Supercomp

LAYER EFFECTS

Each of the Layer Types (Normal, Additive, Displace) in Supercomp has their own assortment of Layer Effects which can be applied to their output. 

Layer Effects help blend composition layers together and create the appearance of living in one unified space using an assortment of adjustable blending, blurring, and coloring techniques. Layer Effects are all rendered together in an integrated stack, able to see the combined total of the layers below and above them so effects account for color, gamma, and and other frame information that affects their application.

The table below lists each Layer Effect in alphabetical order with their icons shown beneath the Layer Types in the left column, and their descriptions to the right.

Additive

Disp.

Normal

Description

                 

Blur Behind adds a blur behind the layer's matte. Use Amount to adjust the intensity and influence of the Blur from the center point, and Size to scale the blur.

Color Correction provides several tools to help match the layer with its environment. 

Match Background (Normal Layer) or Optimize Black Point (Additive Layer)  when clicked, matches the Color wheels below to colorize the layer’s Black Point (BP), and White Point (WP) to match the information behind it.

  • BP and WP percentages adjust how closely the color matching will correlate with the background’s Black and White Points. 0% will result in the point being preserved by the layer, while 100% results in a complete match between the layer and its background.
  • Enabling keyframes to the Black Point or White Point in the Color section below will mean you can set a keyframe for either anytime you click the Match Background/Optimize Black Point button during your shot.
  • Changes to the BP and WP values will be seen after clicking Match Background/Optimize Black Point. They will not affect your layer until the button is clicked.

Color provides three color wheels to colorize and adjust the layer's Black, Gray, and White points.

Each wheel has four parts:

  • Hue Point adjusts Hue and Saturation together.
  • Hue Shift adjusts Hue only.
  • Luminance gradient bands along the right of each wheel.
  • Saturation gradient bands along the left of each wheel.
  • The Hue Point control and the Luminance slider combine to set the target color.

Beneath the color wheels are controls for overall adjustments:

  • Saturation raises or lowers the colorfulness or intensity of color of your footage.
  • Exposure stretches or compresses the Red, Green and Blue channels, useful for setting the overall brightness of the image.
  • Temp nudges colors into cooler tones (blues, purples) or warmer tones (reds, oranges).
  • Tint shifts the final output into green or purple shades.

Core Matte solidifies the center of the layer while maintaining its edges.

  • Density thickens the matte, disallowing any transparency to occur through it.
  • Soften adjusts a blur around the Core Matte's edges.
  • Grow extends the matte beyond the layer's area.
  • Erode ebbs away at the Core Matte's area from the outside in.
  • Detail
  • Detail Blur
  • Luma Balance adjusts the brightness colors of the core matte area

Diffusion creates a softened output of the layer's color information.

  • Amount adjusts the amount of softening done to the colors.
  • Size increases the area of the diffusion outward from the source.
  • Highlights Only limits how much of the softening only applies to the layer's brightest areas.
  • Offset X and Y adjusts the softened output along the X or Y axes from the source.

Displacement distorts pixels of any frame information behind it while smoothly separating out its colors.

  • Soften blurs the details in the displacement map layer to soften the distortion
  • Spread adjusts the distance of the displacement effect.
  • Spread Chroma introduces and adjusts a rainbow spectrum of colors to the displacement effect.
  • Chroma Tint shifts the overall appearance of the chroma displacement into either cooler, blue colors (positive values) or warmer, red colors (negative values).
  • Quality adjusts the granularity of distortion made by either the Spread or Chroma parameters. Higher values result in more details within the distortions.

Edge Blend adds a stroke around the layer matte with interlayer blurring, which blends the layer's edge pixels with other layers behind it. Use Radius to define the width of the stroke.

Edge Erode ebbs away at the layer's area from the outside in.

  • Amount adjusts the strength of the erosion effect on the layer's edges. Higher values result in larger areas eroding first, while lower values erode smaller areas first.
  • Size defines the area the erosion effect affects. Higher values result in erosions ebbing away further into the layer, while lower values focus more on the outsides of the layer.
  • Preserve Edge controls how much of the original layer's edge is to be preserved through the erosion effect. Use this in conjunction with Size to control how much of the original layer remains intact.

Haze adds a haze overlay using color information from around the layer, which blurs and unifies color and brightness values with those around it.

  • Amount adjusts how much color information from behind the layer overtakes the layer's colors.
  • Size increases the area inward that the softening of the haze affect applies to.
  • Shadow Amount controls a shadow overlay that darkens the haze output from the inside of the layer outward.
  • Shadow Softness defines the feathering done on the haze shadow areas.
  • Shrink/Grow scales the shadow effect inward (shrink) or outward (grow) from the layer's edges.
  • Shadow Offset X and Y moves the haze shadow on the X and Y axes from the layer's center point.

Heat Blur distorts frame information behind the layer's output, with options to scale the size of the area affected, and control its blurring and displacement effect. Note that previewing the Heat Map Layer Effect shows the area its effect will apply to, and does not reflect the layer's output itself.

  • Blur adjusts the softness to any frame information behind the layer's output.
  • Add Texture spreads multiples of the layer's distortion area at 45, 135, 180, 205, 315, and 360 angles from its original position.
  • Texture Edges defines what occurs when the texture created from Add Texture reaches beyond the edges of the frame
    • Mirror creates a mirror image of the textured area moving opposite the direction it traveled.
    • Repeat creates a duplicate of the textured area, moving opposite the direction it traveled.
    • Fade fades the entire area out as the texture reaches the edge of the frame.
    • Black fades the textured areas to black as it reaches the edge of the frame.
  • Confine Texture restricts the area the texture affects in relation to the layer output.
  • Contrast adjusts the brightness values of the heat map, wherein brighter areas allow more distortion than darker areas. Higher values result in darker heat maps, lower values result in brighter heat maps.
  • Displacement controls the displacement of the layer information behind the heat map based on the map's luminance levels.
  • Soften adds and adjusts a blur around the displaced area of the heat map.
  • Spread scales the distance of the pixel displacement.
  • Spread Chroma adds and distorts a rainbow spectrum of colors through the displacement effect.
  • Chroma Tint shifts the overall appearance of the chroma displacement into either cooler, blue colors (positive values) or warmer, red colors (negative values).
  • Quality adjusts the granularity of distortions made by the Spread and Spread Chroma parameters. Higher values result in more details within the distortions.
  • Luma Balance provides a color wheel that affects the brighter areas of the displacement.

Layer Glow creates a radiant glow around the layer.

  • Amount adjusts the intensity of the glow effect.
  • Size Uniform toggles whether the Size affects the horizontal and vertical axis equally, or (when unchecked) offers Size X and Size Y parameters to make finer adjustments.
  • Size / Size X and Y controls the overall radius of the glow. Note that brighter sources will appear to have a larger glow radius than dimmer ones, depending on your Falloff setting below. 
  • Red, Green, and Blue Size parameters adjust the radius of the glows on their individual color channels. 
    • Note: Separating RGB channel glow sizes can increase rendering time.
  • Falloff controls the range of intensity values the further the glow travels from the source. Higher values result in a greater range of values from bright to dim from the glow outward. Lower values result in a more intense glow with less of a dimming effect.
  • Highlights Only restricts the layer glow to emitting only from brighter areas of the layer. Lower values result in all brightness values emitting a glow, higher values result in brighter areas emitting a glow with darker areas emitting none.
  • Highlights Rolloff adjusts the intensity of the glow effect in the brightest core areas of the layer. Highlight Rolloff can suppresses HDR values to bring them back into the 0–100% range of pixel values.
  • Radiate adds radiating light extending from the glow effect.
    • Note: Rendering time can greatly increase as Radiate values increase.
  • Radiate Center provides coordinates for the center of the Radiate effect.
  • Vibrance increases the color saturation of the glow effect.
  • Colorize adjusts the overall color of the glow effect.
  • Inner Tint controls the tints of the inner areas of the glow.
  • Outer Tint controls the tint of the outer areas of the glow.
  • Quality determines the smoothness of the glow effect. Higher quality settings may increase render times.
    • Draft is the fastest setting and can look fine at smaller Amount and/or Size values.
    • Production is the best choice for most applications, providing a blend of speed and smoothness.
    • Best is a good choice for very large, and/or intense glows.
    • Extreme is what you want if quality matters most. More noticeable with very large, very intense glows.

Light Wrap wraps the edges of the layer with soft light using any frame information behind it to produce its colors.

  • Amount adjusts the strength of the light wrap over the layer.
  • Size scales the spread of the light wrap over the layer from the outer edges inward.
  • Mode determines how the light effect blends over the color information of the layer using standard blend modes (Normal, Add, Multiply, and Color).
  • Method sets whether the light wrap expands over the layer by diffusing the layer colors (Diffusion), or if it wraps strictly from the layer's edges inward (Encroachment).
  • Highlights Only restricts the light wrap to brighter areas of the layer. Lower values result in all brightness values affected by light wrap, higher values result in affecting only brighter areas.

Optical Glow creates a layer glow that mimics the inverse-square falloff of actual light, where brighter things glow both more intensely and also appear to glow “larger” than dimmer things. Unlike Layer Glow, Optical Glow's behavior can be affected by other layer light information around it.

  • Amount adjusts the intensity of the glow effect.
  • Size Uniform toggles whether the Size affects the horizontal and vertical axis equally, or (when unchecked) offers Size X and Size Y parameters to make finer adjustments.
  • Size / Size X and Y controls the overall radius of the glow. Note that brighter sources will appear to have a larger glow radius than dimmer ones, depending on your Falloff setting below.
  • Red, Green, and Blue Size parameters adjust the radius of the glows on their individual color channels. Separating RGB channel glow sizes can increase rendering time.
  • Falloff modifies the brightness relationship between the inner and outer regions of the glow effect. The default value of 100 creates a realistic, inverse-square light falloff. Higher values increase the “tightness” of the glow, making the core brighter and the outer edges of the glow dimmer. Falloff values below 100 soften the glow effect, creating more of an appearance of diffused light.
  • Highlights Only controls which luminance values of the source image contribute to the glow effect. At the default of 0%, the entire source image contributes to the glow. Increase this value to gradually restrict the glow to brighter values.
  • Highlights Rolloff adjusts the intensity of the glow effect in the brightest core areas of the layer. Highlight Rolloff can suppresses HDR values to bring them back into the 0–100% range of pixel values.
  • Radiate adds radiating light extending from the glow effect.
    • Note: Rendering time can greatly increase as Radiate values increase..

    Reverse Light Wrap emits soft light wrap generated from the edges of the layer, and applies it to any frame information behind it.

    • Amount adjusts the strength of the light wrap over the frame information behind it.
    • Size scales the spread of the light wrap beyond the edges of the layer.
      Mode determines how the light effect blends over the color information of the layer using standard blend modes (Normal, Add, Multiply, and Color)
    • Highlights Only restricts the light wrap generation to brighter areas of the layer. Lower values result in all brightness values contributing to the light wrap, higher values result in only brighter areas creating the light wrap.

    Volume Fog creates a fog effect from behind the layer area, produced outward from a center point.

    • Amount controls the strength of the fog effect over the frame information behind it.
    • Center adjusts the point from which the fog is emanating along the X and Y axes.
    • Depth scales the distance the fog travels in Z space from the center point outward.
    • Fog FG Only restricts the fog solely to layers in front of the effect, leaving layers behind it unaffected. Higher values result in background layers unaffected, lower values result in all layers affected.
    • Diffusion scatters and softens the frame information within the fog effect.
    • Tint colorizes the fog effect over the frame information behind it.
    • Highlights Only restricts the fog effect to brighter areas affected. Lower values result in all areas evenly covered in fog, higher values result in brighter areas covered in fog.
    • Edges determines what color information is emitted from the edges of the frame (Transparent, Repeat, or Mirror)
    • Shadow Amount adjusts the area around the layer that produces a shadow on the fog.
    • Shadow Color defines the color of the shadow created on the fog.
    • Quality controls the granularity of the fog effect's rays over the background source. Higher values result in greater fog definition, but potentially high render times; lower values result in lower fog definition.