Top

GenArts Sapphire Unit: Render

Review:

  
GenArts Sapphire Unit: Render - featured

Enhance your work with textures, gradients, cloud, sky, and lightning effects with the Sapphire Render Unit.


Highlights

Highlighted Effects Include:

  • Aurora - Generates a two colored swirl of light along a user controlled spline reminiscent of the Northern Lights.
  • Caustics - Simulates the patterns created when light rays are reflected or refracted by a curved surface.
  • Grunge - Add natural textural elements to dirty up a shot.
  • Zap - Create photorealistic lighting with this versatile tool.
  • Luna - Create photorealistic renderings of the moon that feature accurate lunar cycles.
  • NightSky - Create accurate star-fields by inputting date, time, and location.
  • MuzzleFlash - Simulates the flash and smoke that is generated when a gun is fired.
  • TextureFlux - Create abstract textures of fluctuating liquid or cellular patterns.
  • TextureFolded - Create an abstract texture resembling folded cloth or liquid that can be animated.
  • TextureTiles - Create animated backgrounds and textures from geometric patterns.
  • Clouds - Generate a noise texture that recreates the look of clouds to enhance or replace skies.
  • Gradient - Quickly create a smooth color gradient, which can be combined with the background clip.
  • GradientMulti - Generate a quick and easy multiple color gradient.
  • GradientRadial - Generate a quick and easy circular color gradient.
  • Sparkles - Create a field of sparkling glint effects.

See the details tab for all included effects.

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.

Render  S_Aurora 

Generates a two colored swirl of light along a user controlled spline reminiscent of the Aurora Borealis (Northern Lights).

Render  S_Caustics 

Simulates the patterns created when light rays are reflected or refracted by a curved surface. Caustics can often be seen at the bottom of a swimming pool in bright sunlight or on objects viewed underwater.

Render  S_Clouds 

Generates a procedural noise texture. Use the Frequency parameter to zoom in and out of the texture. The Shift Speed parameters cause the texture to automatically translate over time.

Render  S_CloudsColorSmooth 

Generates a full color clouds texture. Procedural noise texture is independently generated for each of the red, green, and blue output channels. The Shift Speed parameters cause the texture to automatically translate over time.

Render  S_CloudsMultColor 

Generates a procedural noise texture like S_Clouds and tints the colors using an additional color noise texture. The Shift Speed parameters cause the texture to automatically translate over time.

Render  S_CloudsPerspective 

Generates a procedural noise texture transformed onto a 3D plane with perspective. Adjust the Latitude, Swing, and Roll parameters to rotate the image on various axes, each axis, and use the Frequency parameter to zoom in and out of the texture. Shift Speed causes the texture to automatically translate over time.

Render  S_CloudsPsyko 

Generates a procedural noise texture, and passes this through a colorizing process. The Shift Speed parameters cause the pattern to automatically translate over time, and Phase Speed causes the colors to rotate over time.

Render  S_CloudsVortex 

Generates a procedural noise texture twisting into a vortex. The Vortex Speed parameter causes the amount of vortex rotation to automatically animate over time.

Render  S_Gradient 

Makes a smooth color gradient across the screen using given Start and End locations and colors, then optionally combines the gradient with a background clip. Increase Add Noise to reduce banding artifacts in the gradient due to color quantization.

Render  S_GradientMulti 

Generates a smooth multi-color gradient across the screen using multiple control points, and optionally combines the gradient with a background clip.

Render  S_GradientRadial 

Makes a smooth radial color gradient in an ellipse shape, given Center, Inner Radius, and Outer Radius parameters, and optionally combines the gradient with a background clip. Increase Add Noise to reduce banding artifacts in the gradient due to color quantization.

Render  S_Grid 

Generates a grid of lines and combines it with a background clip. Adjust the Latitude, Swing, and Roll parameters to rotate the grid on various axes, and adjust Shift and Z Dist to translate and zoom.

Render  S_Grunge 

Simulates many different kinds of grunge including dirt, stains, flecks, grime, scratches, and paint. Up to three different kinds of grunge can be combined. There are master controls for adjusting all grunge together as well as a set of detailed controls for adjusting the look of each of the grunge collections.

Render  S_LaserBeam 

Simulates the beam from a science fiction style laser blaster. The beam moves over a number of frames from a source point to a target point. A perspective effect may also be added.

Render  S_Luna 

Renders the Earth’s Moon; you can adjust phase and colors, and add atmospheric effects.

Render  S_MuzzleFlash 

Simulates the flash and smoke that is generated when a gun is fired. The flash from several types of gun can be simulated. All guns have a primary flash, and guns with suppressors may have secondary flashes. The gun may easily be fired repeatedly.

Render  S_NightSky 

Generates a realistic starry night sky as viewed from a major city or a specified longitude and latitude. The stars are generated using a star database so that major constellations are visible where expected. Adjust magnitude limit to see more stars. Animate the Minute param to make the stars move realistically over time.

Render  S_Shape 

Draws a shape into the image. It can give a wide variety of shapes, from polygons and circles to stars, flower shapes, and swirled starfish shapes. The main parameters to look at are Points, Pointiness, Roundness, and Swirl.

Render  S_Sparkles 

Generates a field of sparkling glint effects. Adjust the Frequency, Density, and Size parameters for different types of sparkling patterns. Use the Matte input to only generate sparkles in specified areas.

Render  S_SparklesColor 

Generates a field of sparkling Glint effects with varying colors. Adjust the Frequency, Density, and Size parameters for different types of sparkling patterns. Use the Matte input to only generate sparkles in specified areas.

Render  S_TextureCells 

Generates an image of procedural cellular shapes. The Rotate Speed parameter causes the cell centers to rotate within each cell over time.

Render  S_TextureChromaSpiral 

Creates an abstract texture by applying a WarpChroma effect to a procedurally generated noise texture.

Render  S_TextureFlux 

Creates abstract textures of fluctuating liquid or cellular patterns. The Morph Speed parameter causes the pattern to automatically undulate over time.

Render  S_TextureFolded 

Creates an abstract texture resembling folded cloth or liquid that can be animated to give a dynamic turbulent effect. The Fold Speed parameters cause the pattern to automatically undulate over time.

Render  S_TextureLoops 

Creates an abstract texture of overlapping loop shapes. Three sets of shapes can be separately adjusted, colored, and then combined together. The Phase Speed parameter causes the pattern to automatically change over time.

Render  S_TextureMicro 

Generates a procedural texture that looks a bit like a surface of a rough object under an electron microscope.

Render  S_TextureMoire 

Creates an abstract Moire texture by adding together two patterns of concentric rings. The Phase Speed and Moire Speed parameters cause the rings to automatically animate over time.

Render  S_TextureNeurons 

Creates an abstract texture resembling moving nerve cell tendrils. The Phase Speed and Morph Speed parameters cause the pattern to automatically change over time.

Render  S_TextureNoiseEmboss 

Creates an abstract texture by applying a EmbossShiny effect to a procedurally generated noise texture. Adjust the Light Dir to illuminate the pattern from different angles.

Render  S_TextureNoisePaint 

Creates an abstract texture by applying an AutoPaint effect to a procedurally generated noise texture.

Render  S_TexturePlasma 

Creates an abstract texture resembling an electrical plasma effect. The Phase Speed parameter causes the pattern to automatically undulate over time.

Render  S_TextureSpots 

Creates a field of spots that can be distorted and animated. The Warp Speed parameter causes the spots to be distorted over time by a random warping pattern.

Render  S_TextureTiles 

TextureTiles draws a repeating pattern of tiles. The shapes can be hexagons, triangles, diamonds, stars, or variations on those, depending on the Morph parameters.

Render  S_TextureWeave 

Creates an abstract texture resembling perpendicular woven strands. The two sets of strands, horizontal and vertical, can be adjusted independently using frequency, octaves, and speed parameters.

Render  S_Zap 

Generates lightning bolts between two points, and renders them over a background. Increase the number of bolts to give a electrical plasma effect. Increase Vary Endpoint to spread out the ends of the bolts. Adjust the Glow Color for differently colored results. The Wiggle Speed parameter causes the bolts to automatically undulate over time.

Render  S_ZapFrom 

Generates multiple lightning bolts outwards from the edges of objects in the FromObj input clip, and renders them over a background input. Use the Show:Edges option to view the source edges while adjusting the Threshold and Blur From Obj parameters.

Render  S_ZapTo 

Generates a forked lightning bolt from a given point to the edges of objects in the ToObject input clip, and renders it over a background input. Use the Show:Edges option to view the target edges while adjusting the Threshold and Blur To Obj 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)

Log in to leave your own rating.

Customer Reviews

Sorry, no ratings have been submitted for this entry yet.

Introduction to Sapphire Aurora

John Dickinson of Motionworks gives an overview on the Aurora effect in Sapphire to create some lovely and surreal flames....

More...