Featuring Integrated Mocha Tracking and Masking
Enhance your work with textures, gradients, cloud, sky, and lightning effects with the Sapphire Render Unit.
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 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 generated with gunfire.
- 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.
Description
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 the 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 an 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 an 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.
System Requirements
Compatibility:
- Adobe After Effects
- Adobe Premiere Pro
- Avid Media Composer
- Autodesk Flame Family
- Blackmagic DaVinci Resolve
- Blackmagic Fusion
- The Foundry NUKE
- Vegas Pro Studio
- Grass Valley Edius
- Silhouette
- Toon Boom Harmony
- Other OFX-compatible hosts
Operating Systems: Mac OS X, Windows, Linux (NUKE only)
Change Log
New in 2021
New Features
- Metal for Mac OS. Over 60 effects have improved speed from an all-new metal implementation
- Improved LensFlare Designer:
- Lens Flare’s ability to offset elements off-axis.
- Reactive speed for elements..
- Performance and stability improvements.
- Improved Mocha:
- Adjust track.
New in 2019.5
New Host:
- Sapphire 2019.5 OFX is now happy to support Autodesk Flame, Flame Assist, Flare v2020 or higher. In addition to new effects and transitions, Flame artists will now have access to the Sapphire Effect and Transition Builder inside of Flame with the 2019.5 release.
Tutorials
Boris FX Sapphire: Tricks for Using Sapphire Aurora
Sapphire Aurora is an amazing VFX plug-in with many uses besides producing high-quality aurora borealis light streaks. Watch how motion graphics guru John Dickinson uses S_Aurora to achieve some stunning results in Adobe After Effects. Create beautiful looks combining Aurora with other effects using the Sapphire Effect Builder.
More...Lens Flares in Avid Media Composer with Boris Sapphire
Learn to create Lens Flares in Avid Media Composer with Boris Sapphire in these two tutorials, one from Kevin McAuliffe and the other from Nick Harauz.
More...Lens Flares in Avid Media Composer with Boris Sapphire
Learn to create Lens Flares in Avid Media Composer with Boris Sapphire in these two tutorials, one from Kevin McAuliffe and the other from Nick Harauz.
More...Boris FX: Getting Started With Sapphire #gettingstarted
This tutorial covers how you can use Sapphire effects, create custom effects, leverage Mocha in Sapphire, and get started creating awesome work with the Sapphire VFX plug-in for Adobe After Effects, Adobe Premiere Pro, Nuke, Avid, Flame, and other hosts.
More...Sapphire for After Effects Top 15 from John Dickinson
Don't miss these great tutorials from John Dickinson on Sapphire for After Effects, covering the top 15 effects in the package.
More...