BCC Grunge

BCC Stylize

BCCGrungeHelpDoc

The BCC Grunge filter combines procedural algorithmic methods with real photographic image textures that can be used on titles to create unique grungy, degraded, torn-up, or melting looks.  These same effects can be applied to background plates.

Function

Presets and Common Controls

BCC filters come with a library of factory installed presets plus the ability to create your own custom presets and preview them with the BCC FX Browser™.

BCC filters also include common controls that configure global effect preferences and other host-specific effect settings.

For more information about working with presets and other common controls, Click Here.

 

Load / Save Preset Mechanism

The built-in load save mechanism is used to access the factory installed or user generated presets.

Use Texture:  Enable to composite a selected texture image over the input. The texture image file is selected from the Textures pop-up.  When disabled the other Grunge operations are applied to the original source image instead of to the texture-source combination.

Textures:  Pop-up menu for selecting from installed textures.  This filter includes a series of factory installed photographic textures that can be used to create the grunge look. Additional texture files may be added to the filter by placing them into the following directory:

Mac : Macintosh HD/Library/Application Support/Grunge Texture/
Win : C:\Program Files\Boris FX,Inc\Grunge Texture\

Images added to this directory will appear in the filter Textures menu the next time the host application is launched.

This filter includes textures that were created by the following photographers:

Dustin Schmieding
http://valleysinthevinyl.com

Caleb Kimbrough
http://lostandtaken.com/gallery

 

Apply Group

A built-in set of Apply modes can be used to blend the selected texture with the filtered source input.  The selected apply mode can be mixed back with the normal apply mode to create unique looks.

Apply Mode:  Menu containing a listing of 27 different apply modes.

Apply Mix:  Specifies the amount of blending between the selected apply mode and the normal mode.

 

Color Group

Use to refine the basic color properties of the  source+texture combination.

Color On:  Enable/Disable the color correction features and access the feature’s parameter controls.

Brightness:  Positive values brighten the image, negative values darken the image.

Contrast:  Positive values increase contrast in the image, negative values decrease contrast.

Saturation:  Positive values increase saturation in the image, negative values decrease saturation.

 Tint Color:  Set the tint color.

 Tint Amount:  Use to set the amount of color tinting that is applied to the image.

 

Transformation Group

The controls in this group modify the geometric transforms applied just to the texture and do not affect the geometry of the filtered source clip.  Note that when geometric transformations cause the texture to fail to fill the clip region, the texture is seamlessly tiled to ensure the entire clip is covered.

Position XY:  Use to set the position of the texture along the XY axis.

Rotation:  Use to rotate the image around the Z axis.

Scale Lock to X:  When checked, locks the Y scale transform to the X scale transform values.

Scale X:  Use to scale the texture along the X axis (or XY if Scale Lock to X is enabled).

Scale Y:  Use to scale the image along the Y axis independently of the X axis.

Opacity:  Use to set the opacity of the texture.

Use Source Alpha:  When checked, restricts the filter result to the confines of the image’s alpha channel.

 

Displacement Map Group

The controls in this group are used to distort the filter result and can, for instance, create animated ripped or torn textures. The Displacement Map distortion works by using the channel values in a map layer to specify how much to distort the matching pixel in the main layer.   By default, the selected image from the Textures group is used as the reference map to distort the image, but any layer from the host can be used as the basis for image distortion.

Displacement Map on:  Enable/Disable this feature and access the feature’s parameter controls.

Source:  Specify which image is modified by the distortion.

  • Composited:  Apply to the combined source + texture result.
  • Texture: Apply just to the texture.
  • Source:  Apply just to the original source clip.

Map:  Specify which image is used as the reference map which defines the amount/direction of the distortion.

  • Composited:  The combined source + texture result defines the distortion map.
  • Texture:  The texture image alone defines the distortion map
  • Source:  The source clip alone defines the distortion map.
  • Layer:  An alternate host layer defines the distortion map.

Layer:  When the Map is set to use an alternate host layer, this menu defines which host layer will be used as the distortion map.

Lock To Scale X:  When checked, locks the Layer Y scale transform to the Layer X scale transform values.

Layer Scale X:  Use to scale the displacement map layer along the X axis (or XY if Scale Lock to X is enabled).

Layer Scale Y:  Use to scale the displacement map layer along the Y axis.

Layer Pattern:  Determines how the displacement map layer edge regions are handled if the scaled map layer is smaller than the full frame.

  • None:  No edge handling is applied and regions outside the layer map boundaries are treated as empty.
  • Tile:  The layer map is tiled to fill in the empty regions.
  • Mirror:  The layer map is mirrored to fill in the empty regions which ensures smooth transitions along the edge boundaries.

Channel X:  Specifies which channel in the displacement map is used to define the distortion amount in the X direction.

Amount X:  The magnitude of the distortion in the X direction.

Channel Y:  Specifies which channel in the displacement map is used to define the distortion amount in the Y direction.

Amount Y:  The magnitude of the distortion in the Y direction.

Edge Type:  Controls the handling of distorted regions that extend outside the main image edges.

  • None:  No special edge treatment is applied and regions outside the image boundary are treated as transparent.
  • Repeat:  Boundary pixels are repeated off the edge which can be used to ensure that transparency does not creep into the final result when applying Grunge to full frame footage (as opposed to titles or other alpha objects).

 

Bump Map Group

The controls in this group add a 3D bump map look to the result.  The bump can be set to use the combination of the source input / texture map composite or you can use any layer from the timeline.

Bump Map on:  Enable/Disable this feature and access the features parameter controls.

From Layer:  When set to None the source + texture combination is used to define the bump map.  When set to an alternate host layer, that layer will then define the bump map.

Lock To Scale X:  When checked, locks the Layer Y scale transform to the Layer X scale transform values.

Layer Scale X:  Use to scale the bum map layer along the X axis (or XY if Scale Lock to X is enabled).

Layer Scale Y:  Use to scale the bump map layer along the Y axis.

Layer Pattern:  Determines how the bump map layer edge regions are handled if the scaled map layer is smaller than the full frame.

  • None:  No edge handling is applied and regions outside the layer map boundaries are treated as empty.
  • Tile:  The layer map is tiled to fill in the empty regions.
  • Mirror:  The layer map is mirrored to fill in the empty regions which ensures smooth transitions along the edge boundaries.

Use Alpha:  Enable to use the source image’s alpha channel as a mask for the filter, so the texture appears only in the opaque regions of the source. If this option is deselected, the source image’s alpha channel is ignored.

Height:  Determines the height of the bump map used to create the texture of the bricks.

Smoothness:  Adjusts the amount of blur applied to the bump map. Higher values produce more blur, which tends to reduce the amount of detail and noise in the filtered image.

Light Type:  Determines the type of light source.

  • Point: combines both focused (specular) and diffuse light. You can use this Light Type to create the appearance of a shiny surface lit by a point light source.
  • Distance: creates a non-directional infinitely distant diffuse light, similar to sunlight.
  • Spot: creates the look of a traditional theatrical spotlight. Spot creates a small spot of intense light whose falloff can vary.

Light XY:  Controls position the light source in space by moving the light parallel to the image plane along the X and Y axes.

Light Z:  Positions the depth of the light source relative to the image plane. A value of 100 places the light one source width above the image plane. Light Z can be negative, which places the light behind the image plane. If Light Z is negative, the light is seen only if the object is rotated or displaced so that all or part of it is behind the light source (that is, the light source always points in toward the object, never out at the viewer).

Light Intensity:  Controls the intensity of the light.

Light Color:  Controls determine the color of the light.

Spot XY:  Controls set the X and Y coordinates for the point at which the spotlight is aimed. Unlike the X and Y Light controls (under the Light Type menu), adjusting the Spot parameters does not change the shape of the light.

Spotlight Angle:  Sets the angle of the light. This is analogous to focusing the light. Decreasing values create a smaller, more focused light.

Spotlight Falloff:  Controls the relative softness of the edges of the lit region. Leave Spotlight Falloff at its default setting if you prefer a soft edge, or decrease this value to harden the edges of the lit region. Spotlight Falloff removes light from the edges of the lit region. To maintain the size of the region while softening the edges, you need to increase Spotlight Angle accordingly.

Use Texture Color:  Select to use the color values from the underlying track to which the filter is applied. Deselect this checkbox to use the luminance values only. When this checkbox is deselected, the Color control below sets the color that is used with the luminance values.

Color:  When Use Texture Color is deselected, this sets the color that is used with the luminance values.

White in Specular:  Increases the amount of white in the specular light. Increasing this value can create a more metallic surface effect. This parameter is only useful when Specular Intensity has a value greater than 0.

Ambient Intensity:  Adjusts the total amount of diffuse light on the image. The default setting of 100 does not add or subtract ambient light from the source image. Decreasing this setting makes the image darker before the other lights are applied. Ambient light illuminates or darkens the image evenly, and is unaffected by any other lighting parameters.

Diffuse Intensity:  Determines the amount of non-directional diffuse light applied to the object. Increasing Diffuse Intensity brightens the object uniformly.

Specular Intensity:  Simulates lighting a glossy surface from a point source, creating a small spot of intense light whose falloff can vary. Increasing this value adds reflected light to the surface.

Shininess:  Controls the rate at which the Specular light falls off from the center of the lit region. A higher Shininess value creates a more concentrated highlight, simulating a shiny, highly reflective surface. A lower Shininess value spreads light more evenly throughout the lit region, simulating a rougher, less reflective surface.

 

Erosion Group

The parameters in this group enable you to completely or partially erode the texture and / or shape of the source over time.  The erosion pattern is defined by an erosion map layer which can be taken from the source/texture or from a separate host layer.

Erosion On:  Enable/Disable this feature and access the feature’s parameter controls.

Source:  Specify which image is modified by the erosion.

  • Composited:  Apply to the combined source + texture result.
  • Texture: Apply just to the texture.
  • Source:  Apply just to the original source clip.

Map:  Specify which image is used as the erosion pattern map.

  • Composited:  The combined source + texture result defines the erosion pattern.
  • Texture:  The texture image alone defines the erosion pattern.
  • Source:  The source clip alone defines the erosion pattern.
  • Layer:  An alternate host layer defines the erosion pattern.

Layer:  When the Map is set to use an alternate host layer, this menu defines which host layer will be used as the erosion pattern map.

Lock To Scale X:  When checked this locks the Layer Y scale transform to the Layer X scale transform values.

Layer Scale X:  Use to scale the erosion pattern map layer along the X axis (or XY if Scale Lock to X is enabled).

Layer Scale Y:  Use to scale the erosion pattern map layer along the Y axis.

Layer Pattern:  Determines how the erosion pattern map layer edge regions are handled if the scaled map layer is smaller than the full frame.

  • None:  No edge handling is applied and regions outside the layer map boundaries are treated as empty.
  • Tile:  The layer map is tiled to fill in the empty regions.
  • Mirror:  The layer map is mirrored to fill in the empty regions which ensures smooth transitions along the edge boundaries.

Channel:  Specifies which channel in the erosion pattern map is used to define the erosion amount.

Amount:  The amount of erosion.  It can be animated to 100 to make the image disappear completely.

Smoothness:  Defines the smoothness of the transition between eroded and non-eroded regions.

Softness:  Softens the erosion pattern map to create smoother and less abrupt changes in the erosion pattern across the image.

Inverse:  Inverts the erosion pattern map so the erosion progresses in the opposite order – i.e. from light to dark parts of the map instead of dark to light.

 

Shake Group

The parameters in this group can be used to shake the texture or the composited result along the X and Y axis. The random feature can be used to create glitchy fx that apply randomized movement to the result.

Shake On:  Enable/Disable this feature and access the feature’s parameter controls.

X Position:  Amount of shaking in the X direction.

Y Position:  Amount of shaking in the Y direction.

Speed:  Controls the speed of the shaking.

Random Amount:  Control the amount of randomness that appears in the shaking progression with higher values introducing more sudden, glitchy looking jumps in the image position.

Source Shake On:  Control whether the source clip shakes along with the texture or whether the source remains stationary and only the texture shakes.

Source Outside:  Controls the edge treatment applied to the source image.

None:  No special edge handling is applied and regions outside the image boundary are treated as transparent.

Mirror:  The source image is mirrored to fill in edge regions which is useful in maintaining full opacity when applied to normal video clips as opposed to text or other alpha objects.

Motion Blur On:  Enable/Disable motion blur in the scene.

Shutter Angle:  Specify how widely spaced the motion blur samples are in time.

Shutter Phase:  Specify the time offset of the motion blur samples relative to the current frame time – trailing, centered, leading, or values in between.

Samples Per Frame:  Specify the number of distinct motion blur samples per frame.

 

Flicker Group

The flicker feature generates luma flicker in the result.  The flicker bias can be set to only brighten, only darken, or flicker both brighter and darker.  The random feature can be used to create glitchy fx that apply randomized light flickering to the result.

Flicker On:  Enable/Disable this feature and access the feature’s parameter controls.

Type:  Controls the flicker bias.

  • Brighter:  The flickering will only increase the brightness of the image.
  • Darker: The flickering will only decrease the brightness of the image.
  • Both: The flickering will introduce both increasing and decreases the brightness of the image.

Amount:  Controls the size of the luma changes introduced by the flickering.

Speed:  Defines the speed of the flickering.

Random Amount:  Controls the amount of randomness that appears in the shaking progression with higher values introducing more sudden, glitchy-looking jumps in the image position.

 

Scratches Group

The controls in the scratches group provide a way to introduce randomized scratches through the result.

Scratches On:  Enable/Disable this feature and access the feature’s parameter controls

Density:  Determines the number of scratches in the effect. Higher values add more scratches.

Lifetime:  As the effect progresses, each scratch line moves around horizontally for a period of time, then disappears.  This control sets average amount of time a scratch can will remain onscreen.

Width:  Adjusts the thickness of the scratch lines. Higher values produce thicker, less eroded lines.

Opacity:  Sets the peak opacity of the scratch lines.

Color:  Sets the color of the brighter scratches.

Speed:  Adjusts the rate at which scratches move horizontally. Increasing positive values move the scratches faster. Decreasing negative values slow the scratches.

Min Length:  Specify the minimum length of the scratches as a percentage of the image height. 

Max Length: Specify the maximum length of the scratches as a percentage of the image height.

Random Seed:  Determines which value is input to the random number generator used for generating the random pattern of scratches.  Adjust this value when you like the overall effect but want to re-randomize the scratch lines.

 

Orbs Group

The orbs group is used to add randomized spots into the image, similar to the effect of water spots on the surface of a camera lens.

Orbs On:  Enable/Disable this feature and access the feature’s parameter controls.

Shake On: When the main Shake group is enabled, this controls whether or not the orbs move along with the general shaking or remain stationary.

Seed: Used to set the random seed starting point of the orb position on the lens.

Shape: Used to set the shape for the orbs and offers the following 3 options:

  • Circle: Generates circular orb shapes.
  • Polygon: Generates polygonal orb shapes.
  • Custom Layer: Overlays a custom layer texture on the orbs. The texture layer is selected in the Custom Layer pop-up.

Polygon Sides: Used to set the number of sides for the polygon shape.

Polygon Roundness: Used to control the roundness of the polygon shape. Higher values yield a more round shape.

Custom Layer: Used to select a custom layer for the orb texture overlay when Custom Layer is selected in the Shape menu.

Depth Blur: Used to set the apparent depth blur of the Orbs in z space. Higher values make the Orbs appear to be move out of focus.

Depth Blur Random: Used to randomize the depth blur sorting of the Orbs in z space. Higher values create a more randomized blurring of the Orbs.

Outline Intensity: Used to set the opacity of the orb – higher values yield a more opaque result.

Outline Thickness: Used to set the thickness of the orb outer edge – higher values yield a thicker edge.

Outline Feathering: Used to set the feathering of the orb edge – higher values yield a softer edge.

Lock to Scale X: When enabled, locks the x and y scale to the value set for scale x.

Scale X: Used to control the horizontal scale of the orb. When lock to scale x is enabled, this also controls the y scale.

Scale Y: Used to control the vertical scale of the orb. When lock to scale x is enabled, this control has no effect.

Scale Random: Randomizes the scale of the orbs across the image.

Rotation: Used to set the rotation of the orbs.

Rotation Random: Used to randomize the rotation of the orbs from each other.

Aspect: Used to control the aspect ratio of the orbs.

Count: Used to set the number of orbs that will be generated.

Color Type pop-up: Used to set color that will be used for the orbs and offers four options:

  • Spectrum: Automatically fills the orb with a spectrum of color.
  • Global: Fills the orb with a solid color, which is set in the main flare group.
  • Custom: Fills the orb with solid color, which is set in the Color1 color chip.
  • Gradient: Fills the orb with a color gradient, which is generated based on the Color1 and Color2

Color 1 Chip and Eyedropper: Used to set the color for the orb fill if custom is selected and as a start point for the gradient.

Color 2 Chip and Eyedropper: Used to set the color for the end point of the gradient.

Gradient Loop: Used to loops the gradient colors over the orbs.

Gradient Offset: Used to offset the position of the gradient on the orbs.

Reverse Gradient checkbox: When enabled, causes the gradient to be reversed.

Color Random: Used to randomize the color of the orbs.

Intensity: Used to control the opacity of the central portion of the orbs. Higher values yield a more opaque result.

Intensity Random: Used to randomize the intensity value of the central portion of the orbs from each other.

Illumination Radius: Used to control the area that is covered with orbs. Higher values will result in orbs covering more of the image.

Apply Mode:  Controls how the orb colors are applied to the result.

Apply Mix:  Specifies the amount of blending between the selected apply mode and the normal mode.

 

Dust Group

The parameters in the dust group are used to generate gritty bands or streaks of mottled dust in the result, or the appearance of random individual dust specs when used with lower densities.

Dust On:  Enable/Disable this feature and access the feature’s parameter controls

Count:  The number of bands of dust generated.

Length:  The average length of the bands of dust.  As the length increases the specs within each band spread farther apart which can be compensated for by increasing the density.

Length Variance:  Controls the amount of variability in the lengths of the individual dust streaks.

Density:  Controls the density of the dust specs within each band.

Scale:  Controls the relative zoom amount applied to the field.  Higher scales will increase the size of individual dust specs but will also cause the individual specs to appear farther apart.

Opacity:  The opacity of the individual dust specs.

Disperse:  Controls how widely dispersed the specs are in the individual bands.  Lower values produce more distinct streaks and higher values produce more randomize, uncorrelated locations for the individual specs.

 

Scan Lines Group

The scan lines group is used to render horizontal scan lines into the result reminiscent of old, glitchy TV artifacts.  The apply mode in this group can be used to generate a stencil effect, whereby the scan lines generate transparency in the image.

Scan Lines On:  Enable/Diable this feature and access the feature’s parameter controls.

Size:  Determines the vertical size of the scanlines.

Softness:  Determines the softness of the edge of the scanlines.

Angle:  Sets the angle along which the scanlines will roll.

Roll RGB:  Explicitly set the roll amout offset added to all channels.  Can be keyframed to precisely control the evolution of the parameter roll, although for simple animated rolls, the Roll RBB Speed control can be used without the need for any keyframing.

Roll RGB Speed:  Control the speed of automatically animating roll.  Set to 0 for static scanlines.

Roll R:  Used to offset the red channel scanline roll.

Roll G:  Used to offset the green channel scanline roll.

Roll B:  Used to offset the blue channel scanline roll.

Apply Mode:  Controls how the scanlines are applied to the result.

  • Normal:  Generate dark bands in each color channel’s scanline.
  • Stencil:  Scanline pattern multiplies the alpha channel  to create transparency.
  • Add:  Scanline pattern is added to the RGB channel values to create more vivid color bands.

Apply Mix:  Specifies the amount of blending between the selected apply mode and the normal mode.

 

Spotlight Group

The spotlight group provides a way to generate light in the grunge result. In addition to being a lighting element, when the grunge filter is used on a title, the spotlight can be used to wipe the title on or off.

Spotlight On:  Enable/Disable this feature and access the feature’s parameter controls

Position XY:  X and Y coordinates of the light source point.

Position Z:  Z coordinate of the light source point.

Interest XY:  X and Y coordinates of the light target point.

Interest Z:  Z coordinate of the light target point.

Intensity:  Brightness of the light source.

Color:  Color of the light source.

Cone Angle:  Determines whether the spotlight is tightly focused or widely dispersed.  Lower values tend to produce more focused lights.

Cone Feather:  Determines how soft the edges are between the lit and unlit regions

Ambient Intensity:  Controls the general ambient light levels across the full image (and thus outside the regions affected by the spotlight.

 

Vignette Group

The vignette feature can be used to add a colored and or blurred vignette to the result.

Vignette On:  Enable/Disable this feature and access the feature’s parameter controls

Style:  Controls whether the filter produces a color vignette, a blur vignette, or both.

Radius:  Controls the overall size of the vignette shape.

Vignette Color:  Controls the color of the vignette region.

Vignette Color Opacity:  Controls the opacity of the colored vignette region.  Higher opacities produce solid vignette colors as you progress to the outer regions of the vignette, whereas lower opacities allow for more subtle, partial color shifts.

Blur Offset:  Controls the relative radius of the blur vignette versus the radius of the color vignette (when the Style is set to Color and Blur).  At the default value of zero the color and blur vignette regions have the same size (as determined by the shared Radius control).  Larger values cause the blur vignette radius to be proportionally larger than the color vignette radius, whereas negative values cause the blur vignette radius to be proportionally smaller than the color vignette radius.

Blur Amount:  Defines the peak blurriness amount as you reach the outer regions of the vignette.

Use Alpha for Blur:  Controls whether the blur alters or maintains the original alpha shape.

Squareness:  Controls whether the vignette shape is elliptical, rectangular, or somewhere in between.

Softness:  Softens the edges of the vignette shape.

Stretch:  controls the relative width vs height of the vignette shape.

Rotate:  Rotates the shape.

 

Chromatic Aberration Group

The Chromatic Aberration feature was designed to emulate the appearance of color fringing and color mis-registration at the outer edges of the image which can occur in images shot with a lower quality lens.

Chromatic Aberration On:  Enable/Disable this feature and access the feature’s parameter controls.

Intensity:  Controls the strength of the effect.  Higher values produce brighter color changes.

Shift Amount:  Controls the size of the aberration offset with higher values producing wider bands of aberrant colors.

Smoothness:  Adds softness to the aberration shift yielding for more subtle, blurred aberrations.

Edge Effect On:  Controls whether the aberration is restricted to just the region around the image edge.

Edge Distance:  Controls how wide a region around the image edge is affected when the Edge Effect option is enabled.

Edge Falloff:  Controls how sharp the transition is between affected and unaffected regions when the Edge Effect option is enabled.

Edge Offset:  Controls the offset from the image edge for where the transition occurs between affected and unaffected regions when the Edge Effect option is enabled.

Use Alpha:  Controls whether the aberration alters or maintains the original alpha shape.

 

Noise Group

The type of noise that is produced by this feature resembles the static interference noise that one might see on an analog TV set.

Noise On:  Enable/Disable this feature and access the feature’s parameter controls

Amount:  The strength or intensity of the random noise.

Size:  The physical size of the noise spikes.

Static:  Determines if the noise pattern is static or evolving over time.

Monochrome:  Determine if the noise pattern is different in each color channel (producing colored looking noise) or whether the noise pattern is the same in each channel (producing monochromatic noise which tends to shift brightness but not color tone).

Use Alpha:  Controls whether the noise alters or maintains the original alpha shape.

 

Grain Group

This feature uses procedural methods to emulate film grain.

Grain On:  Enable/Disable this feature and access the feature’s parameter controls.

Monochrome:  Determine if the grain pattern is different in each color channel (producing colored looking grain) or whether the noise pattern is the same in each channel (producing monochromatic grain which tends to shift brightness but not color tone).

Red Amount:  The strength or intensity of the grain in the red channel.

Green Amount:  The strength or intensity of the grain in the green channel.

Blue Amount:  The strength or intensity of the grain in the blue channel.

Red Size:  The physical size of the grain elements in the red channel.

Green Size:  The physical size of the grain elements in the blue channel.

Blue Size:  The physical size of the grain elements in the green channel.

 

Blur Group

Use the blur group to apply a soft, out-of-focus feel to the result.

Blur On:  Enable/Disable this feature and access the feature’s parameter controls

Lock Blur:  Specify whether the vertical blur amount can be changed independently from the horizontal amount or whether it is locked to the same value as the horizontal blur.

Horizontal:  Width of the blur in the horizontal direction.

Vertical:  Width of the blur in the vertical direction.

Use Alpha:  Controls whether the blur alters or maintains the original alpha shape.

 

Glow Group

This feature can be used to add a soft colored glow to the result.

Glow On:  Enable/Disable this feature and access the feature’s parameter controls.

Intensity:  Defines the strength of the glow.

Color:  Defines the glow color.

Radius:  Defines the radius of the glow.

Threshold:  Specifies the threshold for determining which pixels contribute to the glow.  Only pixels whose brightness exceeds the threshold will generate contributions to the glow.

X Width:  Independently scale the glow radius in the X direction.

Y Width:  Independently scale the glow radius in the Y direction.

Use Alpha:  Controls whether the glow alters or maintains the original alpha shape.

 

Mix With Original:  Controls a blend with the original image allowing the overall intensity of the effect to be uniformly moderated.

 

PixelChooser

The BCC PixelChooser provides simple, built-in masking of the effect result.  The PixelChooser is generally used to select a portion of the image and restrict an effect to just the selected area while maintaining the original image content in unselected regions.  The selection can be based on geometric shapes or on the image’s luma/color properties.

For more information on the PixelChooser, Click Here.

 


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BCC Lights

Uncategorized

BCC Stylize

BCC 3D Objects

BCC 3D Objects

BCC 3D Objects

BCC Film Style

BCC Transitions

BCC Film Style

BCC Perspective

BCC Blur & Sharpen

BCC Film Style

BCC Obsolete

BCC Obsolete

BCC Film Style

BCC Obsolete

BCC Obsolete

BCC Image Restoration

BCC Transitions

BCC Textures

BCC Browser

BCC Blur & Sharpen

BCC Lights

BCC Lights

BCC Lights

BCC Stylize

BCC Obsolete

Nested Subgroup

BCC Textures

BCC Transitions

BCC Stylize

BCC Art Looks

BCC Color & Tone

BCC Color & Tone

BCC Time

BCC Time

BCC Transitions

BCC Lights

BCC 3D Objects

BCC Stylize

BCC Obsolete

BCC Transitions

BCC Image Restoration

BCC Transitions

BCC Lights

BCC Obsolete

BCC Transitions

BCC Transitions

BCC Transitions

BCC Transitions

BCC Blur & Sharpen

BCC Obsolete

BCC Color & Tone

BCC Lights

BCC Transitions

BCC Obsolete

BCC Lights

BCC Transitions

BCC Key & Blend

BCC Obsolete

BCC Lights

BCC Key & Blend

BCC Key & Blend

BCC Transitions

BCC Time

BCC Image Restoration

BCC Key & Blend

BCC Film Style

BCC Match Move

BCC Key & Blend

BCC Key & Blend

BCC Art Looks

BCC Stylize

BCC Textures

BCC Warp

BCC Stylize

BCC Blur & Sharpen

BCC Image Restoration

Nested Subgroup

Nested Subgroup

Nested Subgroup

Nested Subgroup

Nested Subgroup

Nested Subgroup

Nested Subgroup

Nested Subgroup

Nested Subgroup

BCC Stylize

BCC Transitions

BCC Transitions

BCC Color & Tone

BCC Obsolete

BCC Textures

BCC Image Restoration

BCC Time

BCC Image Restoration

BCC Particles

Uncategorized

Uncategorized

Uncategorized

Uncategorized

BCC Perspective

BCC Perspective

BCC Particles

BCC Particles

BCC Particles

BCC Transitions

BCC Particles

BCC Art Looks

BCC Particles

Nested Subgroup

Nested Subgroup

BCC Image Restoration

Nested Subgroup

BCC Warp

BCC Art Looks

BCC Time

BCC Key & Blend

BCC Key & Blend

BCC Stylize

BCC Transitions

BCC Blur & Sharpen

BCC Blur & Sharpen

BCC Transitions

BCC Particles

BCC Lights

BCC Transitions

BCC Lights

BCC Lights

BCC Lights

BCC Lights

BCC Lights

BCC Lights

BCC Lights

BCC Lights

BCC Transitions

BCC Stylize

BCC Image Restoration

BCC Image Restoration

BCC Textures

BCC Lights

BCC Key & Blend

BCC Transitions

BCC Transitions

BCC Stylize

BCC Stylize

BCC Transitions

BCC Transitions

BCC Warp

BCC Transitions

BCC Textures

BCC Obsolete

BCC Color & Tone

BCC Stylize

BCC Stylize

BCC Obsolete

BCC Image Restoration

BCC Particles

BCC Particles

BCC Perspective

BCC Transitions

BCC Key & Blend

BCC Transitions

BCC Blur & Sharpen

BCC Lights

BCC Art Looks

BCC Lights

BCC Obsolete

BCC Textures

BCC Textures

BCC Obsolete

BCC Transitions

BCC Time

BCC Transitions

BCC Art Looks

BCC Transitions

BCC Time

BCC 3D Objects

BCC Time

BCC Time

BCC Color & Tone

BCC Transitions

BCC Warp

BCC Warp

BCC Transitions

BCC Film Style

BCC Key & Blend

BCC 3D Objects

BCC Blur & Sharpen

BCC Image Restoration

Uncategorized

BCC Transitions

BCC Warp

BCC Textures

BCC Time

BCC Stylize

BCC Warp

BCC Color & Tone

BCC Film Style

BCC Transitions

BCC VR

BCC VR

BCC VR

BCC VR

BCC VR

BCC Warp

BCC Art Looks

BCC Transitions

BCC Warp

BCC Textures

BCC Particles

BCC Image Restoration

BCC Match Move

BCC Textures

BCC Textures

BCC Obsolete

BCC Obsolete

BCC Obsolete

BCC Blur & Sharpen

BCC Image Restoration

BCC Key & Blend

BCC Key & Blend

BCC Color & Tone

BCC Film Style

BCC Film Style

BCC Color & Tone

BCC Color & Tone

BCC Film Style

BCC Lens

BCC Lights

BCC Color & Tone

BCC Film Style

BCC Blur & Sharpen

BCC Art Looks

BCC Lens

BCC Optical Diffusion

BCC Blur & Sharpen

BCC Blur & Sharpen

BCC Lights

BCC Lens

BCC Grads and Tints

BCC Art Looks

BCC Key & Blend

BCC Art Looks

BCC Grads and Tints

BCC Grads and Tints

BCC Film Style

BCC Film Style

BCC Image Restoration

BCC Image Restoration

BCC Color & Tone

BCC Lens

BCC Optical Diffusion

BCC Blur & Sharpen

BCC Color & Tone

BCC Optical Diffusion

BCC Blur & Sharpen

BCC Optical Diffusion

BCC Grads and Tints

BCC Key & Blend

BCC Color & Tone

BCC Lights

BCC Film Style

BCC Optical Diffusion

BCC Optical Diffusion

BCC Grads and Tints

BCC Lights

BCC Lights

BCC Lights

BCC Color & Tone

BCC Optical Diffusion

BCC Art Looks

BCC Color & Tone

BCC Key & Blend

BCC Lights

BCC Art Looks

BCC Color & Tone

BCC Lights

BCC Lens

BCC Lights

BCC Lights

BCC Film Style

BCC Color & Tone

BCC Key & Blend

BCC Optical Diffusion

BCC Grads and Tints

BCC Optical Diffusion

BCC Art Looks

BCC Key & Blend

BCC Key & Blend

BCC Lights

BCC Grads and Tints

BCC Color & Tone

BCC Stylize

BCC Optical Diffusion

BCC Lens

BCC Grads and Tints

BCC Lights

BCC Lights

BCC Lights

BCC Color & Tone

BCC Grads and Tints

BCC Color & Tone

BCC Optical Diffusion

BCC Grads and Tints

BCC Blur & Sharpen

BCC Optical Diffusion

BCC Grads and Tints

BCC Lights

BCC Grads and Tints

BCC Textures

BCC Film Style

BCC Grads and Tints

BCC Perspective

BCC Lens

BCC Art Looks

Title Studio

Title Studio

Title Studio

Title Studio

Title Studio

Title Studio

Title Studio

BCC 3D Objects

Tutorial

Tutorial

Tutorial

Tutorial

Tutorial

Tutorial

Tutorial

Tutorial

Tutorial

Tutorial

Tutorial

Title Studio

Title Studio

Title Studio

Title Studio

Title Studio

Title Studio

Title Studio

Title Studio

Title Studio

Title Studio

Title Studio

Title Studio

Tutorial

Title Studio

Title Studio

Title Studio

Title Studio

Title Studio

Title Studio

Title Studio

Title Studio

Title Studio

Tutorial

Effect:
BCC 2D Particles
BCC 3 Way Color Grade
BCC 3D Extruded Image Shatter
BCC 3D Image Shatter
BCC AE Licensing
BCC Alpha Pixel Noise
BCC Alpha Process
BCC Alpha Spotlight
BCC Apply Modes
BCC Artists Poster
BCC AVX Licensing
BCC Beat Reactor
BCC Beat Reactor Integrated
BCC Beauty Studio
BCC Blobs Wipe
BCC Blur
BCC Blur Dissolve
BCC Boost Blend
BCC Brick
BCC Brightness-Contrast
BCC Broadcast Safe
BCC Bulge
BCC Bump Map
BCC Burnt Film
BCC Cartoon Look
BCC Cartooner
BCC Cast Shadow
BCC Caustics
BCC Charcoal Sketch
BCC Checker Wipe
BCC Chroma Key
BCC Chroma Key Studio
BCC Cloth
BCC Clouds
BCC Color Balance
BCC Color Choker
BCC Color Correction
BCC Color Match
BCC Color Palette
BCC Colorize
BCC Colorize Glow
BCC Colorize Glow Dissolve
BCC Comet
BCC Common Controls
BCC Common Controls - Avid
BCC Compare Mode
BCC Composite
BCC Composite Choker
BCC Composite Dissolve
BCC Corner Pin
BCC Corner Pin Studio
BCC Correct Selected Color
BCC Crash Zoom Dissolve
BCC Criss-Cross Wipe
BCC Cross Glitch
BCC Cross Melt
BCC Cross Zoom
BCC Cube
BCC Curl
BCC Curl Dissolve
BCC Cylinder
BCC Damaged TV
BCC Damaged TV Dissolve
BCC DeGrain
BCC Deinterlace
BCC DeNoise
BCC Directional Blur
BCC Displacement Map
BCC Drop Shadow
BCC Dropout Fixer
BCC Dust and Scratches
BCC Dv Fixer
BCC DVE
BCC DVE Basic
BCC Edge Cleaner
BCC Edge Grunge
BCC Edge Lighting
BCC Effects List
BCC Emboss
BCC Extruded EPS
BCC Extruded Spline
BCC Extruded Text
BCC FAQ
BCC Fast Film Glow
BCC Fast Film Glow Dissolve
BCC Fast Film Process
BCC Fast Flipper
BCC Fast Lens Blur
BCC Film Damage
BCC Film Glow
BCC Film Glow Dissolve
BCC Film Grain
BCC Film Process
BCC Fire
BCC Flicker Fixer
BCC Flutter Cut
BCC Fractal Noise
BCC FX Browser
BCC Gaussian Blur
BCC Glare
BCC Glint
BCC Glitter
BCC Glow Alpha Edges
BCC Glow Matte
BCC Gradient
BCC Granite
BCC Grid Wipe
BCC Grunge
BCC Halftone
BCC Hue-Sat-Lightness
BCC Invert Solarize
BCC Jitter
BCC Jitter Basic
BCC Kaleida Dissolve
BCC Laser Beam
BCC Layer Deformer
BCC LED
BCC Lens Blur
BCC Lens Blur Dissolve
BCC Lens Correction
BCC Lens Distortion Wipe
BCC Lens Flare 3D
BCC Lens Flare Advanced
BCC Lens Flare Dissolve
BCC Lens Flare Round
BCC Lens Flare Spiked
BCC Lens Flash
BCC Lens Shape
BCC Lens Transition
BCC Levels Gamma
BCC Light Leaks
BCC Light Leaks Dissolve
BCC Light Matte
BCC Light Sweep
BCC Light Wipe
BCC Light Wrap
BCC Light Zoom
BCC Lightning
BCC Linear Color Key
BCC Linear Luma Key
BCC Linear Wipe
BCC Looper
BCC Magic Sharp
BCC Make Alpha Key
BCC Match Grain
BCC Match Move
BCC Matte Choker
BCC Matte Cleanup
BCC Median
BCC Misalignment
BCC Mixed Colors
BCC Morph
BCC Mosaic
BCC Motion Blur
BCC Motion Key
BCC Motion Tracker
BCC Motion Tracker AE
BCC Motion Tracker Avid
BCC Motion Tracker FCP
BCC Motion Tracker Motion
BCC Motion Tracker PRM
BCC Motion Tracker Red
BCC Motion Tracker Resolve
BCC Motion Tracker Vegas
BCC Multi Shadow
BCC Multi Stretch Wipe
BCC Multi Stripe Wipe
BCC MultiTone Mix
BCC Noise Map
BCC Noise Map 2
BCC Noise Reduction
BCC Optical Flow
BCC Optical Stabilizer
BCC Organic Strands
BCC Overview in Adobe
BCC Overview in Avid
BCC Overview in FCP
BCC Overview in Resolve
BCC Page Turn
BCC Pan And Zoom
BCC Particle Array 3D
BCC Particle Emitter 3D
BCC Particle Illusion
BCC Particle Illusion Dissolve
BCC Particle System
BCC Pencil Sketch
BCC Pin Art 3D
BCC Pinning Controls
BCC Pixel Chooser
BCC Pixel Fixer
BCC PixelChooser – Legacy
BCC Polar Displacement
BCC Posterize
BCC Posterize Time
BCC Preferences
BCC Premult
BCC Presets
BCC Primatte Studio
BCC Prism
BCC Prism Dissolve
BCC Pyramid Blur
BCC Radial Blur
BCC Radial Wipe
BCC Rain
BCC Rays Cartoon
BCC Rays Dissolve
BCC Rays Puffy
BCC Rays Radiant Edges
BCC Rays Radiant Spotlight
BCC Rays Ring
BCC Rays Ripply
BCC Rays Streaky
BCC Rays Textured
BCC Rays Wedge
BCC Rectangular Wipe
BCC Reflection
BCC Reframer
BCC Remover
BCC Reptilian
BCC Reverse Spotlight
BCC RGB Blend
BCC RGB Blur Dissolve
BCC RGB Displacement Dissolve
BCC RGB Edges
BCC RGB Pixel Noise
BCC Ribbon Wipe
BCC Rings Wipe
BCC Ripple
BCC Ripple Dissolve
BCC Rock
BCC Rough Glow
BCC Safe Colors
BCC Scanline
BCC Scatterize
BCC Sequencer
BCC Smooth Tone
BCC Snow
BCC Sparks
BCC Sphere
BCC Sphere Transition
BCC Spill Remover
BCC Spin Blur Dissolve
BCC Spiral Blur
BCC Spotlight
BCC Spray Paint Noise
BCC Stage Light
BCC Star Matte
BCC Stars
BCC Steel Plate
BCC Super Blend
BCC Swish Pan
BCC Temporal Blur
BCC Textured Wipe
BCC Tile Mosaic
BCC Tile Wipe
BCC Time Displacement
BCC Title Studio
BCC Trails
BCC Trails Basic
BCC Tritone
BCC Tritone Dissolve
BCC Turbulence
BCC Twirl
BCC Twister
BCC Two Strip Color
BCC Two Way Key
BCC Type On Text
BCC Unsharp Mask
BCC UpRez
BCC User Guide
BCC Vector Blur Dissolve
BCC Vector Displacement
BCC Veined Marble
BCC Velocity Remap
BCC Video Glitch
BCC Video Morph
BCC VideoScope
BCC Vignette
BCC Vignette Wipe
BCC VR Blur
BCC VR Flicker Fixer
BCC VR Insert
BCC VR Reorient
BCC VR Sharpen
BCC Warp
BCC Water Color
BCC Water Waves Dissolve
BCC Wave
BCC Weave
BCC Wild Cards
BCC Wire Remover
BCC WitnessProtection
BCC Wood Grain
BCC Wooden Planks
BCC Z Space I
BCC Z Space II
BCC Z Space III
BCC Z-Blur
BCC+ Beauty Studio
BCC+ Composite
BCC+ Dissolve
BCC+ F-Stop
BCC+ Film Grunge
BCC+ Flashing
BCC+ Fluorescent
BCC+ Haze
BCC+ Two Strip
BCC+ Vignette
BCC+Ambient Light
BCC+Black and White
BCC+Bleach Bypass
BCC+Blur
BCC+Borders
BCC+Camera Shake
BCC+Center Spot
BCC+Channel Blur
BCC+Channel Blur YUV
BCC+Chroma Bands
BCC+Chromatic Aberration
BCC+Color Gradient
BCC+Color Infrared
BCC+Color Paste
BCC+Color Shadow
BCC+Color Spot
BCC+Colorize Gradient
BCC+Cross Processing
BCC+Day for Night
BCC+DeBand
BCC+DeBlock
BCC+Defog
BCC+DeFringe
BCC+Depth of Field
BCC+Detail
BCC+Develop
BCC+Diffusion
BCC+Directional Blur
BCC+Double Fog
BCC+Dual Gradient
BCC+Edge Composite
BCC+Enhancing
BCC+Eye Light
BCC+Film Stocks
BCC+Fog
BCC+Frost
BCC+FX-Editor
BCC+Gels
BCC+Glow
BCC+Glow Darks
BCC+Glow Edges
BCC+Grade
BCC+Halo
BCC+Harris Shutter
BCC+High Contrast
BCC+Holdout Composite
BCC+Ice Halos
BCC+Infrared
BCC+Kelvin
BCC+Key Light
BCC+Lens Distortion
BCC+Lens Flare
BCC+Light
BCC+Looks
BCC+Low Contrast
BCC+Math Composite
BCC+Mist
BCC+ND Gradient
BCC+Net
BCC+Night Vision
BCC+Non-Additive Mix
BCC+Optical Dissolve
BCC+Overexpose
BCC+Photographic
BCC+Polarizer
BCC+Prism
BCC+Rack Focus
BCC+Radial Exposure
BCC+Radial Tint
BCC+Rays
BCC+Reflector
BCC+ReLight
BCC+Selective Saturation
BCC+Sepia
BCC+Shadows/Highlights
BCC+Silk
BCC+Skin Tone
BCC+Smear Blur
BCC+Split Field
BCC+Split Tone
BCC+Streaks
BCC+Sunset
BCC+Textures
BCC+Three Strip
BCC+Tint
BCC+Transform
BCC+Wide Angle Lens
BCC+X-Ray
Removed Gradient Parameters
Title Studio - The Title Container Parameter Guide
Title Studio Basics
Title Studio- Animating an Object Using Keyframes
Title Studio- Creating a Credit Roll
Title Studio- Creating a Credit Roll Part Two
Title Studio- Creating A Fade Effect
Title Studio- Creating a Type on Effect with Title Containers
Title Studio- Creating an Animated Lower Third
Title Studio- Image Processors
Title Studio- Image Processors - Blur Shaders
Title Studio- Image Processors - Glow Shaders
Title Studio- Image Processors - Gradient Shaders
Title Studio- Image Processors - Key Shaders
Title Studio- Image Processors - Light Rays
Title Studio- Image Processors - Light Sweep
Title Studio- Image Processors - Scan Lines
Title Studio- Image Processors - Spotlight
Title Studio- Image Processors - Wipe Shaders
Title Studio- Image Processors- Linear Ripple
Title Studio- Keyframe Palette
Title Studio- Scene Container Parameter Guide
Title Studio- The Animation Tab
Title Studio- The Camera Tab
Title Studio- The Composite Tab
Title Studio- The Container Position Tab
Title Studio- The History Palette
Title Studio- The Info Window
Title Studio- The Lights Tab
Title Studio- The Preferences Panel
Title Studio- The Project Settings Window
Title Studio- The Render Tab
Title Studio- The Text Tool
Title Studio- The Tools Window
Title Studio- The User Marks Window
Title Studio- Understanding Track Structure
Title Studio- Working With Deformers
Title Studio- Working With Image Processor Shaders
Title Studio- Working With Spline Media
Title Studio- Working with the Composite Window
Title Studio- Working with the Controls Window
Title Studio- Working with the Timeline Window
Working in Vegas Pro

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