IntrinsicFX Wave Blur & Deform
- Details
- Category: Plugin Packs
- Last Updated: 14 January 2017
- Hits: 2849
Now free download!
If you like them, donations are welcome as I might make more plugins.
IntrinsicFX Wave Blur & Deform Version: 3.0 (28.04.2017)   (PC / Windows)   1,111 downloads.   Modified: 2017-04-28
Isc LumaZoom1 Version: 3.0 Build 0956 ID: iz2c Parameters: 5 Inputs: System: PC Only
These effects zooms the pixels based on a range in brightness. Very cool effect when used on colored input together with PeteGaussianBlur (a free freeframe effect). They differ a bit from eachother in algorithm used and some parameters - check parameters. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). - Additional feedback parameter to sort of motionblur the output
Parameters:
1.
Source Value
The brightness to use as source for luma zooming. Together with Source Range it forms a range of brightness from input that will be luma zoomed.
The brightness to use as source for luma zooming. Together with Source Range it forms a range of brightness from input that will be luma zoomed.
2.
Source Range
The range +/- in brightness from the Source Value to define the range that gets luma zoomed.
The range +/- in brightness from the Source Value to define the range that gets luma zoomed.
3.
Max Zoom
The max zoom amount. zoom amount varies based on source input brightness per pixel. For coolest results use PeteGaussianBlur before this effect. Also this differs from LumaZoom2 in that this effect uses quadratic distance as zooming, and the LumaZoom1 use.
The max zoom amount. zoom amount varies based on source input brightness per pixel. For coolest results use PeteGaussianBlur before this effect. Also this differs from LumaZoom2 in that this effect uses quadratic distance as zooming, and the LumaZoom1 use.
4.
Rotation
Lets you rotate the zoomed pixels and not the other pixels around center of screen. Default = no rotation.
Lets you rotate the zoomed pixels and not the other pixels around center of screen. Default = no rotation.
5.
FX Amount
Dry/Wet mix/blend of input vs output. Default = full effect.
Dry/Wet mix/blend of input vs output. Default = full effect.
Isc
LumaZoom1A
Version:
3.0
Build 0921
ID:
iw29
Parameters:
10
Inputs:
System:
PC Only
These effects zooms the pixels based on a range in brightness. Very cool effect when used on colored input together with PeteGaussianBlur (a free freeframe effect). They differ a bit from eachother in algorithm used and some parameters - check parameters. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). - Separate Alpha (transparency) LumaZoom parameters at 32bit and alphaMode at middle.
Parameters:
These effects zooms the pixels based on a range in brightness. Very cool effect when used on colored input together with PeteGaussianBlur (a free freeframe effect). They differ a bit from eachother in algorithm used and some parameters - check parameters. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). - Separate Alpha (transparency) LumaZoom parameters at 32bit and alphaMode at middle.
Parameters:
1.
Source Value
The brightness to use as source for luma zooming. Together with Source Range it forms a range of brightness from input that will be luma zoomed.
The brightness to use as source for luma zooming. Together with Source Range it forms a range of brightness from input that will be luma zoomed.
2.
Source Range
The range +/- in brightness from the Source Value to define the range that gets luma zoomed.
The range +/- in brightness from the Source Value to define the range that gets luma zoomed.
3.
Max Zoom
The max zoom amount. zoom amount varies based on source input brightness per pixel. For coolest results use PeteGaussianBlur before this effect. Also this differs from LumaZoom2 in that this effect uses quadratic distance as zooming, and the LumaZoom1 use.
The max zoom amount. zoom amount varies based on source input brightness per pixel. For coolest results use PeteGaussianBlur before this effect. Also this differs from LumaZoom2 in that this effect uses quadratic distance as zooming, and the LumaZoom1 use.
4.
Rotation
Lets you rotate the zoomed pixels and not the other pixels around center of screen. Default = no rotation.
Lets you rotate the zoomed pixels and not the other pixels around center of screen. Default = no rotation.
5.
Source Value A
The brightness to use as source for luma zooming. Together with Source Range it forms a range of brightness from input that will be luma zoomed.
The brightness to use as source for luma zooming. Together with Source Range it forms a range of brightness from input that will be luma zoomed.
6.
Source Range A
The range +/- in brightness from the Source Value to define the range that gets luma zoomed.
The range +/- in brightness from the Source Value to define the range that gets luma zoomed.
7.
Max Zoom A
The max zoom amount. zoom amount varies based on source input brightness per pixel. For coolest results use PeteGaussianBlur before this effect. Also this differs from LumaZoom2 in that this effect uses quadratic distance as zooming, and the LumaZoom1 use.
The max zoom amount. zoom amount varies based on source input brightness per pixel. For coolest results use PeteGaussianBlur before this effect. Also this differs from LumaZoom2 in that this effect uses quadratic distance as zooming, and the LumaZoom1 use.
8.
Rotation A
Lets you rotate the zoomed pixels and not the other pixels around center of screen. Default = no rotation.
Lets you rotate the zoomed pixels and not the other pixels around center of screen. Default = no rotation.
9.
Alpha Mode
0-2 step values: 0 == copy input alpha, no operation of the _A parameters. 1 == use the _A parameters on the alpha channel. 2 == patch in max alpha.
0-2 step values: 0 == copy input alpha, no operation of the _A parameters. 1 == use the _A parameters on the alpha channel. 2 == patch in max alpha.
10.
FX Amount
Mix of wet/dry. Default = full effect.
Mix of wet/dry. Default = full effect.
Isc LumaZoom2 Version: 3.0 Build 0926 ID: iz2d Parameters: 6 Inputs: System: PC Only
These effects zooms the pixels based on a range in brightness. Very cool effect when used on colored input together with PeteGaussianBlur (a free freeframe effect). They differ a bit from eachother in algorithm used and some parameters - check parameters. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM).
Parameters:
1.
Source Value
The brightness to use as source for luma zooming. Together with Source Range it forms a range of brightness from input that will be luma zoomed.
The brightness to use as source for luma zooming. Together with Source Range it forms a range of brightness from input that will be luma zoomed.
2.
Source Range
The range +/- in brightness from the Source Value to define the range that gets luma zoomed.
The range +/- in brightness from the Source Value to define the range that gets luma zoomed.
3.
Max Zoom
The max zoom amount. zoom amount varies based on source input brightness per pixel. For coolest results use PeteGaussianBlur before this effect. Also this differs from LumaZoom1 in that this effect uses circular distance as zooming, and the LumaZoom1 uses.
The max zoom amount. zoom amount varies based on source input brightness per pixel. For coolest results use PeteGaussianBlur before this effect. Also this differs from LumaZoom1 in that this effect uses circular distance as zooming, and the LumaZoom1 uses.
4.
Multiply
Lets you zoom/tile the input when luma zoomed. Default = no extra zoom/tiling.
Lets you zoom/tile the input when luma zoomed. Default = no extra zoom/tiling.
5.
Rotation
Lets you rotate the zoomed pixels and not the other pixels around center of screen. Default = no rotation.
Lets you rotate the zoomed pixels and not the other pixels around center of screen. Default = no rotation.
6.
FX Amount
Dry/Wet mix/blend of input vs output. Default = full effect.
Dry/Wet mix/blend of input vs output. Default = full effect.
Isc
LumaZoom2A
Version:
3.0
Build 0921
ID:
iw28
Parameters:
12
Inputs:
System:
PC Only
These effects zooms the pixels based on a range in brightness. Very cool effect when used on colored input together with PeteGaussianBlur (a free freeframe effect). They differ a bit from eachother in algorithm used and some parameters - check parameters. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). - Separate Alpha (transparency) LumaZoom parameters at 32bit and alphaMode at middle. - Parameters to create experimental output by default.
Parameters:
These effects zooms the pixels based on a range in brightness. Very cool effect when used on colored input together with PeteGaussianBlur (a free freeframe effect). They differ a bit from eachother in algorithm used and some parameters - check parameters. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). - Separate Alpha (transparency) LumaZoom parameters at 32bit and alphaMode at middle. - Parameters to create experimental output by default.
Parameters:
1.
Source Value
The brightness to use as source for luma zooming. Together with Source Range it forms a range of brightness from input that will be luma zoomed.
The brightness to use as source for luma zooming. Together with Source Range it forms a range of brightness from input that will be luma zoomed.
2.
Source Range
The range +/- in brightness from the Source Value to define the range that gets luma zoomed.
The range +/- in brightness from the Source Value to define the range that gets luma zoomed.
3.
Max Zoom
The max zoom amount. zoom amount varies based on source input brightness per pixel. For coolest results use PeteGaussianBlur before this effect. Also this differs from LumaZoom1 in that this effect uses circular distance as zooming, and the LumaZoom1 uses.
The max zoom amount. zoom amount varies based on source input brightness per pixel. For coolest results use PeteGaussianBlur before this effect. Also this differs from LumaZoom1 in that this effect uses circular distance as zooming, and the LumaZoom1 uses.
4.
Multiply
Lets you zoom/tile the input when luma zoomed. Default = no extra zoom/tiling.
Lets you zoom/tile the input when luma zoomed. Default = no extra zoom/tiling.
5.
Rotation
Lets you rotate the zoomed pixels and not the other pixels around center of screen. Default = no rotation.
Lets you rotate the zoomed pixels and not the other pixels around center of screen. Default = no rotation.
6.
Source Value A
The brightness to use as source for luma zooming. Together with Source Range it forms a range of brightness from input that will be luma zoomed.
The brightness to use as source for luma zooming. Together with Source Range it forms a range of brightness from input that will be luma zoomed.
7.
Source Range A
The range +/- in brightness from the Source Value to define the range that gets luma zoomed.
The range +/- in brightness from the Source Value to define the range that gets luma zoomed.
8.
Max Zoom A
The max zoom amount. zoom amount varies based on source input brightness per pixel. For coolest results use PeteGaussianBlur before this effect. Also this differs from LumaZoom1 in that this effect uses circular distance as zooming, and the LumaZoom1 uses.
The max zoom amount. zoom amount varies based on source input brightness per pixel. For coolest results use PeteGaussianBlur before this effect. Also this differs from LumaZoom1 in that this effect uses circular distance as zooming, and the LumaZoom1 uses.
9.
Multiply A
Lets you zoom/tile the input when luma zoomed. Default = no extra zoom/tiling.
Lets you zoom/tile the input when luma zoomed. Default = no extra zoom/tiling.
10.
Rotation A
Lets you rotate the zoomed pixels and not the other pixels around center of screen. Default = no rotation.
Lets you rotate the zoomed pixels and not the other pixels around center of screen. Default = no rotation.
11.
Alpha Mode
0-2 step values: 0 == copy input alpha, no operation of the _A parameters. 1 == use the _A parameters on the alpha channel. 2 == patch in max alpha.
0-2 step values: 0 == copy input alpha, no operation of the _A parameters. 1 == use the _A parameters on the alpha channel. 2 == patch in max alpha.
12.
FX Amount
Mix of wet/dry. Default = full effect.
Mix of wet/dry. Default = full effect.
Isc LumaZoom3 Version: 3.0 Build 0904 ID: iz2i Parameters: 5 Inputs: System: PC Only
These effects zooms the pixels based on a range in brightness. Very cool effect when used on colored input together with PeteGaussianBlur (a free freeframe effect). They differ a bit from eachother in algorithm used and some parameters - check parameters. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM).
Parameters:
1.
Source Value
The brightness to use as source for luma zooming. Together with Source Range it forms a range of brightness from input that will be luma zoomed. Difference from LumaZoom1 and 2 is that this range is used on a per color channel basis.. so red, green and bl.
The brightness to use as source for luma zooming. Together with Source Range it forms a range of brightness from input that will be luma zoomed. Difference from LumaZoom1 and 2 is that this range is used on a per color channel basis.. so red, green and bl.
2.
Source Range
The range +/- in brightness from the Source Value to define the range that gets luma zoomed. Difference from LumaZoom1 and 2 is that this range is used on a per color channel basis.. so red, green and blue are handled differently according to their values.
The range +/- in brightness from the Source Value to define the range that gets luma zoomed. Difference from LumaZoom1 and 2 is that this range is used on a per color channel basis.. so red, green and blue are handled differently according to their values.
3.
Max Zoom
The max zoom amount. zoom amount varies based on source input brightness per pixel. For coolest results use PeteGaussianBlur before this effect. Also this differs from LumaZoom2 in that this effect uses quadratic distance as zooming, and the LumaZoom1 use.
The max zoom amount. zoom amount varies based on source input brightness per pixel. For coolest results use PeteGaussianBlur before this effect. Also this differs from LumaZoom2 in that this effect uses quadratic distance as zooming, and the LumaZoom1 use.
4.
Rotation
Lets you rotate the zoomed pixels and not the other pixels around center of screen. Default = no rotation.
Lets you rotate the zoomed pixels and not the other pixels around center of screen. Default = no rotation.
5.
FX Amount
Dry/Wet mix/blend of input vs output. Default = full effect.
Dry/Wet mix/blend of input vs output. Default = full effect.
Isc
LumaZoom3A
Version:
3.0
Build 0896
ID:
iw30
Parameters:
10
Inputs:
System:
PC Only
These effects zooms the pixels based on a range in brightness. Very cool effect when used on colored input together with PeteGaussianBlur (a free freeframe effect). They differ a bit from eachother in algorithm used and some parameters - check parameters. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). - Separate Alpha (transparency) LumaZoom parameters at 32bit and alphaMode at middle.
Parameters:
These effects zooms the pixels based on a range in brightness. Very cool effect when used on colored input together with PeteGaussianBlur (a free freeframe effect). They differ a bit from eachother in algorithm used and some parameters - check parameters. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). - Separate Alpha (transparency) LumaZoom parameters at 32bit and alphaMode at middle.
Parameters:
1.
Source Value
The brightness to use as source for luma zooming. Together with Source Range it forms a range of brightness from input that will be luma zoomed. Difference from LumaZoom1 and 2 is that this range is used on a per color channel basis.. so red, green and bl.
The brightness to use as source for luma zooming. Together with Source Range it forms a range of brightness from input that will be luma zoomed. Difference from LumaZoom1 and 2 is that this range is used on a per color channel basis.. so red, green and bl.
2.
Source Range
The range +/- in brightness from the Source Value to define the range that gets luma zoomed. Difference from LumaZoom1 and 2 is that this range is used on a per color channel basis.. so red, green and blue are handled differently according to their values.
The range +/- in brightness from the Source Value to define the range that gets luma zoomed. Difference from LumaZoom1 and 2 is that this range is used on a per color channel basis.. so red, green and blue are handled differently according to their values.
3.
Max Zoom
The max zoom amount. zoom amount varies based on source input brightness per pixel. For coolest results use PeteGaussianBlur before this effect. Also this differs from LumaZoom2 in that this effect uses quadratic distance as zooming, and the LumaZoom1 use.
The max zoom amount. zoom amount varies based on source input brightness per pixel. For coolest results use PeteGaussianBlur before this effect. Also this differs from LumaZoom2 in that this effect uses quadratic distance as zooming, and the LumaZoom1 use.
4.
Rotation
Lets you rotate the zoomed pixels and not the other pixels around center of screen. Default = no rotation.
Lets you rotate the zoomed pixels and not the other pixels around center of screen. Default = no rotation.
5.
Source Value A
The brightness to use as source for luma zooming. Together with Source Range it forms a range of brightness from input that will be luma zoomed.
The brightness to use as source for luma zooming. Together with Source Range it forms a range of brightness from input that will be luma zoomed.
6.
Source Range A
The range +/- in brightness from the Source Value to define the range that gets luma zoomed.
The range +/- in brightness from the Source Value to define the range that gets luma zoomed.
7.
Max Zoom A
The max zoom amount. zoom amount varies based on source input brightness per pixel. For coolest results use PeteGaussianBlur before this effect. Also this differs from LumaZoom1 in that this effect uses circular distance as zooming, and the LumaZoom1 uses.
The max zoom amount. zoom amount varies based on source input brightness per pixel. For coolest results use PeteGaussianBlur before this effect. Also this differs from LumaZoom1 in that this effect uses circular distance as zooming, and the LumaZoom1 uses.
8.
Rotation A
Lets you rotate the zoomed pixels and not the other pixels around center of screen. Default = no rotation.
Lets you rotate the zoomed pixels and not the other pixels around center of screen. Default = no rotation.
9.
Alpha Mode
0-2 step values: 0 == copy input alpha, no operation of the _A parameters. 1 == use the _A parameters on the alpha channel. 2 == patch in max alpha.
0-2 step values: 0 == copy input alpha, no operation of the _A parameters. 1 == use the _A parameters on the alpha channel. 2 == patch in max alpha.
10.
FX Amount
Mix of wet/dry. Default = full effect.
Mix of wet/dry. Default = full effect.
Isc
MILumaZoom1
Version:
3.0
Build 0874
ID:
iy2c
Parameters:
6
Inputs:
System:
PC Only
These effects zooms the pixels based on a range in brightness. Very cool effect when used on colored input together with PeteGaussianBlur (a free freeframe effect). They differ a bit from eachother in algorithm used and some parameters - check parameters. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). - Controllable BLUR on input data, since output looks better if input is blurred.
Parameters:
These effects zooms the pixels based on a range in brightness. Very cool effect when used on colored input together with PeteGaussianBlur (a free freeframe effect). They differ a bit from eachother in algorithm used and some parameters - check parameters. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). - Controllable BLUR on input data, since output looks better if input is blurred.
Parameters:
1.
Source Value
The brightness to use as source for luma zooming. Together with Source Range it forms a range of brightness from input that will be luma zoomed.
The brightness to use as source for luma zooming. Together with Source Range it forms a range of brightness from input that will be luma zoomed.
2.
Source Range
The range +/- in brightness from the Source Value to define the range that gets luma zoomed.
The range +/- in brightness from the Source Value to define the range that gets luma zoomed.
3.
Max Zoom
The max zoom amount. zoom amount varies based on source input brightness per pixel. For coolest results use PeteGaussianBlur before this effect. Also this differs from LumaZoom2 in that this effect uses quadratic distance as zooming, and the LumaZoom1 use.
The max zoom amount. zoom amount varies based on source input brightness per pixel. For coolest results use PeteGaussianBlur before this effect. Also this differs from LumaZoom2 in that this effect uses quadratic distance as zooming, and the LumaZoom1 use.
4.
Rotation
Lets you rotate the zoomed pixels and not the other pixels around center of screen. Default = no rotation.
Lets you rotate the zoomed pixels and not the other pixels around center of screen. Default = no rotation.
5.
Switch Inputs
Lets you switch inputs if there are two inputs.
Lets you switch inputs if there are two inputs.
6.
FX Amount
Dry/Wet mix/blend of input vs output. Default = full effect.
Dry/Wet mix/blend of input vs output. Default = full effect.
Isc SineWave1 Version: 3.0 Build 0892 ID: iz1v Parameters: 6 Inputs: System: PC Only
These effects sinewaves the input horizontally and vertically so it pulsates, using different algorithm for each of these fx. Also you can either control it fixed or animated automatically. Check parameters. Default is automatically animated. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). -
Parameters:
1.
Sine Start
The start in angle of the sine wave.
The start in angle of the sine wave.
2.
Sine Step
Determines the number of waves across the screen.
Determines the number of waves across the screen.
3.
Sine Strength X
How much to twist, the strength of the sinewave in x (horizontal).
How much to twist, the strength of the sinewave in x (horizontal).
4.
Step Auto
If this is more or less than 0.5 the sinewave will be animated on a per frame basis.
If this is more or less than 0.5 the sinewave will be animated on a per frame basis.
5.
Sine Strength Y
How much to twist, the strength of the sinewave in y (vertical).
How much to twist, the strength of the sinewave in y (vertical).
6.
FX Amount
Dry/Wet mix/blend of input vs output. Default = full effect.
Dry/Wet mix/blend of input vs output. Default = full effect.
Isc SineWave2 Version: 3.0 Build 0896 ID: iz1w Parameters: 7 Inputs: System: PC Only
These effects sinewaves the input horizontally and vertically so it pulsates, using different algorithm for each of these fx. Also you can either control it fixed or animated automatically. Check parameters. Default is automatically animated. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). -
Parameters:
1.
Sine Start Y
Base position vertically for the sine calculation.
Base position vertically for the sine calculation.
2.
Vert Step Y
The vertical stepping (number of waves) of the sinewave.
The vertical stepping (number of waves) of the sinewave.
3.
Horiz Step Y
The horizontal stepping (number of waves) for this effect.
The horizontal stepping (number of waves) for this effect.
4.
Step Auto
If this is more or less than 0.5 the sinewave will be animated on a per frame basis.
If this is more or less than 0.5 the sinewave will be animated on a per frame basis.
5.
Sine Strength Y
How much to twist, the strength of the sinewave in y (vertical).
How much to twist, the strength of the sinewave in y (vertical).
6.
Alpha Mode
Decides what to do with alpha (transparency) channel, use incoming alpha, or use solid alpha.
Decides what to do with alpha (transparency) channel, use incoming alpha, or use solid alpha.
7.
FX Amount
Dry/Wet mix/blend of input vs output. Default = full effect.
Dry/Wet mix/blend of input vs output. Default = full effect.
Isc SineWave3 Version: 3.0 Build 0905 ID: iz1x Parameters: 7 Inputs: System: PC Only
These effects sinewaves the input horizontally and vertically so it pulsates, using different algorithm for each of these fx. Also you can either control it fixed or animated automatically. Check parameters. Default is automatically animated. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). - Alpha processing.
Parameters:
1.
Sine Start Y
Base position vertically for the Y sine calculation.
Base position vertically for the Y sine calculation.
2.
Vert Step Y
The vertical stepping (number of waves) of the sinewave in Y position.
The vertical stepping (number of waves) of the sinewave in Y position.
3.
Horiz Step Y
The horizontal stepping (number of waves) of the sinewave in Y position.
The horizontal stepping (number of waves) of the sinewave in Y position.
4.
Step Y Auto
If this is more or less than 0.5 the sinewave will be animated on a per frame basis.
If this is more or less than 0.5 the sinewave will be animated on a per frame basis.
5.
Sine Strength Y
How much to twist, the strength of the sinewave in y (vertical).
How much to twist, the strength of the sinewave in y (vertical).
6.
Alpha Mode
Decides what to do with alpha (transparency) channel, use incoming alpha, or use solid alpha.
Decides what to do with alpha (transparency) channel, use incoming alpha, or use solid alpha.
7.
FX Amount
Dry/Wet mix/blend of input vs output. Default = full effect.
Dry/Wet mix/blend of input vs output. Default = full effect.
Isc
SineWave4
Version:
3.0
Build 0903
ID:
iz9h
Parameters:
13
Inputs:
System:
PC Only
These effects sinewaves the input horizontally and vertically so it pulsates, using different algorithm for each of these fx. Also you can either control it fixed or animated automatically. Check parameters. Default is automatically animated. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). - X amd Y Sine control (same as IscSineWave3 but for both X and Y). - Alpha processing.
Parameters:
These effects sinewaves the input horizontally and vertically so it pulsates, using different algorithm for each of these fx. Also you can either control it fixed or animated automatically. Check parameters. Default is automatically animated. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). - X amd Y Sine control (same as IscSineWave3 but for both X and Y). - Alpha processing.
Parameters:
1.
Sine Start X
Base position horizontally for the X sine calculation.
Base position horizontally for the X sine calculation.
2.
Sine Start Y
Base position vertically for the Y sine calculation.
Base position vertically for the Y sine calculation.
3.
Vert Step X
The vertical stepping (number of waves) of the sinewave in X position.
The vertical stepping (number of waves) of the sinewave in X position.
4.
Vert Step Y
The vertical stepping (number of waves) of the sinewave in Y position.
The vertical stepping (number of waves) of the sinewave in Y position.
5.
Horiz Step X
The horizontal stepping (number of waves) of the sinewave in Y position.
The horizontal stepping (number of waves) of the sinewave in Y position.
6.
Horiz Step Y
The horizontal stepping (number of waves) of the sinewave in Y position.
The horizontal stepping (number of waves) of the sinewave in Y position.
7.
Step X Auto
If this is more or less than 0.5 the sinewave will be animated on a per frame basis.
If this is more or less than 0.5 the sinewave will be animated on a per frame basis.
8.
Step Y Auto
If this is more or less than 0.5 the sinewave will be animated on a per frame basis.
If this is more or less than 0.5 the sinewave will be animated on a per frame basis.
9.
Sine Strength X
How much to twist, the strength of the sinewave in x (horizontal).
How much to twist, the strength of the sinewave in x (horizontal).
10.
Sine Strength Y
How much to twist, the strength of the sinewave in y (vertical).
How much to twist, the strength of the sinewave in y (vertical).
11.
X Y Blend
First Y Sine is rendered to one buffer, then X Sine to another from Y Sine buffer, this parameter lets you blend the two buffers.
First Y Sine is rendered to one buffer, then X Sine to another from Y Sine buffer, this parameter lets you blend the two buffers.
12.
Alpha Mode
Decides what to do with alpha (transparency) channel, use incoming alpha, or use solid alpha.
Decides what to do with alpha (transparency) channel, use incoming alpha, or use solid alpha.
13.
FX Amount
Dry/Wet mix/blend of input vs output. Default = full effect.
Dry/Wet mix/blend of input vs output. Default = full effect.
Isc
SineWave5
Version:
3.0
Build 0979
ID:
iz9i
Parameters:
7
Inputs:
System:
PC Only
These effects sinewaves the input horizontally and vertically so it pulsates, using different algorithm for each of these fx. Also you can either control it fixed or animated automatically. Check parameters. Default is automatically animated. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). - X Sine control (same as IscSineWave3 but for X instead of Y). - Alpha processing.
Parameters:
These effects sinewaves the input horizontally and vertically so it pulsates, using different algorithm for each of these fx. Also you can either control it fixed or animated automatically. Check parameters. Default is automatically animated. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). - X Sine control (same as IscSineWave3 but for X instead of Y). - Alpha processing.
Parameters:
1.
Sine Start X
Base position horizontally for the X sine calculation.
Base position horizontally for the X sine calculation.
2.
Vert Step X
The vertical stepping (number of waves) of the sinewave in X position.
The vertical stepping (number of waves) of the sinewave in X position.
3.
Horiz Step X
The horizontal stepping (number of waves) of the sinewave in X position.
The horizontal stepping (number of waves) of the sinewave in X position.
4.
Step X Auto
If this is more or less than 0.5 the sinewave will be animated on a per frame basis.
If this is more or less than 0.5 the sinewave will be animated on a per frame basis.
5.
Sine Strength X
How much to twist, the strength of the sinewave in X (horizontal).
How much to twist, the strength of the sinewave in X (horizontal).
6.
Alpha Mode
Decides what to do with alpha (transparency) channel, use incoming alpha, or use solid alpha.
Decides what to do with alpha (transparency) channel, use incoming alpha, or use solid alpha.
7.
FX Amount
Dry/Wet mix/blend of input vs output. Default = full effect.
Dry/Wet mix/blend of input vs output. Default = full effect.
Isc
Twirl1
Version:
3.0
Build 0881
ID:
iz2f
Parameters:
6
Inputs:
System:
PC Only
Twirls the image around center. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). - Alpha processing modes.
Parameters:
Twirls the image around center. New in 3.0: - 4K and 8K support for higher quality rendering (requires 32GB or more system RAM). - Alpha processing modes.
Parameters:
1.
Twirl
The twirl amount +/-. default this is not used, it is only used with Twirl Auto = 0.0. For animating yourself. default is auto animated.
The twirl amount +/-. default this is not used, it is only used with Twirl Auto = 0.0. For animating yourself. default is auto animated.
2.
Rotate
The rotation +/-. default this is not used, it is only used with Rotate Auto = 0.0. For animating yourself. default is auto animated.
The rotation +/-. default this is not used, it is only used with Rotate Auto = 0.0. For animating yourself. default is auto animated.
3.
Twirl Auto
Auto stepping for twirling, this runs in a circular motion. if 0.0 you can use Twirl to set the twirl amount explicitly.
Auto stepping for twirling, this runs in a circular motion. if 0.0 you can use Twirl to set the twirl amount explicitly.
4.
Rotate Auto
Auto stepping for rotation, this runs in a circular motion. if 0.0 you can use Rotate to set the rotation explicitly.
Auto stepping for rotation, this runs in a circular motion. if 0.0 you can use Rotate to set the rotation explicitly.
5.
Alpha Mode
Decides what to do with alpha (transparency) channel, use incoming alpha, or use solid alpha.
Decides what to do with alpha (transparency) channel, use incoming alpha, or use solid alpha.
6.
FX Amount
Dry/Wet mix/blend of input vs output. Default = full effect.
Dry/Wet mix/blend of input vs output. Default = full effect.