BCC Video Glitch

BCC Stylize

BCC Video Glitch

Glitch Line Duplication

Glitch Line Duplication

Glitch With Beat Reactor

Glitch With Beat Reactor

Glitch Block Damage

Glitch Block Damage

New in BCC10

Overview

BCC Video Glitch is an auto-animating filter effect for simulating some of the kinds of errors and artifacts that can be apparent during digital video playback. It’s useful as a style element on video or titles to create a sense of energy and movement. It makes use of auto-animation so it requires little or no keyframing, and it also includes an integrated Beat Reactor for allowing its animation to be directly driven by audio. BCC Video Glitch allows a single glitch to last for more than one frame with controls over how that glitch grows and fades over its lifetime, thus allowing more dynamic and realistic glitch behavior that can be achieved with glitches that last only a single frame. Note that for the purposes of this document a single “glitch” is defined as an individual period of time during which the errors and artifacts appear.  A special Curves preview mode allows visualizing the relative locations of the glitches over time.

 

Parameter Controls

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.

 

Trigger Mode: Offers 2 basic modes for how / when glitches are triggered in the effect.

  • Automatic: the time at which glitches are triggered is based only on the values of the Glitch Interval and Interval Randomness parameters.
  • Intensity Threshold: a single glitch is triggered whenever the Glitch Intensity crosses a specified threshold (Trigger Threshold parameter) in a positive direction (from lower to higher value) either by animating Glitch Intensity by keyframing, or by driving Glitch Intensity through the Beat Reactor.

Glitch Intensity: Global Intensity control that applies to all Video Glitch groups.

Intensity Randomness:  Randomizes the global glitch intensity.

Intensity Seed:  Allows for changing the randomized intensity of glitches.

Intensity Trigger Threshold:  With Trigger Mode set to Intensity Threshold, this threshold is the Glitch Intensity value at which a glitch will be triggered as Glitch Intensity increases.

Glitch Interval: Global interval control that applies to all Video Glitch groups. Expressed in the number of frames between glitches.

Interval Randomness: Randomizes the global Glitch Interval.

Interval Seed: Allows for changing the randomized timing of all Glitches.  Each individual glitch group also contains an additional seed parameter to allow varying the timing of the separate glitch elements.

Start at 0: Enabling this checkbox forces the first glitch to occur at the beginning of the effect (even when Interval is randomized).

Glitch Duration: The length of the Glitches in time. It is expressed as a percent of the Interval so the duration in terms of frames or seconds changes if the Interval is changed.

Duration Randomness: Randomizes the Glitch Duration.

Duration Mode:

  • Actual:
  • Average:

Edge Handling:  The Shift and Shake features described below can create instances where the image is offset so there are areas along the edges of the frame where no image appears during Glitches. Edge Handling offers options to Tile or Reflect the image to fill those areas.

 

Note – Each individual group below includes its own Interval Seed, and varying those seeds between groups allows for varying the timing between the different Glitch components.

 

Block Damage Group

With Block Damage enabled, a field of square blocks overlays the image during a glitch. By design, in a typical effect using Block Damage some blocks will be more apparent than others depending on how they composite with the underlying image in that area of the frame, as seen on the left hand image below. When the same Block Damage pattern is applied to a solid color so all the blocks are clearly defined at once, as in the right hand image below, the darker more saturated areas of squares are what is meant by Blocks, and the striped or weaved designs which can be seen within some Blocks are what is referred to in the parameter descriptions below as Patterns.

Block Damage Over An Image

Block Damage Over an Image

Same Damage Over a Solid

Same Block Damage Over a Solid

Enable Block Damage: Controls whether the Block Damage elements are enabled or disabled.

Block Damage Intensity: Used to adjust the overall amount of blocks on screen during a glitch.

Peak Position: Defines at what point within the duration of the glitch shows the most blocks, with zero being the beginning of the glitch, 100 the end, and 50 the midpoint.

Minimum Intensity: Allows for forcing a minimum amount of blocks for the glitch duration.

Intensity Randomness: Adds more variability to the animation within the glitch duration – larger values give a more flickering appearance.

Block Run Length: Controls the number of blocks between gaps. A value of zero generates completely independent blocks. A value of 100 generates one run of blocks with gaps on either side.

Block Size: Offers 5 options for the size of the Blocks.

Block Saturation: Values > 100 oversaturate and values < 100 desaturate the Block Damage area.

Block Blend Mode: Blend options for compositing with source image. Depending on the Blend Mode, the image freeze and Pattern effects can be more or less apparent.

Pattern Amount: Increases or decreases the percentage of the Blocks displaying a Pattern.

Pattern Complexity: Adds a variety of smaller patterns within the blocks with patterns.

Pattern Opacity: Sets the maximum opacity for the Patterns.

Vary Pattern Opacity: Randomly reduces max opacity for some Patterns by varying amounts.

Vary Pattern Color: Tints some percentage of the patterns with colors. A value of zero leaves them all black.

Freeze Source: When enabled, the area of the source video within the block damage freezes and holds on the same frame for the duration of the glitch.

Block Seed: Allows for changing the randomized arrangement of the Block Damage.

Block Interval Seed: Allows for changing the randomized timing of Block Damage.

 

Shift Group

With Shift enabled, horizontal bands of the image become horizontally displaced and skewed during a Glitch. As a primarily horizontal distortion it stands out more in areas of the image with more high contrast vertical edges. When using multiple groups the order of processing relative to parameter group layout is top to bottom so when using Block Damage the Blocks are affected by Shift.

Shift Damage Over an Image

Shift Damage Over an Image

Same Shift Damage Over Test Stripes

Same Shift Damage Over Test Stripes

Enable Shift:  Controls whether the Shift distortions are enabled or disabled.

Shift Group Intensity: Used to adjust the overall strength of the shift distortions during a glitch.

Peak Position: Defines at what point within the duration of the glitch shows the most shift, with zero being the beginning of the glitch, 100 the end, and 50 the midpoint.

Minimum Intensity: Allows for forcing a minimum intensity of shift for the glitch duration.

Intensity Randomness: Adds more variability to the animation within the glitch duration – larger values give a more flickering appearance.

Line Duplication: Artifacts where horizontal lines of pixels are duplicated and positioned adjacent to each other vertically. This creates the appearance of vertical stripes in areas of the image.

Shift Amount: Increases or decreases the peak horizontal Shift and Jitter amount in the shift animation that occurs over the duration of the Glitch.

Shift Density: Used to adjust the overall density of Shift bands on screen during a Glitch.

Shift Run Length: Controls the number of shifted lines between gaps.

Skew: Defines the peak horizontal Skew amount in the shift animation that occurs over the duration of the Glitch.

Jitter: Jitter adds an additional randomized horizontal shift to each line (1 pixel horizontal band) within the Shift band.

Line Drop: Line Drop fades the opacity of every other line (every other 1 pixel horizontal band).

Line Drop Density: Allows for randomly skipping some line drops (when value is < zero).

Intensity Seed: Allows for changing the randomization of Shift Intensity.

Shift Interval Seed: Allows for changing the randomized timing of Block Damage.

 

Shake Group

With Shake enabled, the image position is offset and/or skewed / rotated over the duration of the Glitch.  Any Block Damage or Shift elements are offset by effects in the Shake group.

Shake Applied to Image

Shake Applied to Image

Same Shake Applied to Checkerboard

Same Shake Applied to Checkerboard

Enable Shake: Controls whether the Shake distortions are enabled or disabled.

Shake Group: Intensity Scales the Intensity of all the attributes of the Shake group.

Peak Position: Defines at what point within the duration of the glitch shows the most shake, with zero being the beginning of the glitch, 100 the end, and 50 the midpoint.

Minimum Intensity: Allows for forcing a minimum intensity of shake for the glitch duration.

Intensity Randomness: Adds more variability to the animation within the glitch duration – larger values give a more flickering appearance.

Shake Amount: Controls amount of overall position offset (also scales RGB Split value).

Shake X: Horizontal position offset.

Shake Y: Vertical position offset.

RGB Split: Controls how much RGB are offset from each other in the direction of Shake movement.

Skew: Horizontal skew applied to the image.

Rotate: Rotation anchored to the center of the image applied to the image.

Shake Intensity Seed: Allows for changing the randomization of Shake Intensity.

Shake Interval Seed: Allows for changing the randomized timing of Shake effects.

 

Flicker Group

With Flicker enabled, the brightness and/or saturation of the image can flicker during Glitches.

Enable Flicker:  Controls whether the Flicker distortions are enabled or disabled.

Flicker Group Intensity:  Scales the Intensity of all the attributes of the Flicker group.

Peak Position:  Defines at what point within the duration of the glitch shows the most flicker, with zero being the beginning of the glitch, 100 the end, and 50 the midpoint.

Minimum Intensity:  Allows for forcing a minimum intensity of flicker for the glitch duration.

Intensity Randomness:  Adds more variability to the animation within the glitch duration – larger values give a more flickering appearance.

Brightness:  Controls the peak level of the brightness effect on the image.

Brightness Randomness:  Controls the randomness of the brightness distortion.

Brightness Offset:  Allows for setting it to flicker more brighter or darker than the original. A value of Zero flickers brighter and darker, a value of 100 flickers only brighter, a value of negative 100 flickers only darker.

Flicker Saturation: Controls the extremity of the saturation effect on the image.

Saturation Randomness: Controls the randomness of the saturation distortion.

Saturation Offset   Allows for setting it to flicker more oversaturated or desaturated. A value of Zero flickers both ways, a value of 100 flickers only oversaturated, a value of negative 100 flickers only desaturated.

Flicker Intensity Seed: Allows for changing the randomization of Flicker Intensity.

Flicker Interval Seed:  Allows for changing the randomized timing of Flicker effects.

 

Use Background Color: Enabled so a color not transparency will fill the areas created by Shake, Shift, and Line Drop.

Background Color:  The color to use to fill background areas described above.

 

Curves Group

The parameters in the Curves group control a special timeline-like preview overlay that aids in visualizing the location and duration of the glitches over time, including when driving glitch behavior via audio data with the Beat Reactor. Note, since the preview curve is rendered directly into the image, be sure to disable the curve or change it to Draft Only mode before doing final renders. The various glitch preview curves are distinguished by color:.

  • Horizontal Lines:  Red is Block Damage, Green is Shift, Blue is Shake, and White is Flicker.
  • Vertical Blue Line:  indicates the current frame’s position within the graph.

Curve View:  Controls if and when the preview graph is displayed.

  • Off:  The preview curve is disabled.
  • Draft Only: The preview curve is displayed only when the host is set to draft render quality.
  • Render Over Black:  The preview curve displayed even in final render mode and is composited over a solid black background.
  • Render Over Effect:  The preview curve displayed even in final render mode and is composited over the glitched image.

Time View: Defines the time range of the preview graph (with a maximum of 30 seconds).

Scroll Curve:  When viewing less than the whole effect in the graph, allows for scrolling the graph further into the effect using a time unit of seconds.

Image With Curve Overlay

Image With Curve Overlay – You can see Block Damage and Shift both have Peak Position set to zero, while Shake and Flicker Peak Position are both set to 10 and those peaks occur halfway through the glitch.

Curve Overlay Only

Same Effect With Curve Over Black – Again you can see Block Damage and Shift both have Peak Position set to zero, while Shake and Flicker Peak Position are both set to 10 and those peaks occur halfway through the glitch.

 

Same effect with individual Interval Seeds varied.

Same effect with individual Interval Seeds varied.

Same effect varied even further through randomizing duration and master interval.

Same effect varied even further through randomizing duration and master interval.

Beat Reactor

The BCC Beat Reactor is an animation control suite which drives effect properties based on the contents of an audio track. This lets you seamlessly tie visual FX to an audio soundtrack without the need for ANY manual keyframing.

For more information on the Beat Reactor, Click Here.


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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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