendering with slightly softer rays.

Lighting  S_SpotLight 

Lights the input clip using one or two spotlights. For each enabled light, the intersection of a 3D light cone with the image plane is calculated using the given light source position, aim location, and beam angle. Ambient light can also be applied to affect the entire source image evenly. A wide variety of lighting shapes can be created by adjusting the parameters provided.

Lighting  S_Streaks 

Motion blurs the bright areas of the source into streaks between the From and To transformations. This can be used to create an extended film exposure effect, or simulate soft beams of light. From and To parameters do not refer to time. They describe the two transformations in space that determine the style of blur applied to each frame.

Lighting  S_ZGlow 

Glows areas of the source clip with varying widths depending on the depth values from a ZBuffer input. Separates the input into a number of layers and applies different amounts of glow depending on Width Near, Width Far, Brightness Near, and Brightness Far parameters.

Compatibility: Adobe After Effects & Premiere Pro, Avid Media Composer, The Foundry's NUKE, Blackmagic DaVinci Resolve, and other supported OFX hosts.

Operating Systems: Mac OS X, Windows, Linux (NUKE only)

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