This operator may be used to load images or animations#into a specified buffer frame by frame. All animation-#and image types that are supported inside Wildfire`s#standard Input from inside the project window are supported#here, too.
*FXLoadAnim_OutputLbl
_Output
*FXLoadAnim_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha.
*FXLoadAnim_SequenceLbl
_Sequence
*FXLoadAnim_SequencePop
s
Depending of th input type you use you can specify here:#- Animation ... complete name of the animation#- Images ... Full name of one image OR# Basename of an image sequence.# Example:# Image sequence test.0001, test.0002, ... test.0040# Your input (basename): test
*FXLoadAnim_ShiftLbl
S_hift
*FXLoadAnim_ShiftREd
h
Shift the start frame to be loaded as first frame#by this value.#Examples:# 0 ... start with the first frame of the sequence/anim# 1 ... start with the second frame#10 ... start with the 11th frame#useful range: 0 ... last frame-1 (integer)
*FXLoadAnim_StepLbl
S_tep
*FXLoadAnim_StepREd
t
Step between the single frames to be loaded.#Examples:#1 ... load every frame#2 ... load every second frame (skip one frame# after a frame is loaded. So frames 1,3,5 ...# will be used.#useful range: 0 ... last frame-1 (integer)
*FXLoadAnim_InfoBtn
_Info
Display some informations about the animation/sequence.
*FXLoadAnim_PlayBtn
_Play/Display
Display the first image when a image or image sequence#is selected.#Play the animation if an animation is selected.
You have to specify two different images#with the same size as input
*FXCropDiff_ImagesGrp
Images
*FXCropDiff_FXCropDiffWnd
CropDiff Effect
This effect compares two images. If it finds some differences#between the images then the rectagular region where the#differences are in will be cut out and given to the result of#this effect.
*FXCropDiff_BackgroundLbl
_Background
*FXCropDiff_ForegroundLbl
_Foreground
*FXCropDiff_OutputLbl
_Output
*FXCropDiff_ForegroundCyc
f
Select the buffer where the foreground image#will be loaded from. Available buffers#are Temp3D1 - Temp3D4.
*FXCropDiff_BackgroundCyc
b
Select the buffer where the background image#will be loaded from. Available buffers#are Temp3D1 - Temp3D4.
*FXCropDiff_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha.
This PlugIn runs Ghostscript to import Postscript#(TM)-files. To consume both time and memory only#the first page of documents is processed. But the#main purpose of this PlugIn is to convert#EPS-illustrations into "editable images".#Notes:#-This PlugIn requires a complete installation of# Ghostscript. Because only the ppmraw-device is used# there is no need for a special version. Even# version 2.62 for AmiWin was sucessfully tested.#-Due to it's nature this PlugIn is relatively slow.# But in comparison to similar X11-Tools this is# normal.#-If you want to import a very small figure at high# resolution you have to set the geometry-parameters.# Example:# Your figure has a dimension of about 3x2.5 cm and# you want to import it at a resolution of 120 dpi.# If you don't change the geometry-parameters the# WHOLE page is written at this resolution which# requires a LOT of memory and wastes much time.# In this example you should specify a crop region# of about 320x256 instead.
*FXGSImport_OutputLbl
_Output
*FXGSImport_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha.
*FXGSImport_FileLbl
_File
*FXGSImport_FilePop
f
Choose the Postscrit file that you want to load.
*FXGSImport_ResolutionLbl
_Resolution
*FXGSImport_ResolutionREd
r
Resolution of the output image.#useful range: 1 ... 512 (integer,dpi)
*FXGSImport_XGeometryLbl
_XGeometry
*FXGSImport_XGeometryREd
x
Horizontal Size of the crop region.#useful range: 1 ... width (integer, pixel)
Using this effect you can fill the predefined#variables pcWidth and pcHeight with the height#and width of the image inside the selected buffer.#So you can create size-independent scripts#which use this variables.
*FXGetDimensions_BufferLbl
_Buffer
*FXGetDimensions_BufferCyc
b
Select the Buffer you want to get the dimensions from.
This very powerfull operator was designed for creating#shadows for 3D objects in a very easy way.#You have to use a Temp3D buffer as input and must give#a background where the shadow and the object should be#rendered to. Furtheron you can change the position and#the size of the shadow.#Animate the distance and the offsets for moving shadows.#Use a Transform3D operator to move around the 3D object.
*FXShadow_InputLbl
_Input
*FXShadow_InputCyc
i
Select the buffer where the input image#will be loaded from. Available buffers#are Temp3D1 - Temp3D4.
*FXShadow_OutputLbl
_Output
*FXShadow_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha.
*FXShadow_TRenderLbl
_TRender
*FXShadow_TRenderCyc
t
Indicate that the transformed 3d-temp-buffer#is used for the last time and can be modified#directly to conserve both memory and time.
*FXShadow_BackgroundLbl
_Background
*FXShadow_BackgroundCyc
b
Select the buffer where the background image#will be loaded from. Available buffers#are Stream, Temp 1 - Temp 7 and Alpha.
*FXShadow_MixLbl
_Mix
*FXShadow_MixPar
m
Select the `darkness` of the shadow. Higher values#give darker shadows.#useful range: 0 ... 100 (integer, percent)
*FXShadow_DeltaXLbl
Light Offset_X
*FXShadow_DeltaXPar
x
Offset of the lightsource which will generate the#shadow in horizontal direction. Negative values will#make the shadow `go left` and vica versa.#useful range: -512 ... 512 (pixel, integer)
*FXShadow_DeltaYLbl
Light Offset_Y
*FXShadow_DeltaYPar
y
Offset of the lightsource which will generate the#shadow in vertical direction. Negative values will#make the shadow `go down` and vica versa.#useful range: -512 ... 512 (pixel, integer)
*FXShadow_DistanceLbl
Light _Dist.
*FXShadow_DistancePar
d
Distance of the lightsource which will generate the#shadow. The smaller the value the lower the distance#and the bigger the shadow. If you use 100 as distance#your shadow will be as big as your object.#useful range: 1 ... 100 (integer)
The line rain operator may be used for eyecatching transitions.#The lines `rain` down (or in any horizontal or vertical direction)#with a given speed and gravity.#Animate the frame paramter for nice results.
*FXPLineRain_DirectionLbl
_Direction
*FXPLineRain_DirectionCyc
d
Select the horizontal or vertical direction where#the lines should move.
*FXPLineRain_InputLbl
_Input
*FXPLineRain_InputCyc
i
Select the buffer where the input image#will be loaded from. Available buffers#are Stream, Temp 1 - Temp 7 and Alpha.
*FXPLineRain_OutputLbl
_Output
*FXPLineRain_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha.
*FXPLineRain_PSizeLbl
_PSize
*FXPLineRain_PSizePar
p
Select the size of the Particles.#useful range: 0 ... 100 (integer, pixel)
*FXPLineRain_FrameLbl
_Frame
*FXPLineRain_FramePar
f
Current frame. At frame 1 the effect starts#and when frame=frames you have a black image.#Animate this setting from 1 to frames#within the time you want to fade your images!#useful range: 1 ... Frames (integer)
*FXPLineRain_FramesLbl
Frame_s
*FXPLineRain_FramesPar
s
Select the number of frames used for#a `full` fading.#useful range: 2 ... 256 (integer)
*FXPLineRain_GravityLbl
_Gravity
*FXPLineRain_GravityPar
g
Select the gravity of the effect.#useful range: 2 ... 256 (integer)
*FXPLineRain_DelayLbl
D_elay
*FXPLineRain_DelayPar
e
Select the delay between the single lines.#useful range: 2 ... 256 (integer)
Using this operator you can `scale` the height of the images.#Opposite to real scaling the image will not get bigger but#keeps the same size and only the input-parts of the image keep#visible. If it is stretched by a factor of 2 you can see only every#second line on the image. All others are empty (you see the background).#If you animate the frame value from 1 to frames then the image#is stretched until no line of the image is visible!
*FXPScale_InputLbl
_Input
*FXPScale_InputCyc
i
Select the buffer where the input image#will be loaded from. Available buffers#are Stream, Temp 1 - Temp 7 and Alpha.
*FXPScale_OutputLbl
_Output
*FXPScale_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha.
*FXPScale_PSizeLbl
_PSize
*FXPScale_PSizePar
p
Size of the particles.
*FXPScale_FrameLbl
_Frame
*FXPScale_FramePar
f
Current frame. At frame 1 the effect starts#and when frame=frames you have a black image.#Animate this setting from 1 to frames#within the time you want to fade your images!#useful range: 1 ... Frames (integer)
*FXPScale_FramesLbl
Frame_s
*FXPScale_FramesPar
s
Select the number of frames used for#a `full` fading.#useful range: 2 ... 256 (integer)
This operator will do the same like the pixelize#operator but this time inside polar coordinates.#You you will get - dependent on the number of#tracks and slices you select - some `cake-pieces`#with one color for every piece. This looks great#for some transitions!
*FXPolarMosaic_InputLbl
_Input
*FXPolarMosaic_InputCyc
i
Select the buffer where the input image#will be loaded from. Available buffers#are Stream, Temp 1 - Temp 7 and Alpha.
*FXPolarMosaic_OutputLbl
_Output
*FXPolarMosaic_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha.
*FXPolarMosaic_RedLbl
_Red
*FXPolarMosaic_RedPar
r
Red value for the grid.#useful range: 0 ... 255 (integer)
*FXPolarMosaic_GreenLbl
_Green
*FXPolarMosaic_GreenPar
g
Green value for the grid.#useful range: 0 ... 255 (integer)
*FXPolarMosaic_BlueLbl
_Blue
*FXPolarMosaic_BluePar
b
Blue value for the grid.#useful range: 0 ... 255 (integer)
*FXPolarMosaic_SlicesLbl
_Slices
*FXPolarMosaic_SlicesPar
s
Number of slices to create. The more slices you use#the more detailled image you will get.#useful range: 1 ... 256 (integer)
*FXPolarMosaic_TracksLbl
_Tracks
*FXPolarMosaic_TracksPar
t
Number of tracks to create. The more tracks you use#the more detailled image you will get.#useful range: 1 ... 360 (integer)
*FXPolarMosaic_SizeLbl
Si_ze
*FXPolarMosaic_SizePar
z
Thickness of the grid to create.#useful range: 1 ... 16 (pixel, integer)
*FXPolarMosaic_DLeftLbl
D_Left
*FXPolarMosaic_DLeftPar
l
Color variation of the left line#to produce a threedimensional look.#useful range: 0 ... 1 (float)
*FXPolarMosaic_DTopLbl
DTo_p
*FXPolarMosaic_DTopPar
p
Color variation of the top line#to produce a threedimensional look.#useful range: 0 ... 1 (float)
*FXPolarMosaic_DRightLbl
DRig_ht
*FXPolarMosaic_DRightPar
h
Color variation of the right line#to produce a threedimensional look.#useful range: 0 ... 1 (float)
*FXPolarMosaic_DBottomLbl
DBotto_m
*FXPolarMosaic_DBottomPar
m
Color variation of the bottom line#to produce a threedimensional look.#useful range: 0 ... 1 (float)
*FXPolarMosaic_GridLbl
Gri_d
*FXPolarMosaic_GridCyc
d
Type of the optional grid to create:#OFF ... no grid#Full ... tangential and radial grid#Tangential ... tangential grid#Radial ... radial grid
*FXPolarMosaic_ColorClr
NULL
Click on me for a color-wheel!#You can drag`n`drop me, too!
Start-value for the random number generator.#Animate this parameter using any variable for nice effects.#useful range: 0 ... 1024 (integer)
*FXPFade_ImageGrp
Image
*FXPFade_OptionsGrp
Options
*FXPFade_FXPFadeWnd
PFade Operator
This particle effect may be used to fade#the different particles out within a given#time. Animate the frame value for nice#looking animations.
*FXPFade_InputLbl
_Input
*FXPFade_InputCyc
i
Select the buffer where the input image#will be loaded from. Available buffers#are Stream and Temp 1 - Temp 7 and Alpha.
*FXPFade_OutputLbl
_Output
*FXPFade_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha.
*FXPFade_PSizeLbl
_PSize
*FXPFade_PSizePar
p
Size of the faded particles.#useful range: 1 ... 24 (integer, pixel)
*FXPFade_FrameLbl
_Frame
*FXPFade_FramePar
f
Current frame. At frame 1 the effect starts#and when frame=frames you have a black image.#Animate this setting from 1 to frames#within the time you want to fade your images!#useful range: 1 ... Frames (integer)
*FXPFade_FramesLbl
Frame_s
*FXPFade_FramesPar
s
Select the number of frames used for#a `full` fading.#useful range: 2 ... 256 (integer)
Current frame. At frame 1 you see only#the first page of text, at the last frame#(when the value is equal to frames) you see#the last page of the text.#Animate this setting from 1 to frames#within the time you want to show the#different pages!#useful range: 1 ... Frames (integer)
*FXText3D_FramesLbl
F_rames
*FXText3D_FramesPar
r
Select the number of frames you want to use.#As many `frames` as you select as many pages#of text will be used!#Edit the singlee pages by moving the Frame Slider#useful range: 1 ... 64 (integer)
*FXText3D_LabelLbl
La_bel
*FXText3D_LabelPar
b
This value or this variable may be inserted into the text#using C - like commands:#Example: We have a value of 25.78 selected as label then:#%f will display 25.779999#%1.0f will display 26#%1.1f will display 25.8#%1.3f will display 25.78#%1.3f will display 25.780#and so on...#Animate the label value linear and use %1.0f#to get an interesting looking frame counter.
*FXText3D_OperationGrp
Operation
*FXText3D_LoadBtn
_Load
Load a textfile.
*FXText3D_SaveBtn
Save
Save the current text.
*FXText3D_NewBtn
New
Restore the standard settings#for all parameter.
*FXText3D_PagesItms
Text3D settings
Color settings
Render settings
*FXText3D_AdjustItms
Left
Right
Centered
*FXText3D_StyleItms
Simple
Bevel
Raise
Route
Round
*FXText3D_ImageGrp
Image
*FXText3D_OptionsGrp
Options
*FXText3D_TextGrp
Text
*FXText3D_FXText3DWnd
Text3D Operator
Using an integrated 3D font which supports different#styles you can create nice looking 3D text with this#operator.#It is quite slow but offers a high quality.#For best results use a 3D buffer as output and lateron#use a colorcube or an texture operator on this 3D buffer.
*FXText3D_StyleLbl
St_yle
*FXText3D_StyleCyc
y
Select the different text-styles.
*FXText3D_OutputLbl
_Output
*FXText3D_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha #and Temp3D1 - Temp3D4.
*FXText3D_AdjustLbl
Ad_just
*FXText3D_AdjustCyc
j
Specify the text-adjustment, this setting#has only an effect when plotting more#than one line of text.
*FXText3D_TextREd
NULL
Edit the currently selected text line.
*FXText3D_TextLst
NULL
The different text lines are displayed here.#If you choose open inside the menu then the#case-sensitive filerequester will pop up and#you can select a text file to load.
*FXText3D_AddBtn
_Add
Add a line of text.
*FXText3D_KillBtn
_Kill
Delete the selected line.
*FXText3D_UpBtn
_Up
Move the selected line up.
*FXText3D_DownBtn
_Down
Move the selected line down.
*FXText3D_ClearBtn
_Clear
Clear all lines of text.
*FXText3D_FrontRedLbl
Front _Red
*FXText3D_FrontRedPar
r
Red value of the color for the#front of the text.#useful range: 0 ... 255 (integer)
*FXText3D_FrontGreenLbl
Front _Green
*FXText3D_FrontGreenPar
g
Green value of the color for the#front of the text.#useful range: 0 ... 255 (integer)
*FXText3D_FrontBlueLbl
Front _Blue
*FXText3D_FrontBluePar
b
Blue value of the color for the#front of the text.#useful range: 0 ... 255 (integer)
*FXText3D_FrontColorClr
NULL
Click on me for a color-wheel!#You can drag`n`drop me, too!
*FXText3D_BevelRedLbl
Bevel R_ed
*FXText3D_BevelRedPar
e
Red value of the color for all#bevels of the text.#useful range: 0 ... 255 (integer)
*FXText3D_BevelGreenLbl
Bevel Gree_n
*FXText3D_BevelGreenPar
n
Green value of the color for all#bevels of the text.#useful range: 0 ... 255 (integer)
*FXText3D_BevelBlueLbl
Bevel B_lue
*FXText3D_BevelBluePar
l
Blue value of the color for all#bevels of the text.#useful range: 0 ... 255 (integer)
*FXText3D_BevelColorClr
NULL
Click on me for a color-wheel!#You can drag`n`drop me, too!
*FXText3D_SideRedLbl
_SideRed
*FXText3D_SideRedPar
s
Red value of the color for all#sides of the text.#useful range: 0 ... 255 (integer)
*FXText3D_SideGreenLbl
S_ideGreen
*FXText3D_SideGreenPar
i
Green value of the color for all#sides of the text.#useful range: 0 ... 255 (integer)
*FXText3D_SideBlueLbl
SideBl_ue
*FXText3D_SideBluePar
u
Blue value of the color for all#sides of the text.#useful range: 0 ... 255 (integer)
*FXText3D_SideColorClr
NULL
Click on me for a color-wheel!#You can drag`n`drop me, too!
*FXText3D_HSkipLbl
HSk_ip
*FXText3D_HSkipPar
i
Additional space between two lines.#useful range: 0 ... 20 (integer, pixel)
*FXText3D_VSkipLbl
_VSkip
*FXText3D_VSkipPar
v
Additional space between two letters.#useful range: 0 ... 20 (integer, pixel)
*FXText3D_TWidthLbl
_TWidth
*FXText3D_TWidthPar
t
Width of the letter `O`.#useful range: 1 ... 100 (integer, pixel)
*FXText3D_THeightLbl
TH_eight
*FXText3D_THeightPar
e
Height of the letter `O`.#useful range: 1 ... 100 (integer, pixel)
*FXText3D_TDepthLbl
TDe_pth
*FXText3D_TDepthPar
p
Depth of all letters (thickness in Z-direction)#useful range: 1 ... 32 (integer, pixel)
*FXText3D_WidthLbl
_Width
*FXText3D_WidthPar
w
Width of the image to create.#useful range: 1 ... 1024 (pixel, integer)
*FXText3D_HeightLbl
_Height
*FXText3D_HeightPar
h
Height of the image to create.#useful range: 1 ... 1024 (pixel, integer)
This effect is some kind of bump effect in#horizontal direction. Depending on an height-map#parts of the images are stretched in x and y#direction.#Bright parts on the map change the image very#strong, darker parts do not change the image this#much.
*FXRefract_InputLbl
_Input
*FXRefract_InputCyc
i
Select the buffer where the input image#will be loaded from. Available buffers#are Stream and Temp 1 - Temp 7 and Alpha.
*FXRefract_OutputLbl
_Output
*FXRefract_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha.
*FXRefract_HeightMapLbl
_HeightMap
*FXRefract_HeightMapCyc
h
Select the buffer where the height-map#will be loaded from. Available buffers#are Stream and Temp 1 - Temp 7 and Alpha.
*FXRefract_WrapLbl
_Wrap
*FXRefract_WrapCyc
w
On = replicate the image to avoid blank# regions in the generated image
*FXRefract_ScaleXLbl
Scale_X
*FXRefract_ScaleXPar
x
This value changes the strenght#of the effect in x direction.#The higher this value the stronger#the image is changed.##useful range: 0.01 ... 0.50 (float)
*FXRefract_ScaleYLbl
Scale_Y
*FXRefract_ScaleYPar
y
This value changes the strenght#of the effect in y direction.#The higher this value the stronger#the image is changed.##useful range: 0.01 ... 0.50 (float)
This operator applies a LookUpTable to an#image. Unlike to all other image-processors#LUT's are represented by Envelopes and can#be morphed !#There are 6 Envelopes: a Start- and an#End-Envelope for every component. After#specifying the number of frames the#Start-Envelope is morphed into the#End-Envelope. Different point-counts#are possible.#On the X-axis you see the `normal` color and#on the y-axis you see the `changed` color.#-If your envelope is a line from 0,0 to 255,255# then all colors stay unchanged.#-If your envelope is a line from 0,255 to 255,0# then you have negative colors!
*FXLUT_InputLbl
_Input
*FXLUT_InputCyc
i
Select the buffer where the input image#will be loaded from. Available buffers#are Stream and Temp 1 - Temp 7 and Alpha.
*FXLUT_OutputLbl
_Output
*FXLUT_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha.
*FXLUT_FramesLbl
_Frames
*FXLUT_FramesPar
f
Select the number of frames used for#a `full` morph.#useful range: 2 ... 256 (integer)
*FXLUT_SrcRedImg
NULL
Preview of the Envelope for the source#of the red color.
*FXLUT_SrcGreenImg
NULL
Preview of the Envelope for the source#of the green color.
*FXLUT_SrcBlueImg
NULL
Preview of the Envelope for the source#of the blue color.
*FXLUT_DstRedImg
NULL
Preview of the Envelope for the destination#of the red color.
*FXLUT_DstGreenImg
NULL
Preview of the Envelope for the destination#of the green color.
*FXLUT_DstBlueImg
NULL
Preview of the Envelope for the destination#of the blue color.
*FXLUT_SrcRedBtn
Envelope (_1)
Change the Envelope for the source#of the red color.
*FXLUT_SrcGreenBtn
Envelope (_2)
Change the Envelope for the source#of the green color.
*FXLUT_SrcBlueBtn
Envelope (_3)
Change the Envelope for the source#of the blue color.
*FXLUT_DstRedBtn
Envelope (_4)
Change the Envelope for the destination#of the red color.
*FXLUT_DstGreenBtn
Envelope (_5)
Change the Envelope for the destination#of the green color.
*FXLUT_DstBlueBtn
Envelope (_6)
Change the Envelope for the destination#of the blue color.
This operator performs some standard 3d-transformations#on images or 3d-temp-buffers. This makes it for example#possible to deform a sphere into a lens or to apply other#3d-effects along any axis.#The transformations will be done for real, the transformations#from the render-settings window are just done when rendering.#Using this operator you can change for instance the position#inside the room-depth (z-translation) and combine this#with another 3D-object (join 3d).
*FXTransform3D_InputLbl
_Input
*FXTransform3D_InputCyc
i
Select the buffer where the input image#will be loaded from. Available buffers#are Stream and Temp 1 - Temp 7 and Alpha #and Temp3D1 - Temp3D4.#If the input Buffer is no 3D Buffer then Quant3d from#the Render-Settings page will change the quality and the speed#of the 2d to 3d convertion!
*FXTransform3D_OutputLbl
_Output
*FXTransform3D_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha #and Temp3D1 - Temp3D4.
*FXTransform3D_TRenderLbl
_TRender
*FXTransform3D_TRenderCyc
t
Indicate that the transformed 3d-temp-buffer#is used for the last time and can be modified#directly to conserve both memory and time.
*FXTransform3D_RotateLbl
_Rotate
*FXTransform3D_RotateCyc
r
Select the axis-pair to rotate around#or disable rotating.
*FXTransform3D_OriginXLbl
Origin_X
*FXTransform3D_OriginXPar
x
X-coordinate for the rotation/scaling-centre.#useful range: -512 ... 512 (pixel, integer)
*FXTransform3D_OriginYLbl
Origin_Y
*FXTransform3D_OriginYPar
y
Y-coordinate for the rotation/scaling-centre.#useful range: -512 ... 512 (pixel, integer)
*FXTransform3D_OriginZLbl
Origin_Z
*FXTransform3D_OriginZPar
z
Z-coordinate for the rotation/scaling-centre.#useful range: -512 ... 512 (pixel, integer)
*FXTransform3D_ScaleXLbl
Scal_eX
*FXTransform3D_ScaleXPar
e
Scaling of the object in X-direction.#useful range: -6 ... 6 (float)
*FXTransform3D_ScaleYLbl
S_caleY
*FXTransform3D_ScaleYPar
c
Scaling of the object in Y-direction.#useful range: -6 ... 6 (float)
*FXTransform3D_ScaleZLbl
Sca_leZ
*FXTransform3D_ScaleZPar
l
Scaling of the object in Z-direction.#useful range: -6 ... 6 (float)
*FXTransform3D_TransXLbl
Tr_ansX
*FXTransform3D_TransXPar
a
Translation of the object in X-direction.#useful range: -512 ... 512 (pixel, integer)
*FXTransform3D_TransYLbl
Tra_nsY
*FXTransform3D_TransYPar
n
Translation of the object in Y-direction.#useful range: -512 ... 512 (pixel, integer)
*FXTransform3D_TransZLbl
Tran_sZ
*FXTransform3D_TransZPar
s
Translation of the object in Z-direction.#useful range: -512 ... 512 (pixel, integer)
*FXTransform3D_AlphaLbl
Al_pha
*FXTransform3D_AlphaPar
p
First rotation angle.#useful range: -360 ... 360 (degrees, integer)
*FXTransform3D_BetaLbl
_Beta
*FXTransform3D_BetaPar
b
Second rotation angle.#useful range: -360 ... 360 (degrees, integer)
This oparator may be used for applying textures#to 3D objects. Forinstance you can create an 3D#text inside Temp3D1 and put a texture on it using#this operator.#A nice feature is to use the mix value and a waterwave#with blue water to create `real water`.
*FXTexture_InputLbl
_Input
*FXTexture_InputCyc
i
Select the buffer where the input image#will be loaded from. Available buffers#are Stream and Temp 1 - Temp 7 and Alpha #and Temp3D1 - Temp3D4.#If the input Buffer is no 3D Buffer then Quant3d from#the Render-Settings page will change the quality and the speed#of the 2d to 3d convertion!
*FXTexture_TextureLbl
T_exture
*FXTexture_TextureCyc
e
Select the buffer where the texture image#will be loaded from. Available buffers#are Stream and Temp 1 - Temp 7 and Alpha.
*FXTexture_OutputLbl
_Output
*FXTexture_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha #and Temp3D1 - Temp3D4.
*FXTexture_TRenderLbl
_TRender
*FXTexture_TRenderCyc
t
Indicate that the transformed 3d-temp-buffer#is used for the last time and can be modified#directly to conserve both memory and time.
*FXTexture_ModeLbl
_Mode
*FXTexture_ModeCyc
m
Select if you want to use the texture as an#standard texture (color) or if you want to#use it as an alpha channel.
*FXTexture_SizeLbl
_Size
*FXTexture_SizeCyc
s
Compute the size immediately (CURRENT)#or while rendering (ACTUAL).
*FXTexture_MixLbl
Mi_x
*FXTexture_MixPar
x
Intensity of the texture. The higher the value the#more you can see the texture on the object.#Example: You create a 3D-Wave with a blue color and:#1. choose 0% as Mix then you`ll get a blue wave with# no changes.#2. choose 100% as Mix then you`ll get a wave with the# image from the selected temp-buffer on it and you# will see nothing from the `original` blue color.#3. choose anything between 1% and 99% then you`ll see# a mix between the blue (water-) color and the# texture.#useful range: 0 ... 100 (percent, integer)
This operator is one of the most powerful#and complicated features of Wildfire. It#allows you to add a threedimensional#color- or alpha-space to objects or images.##This is done computing the bounding box#("cube") of the affected object, putting a#different color on each of the 8 points of#the "cube" and performing a 3d-transition#between these 8 colors.##Using the alpha-mode only the brightness#of the object is modified. This makes it#for example possible to wrap objects onto#images or to add fog to a scene.
*FXColorCube_InputLbl
_Input
*FXColorCube_InputCyc
i
Select the buffer where the input image#will be loaded from. Available buffers#are Temp3D1 - Temp3D4.#If the input Buffer is no 3D Buffer then Quant3d from#the Render-Settings page will change the quality and the speed#of the 2d to 3d convertion!
*FXColorCube_OutputLbl
_Output
*FXColorCube_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha #and Temp3D1 - Temp3D4.
*FXColorCube_TRenderLbl
_TRender
*FXColorCube_TRenderCyc
t
Indicate that the transformed 3d-temp-buffer#is used for the last time and can be modified#directly to conserve both memory and time.
*FXColorCube_ModeLbl
_Mode
*FXColorCube_ModeCyc
m
Type of the generated color-space.
*FXColorCube_SizeLbl
_Size
*FXColorCube_SizeCyc
s
Compute the size immediately (CURRENT)#or while rendering (ACTUAL).
*FXColorCube_MixLbl
Mi_x
*FXColorCube_MixPar
x
Transparency in COLOR-mode.#useful range: 0 ... 100 (integer, percent)
*FXColorCube_RedLbl
Red
*FXColorCube_GreenLbl
Green
*FXColorCube_BlueLbl
Blue
*FXColorCube_RedXMinYMaxZMinPar
NULL
Red value of the Colorcube edge.#useful range: 0 ... 255 (integer)
*FXColorCube_GreenXMinYMaxZMinPar
NULL
Green value of the Colorcube edge.#useful range: 0 ... 255 (integer)
*FXColorCube_BlueXMinYMaxZMinPar
NULL
Blue value of the Colorcube edge.#useful range: 0 ... 255 (integer)
*FXColorCube_ColorXMinYMaxZMinClr
NULL
Click on me for a color-wheel!#You can drag`n`drop me, too!
*FXColorCube_RedXMaxYMaxZMinPar
NULL
Red value of the Colorcube edge.#useful range: 0 ... 255 (integer)
*FXColorCube_GreenXMaxYMaxZMinPar
NULL
Green value of the Colorcube edge.#useful range: 0 ... 255 (integer)
*FXColorCube_BlueXMaxYMaxZMinPar
NULL
Blue value of the Colorcube edge.#useful range: 0 ... 255 (integer)
*FXColorCube_ColorXMaxYMaxZMinClr
NULL
Click on me for a color-wheel!#You can drag`n`drop me, too!
*FXColorCube_RedXMinYMaxZMaxPar
NULL
Red value of the Colorcube edge.#useful range: 0 ... 255 (integer)
*FXColorCube_GreenXMinYMaxZMaxPar
NULL
Green value of the Colorcube edge.#useful range: 0 ... 255 (integer)
*FXColorCube_BlueXMinYMaxZMaxPar
NULL
Blue value of the Colorcube edge.#useful range: 0 ... 255 (integer)
*FXColorCube_ColorXMinYMaxZMaxClr
NULL
Click on me for a color-wheel!#You can drag`n`drop me, too!
*FXColorCube_RedXMaxYMaxZMaxPar
NULL
Red value of the Colorcube edge.#useful range: 0 ... 255 (integer)
*FXColorCube_GreenXMaxYMaxZMaxPar
NULL
Green value of the Colorcube edge.#useful range: 0 ... 255 (integer)
*FXColorCube_BlueXMaxYMaxZMaxPar
NULL
Blue value of the Colorcube edge.#useful range: 0 ... 255 (integer)
*FXColorCube_ColorXMaxYMaxZMaxClr
NULL
Click on me for a color-wheel!#You can drag`n`drop me, too!
*FXColorCube_RedXMinYMinZMinPar
NULL
Red value of the Colorcube edge.#useful range: 0 ... 255 (integer)
*FXColorCube_GreenXMinYMinZMinPar
NULL
Green value of the Colorcube edge.#useful range: 0 ... 255 (integer)
*FXColorCube_BlueXMinYMinZMinPar
NULL
Blue value of the Colorcube edge.#useful range: 0 ... 255 (integer)
*FXColorCube_ColorXMinYMinZMinClr
NULL
Click on me for a color-wheel!#You can drag`n`drop me, too!
*FXColorCube_RedXMaxYMinZMinPar
NULL
Red value of the Colorcube edge.#useful range: 0 ... 255 (integer)
*FXColorCube_GreenXMaxYMinZMinPar
NULL
Green value of the Colorcube edge.#useful range: 0 ... 255 (integer)
*FXColorCube_BlueXMaxYMinZMinPar
NULL
Blue value of the Colorcube edge.#useful range: 0 ... 255 (integer)
*FXColorCube_ColorXMaxYMinZMinClr
NULL
Click on me for a color-wheel!#You can drag`n`drop me, too!
*FXColorCube_RedXMinYMinZMaxPar
NULL
Red value of the Colorcube edge.#useful range: 0 ... 255 (integer)
*FXColorCube_GreenXMinYMinZMaxPar
NULL
Green value of the Colorcube edge.#useful range: 0 ... 255 (integer)
*FXColorCube_BlueXMinYMinZMaxPar
NULL
Blue value of the Colorcube edge.#useful range: 0 ... 255 (integer)
*FXColorCube_ColorXMinYMinZMaxClr
NULL
Click on me for a color-wheel!#You can drag`n`drop me, too!
*FXColorCube_RedXMaxYMinZMaxPar
NULL
Red value of the Colorcube edge.#useful range: 0 ... 255 (integer)
*FXColorCube_GreenXMaxYMinZMaxPar
NULL
Green value of the Colorcube edge.#useful range: 0 ... 255 (integer)
*FXColorCube_BlueXMaxYMinZMaxPar
NULL
Blue value of the Colorcube edge.#useful range: 0 ... 255 (integer)
*FXColorCube_ColorXMaxYMinZMaxClr
NULL
Click on me for a color-wheel!#You can drag`n`drop me, too!
This operator removes all faces#matching a color-specification#to produce a genlock-like effect.
*FXGenlock3D_InputLbl
_Input
*FXGenlock3D_InputCyc
i
Select the buffer where the input image#will be loaded from. Available buffers#are Stream and Temp 1 - Temp 7 and Alpha #and Temp3D1 - Temp3D4.#If the input Buffer is no 3D Buffer then Quant3d from#the Render-Settings page will change the quality and the speed#of the 2d to 3d convertion!
*FXGenlock3D_OutputLbl
_Output
*FXGenlock3D_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha #and Temp3D1 - Temp3D4.
*FXGenlock3D_TRenderLbl
_TRender
*FXGenlock3D_TRenderCyc
t
Indicate that the transformed 3d-temp-buffer#is used for the last time and can be modified#directly to conserve both memory and time.
*FXGenlock3D_GenlockLbl
Gen_lock
*FXGenlock3D_GenlockCyc
l
Type of genlock:#- SINGLE COLOR ... the selected color from the# image will be transparent#- INRANGE ... extended genlock, all colors from# the image which are inside the# selected range will be transparent#- OUTRANGE ... extended genlock, all colors from# the image which are outside the# selected range will be transparent
*FXGenlock3D_Red1Lbl
_Red (1)
*FXGenlock3D_Red1Par
r
Red value of the first genlock-color#useful range: 0 ... 255 (integer)
*FXGenlock3D_Green1Lbl
_Green (1)
*FXGenlock3D_Green1Par
g
Green value of the first genlock-color#useful range: 0 ... 255 (integer)
*FXGenlock3D_Blue1Lbl
_Blue (1)
*FXGenlock3D_Blue1Par
b
Blue value of the first genlock-color#useful range: 0 ... 255 (integer)
*FXGenlock3D_Red2Lbl
R_ed (2)
*FXGenlock3D_Red2Par
e
Red value of the second genlock-color#useful range: 0 ... 255 (integer)
*FXGenlock3D_Green2Lbl
Gree_n (2)
*FXGenlock3D_Green2Par
n
Green value of the second genlock-color#useful range: 0 ... 255 (integer)
*FXGenlock3D_Blue2Lbl
Bl_ue (2)
*FXGenlock3D_Blue2Par
u
Blue value of the second genlock-color#useful range: 0 ... 255 (integer)
*FXGenlock3D_Color1Clr
NULL
Click on me for a color-wheel!#You can drag`n`drop me, too!
*FXGenlock3D_Color2Clr
NULL
Click on me for a color-wheel!#You can drag`n`drop me, too!
This operator is made to change the#global background of the processor dynamically.#Everytime there is an `empty room` generated when#making a 3d-object (cube and so on) or something#else then this background will be used. You can#select an color or even an image as background.#Everything is antialised of course when it is#drawn on the background.
*FXSetBackground_RedLbl
_Red
*FXSetBackground_RedPar
r
Red part of the RGB-value for the color.#useful range: 0 ... 255 (integer)
*FXSetBackground_GreenLbl
_Green
*FXSetBackground_GreenPar
g
Green part of the RGB-value for the color.#useful range: 0 ... 255 (integer)
*FXSetBackground_BlueLbl
_Blue
*FXSetBackground_BluePar
b
Blue part of the RGB-value for the color.#useful range: 0 ... 255 (integer)
*FXSetBackground_ColorClr
NULL
Click on me for a color-wheel!#You can drag`n`drop me, too!
*FXSetBackground_TypeLbl
_Type
*FXSetBackground_TypeCyc
t
Select the backgound-type:#- Image ... an image is used as background#- Color ... a single color is used as background
*FXSetBackground_BufferLbl
B_uffer
*FXSetBackground_BufferCyc
u
Select the buffer where the backgound image#will be loaded from. Available buffers#are Stream and Temp 1 - Temp 7 and Alpha.
This operator allows to modify#the colors of any 3d-object. The#transparency-option especially#makes sense for objects with more#than unique color such as animals.
*FXSetColor_InputLbl
_Input
*FXSetColor_InputCyc
i
Select the buffer where the input image#will be loaded from. Available buffers#are Temp3D1 - Temp3D4.#If the input Buffer is no 3D Buffer then Quant3d from#the Render-Settings page will change the quality and the speed#of the 2d to 3d convertion!
*FXSetColor_OutputLbl
_Output
*FXSetColor_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha #and Temp3D1 - Temp3D4.
*FXSetColor_TRenderLbl
_TRender
*FXSetColor_TRenderCyc
t
Indicate that the transformed 3d-temp-buffer#is used for the last time and can be modified#directly to conserve both memory and time.
*FXSetColor_MixLbl
_Mix
*FXSetColor_MixPar
m
Intensity of the effect. A value of 0 makes no change#to the input object, a value of 100 uses only the#output of this effect, all other values between mix the#objects.#useful range: 0 ... 100 (percent, integer)
*FXSetColor_RedLbl
_Red
*FXSetColor_RedPar
r
Red part of the RGB-value for the object color.#useful range: 0 ... 255 (integer)
*FXSetColor_GreenLbl
_Green
*FXSetColor_GreenPar
g
Green part of the RGB-value for the object color.#useful range: 0 ... 255 (integer)
*FXSetColor_BlueLbl
_Blue
*FXSetColor_BluePar
b
Blue part of the RGB-value for the object color.#useful range: 0 ... 255 (integer)
*FXSetColor_ColorClr
NULL
Click on me for a color-wheel!#You can drag`n`drop me, too!
Select the buffer where the input image#will be loaded from. Available buffers#are Stream and Temp 1 - Temp 7 and Alpha.
*FXCircle_OutputLbl
_Output
*FXCircle_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha.
*FXCircle_RadiusLbl
R_adius
*FXCircle_RadiusPar
a
Radius of the circle.#useful range: 0 ... width (integer)
*FXCircle_CentreXLbl
Centre_X
*FXCircle_CentreXPar
x
X position of the centre of the circle.#useful range: -512 ... 512 (integer, pixel)
*FXCircle_CentreYLbl
Centre_Y
*FXCircle_CentreYPar
y
Y position of the centre of the circle.#useful range: -512 ... 512 (integer, pixel)
*FXCircle_StartAngleLbl
_StartAngle
*FXCircle_StartAnglePar
s
Start position of the circle. You are able#to draw slices of a circle with this option.#Set Startangle to 0 and Endangle to 360#for drawing a full circle.#useful range: 0 ... 360 (integer, degrees)
*FXCircle_EndAngleLbl
_EndAngle
*FXCircle_EndAnglePar
e
End position of the circle. You are able#to draw slices of a circle with this option.#Set Startangle to 0 and Endangle to 360#for drawing a full circle.#useful range: 0 ... 360 (integer, degrees)
*FXCircle_ThicknessLbl
_Thickness
*FXCircle_ThicknessPar
t
Thickness of the circle, use values larger#than radius to create a filled circle.#useful range: 0 ... radius (integer, pixel)
*FXCircle_RedLbl
_Red
*FXCircle_RedPar
r
Red part of the RGB-value for the circle color.#useful range: 0 ... 255 (integer)
*FXCircle_GreenLbl
_Green
*FXCircle_GreenPar
g
Green part of the RGB-value for the circle color.#useful range: 0 ... 255 (integer)
*FXCircle_BlueLbl
_Blue
*FXCircle_BluePar
b
Blue part of the RGB-value for the circle color.#useful range: 0 ... 255 (integer)
*FXCircle_ColorClr
NULL
Click on me for a color-wheel!#You can drag`n`drop me, too!
This operator draws an optionally#filled rectangle on your input image.
*FXRectangle_InputLbl
_Input
*FXRectangle_InputCyc
i
Select the buffer where the input image#will be loaded from. Available buffers#are Stream and Temp 1 - Temp 7 and Alpha.
*FXRectangle_OutputLbl
_Output
*FXRectangle_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha.
*FXRectangle_WidthLbl
_Width
*FXRectangle_WidthPar
w
Width of the rectangle.#useful range: 0 ... width (integer)
*FXRectangle_HeightLbl
_Height
*FXRectangle_HeightPar
h
Height of the rectangle.#useful range: 0 ... height (integer)
*FXRectangle_LeftLbl
_Left
*FXRectangle_LeftPar
l
Left position of the upper-left-edge.#If you want the rectangle to start#inside the upper left edge of the image#then use 0 as left and top!#useful range: -512 ... 512 (integer,pixel)
*FXRectangle_TopLbl
_Top
*FXRectangle_TopPar
t
Top position of the upper-left-edge.#If you want the rectangle to start#inside the upper left edge of the image#then use 0 as left and top!#useful range: -512 ... 512 (integer,pixel)
*FXRectangle_ThicknessLbl
Thi_ckness
*FXRectangle_ThicknessPar
c
Thickness of the rectangle, use values larger#than height/2 to create a filled rectangle.#useful range: 0 ... height/2 (integer)
*FXRectangle_RedLbl
_Red
*FXRectangle_RedPar
r
Red part of the RGB-value for the rectangle color.#useful range: 0 ... 255 (integer)
*FXRectangle_GreenLbl
_Green
*FXRectangle_GreenPar
g
Green part of the RGB-value for the rectangle color.#useful range: 0 ... 255 (integer)
*FXRectangle_BlueLbl
_Blue
*FXRectangle_BluePar
b
Blue part of the RGB-value for the rectangle color.#useful range: 0 ... 255 (integer)
*FXRectangle_ColorClr
NULL
Click on me for a color-wheel!#You can drag`n`drop me, too!
This operator applies the grayscale-levels#of a bump-map as z-values to an image or#3d-temp-buffer. For good results the bump-map#should be very smooth. Such smooth images can#be easily created using the Convolve-Operator#with the default 5x5 matrix.
*FXBump3D_InputLbl
_Input
*FXBump3D_InputCyc
i
Select the buffer where the input image#will be loaded from. Available buffers#are Stream and Temp 1 - Temp 7 and Alpha #and Temp3D1 - Temp3D4.#If the input Buffer is no 3D Buffer then Quant3d from#the Render-Settings page will change the quality and the speed#of the 2d to 3d convertion!
*FXBump3D_OutputLbl
_Output
*FXBump3D_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha #and Temp3D1 - Temp3D4.
*FXBump3D_TRenderLbl
_TRender
*FXBump3D_TRenderCyc
t
Indicate that the transformed 3d-temp-buffer#is used for the last time and can be modified#directly to conserve both memory and time.
*FXBump3D_HeightMapLbl
_HeightMap
*FXBump3D_HeightMapCyc
h
Select the buffer where the height-map#will be loaded from. Available buffers#are Stream and Temp 1 - Temp 7 and Alpha.
*FXBump3D_NoGroundLbl
_NoGround
*FXBump3D_NoGroundCyc
n
Select if you want to subtract the#"ground" (the average) of the#bumpmap to produce only contrast#and no additional translation.
*FXBump3D_CentreLbl
_Centre
*FXBump3D_CentreCyc
c
Select if you want to centre the#bumpmap inside the input image.
*FXBump3D_AspectLbl
A_spect
*FXBump3D_AspectCyc
s
Choose if you want to keep the aspect or not.#If you select Take Width or Take Heigth then#the heigth or width will be calculated#so the the aspect from the input image#will stay unchanged. Other wise you may enter#the width and the height yourself.
*FXBump3D_AmountLbl
_Amount
*FXBump3D_AmountPar
a
Maximum height corresponding#to a grayscale level of 255.#useful range: -32 ... 32 (integer)
*FXBump3D_WidthLbl
_Width
*FXBump3D_WidthPar
w
Width of the bump-map.#useful range: 1 ... 1024 (integer)
*FXBump3D_HeightLbl
H_eight
*FXBump3D_HeightPar
e
Height of the bump-map.#useful range: 1 ... 1024 (integer)
*FXBump3D_OriginXLbl
Origin_X
*FXBump3D_OriginXPar
x
Position of the left edge of the#bump-map relativ to the image.#useful range: -512 ... 512 (integer, pixel)
*FXBump3D_OriginYLbl
Origin_Y
*FXBump3D_OriginYPar
y
Position of the top edge of the#bump-map relativ to the image.#useful range: -512 ... 512 (integer, pixel)
This operator simply allows you to#add comments to the Processor-script.
*FXComment_CommentLbl
_Comment
*FXComment_CommentREd
c
Please enter a comment which will be displayed#inside the script. This may be usefull if you#want to spread your scripts and want the other#users to know your thoughts.
This operator interpolates between two#objects to creat a so-called "morph-object".#Both points and object-colors are interpolated.#The source- and the destination-object should#have the same point- and face-count.#A nice application of this feature is#to "morph" between two different functions#created by the ZPlot-PlugIn.#Animate the frame value for nice looking anims!
*FXMorph_InputItms
TEMP3D1
TEMP3D2
TEMP3D3
TEMP3D4
*FXMorph_Input1Lbl
Input_1
*FXMorph_Input1Cyc
1
Select the buffer where the input image 1#will be loaded from. Available buffers#are Temp3D1 - Temp3D4.
*FXMorph_Input2Lbl
Input_2
*FXMorph_Input2Cyc
2
Select the buffer where the input image 2#will be loaded from. Available buffers#are Temp3D1 - Temp3D4.
*FXMorph_OutputLbl
_Output
*FXMorph_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha #and Temp3D1 - Temp3D4.
*FXMorph_FrameLbl
_Frame
*FXMorph_FramePar
f
Current frame. At frame 1 you see only#the object from input 1, at the last frame#(when the value is equal to frames) you see#only the object from input 2. Between these#wo frame-numbers the object is morphed.#Animate this setting from 1 to frames#within the time you want to morph your#objects!#useful range: 1 ... Frames (integer)
*FXMorph_FramesLbl
Frame_s
*FXMorph_FramesPar
s
Number of frames used for a complete#morph between the two objects.#useful range: 1 ... 1024 (integer)
This operator reads in a Lightwave-object#and converts it into Wildfire's 3D-format.#This makes it possible to combine phong-shaded#3D-objects and images using the#PowerPlugs!-concept mechanism.#Only 1-, 2-, 3-, and 4-point-polygons are#supported, all polygons with more points#are ignored while reading.#To simplify the creation of object-#catalogues the filename can be plotted#directly to the generated image and#whole drawers can be processed easily.
*FXLWOB_TextItms
Off
Short
Full
*FXLWOB_OutputLbl
_Output
*FXLWOB_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha #and Temp3D1 - Temp3D4.
*FXLWOB_TextLbl
_Text
*FXLWOB_TextCyc
t
Toggle the kind of text to#be plotted to the image:#- OFF ... no text will be generated#- SMALL ... plot the name without the path#- FULL ... plot the full name with path
*FXLWOB_WidthLbl
_Width
*FXLWOB_WidthPar
w
Width of the image to create.#useful range: 1 ... 1024 (pixel, integer)
*FXLWOB_HeightLbl
_Height
*FXLWOB_HeightPar
h
Height of the image to create.#useful range: 1 ... 1024 (pixel, integer)
*FXLWOB_FilenameLbl
_Filename
*FXLWOB_FilenamePop
f
There are two possibilities:#1. Choose a filename ...# this file will be rendered##2. Choose a directory-name ...# the path is scanned to create# an alphabetically sorted filelist.# Later the n-th item of this list# is processed at frame n.
*FXLWOB_FontBtn
_Select Font
Select the font for the generated string.
*FXLWOB_TRedLbl
T_Red
*FXLWOB_TRedPar
r
Red part of the RGB-value for the text color.#useful range: 0 ... 255 (integer)
*FXLWOB_TGreenLbl
T_Green
*FXLWOB_TGreenPar
g
Green part of the RGB-value for the text color.#useful range: 0 ... 255 (integer)
*FXLWOB_TBlueLbl
T_Blue
*FXLWOB_TBluePar
b
Blue part of the RGB-value for the text color.#useful range: 0 ... 255 (integer)
*FXLWOB_TColorClr
NULL
Click on me for a color-wheel!#You can drag`n`drop me, too!
Thickness of the grid.#useful range: 0 ... 5 (float)
*FXDataPlot_PagesItms
DataPlot settings
Render settings
*FXDataPlot_ImageGrp
Image
*FXDataPlot_PlotGrp
Plot
*FXDataPlot_ColorsGrp
Colors
*FXDataPlot_FXDataPlotWnd
DataPlot Operator
This operator reads in a 3D-dataset in gnuplot-format#and converts into a 3D-object which may be rendered#in conjunction with the ColorCube-Operator and using#phong-shading.##Important Note: #This PlugIn uses a coordinate-system which is much#more "handy" than Wildfire's standard#coordinate-system to create function-plots:##y^#| /z#|/# ---> x##"standard"##z^#| /y#|/# ---> x##DataPlot##Because this coordinate system is only used while#creating the objects all view-settings work as usual.
*FXDataPlot_OutputLbl
_Output
*FXDataPlot_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha #and Temp3D1 - Temp3D4.
*FXDataPlot_GridLbl
Gr_id
*FXDataPlot_GridCyc
i
Draw an additional grid on the object.
*FXDataPlot_WidthLbl
_Width
*FXDataPlot_WidthPar
w
Width of the image to create.#useful range: 1 ... 1024 (pixel, integer)
*FXDataPlot_HeightLbl
_Height
*FXDataPlot_HeightPar
h
Height of the image to create.#useful range: 1 ... 1024 (pixel, integer)
*FXDataPlot_FilenameLbl
_Filename
*FXDataPlot_FilenamePop
f
Specify the name of the file#which you want to plot.
*FXDataPlot_XQuantLbl
X_Quant
*FXDataPlot_XQuantPar
q
X quantization-values.#this values are may used if your dataset#has an extreme high resolution but you#want to plot it with a visible grid. So#after loading the dataset is reduced to#a resolution of xQuant X yQuant. To disable#this feature just enter very high#quantization values like 1000.#useful range: 16 ... 4096 (integer)
*FXDataPlot_YQuantLbl
YQ_uant
*FXDataPlot_YQuantPar
u
Y quantization-values.#this values are may used if your dataset#has an extreme high resolution but you#want to plot it with a visible grid. So#after loading the dataset is reduced to#a resolution of xQuant X yQuant. To disable#this feature just enter very high#quantization values like 1000.#useful range: 16 ... 4096 (integer)
*FXDataPlot_XScaleLbl
_XScale
*FXDataPlot_XScalePar
x
Scale-value in x-direction.#The scale-values are sometimes#necessary to solve the problem#of very different axis-scales.#useful range: 0 ... 1024 (float)
*FXDataPlot_YScaleLbl
_YScale
*FXDataPlot_YScalePar
y
Scale-value in y-direction.#The scale-values are sometimes#necessary to solve the problem#of very different axis-scales.#useful range: 0 ... 1024 (float)
*FXDataPlot_ZScaleLbl
_ZScale
*FXDataPlot_ZScalePar
z
Scale-value in z-direction.#The scale-values are sometimes#necessary to solve the problem#of very different axis-scales.#useful range: 0 ... 1024 (float)
*FXDataPlot_RedLbl
_Red
*FXDataPlot_RedPar
r
Red part of the RGB-value for the object color.#useful range: 0 ... 255 (integer)
*FXDataPlot_GreenLbl
_Green
*FXDataPlot_GreenPar
g
Green part of the RGB-value for the object color.#useful range: 0 ... 255 (integer)
*FXDataPlot_BlueLbl
_Blue
*FXDataPlot_BluePar
b
Blue part of the RGB-value for the object color.#useful range: 0 ... 255 (integer)
*FXDataPlot_ColorClr
NULL
Click on me for a color-wheel!#You can drag`n`drop me, too!
*FXDataPlot_GRedLbl
GRe_d
*FXDataPlot_GRedPar
d
Red part of the RGB-value for the additional grid.#useful range: 0 ... 255 (integer)
*FXDataPlot_GGreenLbl
GGr_een
*FXDataPlot_GGreenPar
e
Green part of the RGB-value for the additional grid.#useful range: 0 ... 255 (integer)
*FXDataPlot_GBlueLbl
GB_lue
*FXDataPlot_GBluePar
l
Blue part of the RGB-value for the additional grid.#useful range: 0 ... 255 (integer)
*FXDataPlot_GColorClr
NULL
Click on me for a color-wheel!#You can drag`n`drop me, too!
Current frame. At frame 1 you see only#the first page of text, at the last frame#(when the value is equal to frames) you see#the last page of the text.#Animate this setting from 1 to frames#within the time you want to show the#different pages!#useful range: 1 ... Frames (integer)
*FXText_FramesLbl
Fra_mes
*FXText_FramesPar
m
Select the number of frames you want to use.#As many `frames` as you select as many pages#of text will be used!#Edit the singlee pages by moving the Frame Slider#useful range: 1 ... 64 (integer)
*FXText_LabelLbl
Label
*FXText_LabelPar
NULL
This value or this variable may be inserted into the text#using C - like commands:#Example: We have a value of 25.78 selected as label then:#%f will display 25.779999#%1.0f will display 26#%1.1f will display 25.8#%1.3f will display 25.78#%1.3f will display 25.780#and so on...#Animate the label value linear and use %1.0f#to get an interesting looking frame counter.
*FXText_OperationGrp
Operation
*FXText_LoadBtn
_Load
Load a textfile.
*FXText_SaveBtn
_Save
Save the current text.
*FXText_NewBtn
_New
Restore the standard settings#for all parameter.
*FXText_StyleItms
Normal
Outline
Emboss
*FXText_AdjustItms
Left
Right
Centered
*FXText_ImageGrp
Image
*FXText_OptionsGrp
Options
*FXText_TextGrp
Text
*FXText_FXTextWnd
Text Operator
This operator renders text in various styles.#Unlike to other programs whole text-files can#be used and edited.#The size of the output-image depends on the#number of lines and on the maximum number#of letters on a line.
*FXText_OutputLbl
_Output
*FXText_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha.
*FXText_AdjustLbl
Ad_just
*FXText_AdjustCyc
j
Specify the text-adjustment, this setting#has only an effect when plotting more#than one line of text.
*FXText_StyleLbl
St_yle
*FXText_StyleCyc
y
Select the render style for the text:#- NORMAL ... use the font without applying# any changes, this method should be# selected using color-fonts#- OUTLINE ... draw outlines of the selected font#- EMBOSS ... produce a threedimensional look
*FXText_TextREd
NULL
Edit the currently selected text line.
*FXText_TextLst
NULL
The different text lines are displayed here.#If you choose open inside the menu then the#case-sensitive filerequester will pop up and#you can select a text file to load.
*FXText_AddBtn
_Add
Add a line of text.
*FXText_KillBtn
_Kill
Delete the selected line.
*FXText_UpBtn
_Up
Move the selected line up.
*FXText_DownBtn
_Down
Move the selected line down.
*FXText_ClearBtn
Clear
Clear all lines of text
*FXText_FontBtn
Select _Font
Select the font to use for all lines.
*FXText_RedLbl
_Red
*FXText_RedPar
r
Select the red part of the RGB value for the text-color.#useful range: 0 ... 255 (integer)
*FXText_GreenLbl
_Green
*FXText_GreenPar
g
Select the green part of the RGB value for the text-color.#useful range: 0 ... 255 (integer)
*FXText_BlueLbl
_Blue
*FXText_BluePar
b
Select the blue part of the RGB value for the text-color.#useful range: 0 ... 255 (integer)
*FXText_ColorClr
NULL
Click on me for a color-wheel!#You can drag`n`drop me, too!
*FXText_HSkipLbl
_HSkip
*FXText_HSkipPar
h
Additional space between two lines.#useful range: 0 ... 10 (integer, pixel)
*FXText_StrengthLbl
S_trength
*FXText_StrengthPar
t
Thickness of the outline drawed around#the text in OUTLINE- or EMBOSS-mode.#useful range: 1 ... 10 (integer, pixel)
*FXText_LightXLbl
Light_X
*FXText_LightXPar
x
X-Position of the lightsource.#useful range: -1000 ... 1000 (integer, pixel)
*FXText_LightYLbl
Light_Y
*FXText_LightYPar
y
Y-Position of the lightsource.#useful range: -1000 ... 1000 (integer, pixel)
*FXText_LightZLbl
Light_Z
*FXText_LightZPar
z
Z-Position of the lightsource.#useful range: -1000 ... 1000 (integer, pixel)
This operator makes it possible to exchange#images with other applications. The basic concept#is to produce an ARexx-script which causes the#application to load, process and save a temporary#image created by Wildfire.
*FXARexx_InputLbl
_Input
*FXARexx_InputCyc
i
Select the buffer where the input image#will be loaded from. Available buffers#are Stream and Temp 1 - Temp 7 and Alpha.
*FXARexx_OutputLbl
_Output
*FXARexx_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha.
*FXARexx_PortLbl
_Port
*FXARexx_PortREd
p
ARexx-port of the application you want to use.
*FXARexx_TempFileLbl
Temp_File
*FXARexx_TempFileREd
f
Path and filename for the temperorary image to be created.#You may acces this later on by using the `variable` tempfile.#Example for saving:#"save '%s' raw",tempfile
*FXARexx_TextREd
NULL
Change here the current commandline.#Every line of the script has to be entered#in the format of a C-printf-command. This#allows one to use Envelopes in such an ARexx-script.##The basic syntax is as follows:# "<formatstring>",arguments#(The enclosing '"'-characters are important.)#Three formats are supported:# "%s" - for strings# "%d" - for integer parameters# "%f" - for float parameters#The number of format-specifiers must be#always equal to the number of arguments. Any#special formats-strings like "%.4lf" are#not supported.
*FXARexx_TextLst
NULL
This list shows the commands which should#be executed from the program which onws the#given ARexx-Port.
*FXARexx_AddBtn
_Add
Add a line to the ARexx-script.
*FXARexx_KillBtn
_Kill
Kill the selected line.
*FXARexx_UpBtn
_Up
Move the selected line up.
*FXARexx_DownBtn
_Down
Move the selected line down.
*FXARexx_ClearBtn
_Clear
Clear the whole script.
*FXARexx_VariableBtn
_Variable
Add a variable-entry to the selected line.#This may be used for creating timedependent effects.#Example:#"operator rotate '%d'",angle#where angle is a variable with an envelope. At frame#X the value of the variable at this frame will be#inserted at '%d'##There are three kinds of such format-strings:# "%s" - for strings# "%d" - for integer parameters# "%f" - for float parameters
*FXARexx_TempFileBtn
_TempFile
Add the TempFile `variable` to the selected line.#This may be used for loading or saving the image.#Example: "load '%s'",tempfile
This very complex operator adds threedimensional#axes including# -tickmarks# -ticklabels# -axes-labels#to any 3D-object. The main purpose of this PlugIn#is to produce function- or data-plots at extrem high#quality. Therefore a very high resolution (e.g. 1280x800)#is the "natural mode" of this PlugIn. Such#high-quality-images may be included into TeX-documents#using the EPS-Saver and DVIPS easily.
*FXAxis3D_InputLbl
_Input
*FXAxis3D_InputCyc
i
Select the buffer where the input image#will be loaded from. Available buffers#are Temp3D1 - Temp3D4
*FXAxis3D_OutputLbl
_Output
*FXAxis3D_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha #and Temp3D1 - Temp3D4.
*FXAxis3D_TRenderLbl
_TRender
*FXAxis3D_TRenderCyc
t
Indicate that the transformed 3d-temp-buffer#is used for the last time and can be modified#directly to conserve both memory and time.
*FXAxis3D_LabelsLbl
_Labels
*FXAxis3D_LabelsCyc
l
Turn creation of labels on/off.
*FXAxis3D_ThicknessLbl
T_hickness
*FXAxis3D_ThicknessPar
h
Specify the thickness of the axis and the labels.#useful range: 0.5 ... 30 (float)
*FXAxis3D_TickSizeLbl
Ti_ckSize
*FXAxis3D_TickSizePar
c
Specify the length of the tickmarks.#useful range: 0.5 ... 30 (float)
*FXAxis3D_FontSizeLbl
_FontSize
*FXAxis3D_FontSizePar
f
Height of the ticklabels, the axes-labels#are scaled up a little bit.#useful range: 0.5 ... 30 (float)
*FXAxis3D_RedLbl
_Red
*FXAxis3D_RedPar
r
Red part of the RGB value for the#color of the axis and the tickmarks#useful range: 0 ... 255 (integer)
*FXAxis3D_GreenLbl
_Green
*FXAxis3D_GreenPar
g
Green part of the RGB value for the#color of the axis and the tickmarks#useful range: 0 ... 255 (integer)
*FXAxis3D_BlueLbl
_Blue
*FXAxis3D_BluePar
b
Blue part of the RGB value for the#color of the axis and the tickmarks#useful range: 0 ... 255 (integer)
*FXAxis3D_ColorClr
NULL
Click on me for a color-wheel!#You can drag`n`drop me, too!
*FXAxis3D_LRedLbl
LR_ed
*FXAxis3D_LRedPar
e
Red part of the RGB value for the#color of the labels.#useful range: 0 ... 255 (integer)
*FXAxis3D_LGreenLbl
LGree_n
*FXAxis3D_LGreenPar
n
Green part of the RGB value for the#color of the labels.#useful range: 0 ... 255 (integer)
*FXAxis3D_LBlueLbl
LBl_ue
*FXAxis3D_LBluePar
u
Blue part of the RGB value for the#color of the labels.#useful range: 0 ... 255 (integer)
*FXAxis3D_LColorClr
NULL
Click on me for a color-wheel!#You can drag`n`drop me, too!
*FXAxis3D_XMinLbl
XM_in
*FXAxis3D_XMinPar
i
Minimum value for the axis-range.#useful range: -1024 ... 1024 (float)
*FXAxis3D_XMaxLbl
X_Max
*FXAxis3D_XMaxPar
m
Maximum value for the axis-range.#useful range: -1024 ... 1024 (float)
*FXAxis3D_XTicksLbl
XTi_cks
*FXAxis3D_XTicksPar
c
Number of tickmarks (if Mode=AUTOMATIC).#useful range: 0 ... 10 (integer)
*FXAxis3D_LXMinLbl
LXMi_n
*FXAxis3D_LXMinPar
n
Minimum value for the tick-range (if Mode=MANUAL).#useful range: -1024 ... 1024 (float)
*FXAxis3D_LXMaxLbl
LXM_ax
*FXAxis3D_LXMaxPar
a
Maximum value for the tick-range (if Mode=MANUAL).#useful range: -1024 ... 1024 (float)
*FXAxis3D_LDXLbl
_LDX
*FXAxis3D_LDXPar
l
Distance between the ticks.#useful range: 1 ... 20 (float)
*FXAxis3D_LXSkipLbl
LX_Skip
*FXAxis3D_LXSkipPar
s
Additional space between the axis and the label.#useful range: 0 ... 30 (float)
*FXAxis3D_LXAlphaLbl
XAlp_ha
*FXAxis3D_LXAlphaPar
h
Individual alpha-rotation-angle of the label.#useful range: -360 ... 360 (degrees)
*FXAxis3D_LXBetaLbl
XBe_ta
*FXAxis3D_LXBetaPar
t
Individual beta-rotation-angle of the label.#useful range: -360 ... 360 (degrees)
*FXAxis3D_XLabelLbl
XLa_bel
*FXAxis3D_XLabelREd
b
Enter the additional axis label.
*FXAxis3D_XModeLbl
XM_ode
*FXAxis3D_XModeCyc
o
Mode to compute tick-mark-positions:#- Manual ... define tick-range and distance# between the single ticks yourself.#- Automatic ... just enter the number of ticks# and everything else is calculated by Wildfire.
*FXAxis3D_XPlaceLbl
X_Place
*FXAxis3D_XPlaceCyc
p
Specify where to place the labels.
*FXAxis3D_YMinLbl
YM_in
*FXAxis3D_YMinPar
i
Minimum value for the axis-range.#useful range: -1024 ... 1024 (float)
*FXAxis3D_YMaxLbl
Y_Max
*FXAxis3D_YMaxPar
m
Maximum value for the axis-range.#useful range: -1024 ... 1024 (float)
*FXAxis3D_YTicksLbl
YTi_cks
*FXAxis3D_YTicksPar
c
Number of tickmarks (if Mode=AUTOMATIC).#useful range: 0 ... 10 (integer)
*FXAxis3D_LYMinLbl
LYMi_n
*FXAxis3D_LYMinPar
n
Minimum value for the tick-range (if Mode=MANUAL).#useful range: -1024 ... 1024 (float)
*FXAxis3D_LYMaxLbl
LYM_ax
*FXAxis3D_LYMaxPar
a
Maximum value for the tick-range (if Mode=MANUAL).#useful range: -1024 ... 1024 (float)
*FXAxis3D_LDYLbl
_LDY
*FXAxis3D_LDYPar
l
Distance between the ticks.#useful range: 1 ... 20 (float)
*FXAxis3D_LYSkipLbl
LY_Skip
*FXAxis3D_LYSkipPar
s
Additional space between the axis and the label.#useful range: 0 ... 30 (float)
*FXAxis3D_LYAlphaLbl
YAlp_ha
*FXAxis3D_LYAlphaPar
h
Individual alpha-rotation-angle of the label.#useful range: -360 ... 360 (degrees)
*FXAxis3D_LYBetaLbl
YBe_ta
*FXAxis3D_LYBetaPar
t
Individual beta-rotation-angle of the label.#useful range: -360 ... 360 (degrees)
*FXAxis3D_YLabelLbl
YLa_bel
*FXAxis3D_YLabelREd
b
Enter the additional axis label.
*FXAxis3D_YModeLbl
YM_ode
*FXAxis3D_YModeCyc
o
Mode to compute tick-mark-positions:#- Manual ... define tick-range and distance# between the single ticks yourself.#- Automatic ... just enter the number of ticks# and everything else is calculated by Wildfire.
*FXAxis3D_YPlaceLbl
Y_Place
*FXAxis3D_YPlaceCyc
p
Specify where to place the labels.
*FXAxis3D_ZMinLbl
ZM_in
*FXAxis3D_ZMinPar
i
Minimum value for the axis-range.#useful range: -1024 ... 1024 (float)
*FXAxis3D_ZMaxLbl
Z_Max
*FXAxis3D_ZMaxPar
m
Maximum value for the axis-range.#useful range: -1024 ... 1024 (float)
*FXAxis3D_ZTicksLbl
ZTi_cks
*FXAxis3D_ZTicksPar
c
Number of tickmarks (if Mode=AUTOMATIC).#useful range: 0 ... 10 (integer)
*FXAxis3D_LZMinLbl
LZMi_n
*FXAxis3D_LZMinPar
n
Minimum value for the tick-range (if Mode=MANUAL).#useful range: -1024 ... 1024 (float)
*FXAxis3D_LZMaxLbl
LZM_ax
*FXAxis3D_LZMaxPar
a
Maximum value for the tick-range (if Mode=MANUAL).#useful range: -1024 ... 1024 (float)
*FXAxis3D_LDZLbl
_LDZ
*FXAxis3D_LDZPar
l
Distance between the ticks.#useful range: 1 ... 20 (float)
*FXAxis3D_LZSkipLbl
LZ_Skip
*FXAxis3D_LZSkipPar
s
Additional space between the axis and the label.#useful range: 0 ... 30 (float)
*FXAxis3D_LZAlphaLbl
ZAlp_ha
*FXAxis3D_LZAlphaPar
h
Individual alpha-rotation-angle of the label.#useful range: -360 ... 360 (degrees)
*FXAxis3D_LZBetaLbl
ZBe_ta
*FXAxis3D_LZBetaPar
t
Individual beta-rotation-angle of the label.#useful range: -360 ... 360 (degrees)
*FXAxis3D_ZLabelLbl
ZLa_bel
*FXAxis3D_ZLabelREd
b
Enter the additional axis label.
*FXAxis3D_ZModeLbl
ZM_ode
*FXAxis3D_ZModeCyc
o
Mode to compute tick-mark-positions:#- Manual ... define tick-range and distance# between the single ticks yourself.#- Automatic ... just enter the number of ticks# and everything else is calculated by Wildfire.
Thickness of the grid.#useful range: 0 ... 5 (float)
*FXParPlot_PagesItms
ParPlot settings
Render settings
*FXParPlot_ImageGrp
Image
*FXParPlot_PlotGrp
Plot
*FXParPlot_ColorsGrp
Colors
*FXParPlot_FXParPlotWnd
ParPlot Effect
This operator creates an 3D-object evaluating#threedimensional parametric functions#{x(u,v),y(u,v),z(u,v)} such as a torus or the#Mobius strip. The created object may be rendered#in conjunction with the ColorCube-Operator and#using phong-shading later.#Double click on some examples from the preset list#to see what you can enter inside the different gadgets.
*FXParPlot_OutputLbl
_Output
*FXParPlot_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha #and Temp3D1 - Temp3D4.
*FXParPlot_GridLbl
Gr_id
*FXParPlot_GridCyc
i
Draw an additional grid on the object.
*FXParPlot_WidthLbl
_Width
*FXParPlot_WidthPar
w
Width of the image to create.#useful range: 1 ... 1024 (pixel, integer)
*FXParPlot_HeightLbl
_Height
*FXParPlot_HeightPar
h
Height of the image to create.#useful range: 1 ... 1024 (pixel, integer)
*FXParPlot_XLbl
_X
*FXParPlot_XREd
x
Formula for coordinate x(u,v) to evaluate.#Have a look at the examples below! Just#doble-click inside the example list...
*FXParPlot_YLbl
_Y
*FXParPlot_YREd
y
Formula for coordinate y(u,v) to evaluate.#Have a look at the examples below! Just#doble-click inside the example list...
*FXParPlot_ZLbl
_Z
*FXParPlot_ZREd
z
Formula for coordinatez(u,v) to evaluate.#Have a look at the examples below! Just#doble-click inside the example list...
*FXParPlot_UMinLbl
_UMin
*FXParPlot_UMinPar
u
Minimum value for the u range.#useful range: -100 ... 100 (float)
*FXParPlot_UMaxLbl
U_Max
*FXParPlot_UMaxPar
m
Maximum value for the u range, should be#bigger then the minimum value.#useful range: -100 ... 100 (float)
*FXParPlot_UCountLbl
U_Count
*FXParPlot_UCountPar
c
Number of keypoints inside the u range to calculate.#Attention! The higher the value the longer the#calculation-time!#useful range: 1 ... 128 (pixel, integer)
*FXParPlot_VMinLbl
_VMin
*FXParPlot_VMinPar
v
Minimum value for the v range.#useful range: -100 ... 100 (float)
*FXParPlot_VMaxLbl
VM_ax
*FXParPlot_VMaxPar
a
Maximum value for the v range, should be#bigger then the minimum value.#useful range: -100 ... 100 (float)
*FXParPlot_VCountLbl
VCou_nt
*FXParPlot_VCountPar
n
Number of keypoints inside the v range to calculate.#Attention! The higher the value the longer the#calculation-time!#useful range: 1 ... 128 (pixel, integer)
*FXParPlot_RedLbl
_Red
*FXParPlot_RedPar
r
Red part of the RGB-value for the object color.#useful range: 0 ... 255 (integer)
*FXParPlot_GreenLbl
_Green
*FXParPlot_GreenPar
g
Green part of the RGB-value for the object color.#useful range: 0 ... 255 (integer)
*FXParPlot_BlueLbl
_Blue
*FXParPlot_BluePar
b
Blue part of the RGB-value for the object color.#useful range: 0 ... 255 (integer)
*FXParPlot_ColorClr
NULL
Click on me for a color-wheel!#You can drag`n`drop me, too!
*FXParPlot_GRedLbl
GRe_d
*FXParPlot_GRedPar
d
Red part of the RGB-value for the additional grid.#useful range: 0 ... 255 (integer)
*FXParPlot_GGreenLbl
GGr_een
*FXParPlot_GGreenPar
e
Green part of the RGB-value for the additional grid.#useful range: 0 ... 255 (integer)
*FXParPlot_GBlueLbl
GB_lue
*FXParPlot_GBluePar
l
Blue part of the RGB-value for the additional grid.#useful range: 0 ... 255 (integer)
*FXParPlot_GColorClr
NULL
Click on me for a color-wheel!#You can drag`n`drop me, too!
*FXParPlot_PresetLst
NULL
These are some preselected functions. Just double click on#them and you`ll see some examples for the formulas and the#range settings.
Thickness of the grid.#useful range: 0 ... 5 (float)
*FXZPlot_PagesItms
ZPlot settings
Render settings
*FXZPlot_ImageGrp
Image
*FXZPlot_PlotGrp
Plot
*FXZPlot_ColorsGrp
Colors
*FXZPlot_FXZPlotWnd
ZPlot Effect
This operator creates an 3D-object plotting#threedimensional functions f(x,y) such as#sin(x X x+y X y). The created object may be rendered#in conjunction with the ColorCube-Operator and#using phong-shading later.#Double click on some examples from the preset list#to see what you can enter inside the different gadgets.
*FXZPlot_OutputLbl
_Output
*FXZPlot_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha #and Temp3D1 - Temp3D4.
*FXZPlot_GridLbl
Gr_id
*FXZPlot_GridCyc
i
Draw an additional grid on the object.
*FXZPlot_WidthLbl
_Width
*FXZPlot_WidthPar
w
Width of the image to create.#useful range: 1 ... 1024 (pixel, integer)
*FXZPlot_HeightLbl
_Height
*FXZPlot_HeightPar
h
Height of the image to create.#useful range: 1 ... 1024 (pixel, integer)
*FXZPlot_ExpressionLbl
Expres_sion
*FXZPlot_ExpressionREd
s
Function f(x,y) to evaluate.#Have a look at the examples below! Just#doble-click inside the example list...
*FXZPlot_XMinLbl
_XMin
*FXZPlot_XMinPar
x
Minimum value for the x range.#useful range: -100 ... 100 (float)
*FXZPlot_XMaxLbl
X_Max
*FXZPlot_XMaxPar
m
Maximum value for the x range, should be#bigger then the minimum value.#useful range: -100 ... 100 (float)
*FXZPlot_XCountLbl
X_Count
*FXZPlot_XCountPar
c
Number of keypoints inside the x range to calculate.#Attention! The higher the value the longer the#calculation-time!#useful range: 1 ... 128 (pixel, integer)
*FXZPlot_YMinLbl
_YMin
*FXZPlot_YMinPar
y
Minimum value for the y range.#useful range: -100 ... 100 (float)
*FXZPlot_YMaxLbl
YM_ax
*FXZPlot_YMaxPar
a
Maximum value for the y range, should be#bigger then the minimum value.#useful range: -100 ... 100 (float)
*FXZPlot_YCountLbl
YCo_unt
*FXZPlot_YCountPar
u
Number of keypoints inside the y range to calculate.#Attention! The higher the value the longer the#calculation-time!#useful range: 1 ... 128 (pixel, integer)
*FXZPlot_RedLbl
_Red
*FXZPlot_RedPar
r
Red part of the RGB-value for the object color.#useful range: 0 ... 255 (integer)
*FXZPlot_GreenLbl
_Green
*FXZPlot_GreenPar
g
Green part of the RGB-value for the object color.#useful range: 0 ... 255 (integer)
*FXZPlot_BlueLbl
_Blue
*FXZPlot_BluePar
b
Blue part of the RGB-value for the object color.#useful range: 0 ... 255 (integer)
*FXZPlot_ColorClr
NULL
Click on me for a color-wheel!#You can drag`n`drop me, too!
*FXZPlot_GRedLbl
GRe_d
*FXZPlot_GRedPar
d
Red part of the RGB-value for the additional grid.#useful range: 0 ... 255 (integer)
*FXZPlot_GGreenLbl
GGr_een
*FXZPlot_GGreenPar
e
Green part of the RGB-value for the additional grid.#useful range: 0 ... 255 (integer)
*FXZPlot_GBlueLbl
GB_lue
*FXZPlot_GBluePar
l
Blue part of the RGB-value for the additional grid.#useful range: 0 ... 255 (integer)
*FXZPlot_GColorClr
NULL
Click on me for a color-wheel!#You can drag`n`drop me, too!
*FXZPlot_PresetLst
NULL
These are some preselected functions. Just double click on#them and you`ll see some examples for the formulas and the#range settings.
This operator reduces the resolution of an#image creating rectangles. An additional#grid may be drawn, too.
*FXPixelize_InputLbl
_Input
*FXPixelize_InputCyc
i
Select the buffer where the input image#will be loaded from. Available buffers#are Stream and Temp 1 - Temp 7 and Alpha.
*FXPixelize_OutputLbl
_Output
*FXPixelize_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha.
*FXPixelize_RedLbl
_Red
*FXPixelize_RedPar
r
Red value from the base color of the grid.#Use DLeft, DRight, DTop and DBottom to create#a color transition for a 3D look of the grid.#useful range: 0 ... 255 (integer)
*FXPixelize_GreenLbl
_Green
*FXPixelize_GreenPar
g
Green value from the base color of the grid.#Use DLeft, DRight, DTop and DBottom to create#a color transition for a 3D look of the grid.#useful range: 0 ... 255 (integer)
*FXPixelize_BlueLbl
_Blue
*FXPixelize_BluePar
b
Blue value from the base color of the grid.#Use DLeft, DRight, DTop and DBottom to create#a color transition for a 3D look of the grid.#useful range: 0 ... 255 (integer)
*FXPixelize_WidthLbl
_Width
*FXPixelize_WidthPar
w
Width of the rectangles to create.#useful range: 1 ... width/2 (pixel, integer)
*FXPixelize_HeightLbl
_Height
*FXPixelize_HeightPar
h
Height of the rectangles to create.#useful range: 1 ... height/2 (pixel, integer)
*FXPixelize_SizeLbl
_Size
*FXPixelize_SizePar
s
Thickness of the grid to create.#useful range: 1 ... 16 (pixel, integer)
*FXPixelize_DLeftLbl
D_Left
*FXPixelize_DLeftPar
l
Color variation of the left line#to produce a threedimensional look.#useful range: 0 ... 1 (float)
*FXPixelize_DTopLbl
DTo_p
*FXPixelize_DTopPar
p
Color variation of the top line#to produce a threedimensional look.#useful range: 0 ... 1 (float)
*FXPixelize_DRightLbl
DRigh_t
*FXPixelize_DRightPar
t
Color variation of the right line#to produce a threedimensional look.#useful range: 0 ... 1 (float)
*FXPixelize_DBottomLbl
DBotto_m
*FXPixelize_DBottomPar
m
Color variation of the bottom line#to produce a threedimensional look.#useful range: 0 ... 1 (float)
*FXPixelize_GridLbl
Gri_d
*FXPixelize_GridCyc
d
Type of the optional grid to create:#OFF ... no grid#XY ... horizontal and vertical grid#X ... horizontal grid#Y ... vertical grid
*FXPixelize_CentreLbl
_Centre
*FXPixelize_CentreCyc
c
Centre the rectangles, this options should#be switched off if the size of the rectangle#varies with time.
*FXPixelize_ColorClr
NULL
Click on me for a color-wheel!#You can drag`n`drop me, too!
This operator adds perspective to an image.#The only things you can select (beside the input#and the output) are the render-3d settings.
*FXPerspective_InputLbl
_Input
*FXPerspective_InputCyc
i
Select the buffer where the input image#will be loaded from. Available buffers#are Stream and Temp 1 - Temp 7 and Alpha #and Temp3D1 - Temp3D4.#If the input Buffer is no 3D Buffer then Quant3d from#the Render-Settings page will change the quality and the speed#of the 2d to 3d convertion!
*FXPerspective_OutputLbl
_Output
*FXPerspective_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha #and Temp3D1 - Temp3D4.
This operator creates an image using a#"diffusion limited aggregation"-algorithm.##T.A. Witten; L.M. Sander, Phys. Rev. Lett. 47, 1400 (1981)
*FXDLA_OutputLbl
_Output
*FXDLA_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha.
*FXDLA_WidthLbl
_Width
*FXDLA_WidthPar
w
Width of the to-be-generated image.#useful range: 1 ... 1024 (pixel, integer)
*FXDLA_HeightLbl
_Height
*FXDLA_HeightPar
h
Height of the to-be-generated image.#useful range: 1 ... 1024 (pixel, integer)
*FXDLA_IterationsLbl
I_terations
*FXDLA_IterationsPar
t
Number of iterations which affects#the size of the generated cluster.#ATTENTION! Large values like 3000#cause a very long calculation time!#useful range: 100 ... 5000 (integer)
*FXDLA_SeedLbl
See_d
*FXDLA_SeedPar
d
Parameter which affects the shape.#useful range: 0 ... 10000 (integer)
*FXDLA_RedLbl
_Red
*FXDLA_RedPar
r
Red part of the RGB Value for the created image.#useful range: -255 ... 255 (integer)
*FXDLA_GreenLbl
_Green
*FXDLA_GreenPar
g
Green part of the RGB Value for the created image.#useful range: -255 ... 255 (integer)
*FXDLA_BlueLbl
_Blue
*FXDLA_BluePar
b
Blue part of the RGB Value for the created image.#useful range: -255 ... 255 (integer)
*FXDLA_ColorClr
NULL
Click on me for a color-wheel!#You can drag`n`drop me, too!
This operator allows you to modify image-colors#smoothly. It features all methods of the Balancing#PlugIn. But instead of applying a fixed set of#parameters to the whole image a smooth gradient#(parallel or radial) is created and applied.#Animate the Values for nice animations.
*FXBGradient_ImageGrp
Image
*FXBGradient_PreviewGrp
Preview
*FXBGradient_OptionsGrp
Options
*FXBGradient_InputLbl
_Input
*FXBGradient_InputCyc
i
Select the buffer where the input image#will be loaded from. Available buffers#are Stream and Temp 1 - Temp 7 and Alpha.
*FXBGradient_OutputLbl
_Output
*FXBGradient_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha.
Radius of the transition in `radial` mode.#useful range: 0 ... sqrt(height^2+width^2) (pixel, integer)
*FXBGradient_Value1Lbl
_Value1
*FXBGradient_Value1Par
v
Intensity at point 1 (start-point).#useful range: -255 ... 255 (integer)
*FXBGradient_X2Lbl
_X2
*FXBGradient_X2Par
x
X-End-position in `parallel` mode.#useful range: 0 ... width (pixel, integer)
*FXBGradient_Y2Lbl
Y_2
*FXBGradient_Y2Par
2
Y-End-position in `parallel` mode.#useful range: 0 ... height (pixel, integer)
*FXBGradient_Value2Lbl
Va_lue2
*FXBGradient_Value2Par
l
Intensity at point 2 (end-point).#useful range: -255 ... 255 (integer)
*FXBGradient_TypeLbl
_Type
*FXBGradient_TypeCyc
t
Effect-mode to use:#- RED ... shift the red components#- GREEN ... shift the green components#- BLUE ... shift the blue components#- CONTRAST ... change the contrast#- BRIGHTNESS ... shift all color components#- GAMMA ... gamma-correction#- SATURATION ... change the color saturation
*FXBGradient_TransitionLbl
Tr_ansition
*FXBGradient_TransitionCyc
a
Shape of transition:#- PARALLEL ... `normal` gradient, x1;y1 is# the start-position, x2;y2 is# the end position.#- RADIAL ... circular shape, x1;y1 is the# start-position, radius changes# the effect radius. The effect# works in all directions.
This operator detects a region of similar#colors around a specified centre.#It may be used for creating Alpha-Channels.
*FXColorRegion_ImageGrp
Image
*FXColorRegion_PreviewGrp
Preview
*FXColorRegion_OptionsGrp
Options
*FXColorRegion_InputLbl
_Input
*FXColorRegion_InputCyc
i
Select the buffer where the input image#will be loaded from. Available buffers#are Stream and Temp 1 - Temp 7 and Alpha.
*FXColorRegion_OutputLbl
_Output
*FXColorRegion_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha.
*FXColorRegion_CentreXLbl
Centre_X
*FXColorRegion_CentreXPar
x
X-Centre of the effect.#This selects which point is used as#starting-color/region.#useful range: 0 ... width (pixel, integer)
*FXColorRegion_CentreYLbl
Centre_Y
*FXColorRegion_CentreYPar
y
Y-Centre of the effect.#This selects which point is used as#starting-color/region.#useful range: 0 ... height (pixel, integer)
*FXColorRegion_ToleranceLbl
_Tolerance
*FXColorRegion_TolerancePar
t
Tolerance-level which defines "similar"#pixels. The higher this value is the bigger#is the color range that is used as the#"same" color.#useful range: 0 ... 1 (float)
*FXColorRegion_ModeLbl
_Mode
*FXColorRegion_ModeCyc
m
Choose the mode this operator works:#- INCLUDE ... remove all pixels which don't# belong to the detected area#- EXCLUDE ... remove the detected area from the image.
This operator adds a glow effect to an image.#Animate the radius and the tolerance values#for nice effects.
*FXNeon_InputLbl
_Input
*FXNeon_InputCyc
i
Select the buffer where the input image#will be loaded from. Available buffers#are Stream and Temp 1 - Temp 7 and Alpha.
*FXNeon_OutputLbl
_Output
*FXNeon_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha.
*FXNeon_RedLbl
_Red
*FXNeon_RedPar
r
Red-Value of the color that should be#modified. Use tolerance for an color-range.##useful range: 0 ... 255 (integer)
*FXNeon_GreenLbl
_Green
*FXNeon_GreenPar
g
Green-Value of the color that should be#modified. Use tolerance for an color-range.##useful range: 0 ... 255 (integer)
*FXNeon_BlueLbl
_Blue
*FXNeon_BluePar
b
Blue-Value of the color that should be#modified. Use tolerance for an color-range.##useful range: 0 ... 255 (integer)
*FXNeon_RadiusLbl
Ra_dius
*FXNeon_RadiusPar
d
Radius of the glowing.#useful range: 0 ... 10 (pixel, integer)
*FXNeon_IntensityLbl
I_ntensity
*FXNeon_IntensityPar
n
Intensity of the Neon-Effect.#useful range: 0 ... 1 (float)
*FXNeon_ToleranceLbl
_Tolerance
*FXNeon_TolerancePar
t
Select the color-tolerance. The higher this value#is, the bigger is the range `around` the given#color which is matched.#If you use 0 then only the exact color is matched,#otherwise a range is used and changed.#useful range: 0 ... 0.5 (float)
*FXNeon_AlgorithmLbl
_Algorithm
*FXNeon_AlgorithmCyc
a
Choose the algorithm you want to use:#- TRIVIAL ... use a algorithm like DPaint to# surround the affected image-cluster#- HK-CLUSTER ... use a Hoshen-Kopelman-algorithm# detect and modify individual clusters# (from Phys. Rev.B14, 3428 (1976) )
*FXNeon_ColorClr
NULL
Click on me for a color-wheel!#You can drag`n`drop me, too!
This operator applies a 3x3- or 5x5#convolution-matrix to an image.
*FXConvolve_InputLbl
_Input
*FXConvolve_InputCyc
i
Select the buffer where the input image#will be loaded from. Available buffers#are Stream and Temp 1 - Temp 7 and Alpha.
*FXConvolve_OutputLbl
_Output
*FXConvolve_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha.
*FXConvolve_ShiftLbl
S_hift
*FXConvolve_ShiftPar
h
shift-value which is applied to the result#for each pixel, this makes it for example#possible to turn negative results into the#valid range 0...255 without loosing details.##useful range: -255 ... 255 (integer)
*FXConvolve_MixLbl
_Mix
*FXConvolve_MixPar
m
Intensity of the effect. A value of 0 makes no change#to the input image, a value of 100 uses only the#output of this effect, all other values between mix the#images.#useful range: 0 ... 100 (percent, integer)
*FXConvolve_SizeLbl
Si_ze
*FXConvolve_SizeCyc
z
Toggle the size of the matrix. Available:#3x3 and 5x5 matrix.
*FXConvolve_Val01REd
NULL
Enter the priority of this pixel#0 ... not used#1 ... normal#higher ... higher priority
*FXConvolve_Val02REd
NULL
Enter the priority of this pixel#0 ... not used#1 ... normal#higher ... higher priority
*FXConvolve_Val03REd
NULL
Enter the priority of this pixel#0 ... not used#1 ... normal#higher ... higher priority
*FXConvolve_Val04REd
NULL
Enter the priority of this pixel#0 ... not used#1 ... normal#higher ... higher priority
*FXConvolve_Val05REd
NULL
Enter the priority of this pixel#0 ... not used#1 ... normal#higher ... higher priority
*FXConvolve_Val06REd
NULL
Enter the priority of this pixel#0 ... not used#1 ... normal#higher ... higher priority
*FXConvolve_Val07REd
NULL
Enter the priority of this pixel#0 ... not used#1 ... normal#higher ... higher priority
*FXConvolve_Val08REd
NULL
Enter the priority of this pixel#0 ... not used#1 ... normal#higher ... higher priority
*FXConvolve_Val09REd
NULL
Enter the priority of this pixel#0 ... not used#1 ... normal#higher ... higher priority
*FXConvolve_Val10REd
NULL
Enter the priority of this pixel#0 ... not used#1 ... normal#higher ... higher priority
*FXConvolve_Val11REd
NULL
Enter the priority of this pixel#0 ... not used#1 ... normal#higher ... higher priority
*FXConvolve_Val12REd
NULL
Enter the priority of this pixel#0 ... not used#1 ... normal#higher ... higher priority
*FXConvolve_Val13REd
NULL
Enter the priority of this pixel#0 ... not used#1 ... normal#higher ... higher priority
*FXConvolve_Val14REd
NULL
Enter the priority of this pixel#0 ... not used#1 ... normal#higher ... higher priority
*FXConvolve_Val15REd
NULL
Enter the priority of this pixel#0 ... not used#1 ... normal#higher ... higher priority
*FXConvolve_Val16REd
NULL
Enter the priority of this pixel#0 ... not used#1 ... normal#higher ... higher priority
*FXConvolve_Val17REd
NULL
Enter the priority of this pixel#0 ... not used#1 ... normal#higher ... higher priority
*FXConvolve_Val18REd
NULL
Enter the priority of this pixel#0 ... not used#1 ... normal#higher ... higher priority
*FXConvolve_Val19REd
NULL
Enter the priority of this pixel#0 ... not used#1 ... normal#higher ... higher priority
*FXConvolve_Val20REd
NULL
Enter the priority of this pixel#0 ... not used#1 ... normal#higher ... higher priority
*FXConvolve_Val21REd
NULL
Enter the priority of this pixel#0 ... not used#1 ... normal#higher ... higher priority
*FXConvolve_Val22REd
NULL
Enter the priority of this pixel#0 ... not used#1 ... normal#higher ... higher priority
*FXConvolve_Val23REd
NULL
Enter the priority of this pixel#0 ... not used#1 ... normal#higher ... higher priority
*FXConvolve_Val24REd
NULL
Enter the priority of this pixel#0 ... not used#1 ... normal#higher ... higher priority
*FXConvolve_Val25REd
NULL
Enter the priority of this pixel#0 ... not used#1 ... normal#higher ... higher priority
This operator rotates a image along a#specified axis with varying rotation-angle#to create a helix-like shape. Animate the#Amount and / or the distance parameter for#some nice results.
*FXTwist_InputLbl
_Input
*FXTwist_InputCyc
i
Select the buffer where the input image#will be loaded from. Available buffers#are Stream and Temp 1 - Temp 7 and Alpha #and Temp3D1 - Temp3D4.#If the input Buffer is no 3D Buffer then Quant3d from#the Render-Settings page will change the quality and the speed#of the 2d to 3d convertion!
*FXTwist_OutputLbl
_Output
*FXTwist_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha #and Temp3D1 - Temp3D4.
*FXTwist_TRenderLbl
_TRender
*FXTwist_TRenderCyc
t
Indicate that the transformed 3d-temp-buffer#is used for the last time and can be modified#directly to conserve both memory and time.
*FXTwist_AxisLbl
_Axis
*FXTwist_AxisCyc
a
Choose the Twist-Axis to rotate around.
*FXTwist_AmountLbl
A_mount
*FXTwist_AmountPar
m
Twist amount. The bigger (absolute) the#value the stronger is the effect.#useful range: -1024 ... 1024 (integer)
*FXTwist_DistanceLbl
_Distance
*FXTwist_DistancePar
d
Distance of the effect, the smaller (absolute) it is the#smaller the transformed part of the image is.##useful range: -1024 ... 1024 (integer)
*FXTwist_OriginXLbl
Origin_X
*FXTwist_OriginXPar
x
Twist-centre where the effect starts.#useful range: 0 ... width (pixel, integer)
*FXTwist_OriginYLbl
Origin_Y
*FXTwist_OriginYPar
y
Twist-centre where the effect starts.#useful range: 0 ... height (pixel, integer)
*FXTwist_OriginZLbl
Origin_Z
*FXTwist_OriginZPar
z
Z-position of the twist-source.#useful range: -1024 ... 1024 (pixel, integer)
Translation of the cube-faces. If this value is set to 0 then#you see the input image unchanged. That means all sides#of the cube are on a plane image. If this value is set#to 1 the the sides of the cube are located like a parcel.#So you can morph an image into a cube. Just animate this#parameter from 0 to 1 and at the same time all the angles#from 0 to 90 degrees and you have a image -> cube animation.#useful range: 0 ... 1 (float)
*FXCube_PagesItms
Cube settings
Render settings
*FXCube_ImageGrp
Image
*FXCube_PreviewGrp
Preview
*FXCube_OptionsGrp
Options
*FXCube_FXCubeWnd
Cube Effect
This operator wraps an image or a 3d-temp-buffer#onto a cube. If you select Folding=on then you#can even change all the angles between the single#faces, just like you would open/close an parcel.#If you animate ALL angles at the same time (just#use the same variable for the angles) from 0 to 90#degrees within your animation then the cube closes#quite cool.##The Transparency-mode from the render-settings#window looks really -great- for the cube effect.#Just try a transparency of 0.5 and a closed cube!##The 6 images which are mapped on the cube are cut#out from a single (input) image. This image will#be used to create 6 same-sized rectangles. The#Following parts of the images will be used as#the surfaces of the cube (numbered from 1-6)## 1 2 3# 4 5 6#Using the translation value you can change the#position of the surfaces. If you select a 0#then all the faces are side by side. If you#choose a 1 then all the faces are located like#inside a parcel. Between 0 and 1 the faces move.
*FXCube_InputLbl
_Input
*FXCube_InputCyc
i
Select the buffer where the input image#will be loaded from. Available buffers#are Stream and Temp 1 - Temp 7 and Alpha #and Temp3D1 - Temp3D4.#If the input Buffer is no 3D Buffer then Quant3d from#the Render-Settings page will change the quality and the speed#of the 2d to 3d convertion!
*FXCube_OutputLbl
_Output
*FXCube_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha #and Temp3D1 - Temp3D4.
*FXCube_TRenderLbl
_TRender
*FXCube_TRenderCyc
t
Indicate that the transformed 3d-temp-buffer#is used for the last time and can be modified#directly to conserve both memory and time.
*FXCube_FoldingLbl
_Folding
*FXCube_FoldingCyc
f
Turn folding on and off.#Off ... The cube is always closed#On ... you can change all the angles#between the faces dynamically.
*FXCube_SizeLbl
_Size
*FXCube_SizePar
s
Size of the cube. With large values#like 300 you see only parts of the cube#(depending on the size of the image).#useful range: 0 ... 512 (integer)
*FXCube_Alpha1Lbl
Alpha_1
*FXCube_Alpha1Par
1
Angle between face 2 and face 1.#When folding = on you can change this#angle. 90 degrees looks like folding#is off.#useful range: -180 ... 180 (integer)
*FXCube_Alpha2Lbl
Alpha_2
*FXCube_Alpha2Par
2
Angle between face 3 and face 2.#When folding = on you can change this#angle. 90 degrees looks like folding#is off.#useful range: -180 ... 180 (integer)
*FXCube_Alpha4Lbl
Alpha_4
*FXCube_Alpha4Par
4
Angle between face 3 and face 4.#When folding = on you can change this#angle. 90 degrees looks like folding#is off.#useful range: -180 ... 180 (integer)
*FXCube_Alpha5Lbl
Alpha_5
*FXCube_Alpha5Par
5
Angle between face 3 and face 5.#When folding = on you can change this#angle. 90 degrees looks like folding#is off.#useful range: -180 ... 180 (integer)
*FXCube_Alpha6Lbl
Alpha_6
*FXCube_Alpha6Par
6
Angle between face 2 and face 6.#When folding = on you can change this#angle. 90 degrees looks like folding#is off.#useful range: -180 ... 180 (integer)
This operator turns images in 90 degrees#steps. In contrast to the rotate effect#the edges are not cut off but the whole#image is used. If you input has an#dimension of 320x256 and you turn it 90#degrees then the output has the#dimension 256x320.
*FXTurn_InputLbl
_Input
*FXTurn_InputCyc
i
Select the buffer where the input image#will be loaded from. Available buffers#are Stream and Temp 1 - Temp 7 and Alpha.
*FXTurn_OutputLbl
_Output
*FXTurn_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha.
*FXTurn_AngleLbl
_Angle
*FXTurn_AngleCyc
a
Select the angle the image is turned around.#Specify it in degrees, 360 makes no change.
This operator performs a Twirl-effect to#an image or 3d-temp-buffer along a selected#axis. Animate the amount setting for nice#animations.
*FXTwirl3D_InputLbl
_Input
*FXTwirl3D_InputCyc
i
Select the buffer where the input image#will be loaded from. Available buffers#are Stream and Temp 1 - Temp 7 and Alpha #and Temp3D1 - Temp3D4.#If the input Buffer is no 3D Buffer then Quant3d from#the Render-Settings page will change the quality and the speed#of the 2d to 3d convertion!
*FXTwirl3D_OutputLbl
_Output
*FXTwirl3D_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha #and Temp3D1 - Temp3D4.
*FXTwirl3D_TRenderLbl
_TRender
*FXTwirl3D_TRenderCyc
t
Indicate that the transformed 3d-temp-buffer#is used for the last time and can be modified#directly to conserve both memory and time.
*FXTwirl3D_PowerLbl
_Power
*FXTwirl3D_PowerPar
p
Parameter describing the local deformation,#large values like 6 concentrate the#deformation around the centre of the circle#useful range: 1 ... 10 (float)
*FXTwirl3D_AxisLbl
_Axis
*FXTwirl3D_AxisCyc
a
Choose the Twirl-Axis to rotate around.
*FXTwirl3D_AmountLbl
A_mount
*FXTwirl3D_AmountPar
m
Twirl amount. The bigger (absolute) the#value the stronger is the effect.#useful range: -1024 ... 1024 (integer)
*FXTwirl3D_RadiusLbl
_Radius
*FXTwirl3D_RadiusPar
r
Radius of the twirl.#useful range: 0 ... 1024 (pixel, integer)
*FXTwirl3D_OriginXLbl
Origin_X
*FXTwirl3D_OriginXPar
x
Twirl-centre where the effect starts.#useful range: 0 ... width (pixel, integer)
*FXTwirl3D_OriginYLbl
Origin_Y
*FXTwirl3D_OriginYPar
y
Twirl-centre where the effect starts.#useful range: 0 ... height (pixel, integer)
*FXTwirl3D_OriginZLbl
Origin_Z
*FXTwirl3D_OriginZPar
z
Z-position of the twirl-source.#useful range: -1024 ... 1024 (pixel, integer)
Using this effect you can mathematical AND, OR and EOR#the single bits of all points with an bit-mask which#you can specify.
*FXBitMask_InputLbl
_Input
*FXBitMask_InputCyc
i
Select the buffer where the input image#will be loaded from. Available buffers#are Stream and Temp 1 - Temp 7 and Alpha.
*FXBitMask_OutputLbl
_Output
*FXBitMask_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha.
*FXBitMask_MaskLbl
_Mask
*FXBitMask_MaskPar
m
Choose the bits which are set for the Mask.#Thats a simple decimal --> binary conversion.#Examples:#- 0 ... gives the bits 0000 0000#- 255 ... gives the bits 1111 1111#- 1 ... gives the bits 0000 0001#- 2 ... gives the bits 0000 0010#- 3 ... gives the bits 0000 0011#- 4 ... gives the bits 0000 0100#- 8 ... gives the bits 0000 1000#- 16 ... gives the bits 0001 0000#- 32 ... gives the bits 0010 0000#- 64 ... gives the bits 0100 0000#- 128 ... gives the bits 1000 0000#... and so on.
*FXBitMask_ModeLbl
Mo_de
*FXBitMask_ModeCyc
d
Choose the mathematical mode for changing the#8 single bits of the pixels.#This 8 bits (value from decimal 0 until 255)#are combined with the 8 bits from the mask:##- And ... 1 AND 1 = 1, 0 AND 0 =0,# 1 AND 0 = 0, 0 AND 1 =0#- OR ... 1 OR 1 = 1, 0 OR 0 =0,# 1 OR 0 = 1, 0 OR 1 =1#- EOR ... 1 EOR 1 = 0, 0 EOR 0 =0,# 1 EOR 0 = 1, 0 EOR 1 =1
This operator AlphaComposes two images#using several genlock-methods#and optionaly an alpha-channel.
*FXAlphaCompose_ForegroundLbl
Foregro_und
*FXAlphaCompose_ForegroundCyc
u
Select the buffer where the foreground#image will be loaded from. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha.
*FXAlphaCompose_BackgroundLbl
Bac_kground
*FXAlphaCompose_BackgroundCyc
k
Select the buffer where the background#image will be loaded from. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha.
*FXAlphaCompose_DestinationLbl
Destinati_on
*FXAlphaCompose_DestinationCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha.
*FXAlphaCompose_AlphaLbl
_Alpha
*FXAlphaCompose_AlphaCyc
a
Select the alpha buffer.
*FXAlphaCompose_LeftLbl
Le_ft
*FXAlphaCompose_LeftPar
f
Left edge of the foreground image.#useful range: -1024 ... 1024 (pixel, integer)
*FXAlphaCompose_TopLbl
_Top
*FXAlphaCompose_TopPar
t
Top edge of the foreground image.#useful range: -1024 ... 1024 (pixel, integer)
*FXAlphaCompose_AlignYItms
Off
Centre
Top
Bottom
*FXAlphaCompose_AlignXItms
Off
Centre
Left
Right
*FXAlphaCompose_AlignXLbl
Align_H
*FXAlphaCompose_AlignXCyc
h
Select the horizonal alignement of the foreground.
*FXAlphaCompose_AlignYLbl
Align_V
*FXAlphaCompose_AlignYCyc
v
Select the vertical alignement of the foreground.
*FXAlphaCompose_GenlockLbl
Gen_lock
*FXAlphaCompose_GenlockCyc
l
Type of genlock:#- NONE ... no genlock#- SINGLE COLOR ... the selected color from the# foreground image will be transparent#- INRANGE ... extended genlock, all colors from# the foreground image which are inside the# selected range will be transparent#- OUTRANGE ... extended genlock, all colors from# the foreground image which are outside the# selected range will be transparent
*FXAlphaCompose_Red1Lbl
_Red (1)
*FXAlphaCompose_Red1Par
r
Red value of the first genlock-color#useful range: 0 ... 255 (integer)
*FXAlphaCompose_Green1Lbl
_Green (1)
*FXAlphaCompose_Green1Par
g
Green value of the first genlock-color#useful range: 0 ... 255 (integer)
*FXAlphaCompose_Blue1Lbl
_Blue (1)
*FXAlphaCompose_Blue1Par
b
Blue value of the first genlock-color#useful range: 0 ... 255 (integer)
*FXAlphaCompose_Red2Lbl
R_ed (2)
*FXAlphaCompose_Red2Par
e
Red value of the second genlock-color#useful range: 0 ... 255 (integer)
*FXAlphaCompose_Green2Lbl
Gree_n (2)
*FXAlphaCompose_Green2Par
n
Green value of the second genlock-color#useful range: 0 ... 255 (integer)
*FXAlphaCompose_Blue2Lbl
B_lue (2)
*FXAlphaCompose_Blue2Par
l
Blue value of the second genlock-color#useful range: 0 ... 255 (integer)
*FXAlphaCompose_Color1Clr
NULL
Click on me for a color-wheel!#You can drag`n`drop me, too!
*FXAlphaCompose_Color2Clr
NULL
Click on me for a color-wheel!#You can drag`n`drop me, too!
This is a quite complex (and slow) effect.#For every single image you can calculate the#R,G and B values of every pixel seperatly.#The formulas may contain the following symbols:##- x,y ... x-and y coordinate of the current# point#- width ... width of the image#- height ... height of the image#- r,g,b ... colors of the curren point#- e, pi ... constant mathematical values##The left upper edge has the coordinates 1,1 and the#right lower edge has the coordinates width, height.#Examples:##R=B=G=0 ... black image#R=B=G=255 ... white image#R=B=0, G=255 ... green image#R=B=0, G=X ... green transition in x-direction#R=B=0, G=sin(x/32) X width ... two green bars#R=B=0, G=g+100 ... Balancing with green=100##R=B=0,#G=sin(sqrt((width/2-x)^2+(height/2-y)^2) X 0.25) X 128+128#A wave around the image-centre.
*FXMathColor_InputLbl
_Input
*FXMathColor_InputCyc
i
Select the buffer where the input image#will be loaded from. Available buffers#are Stream and Temp 1 - Temp 7 and Alpha.
*FXMathColor_OutputLbl
_Output
*FXMathColor_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha.
*FXMathColor_RedLbl
_Red
*FXMathColor_RedREd
r
Enter here the formula which calculates#the red part of the RGB image.#A result of 0 is the lowest, a result#of 255 is the highest possible value.#The image coordinates are x and y.
*FXMathColor_GreenLbl
_Green
*FXMathColor_GreenREd
g
Enter here the formula which calculates#the green part of the RGB image.#A result of 0 is the lowest, a result#of 255 is the highest possible value.#The image coordinates are x and y.
*FXMathColor_BlueLbl
_Blue
*FXMathColor_BlueREd
b
Enter here the formula which calculates#the blue part of the RGB image.#A result of 0 is the lowest, a result#of 255 is the highest possible value.#The image coordinates are x and y.
This operator merges two images. You can choose#if these images should be placed side by side or#on top of eachother.
*FXMergeImages_ModeItms
Horizontal
Vertical
*FXMergeImages_Input1Lbl
Input_1
*FXMergeImages_Input2Lbl
Input_2
*FXMergeImages_OutputLbl
_Output
*FXMergeImages_ModeLbl
_Mode
*FXMergeImages_Input1Cyc
1
Select the buffer where the input image 1#will be loaded from. Available buffers#are Stream and Temp 1 - Temp 7 and Alpha.
*FXMergeImages_Input2Cyc
2
Select the buffer where the input image 2#will be loaded from. Available buffers#are Stream and Temp 1 - Temp 7 and Alpha.
*FXMergeImages_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha.
*FXMergeImages_ModeCyc
m
Choose the way the images are merged:#- horizontal ... the 2 images are placed# side by side, the result is as high# as the highest image and as wide as the# sum of both widths##- vertical ... the 2 images are placed# over eachother, the result is as high# as the sum of their two heights and# as wide as the widthes image
This operator applies a threedimensional#anharmonic water-wave to an image.#Animate the frame value to get an `moving` wave.
*FXWater_InputLbl
_Input
*FXWater_InputCyc
i
Select the buffer where the input image#will be loaded from. Available buffers#are Stream and Temp 1 - Temp 7 and Alpha #and Temp3D1 - Temp3D4.
*FXWater_OutputLbl
_Output
*FXWater_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha #and Temp3D1 - Temp3D4.
*FXWater_TRenderLbl
_TRender
*FXWater_TRenderCyc
t
Indicate that the transformed 3d-temp-buffer#is used for the last time and can be modified#directly to conserve both memory and time.
*FXWater_MoveXYLbl
_MoveXY
*FXWater_MoveXYCyc
m
Specify if the deformation is applied#to all components (x,y,z) or not. If#this option is set there may occur some#singularities ("bad points"), but this#mode is very close to the reality.
*FXWater_DampingLbl
_Damping
*FXWater_DampingCyc
d
Turn damping on/off.
*FXWater_AxisLbl
_Axis
*FXWater_AxisCyc
a
Direction of propagation:# - X ... parallel to the x-axis,# - Y ... parallel to the y-axis,# - XY ... radial
*FXWater_FrameLbl
_Frame
*FXWater_FramePar
f
Current frame.#useful range: 1 ... Frames (integer)
Wavelength of the water-wave.#useful range: 0 ... 160 (pixel, float)
*FXWater_TimesLbl
Tim_es
*FXWater_TimesPar
e
Number of rings, values in the#range 1..3 are always a good choice.#useful range: 1 ... 16 (pixel, integer)
*FXWater_RingsLbl
_Rings
*FXWater_RingsPar
r
number of times the growing of rings is#performed, after one cycle the 1st ring#has the distance times X wavelength from#the centre. 2...10 looks good.#The more you rings use the longer the#water will move. If you use only 1 ring and#a large wavelength (200) on an 320x256 image#then there is no wave to be seen even before#you reach your max-frames the first time!#useful range: 1 ... 16 (integer)
*FXWater_FramesLbl
Frame_s
*FXWater_FramesPar
s
Number of frames describing a full cycle#useful range: 1 ... 1024 (integer)
*FXWater_OriginXLbl
Origin_X
*FXWater_OriginXPar
x
Water-centre where the wave starts.#useful range: 0 ... width (pixel, integer)
*FXWater_OriginYLbl
Origin_Y
*FXWater_OriginYPar
y
Water-centre where the wave starts.#useful range: 0 ... height (pixel, integer)
This operator saves images to harddisk.#You can specify a basename and the current#framenumber will be added for every frame#which is calculated.#The format is name.0001 ... name.9999 (standard)
*FXSaveImage_InputLbl
_Input
*FXSaveImage_InputCyc
i
Select the buffer where the input image#will be loaded from. Available buffers#are Stream and Temp 1 - Temp 7 and Alpha.
*FXSaveImage_SequenceLbl
_Sequence
*FXSaveImage_SequencePop
s
Basename of the to-be-saved image.#A frame-number will be added to#this basename, see Numbering#for more information.
*FXSaveImage_NumberingLbl
_Numbering
*FXSaveImage_NumberingREd
n
C-formatstring, if you use .%04d then#the frame-number will be added to the#sequence-basename.#Example: Sequence = dh1:TestImage# Numbering = .%04d##Result: dh1:TestImage.0001# dh1:TestImage.0002# dh1:TestImage.0003#and so on...
This operator loads an image or an#image-sequence from disk. You can#specify the number of frames you want#to load and a shift-value if you do not#want to start with the first image.
*FXLoadImage_OutputLbl
_Output
*FXLoadImage_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha.
*FXLoadImage_SequenceLbl
Seque_nce
*FXLoadImage_SequencePop
n
Complete filename of an single image#or base-filename of an image-sequence.##If you want to load the single-image dh4:Cow.iff just type in:#dh4:Cow.iff and use 1 as loop and 0 as shift.##If you want to load dh4:bird.0001 ...#dh4:bird.0020 (20 images) then use:#dh4:bird and use 20 as loop and 0 as shift.#WF will load then the 20 images after eachother.
*FXLoadImage_LoopLbl
_Loop
*FXLoadImage_LoopREd
l
Length of the image-sequence.#useful range: 1 ... last frame (integer)
*FXLoadImage_ShiftLbl
S_hift
*FXLoadImage_ShiftREd
h
Shift value for the filenames of the sequence-#Use 0 if you want to start with the#first image, use 10 if you want to skip#the first 10 frames!#useful range: 0 ... last frame-1 (integer)
*FXLoadImage_InfoBtn
_Info
Display some informations about the first#picture.
*FXLoadImage_ShowBtn
_Show
Display the first picture using the image-viewer#selected inside the preferences. (default: Visage)
This operator converts an image into#black&white using a grayscale-level,#this may be especially useful for the#creation of alpha-channels.
*FXThreshold_InputLbl
_Input
*FXThreshold_InputCyc
i
Select the buffer where the input image#will be loaded from. Available buffers#are Stream and Temp 1 - Temp 7 and Alpha.
*FXThreshold_OutputLbl
_Output
*FXThreshold_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha.
*FXThreshold_LevelLbl
_Level
*FXThreshold_LevelPar
l
Grayscale-level, all pixels with a#brightness higher than this value#are turned into white ones, all other#are cleared#useful range: 0 ... 255 (integer)
This operator replaces a color-channel#of an image with the red-channel of an#other image. The main purpose of this#PlugIn is to create Stereo-3D-Images.
*FXReplaceComp_InputLbl
_Input
*FXReplaceComp_InputCyc
i
Select the buffer where the input image#will be loaded from. Available buffers#are Stream and Temp 1 - Temp 7 and Alpha.
*FXReplaceComp_OutputLbl
_Output
*FXReplaceComp_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha.
*FXReplaceComp_BufferLbl
_Buffer
*FXReplaceComp_BufferCyc
b
The RED channel of this buffer will be used as#the selected component for the output image.#All other components will be used from the#input image.
*FXReplaceComp_ComponentLbl
_Component
*FXReplaceComp_ComponentCyc
c
Color-channel of the input image which will#be replaced by the RED-component of the#buffer
This operator simulates the dragging of a#point of the input-image or -3d-temp-buffer#using a model of plasticity. This makes it#possible to add a third dimension to selected#parts of an image.
*FXMagnet3D_InputLbl
_Input
*FXMagnet3D_InputCyc
i
Select the buffer where the input image#will be loaded from. Available buffers#are Stream and Temp 1 - Temp 7 and Alpha #and Temp3D1 - Temp3D4.#If the input Buffer is no 3D Buffer then Quant3d from#the Render-Settings page will change the quality and the speed#of the 2d to 3d convertion!
*FXMagnet3D_OutputLbl
_Output
*FXMagnet3D_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha #and Temp3D1 - Temp3D4.
*FXMagnet3D_TRenderLbl
_TRender
*FXMagnet3D_TRenderCyc
t
Indicate that the transformed 3d-temp-buffer#is used for the last time and can be modified#directly to conserve both memory and time.
*FXMagnet3D_ShapeLbl
S_hape
*FXMagnet3D_ShapeCyc
h
Selects the kind of deformation.
*FXMagnet3D_StrengthLbl
Strength
*FXMagnet3D_StrengthPar
NULL
represents the elasticity of the "material",#larger values like 5.0 will cause the deformation#of only a part of the object, small values like 0.1#will cause the deformation of the whole object#useful range: -10 ... 10 (float)
*FXMagnet3D_SrcXLbl
Src_X
*FXMagnet3D_SrcXPar
x
Source coordinate of the dragged point.#useful range: 0 ... width (pixel, integer)
*FXMagnet3D_SrcYLbl
Src_Y
*FXMagnet3D_SrcYPar
y
Source coordinate of the dragged point.#useful range: 0 ... height (pixel, integer)
*FXMagnet3D_SrcZLbl
Src_Z
*FXMagnet3D_SrcZPar
z
Source coordinate of the dragged point.#useful range: -64 ... 64 (pixel, integer)
*FXMagnet3D_DestXLbl
_DestX
*FXMagnet3D_DestXPar
d
Destination of the dragged point.#useful range: -width ... 2 X width (pixel, integer)
*FXMagnet3D_DestYLbl
D_estY
*FXMagnet3D_DestYPar
e
Destination of the dragged point.#useful range: -height ... 2 X height (pixel, integer)
*FXMagnet3D_DestZLbl
De_stZ
*FXMagnet3D_DestZPar
s
Destination of the dragged point.#useful range: -256 ... 256 (pixel, integer)
This operator wraps an image or#3d-temp-buffer onto a complete sphere.
*FXSphere_InputLbl
_Input
*FXSphere_InputCyc
i
Select the buffer where the input image#will be loaded from. Available buffers#are Stream and Temp 1 - Temp 7 and Alpha #and Temp3D1 - Temp3D4.#If the input Buffer is no 3D Buffer then Quant3d from#the Render-Settings page will change the quality and the speed#of the 2d to 3d convertion!
*FXSphere_OutputLbl
_Output
*FXSphere_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha #and Temp3D1 - Temp3D4.
*FXSphere_TRenderLbl
_TRender
*FXSphere_TRenderCyc
t
Indicate that the transformed 3d-temp-buffer#is used for the last time and can be modified#directly to conserve both memory and time.
*FXSphere_RadiusLbl
_Radius
*FXSphere_RadiusPar
r
Radius of the sphere.#useful range: 0 ... (width+height)/2 (pixel, integer)
This operator scrolls an image#into a specified direction.
*FXRoll_ImageGrp
Image
*FXRoll_PreviewGrp
Preview
*FXRoll_OptionsGrp
Options
*FXRoll_InputLbl
_Input
*FXRoll_InputCyc
i
Select the buffer where the input image#will be loaded from. Available buffers#are Stream and Temp 1 - Temp 7 and Alpha.
*FXRoll_OutputLbl
_Output
*FXRoll_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha.
*FXRoll_WrapLbl
_Wrap
*FXRoll_WrapCyc
w
Toggle wrapping on/off:#- on ... parts of the image which are scrolled# out of the pic will be scrolled in at the# other edge##- off ... parts of the image which are scrolled# out of the pic will be lost
This operator uses an advanced algorithm to#detect edges within an image. In contrary#commonly applied methods (e.g. a simple#convolution-matrix) the detected edges are#left in original colors. Furthermore, "weak#edges" can be suppressed adjusting the#contrast-value.
*FXEdgeDetect_InputLbl
_Input
*FXEdgeDetect_InputCyc
i
Select the buffer where the input image#will be loaded from. Available buffers#are Stream and Temp 1 - Temp 7 and Alpha.
*FXEdgeDetect_OutputLbl
_Output
*FXEdgeDetect_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha.
*FXEdgeDetect_ContrastLbl
_Contrast
*FXEdgeDetect_ContrastPar
c
Minimum "intensity" of edges.#- Very small contrast values usually# produce no edges but in some cases# very "interesting" images.##- Nasty "dots" can be removed using# the RIP-Effect##- All intensities are measured using# luminance weights##useful range: 0 ... 255 (integer)
This operator wraps an image onto a sphere#or a tube. An unique feature is the#deformation of "unwrapped" portions of the#image in "RADIUS"-mode.
*FXWrap_InputLbl
_Input
*FXWrap_InputCyc
i
Select the buffer where the input image#will be loaded from. Available buffers#are Stream and Temp 1 - Temp 7 and Alpha #and Temp3D1 - Temp3D4.#If the input Buffer is no 3D Buffer then Quant3d from#the Render-Settings page will change the quality and the speed#of the 2d to 3d convertion!
*FXWrap_OutputLbl
_Output
*FXWrap_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha #and Temp3D1 - Temp3D4.
*FXWrap_TRenderLbl
_TRender
*FXWrap_TRenderCyc
t
Indicate that the transformed 3d-temp-buffer#is used for the last time and can be modified#directly to conserve both memory and time.
*FXWrap_MethodLbl
_Method
*FXWrap_MethodCyc
m
Method used for wrapping:#radius ... create a sphere/tube of the radius# specified, wrap the image onto it and# deform the unwrapped portions according# to the shape##amount ... create a sphere/tube to fit the whole# wrapped image, the specified amount-value# specifies the amount of wrapping in percent
*FXWrap_AxisLbl
_Axis
*FXWrap_AxisCyc
a
Wrap-axis:#x ... wrap the image onto a tube along the x-axis#y ... wrap the image onto a tube along the y-axis#xy ... wrap the image onto a sphere
This operator converts images into "fields".#Field-Rendering is used to smoothly playback#animations and works similar to the interlaced#screen-modes: At each displayed frame only the#"half" of the image is changed. This results in a#higher playback-rate because only images of the#half size have to processed. At each odd frame#number every even line is skipped and vice versa.#For example: at frame 1 the generated image#contains the lines 1,3,5,...
*FXFieldRendering_InputLbl
_Input
*FXFieldRendering_InputCyc
i
Select the buffer where the input image#will be loaded from. Available buffers#are Stream and Temp 1 - Temp 7 and Alpha.
*FXFieldRendering_OutputLbl
_Output
*FXFieldRendering_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha.
Select the buffer where the input image#will be loaded from. Available buffers#are Stream and Temp 1 - Temp 7 and Alpha.
*FXColorToGray_OutputLbl
_Output
*FXColorToGray_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha.
*FXColorToGray_WeightsLbl
_Weights
*FXColorToGray_WeightsCyc
w
Select which weights of the red, green#and blue component should be used.#- LUMINANCE ... use luminance weights#- AVERAGE ... use for all components# the same weight#- CUSTOM ... use custom weights
*FXColorToGray_RedLbl
_Red
*FXColorToGray_RedPar
r
Red custom weight, the sum of the#three values (R G B) should be 10000.#useful range: 0 ... 10000 (integer)
*FXColorToGray_GreenLbl
_Green
*FXColorToGray_GreenPar
g
Green custom weight, the sum of the#three values (R G B) should be 10000.#useful range: 0 ... 10000 (integer)
*FXColorToGray_BlueLbl
_Blue
*FXColorToGray_BluePar
b
Blue custom weight, the sum of the#three values (R G B) should be 10000.#useful range: 0 ... 10000 (integer)
If you press this button the the settings are changed#(f.i. the radius) to fit the whole image.
*FXTwirl_FallOffItms
In
Out
*FXTwirl_FXTwirlWnd
Twirl Operator
This operator applies a nonlinear#deformation to an image.#Animate the amount parameter to get some nice#results!
*FXTwirl_ImageGrp
Image
*FXTwirl_PreviewGrp
Preview
*FXTwirl_OptionsGrp
Options
*FXTwirl_InputLbl
_Input
*FXTwirl_InputCyc
i
Select the buffer where the input image#will be loaded from. Available buffers#are Stream and Temp 1 - Temp 7 and Alpha.
*FXTwirl_OutputLbl
_Output
*FXTwirl_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha.
*FXTwirl_FallOffLbl
_FallOff
*FXTwirl_FallOffCyc
f
Radial direction of the fall-off of the deformation.
*FXTwirl_CentreXLbl
Centre_X
*FXTwirl_CentreXPar
x
Horizontal centre of the effect.#useful range: 0 ... width (pixel, integer)
*FXTwirl_CentreYLbl
Centre_Y
*FXTwirl_CentreYPar
y
Vertical centre of the effect.#useful range: 0 ... height (pixel, integer)
*FXTwirl_AmountLbl
_Amount
*FXTwirl_AmountPar
a
twirl amount, very large values#like 1000 are allowed#useful range: -720 ... 720 (degrees, integer)
*FXTwirl_RadiusLbl
_Radius
*FXTwirl_RadiusPar
r
Radius of the affected circular region of the image.#useful range: 0 ... (width+height)/2 (pixel, integer)
*FXTwirl_ZoomLbl
_Zoom
*FXTwirl_ZoomPar
z
Zoom-factor for the affected circular region. Other parts#of the image will stay unchanged!#useful range: 0 ... 10 (float)
*FXTwirl_PowerLbl
_Power
*FXTwirl_PowerPar
p
Parameter describing the local deformation,#large values like 6.0 concentrate the#deformation around the centre of the circle.#useful range: 1 ... 10 (float)
This operator applies a harmonic wave#in the threedimensional space to an image.
*FXWave3D_InputLbl
_Input
*FXWave3D_InputCyc
i
Select the buffer where the input image#will be loaded from. Available buffers#are Stream and Temp 1 - Temp 7 and Alpha #and Temp3D1 - Temp3D4.#If the input Buffer is no 3D Buffer then Quant3d from#the Render-Settings page will change the quality and the speed#of the 2d to 3d convertion!
*FXWave3D_OutputLbl
_Output
*FXWave3D_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha #and Temp3D1 - Temp3D4.
*FXWave3D_TRenderLbl
_TRender
*FXWave3D_TRenderCyc
t
Indicate that the transformed 3d-temp-buffer#is used for the last time and can be modified#directly to conserve both memory and time.
*FXWave3D_DampingLbl
_Damping
*FXWave3D_DampingCyc
d
Toggle damping on/off.
*FXWave3D_AxisLbl
_Axis
*FXWave3D_AxisCyc
a
Direction of propagation.#- X ... parallel to the x-axis#- Y ... parallel to the y-axis#- XY ... radial propagation in the xy-plane#- RADIAL ... radial propagation in the xyz-space
*FXWave3D_FrameLbl
_Frame
*FXWave3D_FramePar
f
Current frame.#Animate this linear for a smooth wave.#useful range: 1 ... Frames (integer)
Turn the Alpha-channel saving on or off.#If you turn this option on then when rendering#a 3D object into a 2D image the correspondending#alpha channel for the 3D object is saved into#the temp-buffer called `ALPHA`.#This buffer may be used like any other 2d buffer#and is quite interesting for alpha composings and#so on.
*FXRender3D_LightItms
Normal
Phong
Off
*FXRender3D_RotateItms
XY
YZ
XZ
Not
*FXRender3D_CurrentItms
1
2
3
4
*FXRender3D_FacesItms
Normal
Double
*FXRender3D_ViewGrp
View settings
*FXRender3D_PreviewGrp
Preview
*FXRender3D_ShadingGrp
Shading
*FXRender3D_LightsGrp
Lightsources
*FXRender3D_AlphaLbl
Al_pha
*FXRender3D_AlphaPar
p
First rotation angle.#useful range: -360 ... 360 (degrees, integer)
*FXRender3D_BetaLbl
B_eta
*FXRender3D_BetaPar
e
Second rotation angle.#useful range: -360 ... 360 (degrees, integer)
*FXRender3D_CentreXLbl
Centre_H
*FXRender3D_CentreXPar
h
Horizontal centre for zooming and rotating.#useful range: -1024 ... 1024 (pixel, integer)
*FXRender3D_CentreYLbl
Centre_V
*FXRender3D_CentreYPar
v
Vertical centre for zooming and rotating.#useful range: -1024 ... 1024 (pixel, integer)
*FXRender3D_CamXLbl
_CamX
*FXRender3D_CamXPar
c
X-Position of the selected camera.#useful range: -1024 ... 1024 (pixel, integer)
*FXRender3D_CamYLbl
C_amY
*FXRender3D_CamYPar
a
Y-Position of the selected camera.#useful range: -1024 ... 1024 (pixel, integer)
*FXRender3D_CamZLbl
Ca_mZ
*FXRender3D_CamZPar
m
Z-Position of the selected camera.#Small values like -200 cause "strange" views,#large values like -1000 cause the generation#of a nearly parallel view. The actual limits#depend on the image-size but the preset-value#of -800 should always produce a "normal 3d-look".#useful range: -2000 ... -200 (pixel, integer)
*FXRender3D_RotateLbl
Ro_tate
*FXRender3D_RotateCyc
t
Axis-pair to rotate around/disable rotating.
*FXRender3D_ZoomLbl
Z_oom
*FXRender3D_ZoomPar
o
Zoom factor for the whole image.#useful range: -0.1 ... 10 (float)
*FXRender3D_3DQuantLbl
3D_Quant
*FXRender3D_3DQuantPar
q
Everytime you use an 2D-Buffer (Stream or Temp 1 - Temp 7 and Alpha)#as Input (that means everytime when there is NO 3D buffer#selected as Input) the image will be converted into an 3D#object. For a maximum speed/quality ratio you use Quant3D.#This important parameter affects both the quality and#the speed of the images created or modified by the#various 3d-effects.##The value specifies how many pixels are transformed#like one point of the source-image. If this value is#left to 1 the image is transformed pixel by pixel.##Higher values cause the approximation of the image by#quadrangles of the size specified by the#3D-Quantization-value. E.g., after specifiying a value#of 3 the image is approximated by quadrangles of the#size 3x3. The color of every quadrangle is computed#from the 9 original pixel using an interpolation#method. The result may look very bad but is displayed#almost in realtime at fast machines. The main purpose#of quantization values higher than 1 is to speed up the#generation of previews while adjusting the many#parameters.##Another advantage may be the fact that the amount of#memory required for the 3d-calculations decreases with#increasing quantization-values at a power of 2. That#means at a quantization value of 2 you need only 25#percent of the memory required for the full computation#- but the image-quality will be almost the same.##Smaller values cause the creation of more points using#another interpolation method. This may be necessary#after combining several 3D-effects which cause very#large deformations. In this case a qantization value#of 0.5 will cause the interpotion of every pixel by#four quadrangles. This requires much more memory and#computation time but will produce images at very high#quality.#useful range: 0.5 ... 5 (float)
*FXRender3D_TransparencyLbl
Tra_nsparency
*FXRender3D_TransparencyPar
n
Transparency of the created object. The higher the#value the more you can look through the image.#Some examples:#-A value of 1 makes the object disappear.#-A value of 0 makes the object look solid.#-A value of 0.5 makes the objekt look like made of ice.#useful range: 0 ... 1 (float)
*FXRender3D_LightLbl
Lig_ht
*FXRender3D_LightCyc
h
Type of the applied shading.#- NORMAL ... Standard (3d) rendering#- PHONG ... Phong Shading. This is only# applied to triangles or imported Lightwave-objects.#- OFF ... `Flat` images.
*FXRender3D_CurrentLbl
C_urrent
*FXRender3D_CurrentCyc
u
Select the lightsource to modify.#- always turn on lights from 1 to ...#- black (r=g=b=0) means off#The highest selected (= not black) color-#number chooses the quantity of colors.##Examples:#--> Light 1 = on, others are off# = only one light##--> Light 1+2+3 = on, 4 is off# = 3 lights##--> Light 1+4 = on, 2+3 are off# = 4 lights#(light 4 decides the quantity!!!)##useful range: 1 ... 4 (integer)
*FXRender3D_FacesLbl
_Faces
*FXRender3D_FacesCyc
f
Draw the faces single- or double-sided.#(Lightwave-conventions)#If you use single-sided you will NOT see the#backsides of an object, use double-sided instead!
*FXRender3D_LightXLbl
Light_X
*FXRender3D_LightXPar
x
X-Position of the selected lightsource.#useful range: -1024 ... 1024 (pixel, integer)
*FXRender3D_LightYLbl
Light_Y
*FXRender3D_LightYPar
y
Y-Position of the selected lightsource.#useful range: -1024 ... 1024 (pixel, integer)
*FXRender3D_LightZLbl
Light_Z
*FXRender3D_LightZPar
z
Z-Position of the selected lightsource.#useful range: -1024 ... 1024 (pixel, integer)
*FXRender3D_RedLbl
_Red
*FXRender3D_RedPar
r
Red value of the selected lightsource.#useful range: 0 ... 255 (integer)#If RGB=0 then the light is off.
*FXRender3D_GreenLbl
_Green
*FXRender3D_GreenPar
g
Green value of the selected lightsource.#useful range: 0 ... 255 (integer)#If RGB=0 then the light is off.
*FXRender3D_BlueLbl
_Blue
*FXRender3D_BluePar
b
Blue value of the selected lightsource.#useful range: 0 ... 255 (integer)#If RGB=0 then the light is off.
*FXRender3D_AmbientLbl
Amb_ient
*FXRender3D_AmbientPar
i
Ambient intensity.#(the brightness of the object if all#lightsources are turned off.#useful range: 0 ... 1 (float)
*FXRender3D_DiffuseLbl
_Diffuse
*FXRender3D_DiffusePar
d
Diffuse intensity.#(intensity of light used to modify the#object-color. (Therefore the combination#ambient=1.0 and diffuse=0.0 produces#"flat" images.))#useful range: 0 ... 1 (float)
*FXRender3D_PhongLbl
Pho_ng
*FXRender3D_PhongPar
n
Phong intensity.#(intensity of these nice "bright spots")#useful range: 0 ... 1 (float)
*FXRender3D_PhongAngleLbl
Phong_Angle
*FXRender3D_PhongAnglePar
a
Max-smoothing-angle for the phong-shader.#useful range: 0 ... 200 (degrees, float)
*FXRender3D_PhongSizeLbl
PhongSiz_e
*FXRender3D_PhongSizePar
e
Size of the "phong-spot". Large values#(like 10.0...100.0) produce surfaces#with high gloss ("hardness")#useful range: 0.10 ... 100.00 (float)
This operator applies an#OilTransfer-algorithm to an image.#The result will look like drawn with oil-color.
*FXOilTransfer_InputLbl
_Input
*FXOilTransfer_InputCyc
i
Select the buffer where the input image#will be loaded from. Available buffers#are Stream and Temp 1 - Temp 7 and Alpha.
*FXOilTransfer_OutputLbl
_Output
*FXOilTransfer_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha.
*FXOilTransfer_RectLbl
_Rect
*FXOilTransfer_RectPar
r
Size of the rectangle scanned for every pixel.#Attention! Very long calculation-time for#large values! (here over 10)#useful range: 1 ... 20 (pixel, integer)
This operator applies a black raster to#an image. The main purpose of this PlugIn#is to reduce the size of delta-compressed#animations without loosing too much details.
*FXRaster_InputLbl
_Input
*FXRaster_InputCyc
i
Select the buffer where the input image#will be loaded from. Available buffers#are Stream and Temp 1 - Temp 7 and Alpha.
*FXRaster_OutputLbl
_Output
*FXRaster_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha.
This operator composes two images#using several genlock-methods.#If you animate Mix from 0 to 100 percent#you can fade between two sequences.
*FXCompose_ForegroundLbl
Foregro_und
*FXCompose_ForegroundCyc
u
Select the buffer where the foreground#image will be loaded from. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha.
*FXCompose_BackgroundLbl
Bac_kground
*FXCompose_BackgroundCyc
k
Select the buffer where the background#image will be loaded from. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha.
*FXCompose_DestinationLbl
Destinati_on
*FXCompose_DestinationCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha.
*FXCompose_LeftLbl
Le_ft
*FXCompose_LeftPar
f
Left edge of the foreground image.#useful range: width ... width (pixel, integer)
*FXCompose_TopLbl
_Top
*FXCompose_TopPar
t
Top edge of the foreground image.#useful range: -height ... height (pixel, integer)
*FXCompose_MixLbl
_Mix
*FXCompose_MixPar
m
Transparency of the foreground image.#useful range: 0 ... 100 (percent, integer)#A value of 0 makes the background#disappear, a value of 100 makes the#foreground transparent
*FXCompose_AlignYItms
Off
Centre
Top
Bottom
*FXCompose_AlignXItms
Off
Centre
Left
Right
*FXCompose_AlignXLbl
Align_H
*FXCompose_AlignXCyc
h
Select the horizonal alignement of the foreground.
*FXCompose_AlignYLbl
Align_V
*FXCompose_AlignYCyc
v
Select the vertical alignement of the foreground.
*FXCompose_GenlockLbl
Gen_lock
*FXCompose_GenlockCyc
l
Type of genlock:#- NONE ... no genlock#- SINGLE COLOR ... the selected color from the# foreground image will be transparent#- INRANGE ... extended genlock, all colors from# the foreground image which are inside the# selected range will be transparent#- OUTRANGE ... extended genlock, all colors from# the foreground image which are outside the# selected range will be transparent
*FXCompose_Red1Lbl
_Red (1)
*FXCompose_Red1Par
r
Red value of the first genlock-color#useful range: 0 ... 255 (integer)
*FXCompose_Green1Lbl
_Green (1)
*FXCompose_Green1Par
g
Green value of the first genlock-color#useful range: 0 ... 255 (integer)
*FXCompose_Blue1Lbl
_Blue (1)
*FXCompose_Blue1Par
b
Blue value of the first genlock-color#useful range: 0 ... 255 (integer)
*FXCompose_Red2Lbl
R_ed (2)
*FXCompose_Red2Par
e
Red value of the second genlock-color#useful range: 0 ... 255 (integer)
*FXCompose_Green2Lbl
Gree_n (2)
*FXCompose_Green2Par
n
Green value of the second genlock-color#useful range: 0 ... 255 (integer)
*FXCompose_Blue2Lbl
Bl_ue (2)
*FXCompose_Blue2Par
l
Blue value of the second genlock-color#useful range: 0 ... 255 (integer)
*FXCompose_Color1Clr
NULL
Click on me for a color-wheel!#You can drag`n`drop me, too!
*FXCompose_Color2Clr
NULL
Click on me for a color-wheel!#You can drag`n`drop me, too!
This operator creates an image using a fractal algorithm.#Changing the dimension and the seed-paramerter#you`ll get some really interesting results.
*FXPlasma_OutputLbl
_Output
*FXPlasma_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha.
*FXPlasma_WidthLbl
_Width
*FXPlasma_WidthPar
w
Width of the to-be-generated image.#useful range: 1 ... 1024 (pixel, integer)
*FXPlasma_HeightLbl
_Height
*FXPlasma_HeightPar
h
Height of the to-be-generated image.#useful range: 1 ... 1024 (pixel, integer)
*FXPlasma_DimensionLbl
_Dimension
*FXPlasma_DimensionPar
d
Fractal dimension which affects#the smoothness of the fractal.#Animate this parameter using any variable for nice effects.#useful range: 0 ... 1024 (float)
*FXPlasma_SeedLbl
_Seed
*FXPlasma_SeedPar
s
Parameter which affects the shape of the image.#Animate this parameter using any variable for nice effects.#useful range: 0 ... 1024 (integer)
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha.
*FXBenoit_TypeLbl
_Type
*FXBenoit_TypeCyc
t
The fractal type, currently supported are:#- Mandelbrot#- Julia#- Dragon#- Salamander#- Meteors#- Pearls#- Formula (a user-defined formula)
*FXBenoit_FormulaLbl
_Formula
*FXBenoit_FormulaREd
f
The rendering formula. It shows the formula#when using one of the predefined fractal types.#If you want to edit the formula, then you#have to select the fractal type formula.
*FXBenoit_StyleLbl
Sty_le
*FXBenoit_StyleCyc
l
This sets one of the two possible styles:#Mandelbrot or Julia.#- Mandelbrot means that c is set according# to the current position in the window.# x seed and y seed are ignored.#- Julia means that c is set to the# value specified in x seed and y seed.# Set these variables to a value other than 0.0# if you want to see more than a filled black circle.
*FXBenoit_ExponentLbl
_Exponent
*FXBenoit_ExponentPar
e
This corresponds to the `n` value in some#of the formulas. It is currently restricted#to the range from 2 to 16. Though normally#used as the exponent in the formulas, it might#be used as a multiplier as well.
*FXBenoit_MaxIterLbl
Max_Iter
*FXBenoit_MaxIterPar
i
The maximal number of iterations, which#is proportional to the calculation time.
*FXBenoit_EvenColorLbl
E_venColor
*FXBenoit_EvenColorPar
v
Color offset for the even iterations (0, 2, 4, 6, ...)#- 0 = red#- 1 = yellow#- 2 = green#- 3 = cyan#- 4 = blue#- 5 = purple
*FXBenoit_OddColorLbl
Odd_Color
*FXBenoit_OddColorPar
c
Color offset for the odd iterations (1, 3, 5, 7, ...)#- 0 = red#- 1 = yellow#- 2 = green#- 3 = cyan#- 4 = blue#- 5 = purple
*FXBenoit_ColorRepeatLbl
Color_Repeat
*FXBenoit_ColorRepeatPar
r
This value defines the number of colors.#Normally, this should be the same as Max iter.#But as Max iter increases, the color#difference between two iteration levels#decreases. When it gets too smooth, the#user might want to adjust it by setting#this value to somewhat lower than Max iter.
This operator scales images up or down.#You can specify if you want the new size in#pixels or in percent of the input-image.
*FXScale_UnitItms
Pixels
Percent
*FXScale_AspectItms
Ignore
TakeWidth
TakeHeight
*FXScale_InputLbl
_Input
*FXScale_WidthLbl
_Width
*FXScale_UnitLbl
_Unit
*FXScale_InputCyc
i
Select the buffer where the input image#will be loaded from. Available buffers#are Stream and Temp 1 - Temp 7 and Alpha.
*FXScale_WidthPar
w
Horizontal size of the generated image.#useful range: 1 ... 1024 (pixel or percent, integer)
*FXScale_UnitCyc
u
Choose if the size-values are in pixels or percent.
*FXScale_OutputLbl
_Output
*FXScale_HeightLbl
_Height
*FXScale_AspectLbl
_Aspect
*FXScale_OutputCyc
o
Select the buffer where the output of#this effect will be saved in. Available#buffers are Stream and Temp 1 - Temp 7 and Alpha.
*FXScale_HeightPar
h
Vertical size of the generated image.#useful range: 1 ... 1024 (pixel or percent, integer)
*FXScale_AspectCyc
a
Choose if you want to keep the aspect or not.#If you select Take Width or Take Heigth then#the heigth or width will be calculated#so the the aspect from the input image#will stay unchanged.
Select the GIF settings for all GIF images#which are saved using Wildfire. Furtheron you#can turn on / off using the internal ILBM-#loader-routine. This makes it possible to use#external datatypes for loading images.
*SVGIF_DitherLbl
_Dither
*SVGIF_DitherCyc
d
Turn dithering of the GIF images on (Floyd-Steinbrg) or off
*SVGIF_ColorsLbl
_Colors
*SVGIF_ColorsCyc
c
Select the number of colors for the GIF image
*SVGIF_LoaderLbl
_Loader
*SVGIF_LoaderCyc
l
Enable/disable the internal GIF loader.#If you disable the loader your datatype will#be used. (if such a datatype is installed)
*SVGIF_TransparencyLbl
_Transparency
*SVGIF_TransparencyCyc
t
Choose if you want a transparent color or not.
*SVGIF_InterlaceLbl
_Interlace
*SVGIF_InterlaceCyc
i
Please select if you want interlaced images or not.
*SVGIF_TransparencyClr
NULL
Click on me for a color-wheel!#You can drag`n`drop me, too!
*SVGIF_TransRedLbl
_Red
*SVGIF_TransRedREd
r
Select the red part of the RGB value for#the transparent color.
*SVGIF_TransGreenLbl
_Green
*SVGIF_TransGreenREd
g
Select the gren part of the RGB value for#the transparent color.
*SVGIF_TransBlueLbl
_Blue
*SVGIF_TransBlueREd
b
Select the blue part of the RGB value for#the transparent color.
*SVGIF_BackgroundClr
NULL
Click on me for a color-wheel!#You can drag`n`drop me, too!
*SVGIF_BackgroundGrp
Background color
*SVGIF_TransparencyGrp
Transparent color
*SVGIF_BackRedLbl
R_ed
*SVGIF_BackRedREd
e
Select the red part of the RGB value for#the background color.
*SVGIF_BackGreenLbl
Gree_n
*SVGIF_BackGreenREd
n
Select the green part of the RGB value for#the background color.
*SVGIF_BackBlueLbl
B_lue
*SVGIF_BackBlueREd
l
Select the blue part of the RGB value for#the background color.
Select the PPM settings for all PPM images#which are saved using Wildfire. Furtheron you#can turn on / off using the internal ILBM-#loader-routine. This makes it possible to use#external datatypes for loading images.
*SVPPM_FormatLbl
_Format
*SVPPM_FormatCyc
f
Select the different formats for the to-be-saved PPM images.#Currently supported are:#- Raw (binary (smaller files)),#- ASCII (displayable characters (large files))
*SVPPM_TypeLbl
_Type
*SVPPM_TypeCyc
t
Select the different types for the to-be-saved PPM images.#Currently supported are:#- PPM (truecolor),#- PGM (grayscale),#- PBM (black and white)
*SVPPM_LoaderLbl
_Loader
*SVPPM_LoaderCyc
l
Enable/disable the internal PPM loader.#If you disable the loader your datatype will#be used. (if such a datatype is installed)
Select the ILBM settings for all ILBM images#which are saved using Wildfire. Furtheron you#can turn on / off using the internal ILBM-#loader-routine. This makes it possible to use#external datatypes for loading images.
*SVILBM_CompressionLbl
_Compression
*SVILBM_LoaderLbl
_Loader
*SVILBM_CompressionCyc
c
Select if the compression should be#turned on (ByteRun1) or off (None).
*SVILBM_LoaderCyc
l
Enable/disable the internal ILBM loader.#If you disable the loader your datatype will#be used. (if such a datatype is installed)
Select the PNG settings for all PNG images#which are saved using Wildfire. Furtheron you#can turn on / off using the internal PNG-#loader-routine. This makes it possible to use#external datatypes for loading images.
*SVPNG_FormatLbl
_Format
*SVPNG_FormatCyc
f
Select the different formats for the to-be-saved PNG image.#Currently supported are:#- 24 Bit RGB (16.8 Mio. colors),#- 8 Bit Color (256 colors),#- 8 Bit Gray (256 grayscales),#- 4 Bit Color (16 colors) and#- Black&White.
*SVPNG_LoaderLbl
_Loader
*SVPNG_LoaderCyc
l
Enable/disable the internal PNG loader.#If you disable the loader your datatype#will be used. (if such a datatype is installed)
Select the JPEG settings for all JPEG images#which are saved using Wildfire. Furtheron you#can turn on / off using the internal JPEG-#loader-routine. This makes it possible to use#external datatypes for loading images.
*SVJPEG_QualityLbl
_Quality
*SVJPEG_QualitySld
q
Select the quality of the to-be-saved JPEG#image. Higher quality means larger images.#useful range: 5 ... 95 (percent, integer)#85 percent is the WF-standard.
*SVJPEG_FormatLbl
_Format
*SVJPEG_FormatCyc
f
Choose the normal or the progressive#(often used inside homepages) image#format for the to-be-saved JPEG image.
*SVJPEG_OptimizeLbl
_Optimize
*SVJPEG_OptimizeCyc
o
Turn optimization of the to-be-saved JPEG image on or off.
*SVJPEG_OutputLbl
Out_put
*SVJPEG_OutputCyc
p
Choose a color or grayscale output#for the to-be-saved JPEG image.
*SVJPEG_LoaderLbl
_Loader
*SVJPEG_LoaderCyc
l
Enable/disable the internal JPEG loader.#If you disable the loader your datatype#will be used.(if such a datatype is installed)
The TileImage-PlugIn splits a specified image#into small portions with the same size.#The selected saver from inside the menu#windows/saver is used.#Finally you will get xCount*yCount fragments#with filenames like "out.0001", "out.0002", ...#The counter runs from the left lower edge to the#right upper edge (which may be important if you#want to use the created images later)#the sum of the generated fragments must fit the#image-size bexactlyb. For example you can't#subdivide an image of the dimensions 640x480#into 3x7 fragments#The idea for this PlugIn is really not mine ;)
Convert Images using an (optional) currently selected#effect session. You can use a directory as input and#another directory as output. The extension will be#attached to your output files. Inside your input#directory there should be images that you want to convert.#This PlugIn makes it easy to f.i. convert a whole directory#of images and scale thm to the same size. Just put a scale#effect into your effect list and then press convert#inside this PlugIn!
*GNConvertImages_GNConvertImagesGrp
Convert Image Sequences
*GNConvertImages_InputLbl
_Input
*GNConvertImages_InputPop
i
Select an directory where your input images are stored!
*GNConvertImages_OutputLbl
_Output
*GNConvertImages_OutputPop
o
Select a directory where you want your output images.
*GNConvertImages_ExtensionLbl
_Extension
*GNConvertImages_ExtensionPop
e
Extension which will be added to the output images.
*GNConvertImages_ProcessorLbl
E_ffects
*GNConvertImages_ProcessorCyc
f
Select if you want the effects turned on or off.#If you turn them on then for every image the current#effect script is used and so you can apply one effect#script very easy to a bunch of images.
*GNConvertImages_ConvertBtn
_Convert
Start the conversion of the images which are inside#the input directory.
This plugin counts the currently#initialized plugins, savers and#operators and displays the used memory.#Operators will be loaded at runtime for reducing#memory-usage.
*GNCountPlugins_OperatorsGrp
Operators
*GNCountPlugins_GeneralGrp
General Plugins
*GNCountPlugins_SaversGrp
Savers
*GNCountPlugins_FXCountLbl
Count
*GNCountPlugins_FXCountREd
NULL
Display the number of initialized Operators.
*GNCountPlugins_FXMemoryLbl
Memory
*GNCountPlugins_FXMemoryREd
NULL
Show the memory which is used#by the initialized Operators.
*GNCountPlugins_GNCountLbl
Count
*GNCountPlugins_GNCountREd
NULL
Display the number of initialized General Plugins.
*GNCountPlugins_GNMemoryLbl
Memory
*GNCountPlugins_GNMemoryREd
NULL
Show the memory which is used by#the initialized General Plugins.
*GNCountPlugins_SVCountLbl
Count
*GNCountPlugins_SVCountREd
NULL
Display the number of initialized Saver Plugins.
*GNCountPlugins_SVMemoryLbl
Memory
*GNCountPlugins_SVMemoryREd
NULL
Show the memory which is used by#the initialized Saver Plugins.
Using this plugin you can save whole screens#or single windows as an image. The image-format#may be selected from the menu Windows/Savers.
*GNGrabWindow_ScreensGrp
Screens
*GNGrabWindow_WindowsGrp
Windows
*GNGrabWindow_OptionsGrp
Options
*GNGrabWindow_ModeLbl
_Mode
*GNGrabWindow_ModeCyc
m
Select the grab-mode:#Grab Window will save the inside the#windows-listview selected window.#Grab Screen will save the inside the#screen-listview selected screen.
*GNGrabWindow_UpdateBtn
_Update
Update the lists. This is useful if#you opened new windows or screens.
*GNGrabWindow_GrabBtn
_Grab
Save the window or screen (depending on the selected#grab-mode) as the selected file using the preferences#(image-type) from inside the savers window# (menu: Windows/Savers)
*GNGrabWindow_ShowBtnLbl
_Show
Display the screen
*GNGrabWindow_OutputLbl
_Output
*GNGrabWindow_OutputPop
o
Select the filename of the image which should be saved.
*GNGrabWindow_ModeItms
Grab Window
Grab Screen
*GNGrabWindow_ScreenStr
Screen
*GNGrabWindow_WindowStr
Window
*GNGrabWindow_DimensionStr
Dimension
*GNGrabWindow_NoScreenMsg
The selected screen is already closed.
*GNGrabWindow_NoWindowMsg
The selected window is already closed.
*GNGrabWindow_GZZMsg
Warning: The current window#being a GIMMEZEROZERO-window#was saved without borders.
This is Wildfire`s new transition maker. Here you can create#transitions between two inputs (the new transition maker#supports ALL inputs that Wildfire supports) in a very easy#way. You have a lot of predefined effect scripts that change#there length and parameters concerning your selected input.#To play the examples you have to insert the Wildfire\7 CD#because an installation of all the effect previews would#take about 200 MB`s of Harddisk space!#The transition maker uses Wildfire`s own ARexx commands#to change the input, the LoadAnim operator, that is inside#all the transition scripts and the output!
*GNTMaker_FilesGrp
Files
*GNTMaker_TransitionGrp
Transition
*GNTMaker_EffectGrp
Transition-Effect
*GNTMaker_InputALbl
Input_A
*GNTMaker_InputAPop
a
Select your first input. All input types that#Wildfire supports are supported here, too.#Your first input contains the start images.#The start images are transformed into the#end images (Input B). Both the inputs should#have the same image size.
*GNTMaker_InputBLbl
Input_B
*GNTMaker_InputBPop
b
Select your second input. All input types that#Wildfire supports are supported here, too.#Your second input contains the end images.#The start images (Input A) are transformed into#the end images. Both the inputs should#have the same image size.
*GNTMaker_OutputLbl
_Output
*GNTMaker_OutputPop
o
Select the name of the output. The output type can be#selected lateron if you applied the Transition settings.
*GNTMaker_FramesLbl
_Frames
*GNTMaker_FramesREd
f
Select the number of frames your transition#should have.#If you select X as frames then the transition#will contain a transformation between the#following images:#- Input A ... LastFrame-X until LastFrame#- Input B ... FirstFrame until FirstFrame+X
*GNTMaker_ClassLbl
_Class
*GNTMaker_ClassCyc
c
Select the effect class. Every class contains#a number of different effect types.
*GNTMaker_TypeLbl
_Type
*GNTMaker_TypeCyc
t
Select the effects subtype. Every effect class has some#effect types. Have a look at the effect previews to#get the information what the effect is about.
*GNTMaker_ConvertBtn
A_pply
Apply the new effect, the inputs, the output and the#length of the transition to Wildfire.#This will load the selected effect script, change the#input from the project page (Input A), the LoadAnim#operator from the effects page (Input B), the output#name and the transition length inside the range#from the project page. It will not start the calculation#of the transition. You have to select the output type and#then you may have a look at the effect script, or render#a small preview of the transition using the#`Render Preview` button or change anything else.#Then you have to press `Convert` in the project page to#start the transition creation. As result you`ll get a#transition between the two inputs using the selected#number of frames.
*GNTMaker_PreviewBtn
_Example
Play the example animation for the selected effect.#Because of the size of the animations (over 200 MB)#they will not be installed to your harddisk but stay#on the Wildfire\7 CD. So you have to insert this CD#if you want to have a look at the animations.#The type of the animations is YAFA, so the YAFA Player#will be used. Please select the to be used display#settings inside the animation player part of Wildfire.
*GNTMaker_ReadyMsg
Now all transition parameters are adjusted#and you may press the <Convert>-button.##You may select another output type, too or#have a look at the used effect script or#render a small preview animation using the#`Render Preview` button from the project page.