Third-party effects that use Premiere Pro's Mercury GPU acceleration API
I'm following a tutorial and it calls for the CC Particle World plugin. Cant find CC Particle World Plugin for. Sone good video's on adobe after effects Video.
Cc Particle World
CC Cross Blur effect (CS6)
CC Radial Blur effect
CC Radial Fast Blur effect
CC Vector Blur effect
CC Color Neutralizer effect (CS6)
CC Color Offset effect
CC Kernel effect (CS6)
CC Toner effect
From an expert: Detail-preserving Upscale Effect
From an expert: Detail-preserving Upscale Effect
The Detail-preserving Upscale effect is capable of scaling up images by large amounts while preserving details in the image. The sharpness of sharp lines and curves is preserved. For example, you can scale up from SD frame sizes to HD frame sizes, or from HD frame sizes to digital cinema frame sizes.
This effect is very closely related to the Preserve Details resampling option in the Image Size dialog box in Photoshop. For more information, see Resizing Images in Photoshop.
The following controls are available for the Detail-preserving Upscale effect:
Fit To Comp Width: Sets Scale percentage so that the layer's width matches the composition's width.
Fit To Comp Height: Sets Scale percentage so that the layer's height matches the compositions's height.
Scale: The minimum value is 100%.
Reduce Noise: Used to apply noise reduction before the scaling calculations. Increase the value so that noise is not mistakenly treated as a detail that should be preserved.
Detail: High values increase the sharpness or contrast of edges; however ringing or halo artifacts may be introduced. Low values of Detail keep the edges more smooth and natural.
Alpha: Processes the alpha channel differently from the color channels. You can choose to process the alpha channel differently than the color channels, for performance reasons. The default is Bicubic.
The Detail-preserving Upscale effect is slower than other scaling alternatives, such as using the layer's native bilinear or bicubic scaling in the Transform property group.
CC Bend It effect
CC Bender effect
CC Blobbylize effect
CC Flo Motion effect
CC Griddler effect
CC Lens effect
CC Page Turn effect
CC Power Pin effect
CC Ripple Pulse effect
CC Slant effect
CC Smear effect
CC Split effect
CC Split 2 effect
CC Tiler effect
Angle Control effect
Checkbox Control effect
Color Control effect
Layer Control effect
Point Control effect
Slider Control effect
CC Glue Gun effect
CC Light Burst 2.5 effect
CC Light Rays effect
CC Light Sweep effect
CC Threads effect (CS6)
CC Cylinder effect
CC Environment effect (CS6)
CC Sphere effect
CC Spotlight effect
CC Ball Action effect
CC Bubbles effect
CC Drizzle effect
CC Hair effect
CC Mr. Mercury effect
CC Particle Systems II effect
CC Particle World effect
CC Pixel Polly effect
CC Rainfall effect (CS6)
CC Scatterize effect
CC Snowfall effect (CS6)
CC Star Burst effect
CC Block Load effect (CS6)
CC Burn Film effect
CC Glass effect
CC Kaleida effect
CC Mr. Smoothie effect
CC Plastic effect (CS6)
CC RepeTile effect
CC Threshold effect
CC Threshold RGB effect
CC Force Motion Blur effect
CC Time Blend effect
CC Time Blend FX effect
CC Wide Time effect
CC Glass Wipe effect
CC Grid Wipe effect
CC Image Wipe effect
CC Jaws effect
CC Light Wipe effect
CC Line Sweep effect (CS6)
CC Radial ScaleWipe effect
CC Scale Wipe effect
CC Twister effect
CC WarpoMatic effect (CS6)
Effects in the Obsolete category are retainedfor compatibility with projects created with previous versions ofAfter Effects. When updating projects or creating new projects,you should use alternative effects and techniques rather than effectsin the Obsolete category.
Use 3D layers instead. See 3D layers.
Use Gaussian Blur effect instead. See Blur and sharpen effects.
Use the Advanced Lighting effect instead. See Advanced Lightning effect.
Use text layers instead. See Creating and animating text on a path.
Use text layers instead. See Creating and editing text layers.
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STEP 1: Begin with colorful layers
Confetti is generally multicolored. CC Particle World will base each generated particle hue on the colors already in the layer to which the filter has been applied. So always start out with a very colorful layer.
Create a new solid that’s the size of your comp (720 x 486 in the downloadable project
STEP 3: Set up the look of the particles
In the Particle section, set Particle Type to Square, Color Map to Origin Constant, and the Birth and Death size to.10. Origin Constant is important because it tells Particle World, once it has been applied, to determine the particle color based on the layer you’re working on. That’s why you needed to use Fractal Noise and Colorama to create the funky-colored noise. Wherever a particle is born, the color of the underlying image at that location determines its color. So if you move the Producer Point around, the particles will change color.
We also need to position them. In the Producer section, set Position Y to -.40 and X Radius to 1.3. Particles are always produced from a single point. In this case, we’re moving that point up to the top of the screen and stretching it across the entire Comp so particles fall all the way across the screen. Set Birth Rate to 4.0 and Longevity to 5.0. This adds more particles and makes them last longer (five seconds).
No particle system works without physics. Twirl down the Physics arrow and let’s get to work. First, set the Animation Type pop-up to Viscouse. There are a variety of ways the particles can be animated by default; play around with them to see how they differ. For your purposes, Viscouse will work great. Now set Velocity to 0, Gravity to.05, Extra and Extra Angle to 0. Your confetti now looks fabulous and is well behaved.
Now you can experiment with some of the settings. Change the Animation Type, increase the Gravity, increase the Z Radius, and be sure to check the Options area and add a floor of ice! Try different particles, too. Particle World does great smoke and other effects. This is just the tip of the confetti bucket.
Jim Tierney President Digital Anarchy
Jim Tierney has worked on numerous award-winning products from companies like MetaCreations, Atomic Power and Cycore. After working on Adobe After Effects plug-ins for almost a decade, he thought it was finally time to get out there and do some of his own. As 'Chief Executive Anarchist,' Jim conceptualizes and designs Digital Anarchy products and heads up business development.
With version 6.5, After Effects finally has a particle system that most people can use. No, I’m not talking about Particle Playground, which struck fear into the hearts of pros and novices alike, but CC Particle World. This filter, once part Final Effects, is now included with AE 6.5. It’s not the best particle system out there, but it’s easy to use and is pretty powerful. This tutorial offers some Particle World basics and shows you how to create some confetti in the process.
Final Effects is one of the original AE plug-in packages, developed by Cycore (www.cycorefx.com) and sold by MetaCreations. It’s been owned by several companies, but now is owned and sold by Boris (www.borisfx.com). A few years ago, the licensing agreement that Cycore originally had with MetaCreations expired, giving them the rights to sell the filters again. But Cycore didn’t get the rights to the 'Final Effects' brand name, so it renamed the plug-ins Cycore FX and licensed them to Adobe, which put all of them into After Effects 6.5. In fact, all the filters from Final Effects go by similar names in AE. The only difference is now, there’s a 'CC' in front of each one.
Digital Anarchy www.digitalanarchy.com 218 Cordova Avenue San Francisco, CA 94112 ph. 415.586.8434 [email protected]