Stylized Video Cubes
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Dummy Video Filters for Edius DownloadIf you are looking for dummy video filters for Edius download, you have come to the right place. In this article, we will show you what Edius is, why you need video filters, how to use them, and how to download them. By the end of this article, you will be able to enhance your videos with amazing effects, transitions, and corrections using video filters for Edius.dummy video filters for edius downloadDOWNLOAD ✫ https://t.co/AbYcDf4Ky1What is Edius and why do you need video filters?Edius is a video editing software for WindowsEdius is a video editing software package for PC computers running Windows. Edius is a non-linear editor (NLE) that works with most modern video formats. The software is capable of 3D editing. The software comes bundled with a large collection of tools, including NEWBlue Video Filters, proDAD video effects along with image stabilization for unsteady shots and for audio mastering needs iZotope VST audio plug-ins such as Audio Effects Suite, AudioRestore, AGC & Mastering Effects Suite.Video filters can enhance your videos with effects, transitions, and correctionsVideo filters are plug-ins that add various effects, transitions, and corrections to your videos. They can help you control the attention of your viewers, create moods, add style, fix problems, and improve quality. For example, you can use video filters to intensify colors and contrasts, create reflections and mirages, retouch skin blemishes, position a picture-in-picture effect freely in space, simulate camera movements, remove noise and flicker, correct lens distortion, blur or sharpen details, and much more.How to use video filters in EdiusApplying video filters to clips on the timelineTo apply a video filter to a clip on the timeline, you can drag and drop it from the Effect palette orthe Bin window. You can also right-click on a clip and choose Add Video Filter from the menu. You can apply multiple video filters to the same clip and change their order by dragging them in the Information palette. You can also copy and paste video filters from one clip to another using the keyboard shortcuts Ctrl+C and Ctrl+V.How to use dummy video filters for ediusDummy video filters for edius tutorialDummy video filters for edius free trialBest dummy video filters for ediusDummy video filters for edius proDummy video filters for edius effectsDummy video filters for edius reviewDummy video filters for edius crackDummy video filters for edius serial keyDummy video filters for edius licenseDummy video filters for edius priceDummy video filters for edius discountDummy video filters for edius coupon codeDummy video filters for edius alternativeDummy video filters for edius comparisonDummy video filters for edius vs newblueDummy video filters for edius vs prodadDummy video filters for edius vs neatlabDummy video filters for edius vs fxhomeDummy video filters for edius vs isp robuskeyDummy video filters for edius installation guideDummy video filters for edius system requirementsDummy video filters for edius compatibilityDummy video filters for edius supportDummy video filters for edius customer serviceDummy video filters for edius refund policyDummy video filters for edius testimonialsDummy video filters for edius case studiesDummy video filters for edius benefitsDummy video filters for edius featuresDummy video filters for edius templatesDummy video filters for edius presetsDummy video filters for edius transitionsDummy video filters for edius titlesDummy video filters for edius introsDummy video filters for edius overlaysDummy video filters for edius backgroundsDummy video filters for edius chroma keyDummy video filters for edius color correctionDummy video filters for edius skin touch upDummy video filters for edius active cameraDummy video filters for edius image mapperDummy video filters for edius reflectionDummy video filters for edius tileDummy video filters for edius time clockDummy video filters for edius viewfinderDummy video filters for edius auto contrastDummy video filters for edius flash removerDummy video filters for edius lens correctionAdjusting video filter parameters and keyframesTo adjust the parameters of a video filter, you can double-click on it in the Information palette or right-click on it and choose Open. This will open the Layouter window where you can see the preview of the effect and modify its settings. You can also use keyframes to animate the parameters over time. To add a keyframe, click on the keyframe button next to the parameter name or move the timeline cursor to the desired position and press K. To delete a keyframe, select it and press Delete or right-click on it and choose Delete Keyframe.Using masks and blending modes with video filtersSome video filters have a mask option that allows you to limit the effect to a specific area of the image. For example, you can use a mask to apply an effect only to a person's face or to create a vignette effect around the edges. To use a mask, click on the mask button in the Layouter window and choose a shape (rectangle, ellipse, or freehand). You can then adjust the size, position, rotation, feathering, and opacity of the mask.Some video filters also have a blending mode option that allows you to change how the effect blends with the original image. For example, you can use a blending mode to create a glow, a shadow, a color overlay, or a contrast enhancement. To use a blending mode, click on the blending mode button in the Layouter window and choose a mode from the list (normal, add, subtract, multiply, screen, overlay, etc.). You can also adjust the opacity of the effect using the slider.How to download video filters for EdiusThe best video filters for Edius from NewBlue, proDAD, and Neat VideoEdius comes with some built-in video filters, but if you want more options and variety, you can download additional video filters from third-party developers. Some of the best video filters for Edius are from NewBlue, proDAD, and Neat Video. Here is a table that compares some of their features and prices:Developer Product Features PriceNewBlue NewBlueFX Filters5 Ultimate- Over 250 presets in 27 video effects - Color correction,film looks, light leaks, glows, etc. - GPU-acceleratedperformance - Compatible with Edius 7 and above$299proDAD proDAD VitasceneV4 PRO- Over 1,400 professional transitions and video filters -Artistic effects, film looks, light rays, etc. - GPU-accelerated rendering - Compatible with Edius 9 andabove$399Neat Video Neat Video 5 Proplug-in for Edius- Advanced noise reduction and sharpening - Supportshigh-bitdepth rendering - Works with any frame size andframe rate - Compatible with Edius 7 and above$99.90How to install and activate video filters for EdiusTo install video filters for Edius, you need to download the installer file from the developer's websiteand run it on your computer. Follow the instructions on the screen and choose the option to install the plug-in for Edius. You may need to restart your computer or Edius after the installation.To activate video filters for Edius, you need to enter the license key or serial number that you received from the developer when you purchased the product. You can do this by opening Edius and going to Settings > Plug-in Manager > Video Filters. Select the video filter that you want to activate and click on the Activate button. Enter your license key or serial number and click OK. You may need to restart Edius after the activation.How to access and manage video filters in EdiusTo access video filters in Edius, you need to open the Effect palette by clicking on the Effect button on the toolbar or pressing F7. You can then browse through the categories and subcategories of video filters and drag and drop them onto your clips on the timeline.To manage video filters in Edius, you can use the Information palette by clicking on the Information button on the toolbar or pressing F8. You can then see the list of video filters applied to a selected clip and change their order, delete them, copy them, paste them, or open their settings.ConclusionIn this article, we have shown you how to use dummy video filters for Edius download. We have explained what Edius is, why you need video filters, how to use them, and how to download them. We have also compared some of the best video filters for Edius from NewBlue, proDAD, and Neat Video.Using video filters for Edius can help you enhance your videos with amazing effects, transitions, and corrections. You can create professional-looking videos that stand out from the crowd and impress your viewers. Whether you are a beginner or an expert in video editing, you can find video filters for Edius that suit your needs and preferences.If you want to learn more about video filters for Edius or download them for free trial or purchase, you can visit the following websites:NewBlueFX Filters 5 UltimateproDAD Vitascene V4 PRONeat Video 5 Pro plug-in for EdiusFAQsHere are some frequently asked questions about video filters for Edius:What are the system requirements for video filters for Edius?1.The system requirements for video filters for Edius may vary depending on the developer and the product, but generally you need a Windows PC with a 64-bit operating system, acompatible version of Edius, a graphics card that supports OpenGL 2.1 or higher, and enough RAM and disk space. You can check the specific requirements on the developer's websitebefore downloading or purchasing the video filters.2.How can I preview the video filters before applying them?You can preview the video filters before applying them by using the Split Screen View in the Layouter window. This allows you to see the original image and the filtered image side by side or in a diagonal split. You can also adjust the split position and the zoom level to compare the details.3.How can I save and reuse my custom video filter settings?You can save and reuse your custom video filter settings by using the Preset Manager in the Layouter window. This allows you to create, rename, delete, and organize your own presets for each video filter. You can also export and import your presets to share them with others or use them on different computers.4.How can I apply video filters to multiple clips at once?You can apply video filters to multiple clips at once by using the Apply to All Clips option in the Layouter window. This allows you to copy the current video filter settings to all clips on the same track or all clips on all tracks. You can also use this option to remove video filters from multiple clips at once.5.How can I update or uninstall video filters for Edius?You can update or uninstall video filters for Edius by using the installer file from thedeveloper's website. You can either run the installer again and choose the update or uninstall option, or you can use the Windows Control Panel to modify or remove the program.e2b50a2f53。
AE基础知识大全1.AE层模式(混合模式)介绍在时间线上,通过按下时间线窗口左下角不同的层展开/折叠开关按钮,可以展开层控制和层模式面板,按下快捷键F4,时间线窗口会在层面板和层模式面板之间进行切换,在层模式面板Mode栏中可以选择不同的层叠加方式:Normal正常模式、Dissolve溶解模式、Dancing Dissolve动态溶解模式、Darken变暗模式、Multiply正片叠底模式、Linear Burn线性加深模式、Color Burn颜色加深模式、Classic Color Burn 为兼容早版本的Color Burn模式、Add增加模式、Lighten变亮模式、Screen屏幕模式、Linear Dodge线性减淡模式、Overlay叠加模式、Soft Light柔光模式、Hard Light强光模式、Liner Light 线性加光模式、Vivid Light清晰加光模式、Din Light阻光模式、Hard Mix强光混合模式、Difference差别模式、Classic Difference兼容老版本的差别模式、Exclusion排除模式、Hue色相模式、Saturation饱和度模式、Color颜色模式、Luminosity高度模式。
上面所列的层模式,是通上下层的颜色通道混合产生影响变化,而下层的层模式则是通过层的Alpha通道影响混合变化。
Stencil Alpha:Alpha通道模式Stencil Luma:亮度模式Slihouette Alpha:Alpha通道轮廓Slihouette Luma:亮度轮廓Alpha Add:Alpha添加Luminescent Premul:冷光模式。
2.AE的视频转场特效Transition切换Block Dissolve块面溶解Card Wipe卡片擦拭Gradient Wipe渐变擦拭Iris Wipe星形擦拭Linear Wipe线性擦拭Radial Wipe径向擦拭Venetian Blinds百叶窗Transition Completion转场完成度Block Width块状的宽度Block Height块状的高度Feather羽化Soft Edges(Best Quality)边缘羽化3.AE风格化的使用Effect/Stylize风格化Brush Strokes画笔描边Color Emboss彩色浮雕Emboss浮雕Find Edges查找边缘Glow辉光Mosaic马赛克Motion Tile粗糙边缘Scatter扩散Strobe Light闪光灯Texturize纹理化Threshold阈值4.AE精彩文字特效Effect/Text文字Basic Text 基本文字头Number 数字Path Text 路径文字Time Code 时码基本文字特效1、Ctrl+N新建合成,长度为5秒。
AE插件名称及作用大全(转载的)(2009-09-19 19:51:04)转载标签:分类:边走边写杂谈AE插件名称及作用大全(转载的)Adobe After Effects目前可用插件的比较周全的名单,要是全部装的话估计AE一到loading plug-ins就要宕机了,anyway,只当是个参考列表罢了...DigiEeeects Aurorix 2:3dlighting 2 (3D灯光,带色浮雕,酷)agedfilm 2 (老电影2,酷)bulgix 2 (程序自带)chaoticonoise 2 (RGB杂色)chaoticrainbow 2 (与上一个同)colorspotlights 2 (RGB色散灯光,酷)earthquake 2 (地震,酷)electrofield 2 (二维彩虹扩散)flitter 2 (与程序自带Scatter同)fractalnoise 2 (RGB杂色)infinitywarp 2 (快速万花筒,酷)infinityzone 2(分形图像,酷)interferix 2(万花筒)interpheron 2(万花筒)lightzoom 2(光线缩放,酷)noiseblender 2(RGB杂色)soapfilm 2(RGB杂色)spotlights 2(聚灯光,酷)strangenedbulae 2(飞动星云,差,渲染慢)tilos 2(差于程序自带)turbuletflow 2(波动,差于程序自带)videolook 2(模拟电视机像素块,好)warpoid 2(波动)whirlix 2(差于程序自带)woodmaker 2(RGB杂色)DigiEffects berserk:blizzard(雪景,酷)bumpmasker(不可用常死机)contourist(调整色块化,好)crystallizer(晶格化)cyclowarp(水波纹,差于程序自带)edgex(带色阀值工具,好)DigiEffects cinelook filmres:DE cinelook(调整胶片工具,巨酷)DE filmdamage(老电影3,巨酷)zbigforilluminaire(keying)(其实就是digieffects cinelook中的zbigforilluminaire keying,抠像工具,不好用)soft(PS 滤镜,用于cinelook filmres)DigiEeeects工具特点在于修改图像像素,改正CG为电影胶片工具尤佳。
DS-2SE4C425MWG-E(14F0)TandemVu 4 MP 25× IR Network Speed DomeHikvision DS-2SE4C425MWG-E(14F0) 4 MP 25 × IR Network Speed Dome adopts 1/2.8" progressive scan CMOS chip. With the25 × optical zoom lens, the camera offers more details over expansive areas. This series of cameras can be widely used forwide ranges of high-definition, such as rivers, roads, railways, airports, squares, parks, scenic spots, and venues, etc.⏹Captures a large area and great details at the same time⏹High quality imaging with 4 MP resolution⏹Excellent low-light performance withpowered-by-DarkFighter technology and ColorVutechnology⏹Secures an expansive area with 25× optical zoom and 16×digital zoom⏹Supports WDR, HLC, BLC, 3D DNR, defog, regionalexposure, regional focus⏹Expansive night view with up to 100 m IR distance & 30 mwhite light⏹Supports 12V DC & PoE+⏹Focuses on human and vehicle targets classification basedon deep learningSpecification CameraImage Sensor [Bullet channel]: 1/3" Progressive Scan CMOS; [PTZ channel]: 1/2.8" progressive scan CMOSMin. Illumination [Bullet channel]: 0.0005 Lux @ (F1.0, AGC ON), 0 Lux with light;[PTZ channel]: Color: 0.005 Lux @ (F1.6, AGC ON), B/W: 0.001 Lux @ (F1.6, AGC ON), 0 Lux with IRShutter Speed 1 s to 1/30,000 sSlow Shutter yesFocus semi-auto,manual,autoZoom [PTZ channel] 25 × optical, 16 × digitalDay &Night ICRDay/Night Switch day, night, auto, scheduled-switchWhite Balance auto,ATW,sodium lamp,fluorescent lamp,indoor,outdoor,MWB,Locked WB Max. Resolution [Bullet channel] 2560 × 1440, [PTZ channel] 2560 × 1440LensFocal Length [Bullet channel]: 2.8 mm; [PTZ channel]: 4.8 to 120 mm, 25 × optical Zoom Speed [PTZ channel]: approx. 3.6 sFOV [Bullet channel]: Horizontal field of view: 96.1°, Vertical field of view: 52.1°,Diagonalfield of view: 113.3°;[PTZ channel]:Horizontal field of view: 55° to 2.4° (wide-tele),Vertical field of view: 33° to 1.4° (wide-tele),Diagonal field of view: 61.5° to 2.8° (wide-tele)Aperture [Bullet channel]: F1.0; [PTZ channel]: F1.6IlluminatorSupplement Light Type [PTZ channel]: IR; [Bullet channel]: White LightSmart Supplement Light YesSupplement Light Range [PTZ channel]: up to 100 m; [Bullet channel]: up to 30 mPTZMovement Range (Pan) 360°Movement Range (Tilt) -15° to 90° (auto flip)Pan Speed pan speed: configurable from 0.1° to 80°/s; preset speed: 80°/s Tilt Speed tilt speed: configurable from 0.1° to 80°/s, preset speed 80°/s Proportional Zoom yesPresets 300Patrol Scan 8 patrols, up to 32 presets for each patrolPattern Scan 4 pattern scansPower-off Memory yesPark Action preset,pattern scan,patrol scan,auto scan,tilt scan,random scan,frame scan,panorama scan3D Positioning yes PTZ Status Display yes Preset Freezing yesScheduled Task preset,pattern scan,patrol scan,auto scan,tilt scan,random scan,frame scan,panorama scan,dome reboot,dome adjust,aux outputException Detection IP address conflict, HDD full, illegal login, HDD error, network disconnected, Abnormal RebootVideoRegion of Interest (ROI) 8 fixed regions for each stream Stream Type main stream,sub-stream,third streamMain Stream [Bullet channel]:50 Hz: 25 fps (2560 × 1440, 1920 × 1080, 1280 × 960, 1280 × 720) 60 Hz: 30 fps (2560 × 1440, 1920 × 1080, 1280 × 960, 1280 × 720) [PTZ channel]:50 Hz: 25 fps (2560 × 1440, 1920 × 1080, 1280 × 960, 1280 × 720) 60 Hz: 30 fps (2560 × 1440, 1920 × 1080, 1280 × 960, 1280 × 720)Sub-Stream [Bullet channel]:50 Hz: 25 fps (704 × 576, 640 × 480, 352 × 288) 60 Hz: 30 fps (704 × 480, 640 × 480, 352 × 240) [PTZ channel]:50 Hz: 25 fps (704 × 576, 640 × 480, 352 × 288) 60 Hz: 30 fps (704 × 480, 640 × 480, 352 × 240)Third Stream [Bullet channel]:50 Hz: 25 fps (1920 × 1080, 1280 × 960, 1280 × 720, 704 × 576, 640 × 480, 352 × 288) 60 Hz: 30 fps (1920 × 1080, 1280 × 960, 1280 × 720, 704 × 480, 640 × 480, 352 × 240) [PTZ channel]:50 Hz: 25 fps (1920 × 1080, 1280 × 960, 1280 × 720, 704 × 576, 640 × 480, 352 × 288) 60 Hz: 30 fps (1920 × 1080, 1280 × 960, 1280 × 720, 704 × 480, 640 × 480, 352 × 240)Video Compression H.265,H.264,MJPEGVideo Bit Rate 32 kbps to 16384 kbpsH.264 Type baseline profile,main profile,high profileH.265 Type main profileH.264+ yesH.265+ yesSVC yesAudioAudio Compression G.711,G.722.1,G.726,MP2L2,PCM,AAC-LCAudio Bit Rate 32 to 160 Kbps (MP2L2),16 to 64Kbps (AAC-LC)Audio Sampling Rate 8 kHz,16 kHz,32 kHz,48 kHzEnvironment Noise Filtering yesSmart FeaturesSmart Record ANR,Dual-VCANetworkAPI Open Network Video Interface (Profile S, Profile G, Profile T),ISAPI,SDK,ISUP Network Storage NAS (NFS, SMB/ CIFS), ANRProtocols IPv4/IPv6,HTTP,HTTPS,802.1x,Qos,FTP,SMTP,UPnP,SNMP,DNS,DDNS,NTP,RTSP,RTCP,R TP,TCP/IP,UDP,IGMP,ICMP,DHCP,PPPoE,Bonjour,WebSocket,WebSocketsSimultaneous Live View 20 User/Host 32Security Measures Authenticated username and password,MAC address binding,HTTPS encryption,802.1X authenticated access,IP address filterClient iVMS-4200,Hik-ConnectWeb Browser IE 10+, Chrome 57+, Firefox 52+, Safari 12+ ImageImage Settings sharpness, saturation, brightness, contrast Wide Dynamic Range (WDR) 120 dBSNR ≥ 52 dBDefog Digital defogImage Stabilization EISImage Enhancement BLC,HLC,3D DNRRegional Focus YesRegional Exposure YesImage Parameters Switch YesPrivacy Mask [Bullet channel] 8 programmable polygon privacy masks, [PTZ channel] 24 programmable polygon privacy masks; mask color or mosaic configurableInterfaceCommunication Interface RJ45, self-adaptive 10M/100M Ethernet portOn-board Storage Built-in memory card slot, support Micro SD/Micro SDHC/Micro SDXC, up to 256 GB Alarm Input 1 alarm inputAlarm Output 1 alarm outputAudio Input 1 audio input, 2.0 to 2.4Vp-p, 1k Ohm±10%Audio Output 1 audio output, line level, impedance: 600 ΩEventBasic Event motion detection, video tampering alarm, alarm input and output, exceptionSmart Event audio exception detection, line crossing detection, intrusion detection, region entrance detection, region exiting detectionAlarm Linkage [Bullet channel] Upload to FTP/NAS/memory card, notify surveillance center, send email, trigger alarm output, and trigger recording[PTZ channel] Upload to FTP/NAS/memory card, notify surveillance center, send email, trigger alarm output, trigger recording, and PTZ actions (such as preset, patrol scan, pattern scan)Deep Learning FunctionFace Capture [Bullet channel] no,[PTZ channel] yesGeneralGeneral Function mirror,password protection,watermark,IP address filterPower 12VDC, PoE+Power Consumption andCurrentMax. 24 W, including max. 2.6 W for heater and max. 11 W for supplement light Operating Conditions -30℃ to 65℃ (-22°F to 149°F) ,humidity lower than 90%RHReset yesDemist Demist by heating the glassMaterial ADC12Dimensions Ø 166 mm × 375 mm (Ø 6.5" × 14.7")Weight Approx. 2.4 kg (13.2 lb.)Approval ProtectionIP66 Standard, 6000 V Lightning Protection, Surge Protection and Voltage Transient Protection⏹DORIThe DORI (detect, observe, recognize, identify) distance gives the general idea of the camera ability to distinguish persons or objects within its field of view. It is calculated based on the camera sensor specification and the criteria given by EN 62676-4: 2015.DORI Detect Observe Recognize Identify Definition 25 px/m 63 px/m 125 px/m 250 px/m Distance (Tele)2200.0 m (7217.85 ft)873.0 m (2864.17 ft)440.0 m (1443.57 ft)220.0 m (721.78 ft)⏹Dimension⏹Accessory⏹Included⏹Available ModelDS-2SE4C425MWG-E(14F0)DS-1618ZJWall mount OptionalDS-1604ZJ-BOX-CORNERWall mount DS-1604ZJ-boxWall mountDS-1604ZJWall mountDS-1660ZJWall mountDS-1661ZJPendant MountDS-1662ZJ Pendant MountDS-1667ZJPendant MountDS-1673ZJVertical pole mountDS-1604ZJ-BOX-POLEVertical pole mountDS-1684ZJVertical pole mountDS-1604ZJ-pole Vertical pole mountDS-1663ZJIn-ceiling mountDS-1604ZJ-cornerCorner mountDS-1619ZJOthersDS-1602ZJWall mountDS-1674ZJ Junction boxDS-4650ZJ-WCVertical pole mountDS-4660ZJ-WCCorner mount。
3D Channel (3D通道)3D Channel Extract-------------3D通道扩展Depth Matte--------------------深厚粗糙Depth of Field-----------------深层画面Fog 3D-------------------------3D 雾化ID Matte-----------------------ID 粗糙Adjust (调整)Brightness & Contrast----------亮度与对比度Channel Mixer------------------通道混合器Color Balance------------------色彩平衡Color Stabilizer---------------色彩稳压器Curves-------------------------曲线Hue/Saturation-----------------色饱和Levels-------------------------色阶Levels (Individual Controls)---色阶 (分色RGB的控制) posterize----------------------色调分离Threshold----------------------阈值Audio (音频)Backwards----------------------向后Bass & Treble------------------低音与高音Delay--------------------------延迟Flange & Chorus----------------边缘与合唱团 *High-Low Pass------------------高音/低音Modulator----------------------调幅器Parametric EQ------------------EQ参数Reverb-------------------------回音Stereo Mixer-------------------立体声混合器Tone---------------------------音调Blur & Sharpen (模糊与锐化)Clannel Blur-------------------通道模糊Compound Blur------------------复合的模糊Directional Blur---------------方向性的模糊Fast Blur----------------------快污模糊Gaussian Blur------------------高斯模糊Radial Blur--------------------径向模糊Sharpen------------------------锐化Unsharp Mask-------------------锐化掩膜 *Channel (通道)Alpha Levels-------------------ALPHA 层通道Arithmetic---------------------运算Bland--------------------------柔化Cineon Converter---------------间距转换器Compound Arithmetic------------复合运算Invert-------------------------反向Minimax------------------------像素化Remove Color Matting-----------去除粗颗粒颜色 *Set Channels-------------------调节通道Set Matte----------------------调节粗糙度Shift Channels-----------------转换通道Distort (变型)Bezier Warp--------------------Bezier 变型Bulge--------------------------鱼眼Displacement Map---------------画面偏移Mesh Warp----------------------网状变形Mirror-------------------------镜像Offset-------------------------偏移量Optics Compensation------------光学替换 (可制作球体滚动效果) Polar Coordinates--------------极坐标Reshape------------------------重塑Ripple-------------------------涟漪Smear--------------------------涂片Spherize-----------------------球型变形Transform----------------------变换Twirl--------------------------旋转变形Wave Warp----------------------波型变形Expression Controls (表达式控制)Angle Control------------------角度控制Checkbox Control---------------复选框控制Color Control------------------颜色控制Layer Control------------------图层控制Point Control------------------锐化控制Slider Control-----------------滑块控制Image Control (图像控制)Chaner Color-------------------改变颜色Color Balance (HLS)------------色彩平衡 (HLS)Colorama-----------------------着色剂Equalize-----------------------平衡Gamma/Pedestal/Gain------------GAMMA/电平/增益Median-------------------------中线PS Arbitrary MapPS-------------任意的映射Tint---------------------------去色Keying (键控制)Color Difference Key-----------差异的色键Color Key----------------------色键Color Range--------------------色键幅度Difference Matte---------------不同粗粗糙 (以粗颗粒渐变到下一张图) Extract------------------------扩展Inner Outer Key----------------内部、外部色键Linear Color Key---------------线性色键Luma Key-----------------------LUMA键Spill Suppressor---------------溢出抑制器Matte Tools (粗糙工具)Matte Cloker-------------------粗糙窒息物 *Simple Choker------------------简单的窒息物 *Paint (油漆)Vector Paint-------------------矢量油漆Perspective (透视)Basic 3D-----------------------基本的3DBevel Alpha--------------------倾斜 ALPHABevel Edges--------------------倾斜边Drop Shadow--------------------垂直阴影Render (渲染)4-Color Gradient---------------4色倾斜度Advanced Lightning-------------高级闪电Audio Spectrum-----------------音频光谱Audio Waveform-----------------音频波形Beam---------------------------射线Cell Pattern-------------------单元模式Ellipse------------------------椭圆Fill---------------------------填充Fractal------------------------分数维Fractal Noise------------------粗糙的分数维Grid---------------------------网格Lens Flare---------------------镜头光晕Lightning----------------------闪电Radio Waves--------------------音波Ramp---------------------------斜面Stroke-------------------------笔划 (与stylize-write on功能类似) Vegas--------------------------维加斯Simulation (模拟)Particle Playground------------粒子运动场Shatter------------------------粉碎Stylize (风格化)Brush Strokes------------------笔刷Color Emboss-------------------颜色浮雕Emboss-------------------------浮雕Find Edges---------------------查找边缘Glow---------------------------照亮边缘Leave Color--------------------离开颜色Mosaic-------------------------马赛克Motion Tile--------------------运动平铺Noise--------------------------噪音Roughen Edges------------------变粗糙边Scatter------------------------分散Strobe Light-------------------匣门光 *Texturize----------------------基底凸现Write-on-----------------------在.....上写 (与render-stroke功能类似)Text (文本)Basic Text---------------------基本的文本Numbers------------------------数字文本Path Text----------------------路径文本Time (时间)Echo---------------------------回响Posterize Time-----------------发布时间Time Difference----------------时间差别 *Time Displacement--------------时间偏移Transition (转场)Block Dissolve-----------------块溶解Gradient Wipe------------------斜角转场Iris Wipe----------------------爱丽斯转场 (三角形转场)Linear Wipe--------------------线性转场Radial Wipe--------------------半径转场Venetian Blinds----------------直贡呢的遮掩 (百叶窗式转场)Video (视频)Broadcast Colors---------------广播色Reduce Interlace Flicker-------降低频闪Timecode-----------------------时间码。
美化修饰视频英语作文Title: Enhancing and Beautifying Videos: The Art of Visual Transformation。
In today's digital age, the art of enhancing and beautifying videos has become a prominent aspect of visual communication. Whether it's for personal enjoyment, social media sharing, or professional purposes, the ability to modify videos creatively can significantly impact their appeal and effectiveness. In this essay, we will delve into the techniques and principles behind video enhancement and explore its importance in modern media.First and foremost, video enhancement involves various techniques aimed at improving the visual quality of a video. This can include color correction, adjusting brightness and contrast, adding visual effects, removing imperfections,and more. These techniques are not merely about making videos look prettier but also about conveying a specific mood or message effectively.Color correction is one of the fundamental aspects of video enhancement. By adjusting the color balance, saturation, and hue, videographers can create a more visually pleasing and cohesive look. For instance, a video with dull colors can be transformed into a vibrant and engaging masterpiece with the right adjustments. Moreover, color grading allows for the establishment of a consistent visual style throughout the video, enhancing its overall impact.Another essential aspect of video enhancement is the removal of imperfections or distractions. This can range from removing unwanted objects or blemishes from the frame to reducing noise and graininess in the footage. By eliminating distractions, viewers can focus more on the content itself, resulting in a more immersive viewing experience.Visual effects play a crucial role in enhancing the creativity and storytelling potential of videos. From subtle effects like lens flares and light leaks to moreelaborate CGI (computer-generated imagery) elements, visual effects can elevate the production value of a video significantly. However, it's essential to use visualeffects judiciously, ensuring that they complement the narrative rather than overpowering it.Furthermore, audio enhancement is an often overlooked but equally important aspect of video production. Clear and crisp audio can greatly enhance the overall viewing experience, immersing the audience in the video's world. Techniques such as noise reduction, equalization, and spatial audio processing can help achieve professional-grade audio quality, making the video more engaging and immersive.The importance of video enhancement extends beyond mere aesthetics. In today's competitive digital landscape, attention is a scarce commodity. Therefore, videos need to captivate audiences from the first frame to the last. By enhancing visual and auditory elements, videographers can create content that not only grabs attention but also leaves a lasting impression on viewers.Moreover, video enhancement allows for greater creative expression and storytelling possibilities. Whether it's through subtle color grading to evoke a specific mood or intricate visual effects to bring fantastical worlds to life, video enhancement enables creators to turn their visions into reality. In essence, it's a form of artistic expression that adds depth and richness to the storytelling process.In conclusion, the art of enhancing and beautifying videos is a multifaceted endeavor that combines technical expertise with artistic creativity. From color correction and visual effects to audio enhancement, every aspect plays a crucial role in elevating the quality and impact of videos. In today's visually-driven world, mastering the art of video enhancement is essential for anyone looking to captivate audiences and convey messages effectively.。
s_系列插件(转)想做⼀个泼墨的特技效果.想了⼀天.终于发现⽤s_warpbubble可以做出来,于是我就找啊找的.终于被我找到了.原来是在GenArts Sapphire⾥.现在的版本是1.061不光⽀持AE还⽀持PR.哈.爽了.记录下⾯当做资料GenArts Sapphire 1.041.Sapphire AdjustsS_ClampChroma(⾊度和亮度的钳位调整)S_DuoTone(双⾊调渐变的⾊彩替换)S_Gamma(RGB反差系数调整,不错)S_Hotspots(可控⾼亮区域的调整,不错)S_HueSatBright(⼀个HSL⾊彩空间调⾊器)S_Monochrome(灰度化,不错)S_Threshold(针对各⾊彩通道的对⽐度强化)S_Tint(双⾊调的着⾊器)2.Sapphire Blur+SharpenS_Blur(多种⽅式的模糊,不错)S_BlurChannels(多种⽅式的通道模糊)S_BlurChroma(少见的⾊度模糊,不错)S_BlurMoCurves(带有变形效果的运动模糊)S_BlurMotion(区域运动模糊效果,不错)S_DefocusPrism(带有⾊散的虚焦模糊)S_EdgeBlur(边缘模糊,⽤于字幕的效果不错)S_GrainRemove(降噪,速度较快)S_RackDefocus(可调项较多的虚焦模糊)S_RackDfComp(双层的虚焦模糊合成)S_Sharpen(简单的锐化)S_SoftFocus(柔焦效果)S_ZDepthCueBlur(模拟变焦模糊,不错)3.Sapphire CompositeS_EdgeFlash(加光的层叠加效果)S_MathOps(多种数学运算⽅式的层混合效果)S_MatteOps(通道边缘噪声处理,多⽤于抠像)S_MatteOpsComp(处理通道噪声并进⾏层叠加)S_ZComp(Z⽅向的层叠加效果)4.Sapphire DistortS_Distort(⾃定义镜头变形效果,不错)S_DistortBlur(带有模糊的⾃定义镜头变形效果)S_DistortChroma(带有⾊散的⾃定义镜头变形效果)S_DistortRGB(带RGB通道分离的⾃定义镜头变形效果,好)S_Shake(镜头震动效果)S_WarpBubble(噪波变形效果)S_WarpBubble2(双重的噪波变形效果)S_WarpChroma(连续的⾊相扭曲,可以模仿某些空间观测的⾊散效果,好)S_WarpDrops(⾃定义的⽔波纹效果,不错)S_WarpFishEye(鱼眼镜头效果)S_WarpPerspective(平⾯图像的透视叠放,好)S_WarpPolar(圆盘状扭曲)S_WarpPuddle(较简单的⽔波纹效果)S_WarpPuff(以⾃⾝为镜头层的液化变形)S_WarpRepeat(复制⾃⾝并进⾏平均化,不错)S_WarpTransform(多种线性变形效果的综合)S_WarpVortex(漩涡变形,好)S_WarpWaves(波动变形)S_WarpWaves2(双重的波动变形)5.Sapphire LightingS_DropShadow(简单的阴影)S_EdgeRays(边缘光效果)S_Glare(虹状眩光效果)S_Glint(光斑效果)S_GlintRainbow(虹⾊星光效果)S_GlowAura(条纹光斑效果)S_GlowDarks(暗区加光效果)S_GlowDist(透射加光效果)S_GlowEdges(边缘加光效果)S_GlowNoise(加光噪波效果)S_GlowOrthicon(超正析摄象管效果,增强了边缘对⽐并降低亮度)S_GlowRainbow(多层⾊散透射效果)S_GlowRings(彩⾊光环效果,不错)S_LensFlare(镜头眩光效果)S_LensFlareAutoTrack(仿真镜头眩光效果,不错)S_Rays(光芒放射效果)S_SpotLight(聚光灯效果)S_Streaks(胶⽚曝光效果,类似加光的运动模糊)6.Sapphire RenderS_Clouds(简单的云状噪波)S_CloudColorSmooth(杂⾊噪波)S_CloudsMultColor(彩⾊云状噪波)S_CloudsPerspective(有景深的云状噪波)S_CloudsPsyko(⾊散噪波效果)S_CloudsVortex(漩涡状噪波)S_Gradient(简单的线性渐变⾊填充)S_GradientRadial(环形渐变⾊填充)S_Grid(⽹格效果)S_Sparkles(星光镜效果)S_TextureCells(细胞噪波效果)S_TextureChromaSpiral(带有⾊散的螺旋状噪波效果)S_TextureFolded(褶皱噪波效果)S_TextureMoire(摩尔纹效果)S_TextureNoiseEmboss(⽔⾯反射效果)S_TextureNoisePaint(⽔彩笔触噪波,不错)S_TextureSpots(点状噪波,不错)S_TextureWeave(编织物效果)S_Zap(闪电效果)S_ZapFrom(放射闪电效果)S_ZapTo(闪电充填效果)7.Sapphire StylizeS_AutoPaint(油漆效果)S_BandPass(放射线余辉效果)S_Diffuse(弥散效果)S_EdgeColorize(边缘加⾊效果)S_EdgeDetect(突出边缘效果)S_EdgeDetectDouble(双重的突出边缘效果)S_EdgesInDirection(⽅向性的突出边缘效果)S_Emboss(浮雕效果)S_EmbossDistort(变形浮雕效果)S_EmbossGlass(带有⾊散的变形浮雕效果)S_EmbossShiny(加光的浮雕效果)S_Etching(雕版印刷效果)S_FilmEffect(模仿胶⽚效果,有少量模板)S_FlysEyeCircles(圆形复眼效果)S_FlysEyeHex(六⾓形复眼效果)S_FlysEyeRect(矩形复眼效果)S_Grain(噪点效果)S_GrainStatic(随机噪点效果)S_HalfTone(双⾊点阵效果)S_HalfToneColor(彩⾊点阵效果)S_HalfToneRings(双⾊环形纹理效果)S_JpegDamage(模仿JPEG压缩造成的图像损失)S_Kaleido(多边形万花筒效果)S_KaleidoPolar(圆形万花筒效果)S_PseudoColor(热成像效果)S_PsykoBlobs(⽔⾯油渍效果)S_PsykoStripes(条纹油渍效果)S_ScanLines(模仿电视效果)S_ScanLinesMono(模仿⿊⽩电视效果)S_Sketch(⼿绘效果)S_Solarize(负⽚效果)S_Zebrafy(扭曲的单⾊底⽚效果)S_ZebrafyColor(带有⾊彩漂移和扭曲的底⽚效果)S_ZFogExponential(指数增长的蒙雾效果)S_ZFogLinear(线性增长的蒙雾效果)8.Sapphire TimeS_Feedback(延迟视频回馈效果)S_FeedbackBubble(带有变形的延迟视频回馈效果)S_FieldRemove(去场⼯具)S_Flicker(随机闪烁效果)S_FlickerMatch(同步闪烁效果)S_FlickerMatchMatte(指定区域的同步闪烁效果)S_FlickerMatchColor(对⾊彩通道的同步闪烁效果)S_FlickerMchMatteColor(同时带有变⾊和蒙板的同步闪烁效果)S_FlickerRemove(去除闪烁)S_FlickerRemoveMatte(指定区域的消除闪烁)S_FlickerRemoveColor(去除⾊彩闪烁)S_FlickerRmMatteColor(去除指定区域的⾊彩闪烁)S_FreezeFrame(跳帧效果,不错)S_GetFrame(静帧效果)S_JitterFrames(随机抽帧效果)S_MotionDetect(帧变化检测,好)S_NearestColor(检测指定的⾊彩部分)S_RandomEdits(帧乱序播放,好)S_ReverseEdits(指定区段帧的反序播放,不错)S_TimeAverage(指定帧平均合成,类似于追迹效果)S_TimeDisplace(动态贴图替换)S_TimeSlice(参数与时间有关的帧切分效果)S_TimeWarpRGB(⾊偏移效果)S_Trails(追迹效果)S_TrailsDiffuse(带有像素扩散的追迹效果)9.Sapphire TransitionsS_DissolveBlur(模糊过渡,不错)S_DissolveBubble(液化过渡,不错)S_DissolveDiffuse(像素扩散过渡)S_DissolveLuma(各种亮度过渡)S_DissolvePuddle(⽔波纹过渡,不错)S_DissolveSpeckle(可控斑点过渡)S_DissolveStatic(随机像素过渡)S_DissolveVortex(漩涡过渡)S_DissolveWaves(波浪过渡)S_WipeBlobs(⽓泡转场,不错)S_WipeBubble(液化划像,不错)S_WipeCells(细胞结构过渡)S_WipeChecker(⽹格划像)S_WipeCircle(圆形划像)S_WipeClock(扇形划像)S_WipeClouds(云雾转场,少见)S_WipeDiffuse(像素扩散划像)S_WipeDots(点阵划像)S_WipeDoubleWedge(双楔形划像)S_WipeFourWedges(四楔形划像)S_WipeLine(线性划像)S_WipePixelate(随机像素块划像)S_WipeRings(多重环形划像)S_WipeStar(星形划像)S_WipeStripes(条纹划像)S_WipeTiles(多边形划像)S_WipeWedge(楔形划像)共177种滤镜,⼤⽽全的插件包,常见的效果均包括在内,但只有变形、风格化及与时间相关的效果较好。
中英文翻译AECS6 File菜单Save As... 另存为←Save a Copy...←New保存副本新建←Save a Copy As XML ┗New Project →格式←另存为新建项目XMLIncrement and Save →新建文件夹←增量保存New Folder Revert ←打开项目Open Project←恢复Import ←Open Recent Projects ←导入打开最近项目内浏览在Bridge 文件→┗File... ←Browse in Bridge→多个文件Browse Template Projects ←浏览模板Multiple Files... 采集←CloseCapture in Adobe Premiere Pro →Premiere Pro关闭关闭项目→Close Project ←Adobe Clip Notes Comments.. Adobe 剪辑注释评论项目…Premiere Pro→…Adobe Premiere Pro ProjectSave←保存.Plac 消失点PS (.vpe)…eholder... →输入占位符Vanishing Point (vpe)…→Watch Folder... 浏览文件夹←→实色Solid...Script 导入最近素材←Import Recent Footage 运行脚本←Create Proxy 建立代理输出←Export←→静态图片Still... 动态链接←Adobe Dynamic Link Adobe Find... 影片→Movie... 查找←Set Proxy ←←Find Next设置代理再次查找添加素材到合成←文件File.. ┗→Add Footage to CompNew Comp From Selection... →无None ←选定脚本建立合成Interpret Footage 整理素材←解释素材Consolidate All Footage ←Main... ←删除未用素材Remove Unused Footage →常规┗代理Reduce Project ←简化项目→Proxy...→保存解释Remember Interpretation Collect Files...←文件打包.→应用解释Apply Interpretationt Undo 撤消副本←替换素材←Replace Footage Can't Redo ←Can'文件┗File... →不可重复History 历史记录占位符←→Placeholder...Cut 实色Solid.. →剪切←Copy←重载素材←Reload Footage复制Copy Expression Only ←显示所在文件夹←Reveal in Explorer 仅复制表达式Paste ←粘贴项目设置←Project Settings...Clear 清除打印←Print... ←Duplicate 副本←退出Exit ←Split Layer 拆分图层←==========================================Lift Work Area ←提升工作区域======菜单Edit Extrace Work Area←抽出工作区域Output Module... →全选←输出模式Select AllPreferences 首选项←解除全选←Deselect All→┗标签←General... Label 常规Pruge Previews... →预演清空←Display →全部显示All ┗→撤消→Undo →导入Import... 输出图象缓存→Image Caches →Output网格与辅助线Grids & Guides... 快照→Snapshot →标签颜色→Label Colors... 视频内存→Video Memory默认标签Label Defaults... 编辑原稿←Edit Original→中编辑←Adobe Audion在Edit in Adobe Audition…→Media &Disk Cache 媒体与磁盘缓存Edit in Adobe Soundbooth Adobe Soundbooth在中编辑←视频预演Video Preview…→Templates 模版←用户界面颜色…→Appearance 渲染设置→RenderSettings.. ┗.Add Output Module ←…→自动保存添加输出模块Auto-SavePreview←预演Memory & Multiprocessing…→内存与多处理器控制…→内存预演┗RAM Preview Audio Hardware…→音频硬件Audio Output Mapping…→音频输出映射…→线框图预演Wireframe Preview→动态跟踪==========================================Motion with Trails→音频Audio ======菜单Compostion从当前位置开(Audio Preview(Here Forward)→音频预演)←新建合成New Composition 始) (Audio Preview(Work Area) 合成设置←Compodition Settings →音频预演工作区域Save Frame As ←背景颜色Background Color 另存单帧为←┗File →文件Set Poster Time设置标识帧←图层Photoshop修剪合成至工作区←Trim Comp to Work AreaPhotoshop Layers →Crop Comp to Region of Interest裁剪合成到目标范围←Make Movie←制作影片Add To Render Queue←增加到渲染序列.组合渲染Pre-render→形状图层Shape Layer ←保存内存预演←Adjustment Layerv Save RAM Preview →调节层Adobe Photoshop File. →合成流程图←Composition Flowchart文件Adobe PhotoshopLayer Settings... ←图层设置合成组微型流程图←Composition Mini-FlowchartOpen Layer==========================================打开图层←Open Layer Source 打开图层素材←======Layer菜单Mask←遮罩新建遮罩New Mask 新建←New ┗→Mask Shape →遮罩形状Text ┗→文字Mask Feather →→Solid... 实色遮罩羽化Light... →灯光Mask Opacity →遮罩不透明度遮罩扩展→摄象机Camera.. Mask Expansion →重置遮罩→Reset Mask →虚拟对象Null Object与层相同┗移除遮照Remove Mask →Same As Layer →→移除所有遮罩On 开→Remove All Masks模式Mode →关Off →→Unlock All Masks None ┗→无解锁所有遮罩Lock Other Masks →锁定其他遮罩Add →相加Subtrace →→Hide Locked Masks 相减隐藏已锁定遮照Intersect →交集→遮罩与形状路径Mask and Shape Path旋转曲线Lighten →变亮→┗RotoBezier关闭Closed 变暗→Darken →Difference →Set First Vertex 设置首个顶点→差值, Free Transform Points →反转Inverted →自由变换点Quality ←质量→Locked 锁定最佳→Best ┗运动模糊→Motion Blur运动模糊Draft →草图Motion Blur →Adjustment Layer 调节层→线框Wireframe →Transform 转换开关←←Switches变换复位Hide Other Video →隐藏其他视频层Reset ┗→┗→Show All Video 显示所有视频层Anchor Point →定位点Position 解锁所有层→Unlock All Layers →位置Scale →退缩→Shy 缩放锁定→Lock 方向Orientation →音频→Audio Rotation →旋转视频Opacity →透明度→VideoSolo →水平方向翻转Flip Horizontal 独奏→特效→Effect Flip Vertical →垂直方向翻转→视点居中Center InView 塌陷→Collapse3D Layer Fit to Comp 三维层→适配到合成←Guide Layer 栅格层←→适配为合成宽度Fit to Comp WidethAdd marker添加标记→适配为合成高度Fit to Comp Height ←Preserve Transparency 自动定向→Auto-Orient 保持透明←Blending Mode 混合模式←时间→Time正常Normal →启用时间重置┗Enable Time Remapping┗→溶解Dissolve →Time-Reverse Layer →时间反向层动态溶解Dancing Dissolve →→时间伸缩Time StretchDarken →冻结帧→变暗Freeze FrameFrame Blending Multiply →正片叠底→帧融合Color Burn 关→┗Off →颜色加深典型颜色加深Classic Color Burn 帧融合→Frame Mix →线性加深→Linear Burn 像素运动→Pixel Motion点光Pin Light Darken Color →暗色→添加Hard Mix →强烈混合Add →差值→Lighten 变亮Difference →Classic Difference →屏幕Screen →典型差值Exclusion →颜色减淡排除→Color Dodge→Classic Color Dodge →色相位典型颜色减淡HueLinear Dodge →线性减淡饱和度Saturation →颜色Lighter Color →亮色Color →→叠加亮度Luminosity →Overlay →Soft Light Stencil Alpha →Alpha模版柔光Stencil Luma →强光Hard Light →亮度模版轮廓Alpha→Silhouette Alpha →Linear Light 线性光亮度轮廓→Silhouette Luma 艳光→Vivid light添加AlphaRemove All →全部移除Alpha Add →Drop Shadow →Luminescent Premul 冷光预乘→阴影←→内侧阴影Next Blending Mode Inner Shadow 下一个混合模式上一个混合模式←Previous Blending Mode →外侧辉光Outer GlowTrack Matte →内侧辉光轨道蒙版←Inner Glow┗→斜边与浮雕无Bevel and Emboss No Track Matte →Satin 蒙版Alpha →光泽Alpha Matte →→Alpha Inverted Matte Color Overlay →颜色叠加蒙版Alpha反相→渐变叠加亮度蒙版→Luma Matte Gradient Overlay 反相亮度蒙版→Luma Inverted Matte →描边StrokeLayer StylesGroup Shapes →形状编组→图层样式→解除形状编组Convert to Editable Styles┗→转换为可编辑样式Ungroup Shapes Arrange排列←→全部显示Show AllCreate Sharps from Text 从文字创建形状Bring Layer to Front ←┗图层置顶←Create Masks from Text ←图层置上Bring Layer Forward ←从文字创建轮廓线Auto-trace... Send Layer Backward ←自动跟踪←图层置下图层置底Pre-composeSend Layer to Back …←预合成←Adobe Encore Adobe Encore→→创建按钮┗Create ButtonAssign to Subpicture 1 →分配给子图像1分配给子图像2 →Assign to Subpicture 2 →分配给子图像Assign to Subpicture 3 3→分配给视频缩略图Assign to Video Thumbnail转换为实时实时Photoshop 3DConvert to Live ←Photoshop 3D Convert to Editable Text←转换为可编辑文字.→深度蒙版Depth Matte==========================================→场深度(景深)Depth of Field→提取器======ExtractoREffect菜单3D →雾化Fog 3DAecs6特效翻译蒙版ID Matte →ID →标识符←Effect Controls Identifier 特效控制Audio 上一个特效←Reduce Interlace Flicker 音频←←全部删除Remove All ┗Backwards →倒播有储收藏←Save Favorite Bass & Treble →低音和高音应用收藏Delay ←Apply Favorite →延迟Flange & Chorus →变调&Recent Favorites 最近收藏←和声低通→高通High-Low Pass ←三维通道------3D Channel / →调制器Modulator →提取三维通道3D Chaccel Extract ┗.Fast Blur →快速模糊→Parametric EQ EQ参数Gaussian Blur →高斯模糊Reverb →混响Lens Blur →镜头模糊Stereo Mixer →立体声混合Radial Blur →径向模糊Tone →音质Reduce Interlace Flicker →降低隔行扫描闪烁模糊与锐化←Blur & SharpenSharpen →锐化→双向模糊┗Bilateral BlurBox Blur Smart Blur →智能锐化→盒状模糊放射状模糊→CC Radial Blur CC Unsharp Mask →非锐化遮罩通道←Channel放射状快速模糊→CC Radial Fast Blur Ccy Alpha 色阶→┗Alpha Levels 矢量模糊CCCC Vector Blur →→运算Arithmetic →通道模糊Channel Blur→复合模糊Compound Blur Blend →混合→计算Calculations →方向模糊Directional Blur→CC Composite CC合成操作Auto Levels →自动色阶Brightness & Contrast →亮度和对比度Channel Combiner →通道组合Compound Arithmetic →复合运算Broadcast Contrast →广播级颜色CC Color Offset →色彩偏移→反相InvertCC Toner →调色CC→扩亮扩暗Minimax→移除蒙版颜色Remove Color Matting Channel Color →更改颜色Set Channels →设置通道→转换颜色Change to Color→设置蒙版Set Matte →通道混合Channel MixerColor Balance Shift Channels →转换通道→色彩平衡(HLS) →实色合成Solid Composite Color Balance(HLS) →色彩平衡颜色校正→色彩链接Color Correction Color Link ←→自动颜色Auto Color ┗Color Stabilizer →色彩平衡器→彩色光Colorama →自动对比度Auto ContrastDistort←扭曲Curves →曲线┗Bezier Warp →色彩均化Equallize →贝塞尔弯曲Bulge →曝光Exposure →凹凸镜(膨胀)CC Bend It 增益→伽玛Gamma/Pedestal/Gain /基色/→弯曲CC CC Bender CC →弯曲器饱和度→色相Hue/Saturation /→CC 融化溅落点CC Blobbylize CC →分色Levels ColorLevels CC两点扭曲→色阶CC Flo Motion →→独立色阶控制Levels(Individual Controls) →CC Griddler CC网格变形CC Lens →CC透镜→照片滤镜Photo FilterCC Page Turn CC PS →PS Arbitrary Map 任意贴图卷页→高光/Shadow/Highlight →阴影动力角点CC Power Pin →CC 涟漪扩散→→浅色调Tint CC Rripple Pulse CC 倾斜CC→CC Slant →三色调Tritone涂抹CC Smear →CCPuppet →木偶Ripple →波纹→CC Split CC 分割→CCReshape →形变分割2 CC Split2Smear →平铺CC Tiler →涂抹Spherize →球面化→边角定位Corner PinDisplacement Map Transform →置换→变换Turbulent Displace →液化Liquify →剧烈置换Twirl →放大Magnify →扭转Warp →网格变形Mesh Warp →弯曲Wave Warp →镜像Mirror →波形弯曲Expression Controls →位移Offset 表达式控制←Angle Control →光学补偿Optics Compensation ┗→角度控制→复选框控制Checkbox Control →极坐标Polar CoordinatesCC Light Sweep Color Control →色彩控制CC扫光→Cell Pattern →蜂巢图案Layer Control →图层控制→棋盘Checkerboard Point Control →点控制→圆Circle Slider Control →滑杆控制→椭圆Ellipse 生成←Generate→四色渐变┗4-Color Gradient →吸色管填充Eyedropper Fill→填充Fill →高级闪电Advanced Lightning→分形Fractal →音频频谱Audio SpectrunGrid →网格→音频波形Audio WaveformBeam Lens Flare →镜头光晕→光束→油漆桶喷胶枪→CC Glue Gun CC Paint BucketRadio Waves →电波2.5 突发光CC→CC Light Burst 2.5→渐变Ramp 光线CC→CC Light RaysLinear Color Key →线性色彩键Scribble →涂鸦Stroke →描边Luma Key →亮度键Spill Suppressor →溢色抑制Vegas →勾画Write-on →书写蒙版←Matte┗→蒙版抑制←键控Matte Choker KeyingSimple Choker →简单抑制CCCC Simple Wire Removal ┗→简单金属移除Noise & Grain 噪波与颗粒←→色彩差异键Color DifferenceKey→添加颗粒→色彩键Color Key Add Grain ┗Dust & Scratches→色彩范围Color Range →灰尘与刮痕Fractal Noise →差异蒙版Difference Matte →分形噪波→匹配颗粒→提取(抽出)Extrace Match Grain外部键→内部Inner/Outer Key /Median →中值→噪波Noise )1.2(Keylight→)1.2(KeylightPerspective 透视←噪波Noise Alpha →Alpha →Noise HLS HLS噪波眼睛3D┗3D Glasses →Noise HLS Auto →自动HLSAlpha Bevel Alpha 噪波→斜面Bevel Edges →斜角边Remove Grain →移除颗粒CC Cylinder →CC圆柱体Turbulent Noise →紊乱杂波CC Sphere →Obsolete 球体CC旧版本←┗CC→聚光灯CC Spotlight Basic 3D →基本3DDrop Shadow →阴影Basic Text →基本文字→闪电→放射阴影Radial Shadow LightningSimulation Path Text →路径文字模拟仿真←绘图←Paint Card Dance ┗→卡片舞蹈→焦散→绘图Paint ┗Caustics滚珠操作CC→CC Ball Action →失量绘图Vector PaintShatter CCCC Bubbles →吹泡泡→碎片细雨滴Wave World →水波世界CC Drizzle →CC Stylize CCCC Hair →毛发←风格化Brush Strokes →笔触CC Mr.Mercury →C水银滴落CC Particle Systems II →Cartoon →卡通CC粒子仿真系统IICC胶片烧灼CC Particle World →CC粒子仿真世界CC Burn Film →玻璃CCCC Pixel Polly →像素多边形→CC Glass CC →万花筒CCCC Rain →下雨CC Kaleida形状颜色映射CC→散射效果CC Mr.Smoothie →CCCC Scatterize CC Sonw →CC RepeTile →重复平铺CC下雪CC 星爆CCCC Star Burst →CC→阈值CC ThresholdCC RGB →泡沫Foam CC Threshold RGB →阈值→彩色浮雕ColorEmboss →粒子运动Particle PlaygroundNumbers →编号→浮雕Emboss ┗Timecode →查找边缘Find Edges →时间码Time辉光Glow ←时间强制动态模糊→┗CC Force Motion Blur →马赛克Mosaic CC CC Time Blend →CC→动态平铺Motion Tile 时间融合FX CC Time Blend FX →CC→招贴画Posterize 时间融合CC宽泛时间→粗糙边缘Roughen Edges →CC Wide TimeEcho →散射Scatter →拖尾→抽帧Posterize Time →闪光灯Strobe Light→时间差Time Difference →材质纹理TexturizeTime Displacement →阈值Threshold →时间置换→时间扭曲SA Color Finesse 2 ←Synthetic Aperture TimewarpTransition←过渡Text←文字.┗Radial Wipe Block Dissolve →快溶解→径向擦除Venetian Blinds →百叶窗Card Wipe →卡片擦除UtilityCC Glass Wipe →CC玻璃状擦除实用工具←Cineon网格擦除转换┗Cineon Converter →CCCC Grid Wipe →CC Image Wipe →CC 图像擦除Color Profile Converter →色彩方案转换CCCC Jaws →海鱼Grow Bounds →范围扩散压缩CCCC Light Wipe →照明灯擦除→HDR Compander HDR 高光压缩HDR径向缩放擦除CCCC Radial ScaleWipe →→HDR Hightlight CompressionCC Scale Wipe 拉伸式缩放→CCCC Twister 龙卷风CC→→渐变擦除Gradient Wipe→形状划变Tris Wipe→线性擦除Linear WipeKeyframe Assistant关键帧助手←转换音频为关键帧┗Convert Audio to Keyframes →→Convert Expression to Keyframes 转换表达式为关键帧========================================== 缓和曲线Easy Ease →======→Easy Ease In 缓和曲线淡入点菜单AnimationEasy Ease Out →缓和曲线淡出点→保存动画预置Save Animation Preset →Exponential Scale 时间反向关键帧→应用动画预置Apply Animation Preset RPF摄象机导入RPF Camera Import →→最近使用的动画预置Recent Animation Presets 序列图层Sequence Layers... →Browse Presets→浏览预置指数比例Time-Reverse Keyframes →Add Keyframe添加关键帧←Animate Text文字动画←Toggle Hold Keyframe←切换保持关键帧→激化逐字┗Enable Per-character 3D3D化Keyframe Interpolation...←关键帧插值轴心点→Anchor PointKeyframe Velcity...←关键帧速率位置→Position→色相Scale →缩放HueSaturation →饱和度Skew →倾斜Rotation →旋转Brightness →亮度Opacity →透明度Opacity →不透明度描边宽度所有变换→Stroke Width All Transform Properties →Fill Color →跟踪Tracking →填充色RGB 行定位→→Line Anchor RGB ┗Hue →色相行间距Line Spacing →→Character Offset 字符偏移Saturation →饱和度Character Value →→亮度Brightness 字符值Blur →模糊→透明度OpacityAdd Text Selector ←添加文字选择器描边色→Stroke Color范围→Range ┗RGB→RGB ┗.New Viewr 新建视图Wiggly →抖动←Zoom In ←放大Expression →表达式Zoom Out ←移除所有文字动画缩小Remove All Text Animators ←Resolution ←分辩率添加表达式←Add ExpressionFull →Separate Dimensions 最佳┗分割尺寸←→动态跟踪←Track Motion Half 一半→←稳定运动Stabilize Motion 三分之一Third四分之一→←追踪当前属性Track this property Quarter自定义←显示关键帧Reveal Animating Properties Custom.... →Use Display Color Management ←Reveal Modified Properties ←显示已修改属性使用显示器色彩管理Simulate Output 输出模式输出←==========================================Show Rulers 显示标尺←/======隐藏 View菜单Hide Guides←显示辅助线/隐藏Back 后视图←吸附辅助线→Snap To GuidesRight →←Lock Guides 右视图锁定辅助线Bottom ←清楚辅助线底视图Clear Guides →1 自定视图→←隐藏/显示网格Custom View 1 Show Grid2 自定视图Snap to Grid →Custom View 2 吸附网格←3 视图选项View Options...自定视图←Custom View 3 →Assign Shortcut to←显示图层控制Show Layer Controls ←分配快捷键给“有效摄像机””←视图重置3D Reset 3D View ““Active CameraSwitch To Last 3D View 切换到最近的3D视图←←视图切换3D Switch 3D ViewLook At Selected Layers 查看所选图层有效摄象机→┗Active Camera ←Look At All Layers →Front ←前视图查看所有图层Go To Time... 左视图→Left 前往指定时间←========================================== 顶视图→TopDelete Workspace ======→删除工作空间 Window菜单”→重置“标准”工作区“ResetAll Panels“工作区Workspace All ←分配快捷键给“标准”工作区→Assign Shortcut toWorkspace All Panels ┗→全部面板”PanelsAlign 对齐←Animation →动画Audio 音频←Effests →特效Brushes ←画笔Minimal →简约Character 字符调板←Motion Tracking →动态跟踪Effects &Presets →绘图Paint 效果和预置←Info信息调板←→标准StandardMask Interpolation ←智能遮罩插值→文字Text→解除面板停靠Undocked Panels 元数据←MetadataMotion Sketc←动态草图→新建工件区New WorkspaceSmoother Paint 平滑器←←绘画ToolsParagraph ←←工具箱段落Preview 预览控制台←Tracker 跟踪←Wiggler 摇摆器←1 Composition 合成←2Effect Controls 特效控制台←3 Flowchart 流程图←4 Footage 素材←5 Layer 图层←6 Project工程←7 Render Queue 渲染队列←8 Timeline时间线←.特效英文对照表After Effects(三维通道)3D Channel3D Channel Extract(提取三维通道)Depth Matte(深度蒙版)Depth of Field(场深度)Fog 3D(雾化)ID Matte(ID蒙版)Brightness & Contrast(亮度个对比度)Channel Mixer(通道混合)Color Balance(色彩平衡)(色彩平衡器)Color Stabilizer (曲张)Curves/饱和度)Hue/Saturation(色相Levels(色阶)(Levels(Individual Controls)(色阶个体控制))Parametric EQ 参数)(EQReverb(回声)Posterize(色调分离)Stereo Mixer(立体声混合)Tone(音质)Threshold(模糊与锐化)Sharpen& Blur (音频)AudioChannel Blur(倒播)Backwards (通道模糊)Compound Blur (低音和高音)Bass & Chorus (混合模糊)(延迟)Delay(方向模糊)Directional Blur (变调和合声)Flange & ChorusFast Blur (快速模糊)(高斯式模糊)(高低音过滤)High-Low PassGaussian Blun (径向模糊)Radial Blur (调节器)ModulatorSharpen(锐化)Remove Color Matting (删除蒙版颜色)Set Channels (设置通道)Unsharp Mask(反遮罩锐化)(通道)Channel Set Matte(设置蒙版)Shift Channels(转换通道)3D Gkasses(三维眼睛)Solid composite色阶)(实色合成)AlphaAlpha Levels(Distort(扭曲)Arithmetic(运算)Bezier WarpBlend(混合)(贝塞尔曲线弯曲)BulgeCalculations(计算)(凸凹镜)(边角定位)Channel Combiner(通道组合)Corner Pin Cineon(转换文件)Displacement Map(置换)Cineon Cinverter Compund Arithmetic(液化)Liquify (复合计算)(反相)InvertMagnify(放大)(网格变形)Mesh Warp (扩亮扩暗)MinimaxExpression ControlsMirror(镜像)(表达式控制)Angle ControlOffset(位移)(角度控制)Checkbox Control Optics。
劲舞团:AE自带插件中英文对照作者:来源:责任编辑:真真227日期:2006-12-183D Channel (3D通道)3D Channel Extract-------------3D通道扩展Depth Matte--------------------深厚粗糙Depth of Field-----------------深层画面Fog 3D-------------------------3D 雾化ID Matte-----------------------ID 粗糙Adjust (调整)Brightness & Contrast----------亮度与对比度Channel Mixer------------------通道混合器Color Balance------------------色彩平衡Color Stabilizer---------------色彩稳压器Curves-------------------------曲线Hue/Saturation-----------------色饱和Levels-------------------------色阶Levels (Individual Controls)---色阶 (分色RGB的控制) posterize----------------------色调分离Threshold----------------------阈值Audio (音频)Backwards----------------------向后Bass & Treble------------------低音与高音Delay--------------------------延迟Flange & Chorus----------------边缘与合唱团 *High-Low Pass------------------高音/低音Modulator----------------------调幅器Parametric EQ------------------EQ参数Reverb-------------------------回音Stereo Mixer-------------------立体声混合器Tone---------------------------音调Blur & Sharpen (模糊与锐化)Clannel Blur-------------------通道模糊Compound Blur------------------复合的模糊Directional Blur---------------方向性的模糊Fast Blur----------------------快污模糊Gaussian Blur------------------高斯模糊Radial Blur--------------------径向模糊Sharpen------------------------锐化Unsharp Mask-------------------锐化掩膜 *Channel (通道)Alpha Levels-------------------ALPHA 层通道Arithmetic---------------------运算Bland--------------------------柔化Cineon Converter---------------间距转换器Compound Arithmetic------------复合运算Invert-------------------------反向Minimax------------------------像素化Remove Color Matting-----------去除粗颗粒颜色 *Set Channels-------------------调节通道Set Matte----------------------调节粗糙度Shift Channels-----------------转换通道Distort (变型)Bezier Warp--------------------Bezier 变型Bulge--------------------------鱼眼Displacement Map---------------画面偏移Mesh Warp----------------------网状变形Mirror-------------------------镜像Offset-------------------------偏移量Optics Compensation------------光学替换 (可制作球体滚动效果)Polar Coordinates--------------极坐标Reshape------------------------重塑Ripple-------------------------涟漪Smear--------------------------涂片Spherize-----------------------球型变形Transform----------------------变换Twirl--------------------------旋转变形Wave Warp----------------------波型变形Expression Controls (表达式控制)Angle Control------------------角度控制Checkbox Control---------------复选框控制Color Control------------------颜色控制Layer Control------------------图层控制Point Control------------------锐化控制Slider Control-----------------滑块控制Image Control (图像控制)Chaner Color-------------------改变颜色Color Balance (HLS)------------色彩平衡 (HLS)Colorama-----------------------着色剂Equalize-----------------------平衡Gamma/Pedestal/Gain------------GAMMA/电平/增益Median-------------------------中线PS Arbitrary MapPS-------------任意的映射Tint---------------------------去色Keying (键控制)Color Difference Key-----------差异的色键Color Key----------------------色键Color Range--------------------色键幅度Difference Matte---------------不同粗粗糙 (以粗颗粒渐变到下一张图)Extract------------------------扩展Inner Outer Key----------------内部、外部色键Linear Color Key---------------线性色键Luma Key-----------------------LUMA键Spill Suppressor---------------溢出抑制器Matte Tools (粗糙工具)Matte Cloker-------------------粗糙窒息物 *Simple Choker------------------简单的窒息物 *Paint (油漆)Vector Paint-------------------矢量油漆Perspective (透视)Basic 3D-----------------------基本的3DBevel Alpha--------------------倾斜 ALPHABevel Edges--------------------倾斜边Drop Shadow--------------------垂直阴影Render (渲染)4-Color Gradient---------------4色倾斜度Advanced Lightning-------------高级闪电Audio Spectrum-----------------音频光谱Audio Waveform-----------------音频波形Beam---------------------------射线Cell Pattern-------------------单元模式Ellipse------------------------椭圆Fill---------------------------填充Fractal------------------------分数维Fractal Noise------------------粗糙的分数维Grid---------------------------网格Lens Flare---------------------镜头光晕Lightning----------------------闪电Radio Waves--------------------音波Ramp---------------------------斜面Stroke-------------------------笔划 (与stylize-write on功能类似) Vegas--------------------------维加斯Simulation (模拟)Particle Playground------------粒子运动场Shatter------------------------粉碎Stylize (风格化)Brush Strokes------------------笔刷Color Emboss-------------------颜色浮雕Emboss-------------------------浮雕Find Edges---------------------查找边缘Glow---------------------------照亮边缘Leave Color--------------------离开颜色Mosaic-------------------------马赛克Motion Tile--------------------运动平铺Noise--------------------------噪音Roughen Edges------------------变粗糙边Scatter------------------------分散Strobe Light-------------------匣门光 *Texturize----------------------基底凸现Write-on-----------------------在.....上写 (与render-stroke功能类似)Text (文本)Basic Text---------------------基本的文本Numbers------------------------数字文本Path Text----------------------路径文本Time (时间)Echo---------------------------回响Posterize Time-----------------发布时间Time Difference----------------时间差别 *Time Displacement--------------时间偏移Transition (转场)Block Dissolve-----------------块溶解Gradient Wipe------------------斜角转场Iris Wipe----------------------爱丽斯转场 (三角形转场)Linear Wipe--------------------线性转场Radial Wipe--------------------半径转场Venetian Blinds----------------直贡呢的遮掩 (百叶窗式转场)Video (视频)Broadcast Colors---------------广播色Reduce Interlace Flicker-------降低频闪Timecode-----------------------时间码。
Premiere特效应用中英文对照一、Adjust(调整)视频特效组1.Auto Color(自动色彩)、Auto Contrast(自动对比度)、Auto Level(自动色阶)这三个命令将对图像的色彩、对比度和色阶按照一定数值进行自动调整。
如果图像值与这三个命令的自动值相近的话,图像应用该命令后效果不明显。
这三个命令的值也可通过手动修改。
2.Brightness & Contrast(亮度与对比度)本视频滤镜效果将改变画面的亮度和对比度。
类似于电视中的亮度和对比度的调节,但在这里调整则是对滑块的移动,3.Channel Mixer(通道合成器)使用本视频滤镜效果,能用几个颜色通道的合成值来修改一个颜色通道。
使用该效果可创建使用其他颜色调整工具很难产生的颜色调整效果,通过从每个颜色通道中选择其中一部分就能合成为高质量的灰度级图像,创建高质量的棕褐色或其他色调的图像,已经交换或复制通道,4.Color Balance(色彩平衡)本视频滤镜效果利用滑块来调整RGB颜色的分配比例,使得某个颜色偏重以调整其明暗程度。
本过滤属于随时间变化的特技,5.Convolution Kernel(明暗锐化)本视频滤镜效果使用一道内定的数学表达式,通过矩阵文本给内定表达式输入数据,来计算每个像素的周围像素的涡旋值,进而得到丰富的视频效果。
可以从提供的模式菜单中选择数据模式进行修改,也可以重新输入新的值(只要效果认为在Convolution Matrix(回旋矩阵)文本框中,中心的数字为该像素的亮度计算值(所输入的数字会乘以像素的亮度值),周围的数字是该像素周围的像素所需要的计算值,在此框内所输入的数值会乘以周围像素的亮度值。
在Misc(杂项)框架中的Scale文本框中输入的数将作为除数,像素点包括周围像素点的像素点与输入给“环境中心像素点的数据矩阵”对应点的乘积之和为被除数。
Offset 文本框是一个计算结果的偏移量(与所得的商相加)。
Premiere Pro cs4英汉对照1、Adjust(调整/校正)Auto color 自动颜色Auto contrast 自动对比度Auto levels 自动色阶Convolution kernel 卷积内核Extract 提取Levels 色阶Lighting effects 照明效果ProcAmp 基本信号控制Shadow/Highlight 阴影/高光2、Blur & Sharpen (模糊/锐化)英文中文备注Antialias 消除锯齿Camera blur 摄像机模糊Channel blur 通道模糊Compound blur 复合模糊Directional blur 定向模糊Fast blur 快速模糊Gaussian blur 高斯模糊Ghosting 残像sharpen 锐化Sharpen edges 锐化边缘Unsharp mask 非锐化遮罩3、Channel(通道)英文中文备注Arithmetic 数学运算Blend 混合Calculations 运算Compound arithmetic 复合数学运算Invert 反向/倒置Set matte 设置磨砂Solid composite 固态合成4、Color correction(颜色调整)英文中文备注Brightness & contrast 亮度与对比度Broadcast color 广播级颜色Change color 更改颜色Change to color 转换到颜色Channel mixer 通道混合Color balance 色彩平衡Color balance(HLS)色彩平衡Equalize 色彩均化Fast color corrector 快速色彩校正Leave color 分色Luma corrector 亮度校正Luma curve 亮度曲线RGB color corrector RGB 色彩校正RGB curves Rgb 曲线Three-way color corrector 三路色彩校正Tint 染色Video limiter 视频限幅器5、Distort(扭曲)英文中文备注Bend 弯曲Corner pin 边角固定Lens distortion 镜头扭曲Magnify 放大Mirror 镜像Offset 偏移Spherize 球面化Transform 变换Turbulent Displace 紊乱置换Twirl 旋转扭曲Wave warp 波形弯曲6、GPU Effects(GPU特效)Page Curl 卷页Refraction 折射Ripple Circular 波纹(圆形)7、Generate(生成)4-color gradient 四色渐变Cell pattern 蜂巢图案Checkerboard 棋盘Circle 圆Eyedropper fill 吸色管填充Grid 网格Lens Flare 镜头光晕Lightning 闪电Paint Bucket 油漆桶Ramp 渐变Wrtie-on 书写8、Image control (图像控制)英文中文备注Black & white 黑白Color balance(RGB)色彩平衡Color match 色彩匹配Color pass 色彩传递Color replace 色彩替换Gamma correction 灰度系数Gamma校正9、Keying (键控)Alpha adjust Alpha调整Blue screen key 蓝屏键Chroma key 色度键Color key 颜色键Difference Matte key 差异遮罩Eight-point Garbage Matte key 8-点无用信号遮罩Four-point Garbage Matte key4-点无用信号遮罩Image Matte key 图像遮罩键Luma key 亮度键Non red key 非红色键RGB difference key RGB差异键Remove matte 移除遮罩sixteen-point Garbage Matte key16-点无用信号遮罩Track matte key 轨道遮罩键10、Noise & Grain (杂波与颗粒)英文中文备注Dust & scratches 灰尘与划痕Median 中值Noise 杂波Noise alpha 杂波AlphaNoise HLS 杂波HLSNoise HLS Auto 自动杂波HLS11、Perspective (透视)英文中文备注Basic 3d 基本3DBevel alpha 斜角AlphaBevel edges 斜角边Drop shadow 阴影Radial shadow 径向阴影12、Render(渲染)英文中文备注Ellipse 椭圆形13、stylize(风格化)英文中文备注Alpha glow Alpha辉光Brush strokes 笔触Color emboss 彩色浮雕Emboss 浮雕Find edges 查找边缘Mosaic 马赛克Posterize 极坐标化Replicate 复制Roughen edges 边缘粗糙Solarize 曝光过度Strobe light 闪光灯Texturize 材质Threshold 阈值14、Time(时间)英文中文备注Echo 重影Posterize time 抽帧Time Warp 时间偏差15、Transform(变换)英文中文备注Camera view 摄像机视图Crop 裁剪Edge feather 羽化边缘Horizontal flip 水平翻转Horizontal hold 水平保持Roll 滚动Vertical flip 垂直翻转Vertical hold 垂直保持16、Transition(过渡)英文中文备注Block dissolve 块溶解Gradient wipe 渐变擦除Linear wipe 线性擦除Radial wipe 径向擦除Venetian blinds 百叶窗17、Utility(实用)Cineon converter Cineon转换18、video(视频)Timecode 时间码19、生成Shine 发光。
各位同学,由于上课是讲授V7,大家普遍都是装的V9或V10,今天有同学反映对中英文版本的对应关系非常费力。
并且由于特效过多,容易遗忘其效果,所以我给大家简单的做一个视频特效的中英文对照和部分常用特效的效果提示(对于那些可以望文生义的特效以及不常用的特效,我就不做提示了),希望对大家有帮助。
Vegas 7.0 V egas9.0或V egas10.0(以10.0为准)(Legace Plug-In)Broadcast Colors ————————(继承插件)广播级色彩Add Noise ————————————————添加噪声Black and White ————————————————黑白效果Black Restore ————————————————黑色恢复Border ————————————————边框Brightness and Contrast ————————————————亮度和对比度Broadcast Colors ————————————————广播级色彩Bump Map ————————————————凹凸映射Channel Blend ————————————————通道混合Chroma Blur ————————————————色度模糊Chroma Keyer ————————————————色键Color Balance ————————————————彩色平衡Color Corrector ————————————————色彩校正Color Corrector(Secondary) ————————————————色彩校正(二级)Color Curves ————————————————色彩曲线Convolution Kernel ————————————————卷积积分内核Cookie Cutter ————————————————区域切除Deform ————————————————变形Film Effect ————————————————电影效果Film Grain ————————————————电影颗粒Gaussian Blur ————————————————高斯模糊Glow ————————————————发光Gradient Map ————————————————渐变映射HSL Adjust ————————————————HSL调整Invert ————————————————反相Lens Flare ————————————————镜头光晕Levels ————————————————色阶Light Rays ————————————————光线Linear Blur ————————————————线性模糊Mask Generator ————————————————遮罩生成器Median ————————————————中间值Min and Max ————————————————最小与最大Mirror ————————————————镜像News Print ————————————————新闻纸Pinch/Punch ————————————————收缩/膨胀Pixelate ————————————————像素化Quick Blur ————————————————快速模糊Radial Blur ————————————————径向模糊Saturation Adjust ————————————————饱和度调整Sepia ————————————————棕褐色Sharpen ————————————————锐化Spherize ————————————————球面化Swirl ————————————————漩涡Threshold ————————————————阈值Timecode ————————————————时间码TV Simulator ————————————————TV模拟器Unsharp Mask ————————————————钝化遮罩Wave ————————————————波浪其他没有在这个对照表里的特效就是高版本多出来的特效。
AE CS4 内置特效菜单(中文翻译)3D Channel三维通道特效--3D chanel extract 提取三维通道--Depth matte 深度蒙版--Depth of field 场深度--ExtractoR--Fog 3D 3D雾化--ID Matte ID蒙版--IDentifierAudio音频特效--Backwards倒播--Bass & treble低音和高音--Delay延迟--Flange & chorus变调和合声--High-low pass高低音过滤--Modulator调节器--Parametric EQ EQ参数--Reverb回声--Stero mixer 立体声混合--Tone音质Blur & Sharpen模糊与锐化特效--Bilateral Blur--Box blur方块模糊--CC Radial Blur 螺旋模糊--CC Radial Fast Blur 快速的放射模糊--CC Vector Blur 向量区域模糊--Channel blur通道模糊--Compound blur混合模糊--Directional blur方向模糊--Fast blur快速模糊--Gaussuan blur高斯模糊--Lens blur镜头虚化模糊--Radial blur径向模糊--Reduce interlace flicker降低交错闪烁--Sharpen锐化--Smart blur智能模糊--Unshart mask 反遮罩锐化Channel通道特效--Alpha levels Alpha色阶--Arithmetic通道运算--Blend混合--Calculations融合计算--CC Composite 对自身进行混合模式处理--Channel combiner复合计算--Invert 反相--Minimax扩亮扩暗--Remove color matting删除蒙版颜色--Set channels设置通道--Set matte设置蒙版--Shift channels转换通道--Solid composite实体色融合Color correction 颜色校正特效--Auto color自动色彩调整--Auto contrast自动对比度--Auto levels自动色阶--Brightness & contrast亮度与对比度--Broadcast colors播放色--CC Color Offset RGB色谱调节--CC Toner 分别对阴影、中间色和高光色调进行替换--Change color 转换色彩--Change to color 颜色替换--Channel mixer通道混合--Color balance 色彩平衡--Color blance(HIS) 色彩平衡(HIS)--Color link 色彩连接--Color stabilizer 色彩平衡器--Colorama 彩光--Curves 曲线调整--Equalize 均衡效果--Exposure 多次曝光--Gamma/pedestal/gain伽马/基色/增益--Hue/saturation 色相/饱和度--Leave color 退色--Levels (individual controls) 色阶(个体控制) --Photo Filter 照片过滤--PS arbitrary Map 映像遮罩--Shadow/highlight 阴影/高光--Tint 色度--Tritone 三阶色调整Distort扭曲特效--Bezier warp贝赛尔曲线弯曲--Bulge凹凸镜--CC Bend It 区域卷曲效果--CC Bender 层卷曲效果--CC Blobbylize 融化效果--CC Flo Motion 两点收缩变形--CC Griddler 网格状变形--CC Lens 鱼眼镜头效果,不如Pan Lens Flare Pro--CC Page Turn 卷页效果--CC Power Pin 带有透视效果的四角扯动工具,类似Distort/CornerPin --CC Ripple Pulse 扩散波纹变形,必需打关键帧才有效果--CC Slant 倾斜变形--CC Smear 涂抹变形--CC Split 简单的胀裂效果--CC Split 2 不对称的胀裂效果--CC Tiler 简便的电视墙效果--Corner pin边角定位--Displacement map置换这招--Liquify像素溶解变换--Magnify像素无损放大--Mesh warp液态变形--Mirror镜像--Offset位移--Optics compensation镜头变形--Polar coordinates极坐标转换--Puppet木偶工具--Reshape形容--Ripple波纹--Smear涂抹--Spherize球面化--Transform变换--Turbulent displace变形置换--Twirl扭转--Warp歪曲边框--Wave warp波浪变形Expression Controls表达式控制特效--Angel control角度控制--Aheckbox control检验盒控制--Color control色彩控制--Layer control层控制--Point control点控制--Slider control游标控制Generate 渲染--4-ccolor gradient四角渐变--Advanced lightning高级闪电--Audio spectrum声谱--Audio waveform声波--Beam光束--CC Glue Gun 喷胶效果--CC Light Burst 2.5 光线缩放--CC Light Rays 光芒放射,加有变形效果--CC Light Sweep 过光效果--Cell pattern单元图案--Checkerboard棋盘格式--Circle圆环--Ellipse椭圆--Eyedropper fill滴管填充--Fill 填充--Fractal万花筒--Grid网格--Lens flare镜头光晕--Paint bucker颜料桶--Radio waves电波--Ramp渐变--Scribble涂抹--Stroke描边--Vegas勾画--Write-on手写效果Keying 抠像特效--CC Simple Wire Removal 简单的去除钢丝工具,实际上是一种线状的模糊和替换效果--Color difference key色彩差抠像--Color key色彩抠像--Color range色彩范围--Difference matte差异蒙版--Extract 提取--Inner/outer key轮廓抠像--Keylight(1.2)--Linear color key线性色彩抠像--Luma key亮度抠像--Spill suppressor溢色抑制Matte 蒙版特效--Matte choker蒙版清除--Simple choker简单清除Noise & Grain 噪波和杂点特效--Add grain添加杂点--Dust & scratches杂点和划痕--Fractal noise不规则噪波--Match grain杂点匹配--Median中性--Noise噪波--Noise alpha alpha噪波--Noise HLS HLS噪波--Noise HLS auto 自动生成HLS噪波--Remove grain减弱杂点Obsolete--Basic 3D 基础三维--Basic text 基本文字--Lightning 闪电--Path text 路径文字Paint 绘画--Paint绘画工具--Vector paint矢量绘画perspective 透视特效--3D glasses立体眼镜--Bevel Alpha Alpha导角--Bevel edges 边缘导角--CC Cylineder 圆柱体贴图--CC Sphere 球化效果--CC Spotlight 点光源效果--Drop shadow 投影--Radial shadow放射状的投影Red Giant--RGS Grow BoundsSimulation 仿真特效--Card dance碎片飘移--Caustics焦散--CC Ball Action小球状粒子化--CC Bubbles 气泡效果--CC Drizzle 雨打水面效果--CC Hair 毛发生成器(较慢)--CC Mr.Mercury 模仿水银流动--CC Particle Systems II 二维粒子运动--CC Particle World 三维粒子运动,优于Simulation/ParticlePlayground --CC Pixel Polly 画面破碎效果--CC Rain(下雨效果)--CC Scatterize 发散粒子化(类似于Stylize/Scatter)--CC Snow(飘雪效果)--CC Star Burst(模拟星团效果)--Foam泡沫--Particle playground粒子--Shatter爆碎--Wave world波纹抖动Stylize 风格化特效--Brush storkes画笔描边--Cartoon--CC Burn Film 胶片烧灼效果--CC Glass 玻璃透视效果--CC Kaleida 不错的万花筒效果--CC Mr Smoothie 像素溶解运动--CC RepeTile 多种方式的叠印效果--CC Threshold 简单的阈值工具--CC Threshold RGB--RGB分色阈值--Color emboss彩色浮雕--Emboss浮雕--Find Edges查找边缘--Glow自发光--Mosaic马赛克--Motion tile运动拼贴--Posterize 多色调分离--Roughen edges粗糙边缘--Scatter 扩散--Strobe light 闪光灯--Texturize 纹理化--Threshold 对比度极限Synthetic Aperture--SA Color Finesse 2Text 文字特效--Numbers数字--Timecode时间码Time 时间特效--CC Force MotionBlur 强力运动模糊--CC Time Blend 带有动态模糊的帧融合--CC Time Blend FX 可自定义的帧融合--CC Wide Time 多重的帧融合效果--Echo重影--Psterize time招贴画--Time difference时间差异--Time displacement时间置换--Timewarp时间收缩Transition 转换特效--Block dissolve快面溶解--Card wipe卡片擦除--CC Glass Wipe 融化过渡--CC Grid Wipe 纺锤形网格过渡--CC Image Wipe 亮度过渡(类似Transition/Gradient Wipe)--CC Jaws 锯齿状过渡--CC LightWipe 边缘加光过渡,带有变形效果--CC Radial Scale Wipe 带有边缘扭曲的圆孔过渡--CC Scale Wipe 扯动变形过渡--CC Twister 扭曲过渡--Gradient wipe渐变擦拭--Iris wipe星形擦拭--Linear wipe线性擦拭--Radial wipe径向擦拭--Venetian blinds百叶窗Utlity 实用特效--Cineon converter Cineon转换--Color profile converter色彩特性描述转换--Grow bounds范围增长--HDR compander HDR压缩扩展--HDR Highlight compression HDR高光压缩。
第一组:像素化将图像分成一定的区域,将这些区域转变为相应的色块,再由色块构成图像,类似于色彩构成的效果。
1、Facet(彩块化)2、ColorHalftone(彩色半调)3、Pointillize(点状化)4、Grystallize(晶格化)5、Fragment(碎片)6、Mezzotint(铜版雕刻)7、Mosaic(马赛克)2第二组:Distort(扭曲) Distort(扭曲)滤镜通过对图像应用扭曲变形实现各种神奇的效果。
1、Wave(波浪)2、Ripple(波纹)3、Glass(玻璃)4、OceanRipple(海洋波纹)5、PolarCoordinates(极坐标)6、Pinch(挤压)7、DiffuseGlow(扩散亮光)8、Shear(切变)9、Spherize(球面化)10、Zigzag(水波)11、Twirl(旋转扭曲)12、Displace(置换) 1、滤镜只能应用于当前可视图层,且可以反复应用,连续应用。
但一次只能应用在一个图层上。
2、滤镜不能应用于位图模式,索引颜色和48bitRGB模式的图像,某些滤镜只对RGB模式的图像起作用,如BrushStrokes滤镜和Sketch滤镜就不能在CMYK模式下使用。
还有,滤镜只能应用于图层的有色区域,对完全透明的区域没有效果。
3、有些滤镜完全在内存中处理,所以内存的容量对滤镜的生成速度影响很大。
4、有些滤镜很复杂亦或是要应用滤镜的图像尺寸很大,执行时需要很长时间,如果想结束正在生成的滤镜效果,只需按Esc键即可。
5、上次使用的滤镜将出现在滤镜菜单的顶部,可以通过执行此命令对图像再次应用上次使用过的滤镜效果。
6、如果在滤镜设置窗口中对自己调节的效果感觉不满意,希望恢复调节前的参数,可以按住Alt键,这时取消按钮会变为复位按钮,单击此钮就可以将参数重置为调节前的状态。
3第三组:Noise(杂色) 1、Dust&Scratches(蒙尘与划痕)2、Despeckle(去斑)3、AddNoise(添加杂色)4、Median(中间值)4第四组:Blur(模糊) Blur(模糊)滤镜主要是使选区或图像柔和,淡化图像中不同色彩的边界,以掩盖图像的缺陷或创造出特殊效果。
之阳早格格创做Distort扭直特效--Bezier warp贝赛我直线蜿蜒--Bulge坎坷镜--CC Bend It 地区卷直效验--CC Bender 层卷直效验--CC Blobbylize 融化效验--CC Flo Motion 二面中断变形--CC Griddler 网格状变形--CC Lens 鱼眼镜头效验,没有如Pan Lens Flare Pro--CC Page Turn 卷页效验--CC Power Pin 戴有透视效验的四角扯动工具,类似Distort/CornerPin--CC Ripple Pulse 扩集波纹变形,必须挨闭键帧才灵验果--CC Slant 倾斜变形--CC Smear 涂抹变形--CC Split 简朴的胀裂效验--CC Split 2 分歧过失称的胀裂效验--CC Tiler 烦琐的电视墙效验--Corner pin边角定位--Displacement map置换那招--Liquify像素溶解变更--Magnify像素无益搁大--Mesh warp液态变形--Mirror镜像--Offset位移--Optics compensation镜头变形--Polar coordinates极坐标变更--Puppet木奇工具--Reshape形容--Ripple波纹--Smear涂抹--Spherize球里化--Transform变更--Turbulent displace变形置换--Twirl扭转--Warp正直边框--Wave warp海浪变形Expression Controls表白式统造特效--Angel control角度统造--Aheckbox control考验盒统造--Color control色彩统造--Layer control层统造--Point control面统造--Slider control游标统造Generate 渲染--4-ccolor gradient四角渐变--Advanced lightning下档闪电--Audio spectrum声谱--Audio waveform声波--Beam光束--CC Glue Gun 喷胶效验--CC Light Burst 2.5 光芒缩搁--CC Light Rays 光芒搁射,加有变形效验--CC Light Sweep 过光效验--Cell pattern单元图案--Checkerboard棋盘圆法--Circle圆环--Ellipse椭圆--Eyedropper fill滴管弥补--Fill 弥补--Fractal万花筒--Grid网格--Lens flare 镜头光晕--Paint bucker颜料桶--Radio waves电波--Ramp渐变--Scribble 涂抹--Stroke描边--Vegas勾画--Write-on脚写效验Keying 抠像特效--CC Simple Wire Removal 简朴的来除钢丝工具,本质上是一种线状的朦胧战替换效验--Color difference key色彩好抠像--Color key色彩抠像--Color range色彩范畴--Difference matte好别受版--Extract 提与--Inner/outer key 表面抠像--Keylight(1.2)--Linear color key线性色彩抠像--Luma key明度抠像--Spill suppressor溢色压造Matte 受版特效--Matte choker受版扫除--Simple choker简朴扫除Noise & Grain 噪波战纯面特效--Add grain增加纯面--Dust & scratches纯面战划痕--Fractal noise没有准则噪波--Match grain纯面匹配--Median中性--Noise噪波--Noise alpha alpha噪波--Noise HLS HLS噪波--Noise HLS auto 自动死成HLS噪波--Remove grain减强纯面Obsolete--Basic 3D 前提三维--Basic text 基原笔墨--Lightning 闪电--Path text 路径笔墨Paint 画画--Paint画画工具--Vector paint矢量画画perspective 透视特效--3D glasses坐体眼镜--Bevel Alpha Alpha导角--Bevel edges 边沿导角--CC Cylineder 圆柱体揭图--CC Sphere 球化效验--CC Spotlight 面光源效验--Drop shadow 投影--Radial shadow搁射状的投影Red Giant--RGS Grow Bounds Simulation 仿真特效--Card dance碎片飘移--Caustics焦集--CC Ball Action小球状粒子化--CC Bubbles 气泡效验--CC Drizzle 雨挨火里效验--CC Hair 毛爆收成器(较缓)--CCMr.Mercury 模仿火银震动--CC Particle Systems II 二维粒子疏通--CC Particle World 三维粒子疏通,劣于Simulation/ParticlePlayground --CC Pixel Polly 画里破碎效验--CC Rain(下雨效验)--CC Scatterize 收集粒子化(类似于Stylize/Scatter)--CC Snow(飘雪效验)--CC Star Burst (模拟星团效验)--Foam泡沫--Particle playground粒子--Shatter爆碎--Wave world波纹抖动Stylize 风格化特效--Brush storkes画笔描边--Cartoon--CC Burn Film 胶片烧灼效验--CC Glass 玻璃透视效验--CC Kaleida 没有错的万花筒效验--CC Mr Smoothie 像素溶解疏通--CC RepeTile 多种办法的叠印效验--CC Threshold 简朴的阈值工具--CC Threshold RGB--RGB分色阈值--Color emboss乌色浮雕--Emboss浮雕--Find Edges查找边沿--Glow自收光--Mosaic马赛克--Motion tile疏通拼揭--Posterize 多色调分散--Roughen edges细糙边沿--Scatter 扩集--Strobe light 闪光灯--Texturize 纹理化--Threshold 对于比度极限Synthetic Aperture--SA Color Finesse 2Text 笔墨特效--Numbers数字--Timecode 时间码Time 时间特效--CC Force MotionBlur 强力疏通朦胧--CC Time Blend 戴有动背朦胧的帧混合--CC Time Blend FX 可自定义的帧混合--CC Wide Time 多沉的帧混合效验--Echo沉影--Psterize time招揭画--Time difference时间好别--Time displacement时间置换--Timewarp时间中断Transition 变更特效--Block dissolve快里溶解--Card wipe卡片揩除--CC Glass Wipe 融化过度--CC Grid Wipe 纺锤形网格过度--CC Image Wipe 明度过度(类似Transition/Gradient Wipe)--CC Jaws 锯齿状过度--CC LightWipe 边沿加光过度,戴有变形效验--CC Radial Scale Wipe 戴有边沿扭直的圆孔过度--CC Scale Wipe 扯动变形过度--CC Twister 扭直过度--Gradient wipe渐变揩拭--Iris wipe星形揩拭--Linear wipe线性揩拭--Radial wipe径背揩拭--Venetian blinds百叶窗Utlity 真用特效--Cineon converter Cineon变更--Color profile converter色彩个性形貌变更--Growbounds范畴删少--HDR compander HDR压缩扩展--HDR Highlight compression HDR下光压缩。
premiere pro2.0视频转场特效英汉对照premiere汉化后有些功能就会损伤,所以我不是很喜欢使用汉化版本的Adobe软件。
我一直觉得一些常用的工具,用熟了就能记住,不过也有一些特别的工具还真的汉化了以后才能方便的找到!下面是我收集的premiere pro2.0视频转场特效英汉对照,希望对你有帮助!1、3D过渡(3D motion)英文名中文名备注Cube spin 立方体旋转Curtain 窗帘Doors 关门Flip over 翻页Fold up 折叠Spin 翻转中心向左右扩展Spin away 旋转中心旋转出Swing in 内关门Swing out 外关门Tumble away 筋斗翻出2、溶解(Dissolve)英文名中文名备注Additive Dissolve 附加溶解Cross Dissolve 交叉溶解Dip to Black 加入暗场溶解Dither Dissolve 淡入淡出Non-Additive Dissolve 无附加溶解Random Invert 随机颠倒附加上了颗粒溶解3、圈入(Iris)英文名中文名备注Iris Box 盒装圈出中心点在画面中央Iris Cross 十字形圈出Iris Diamond 菱形圈出Iris Points 四点圈出从四个角圈出整个画面Iris Round 圆形圈出Iris Shapes 形状圈出可以设置菱形、椭圆形或者矩形Iris Star 五角星圈出4、映射(Map)英文名中文名备注Channel Map 通道映射可以设置三基色、alpha、灰度等通道Luminance Map 亮度映射画面1亮度降低5、卷页(Page Peel)英文名中文名备注Center Peel 中心卷页由中心向四周Page Peel 左上角卷页Page Turn 页面翻转从左上角Peel Back 由中心依次向四个角翻页画面被分成四个部分Roll Away 滚轴卷出从左到右6、滑行(Slide)英文名中文名备注Band Slide 带状滑行同时左右交错滑行Center merge 向中心收缩至消失Center split 十字形撕开画面从中心开始Multi-Spin 多图旋转可设置画面图形的个数Push 推出从左到右,画面2把画面1推出Slash slide 斜线滑行从左上角到右下角Slide 滑行从左到右,画面2覆盖画面1Sliding Bands 带状滑行从左到右,类似于百叶窗Sliding Boxes 移动带状滑行画面2以移动的带状从左滑行到右边,最终从右到左形成画面2Split 撕开画面从中心向左右swap 滑行交换两个画面分别向左右滑行,然后又滑到中心交换Swirl 盘旋由中心盘旋而出画面27、特技英文名中文名备注Direct 硬切就是没有特效Displace 替换以画面1的形状代替画面2中的内容Image Mask 图片遮罩以选定的图像在画面1中形成画面2的遮罩Take 硬切就是没有特效Texture 贴图画面1在画面2中形成映射Three—D 三维画面1以红蓝通道颜色映射在画面2上8、伸展(Stretch)英文名中文名备注Cross Stretch 交叉伸展画面2从左到右伸展,画面1以右边为基准从左到右收缩Funnel 漏斗收缩画面1在画面2中以漏斗形状从左到右收缩Stretch 伸展画面2以左边界为基准从左到右伸展开Stretch In 伸展进入画面1淡出,画面2从放大状态从左右两端收缩至原大小Stretch Over 伸展覆盖画面2以线条状伸展覆盖画面19、擦除英文名中文名备注Band Wipe 带状擦除Barn Doors 左右推开Checker Wipe 方格擦除Checkerboard 积木碎块Clock Wipe 时钟擦除Gradient Wipe 渐进擦除从左上角Inset 插入从左上角Paint Splatter 泼溅油漆Pinwheel 转轮风车Radial Wipe 射线擦除Random Wipe 随机擦除从上到下Random Blocks 随机碎片擦除Spiral Boxes 旋转擦除消失Venetian Blinds 百叶窗Wedge Wipe 楔形擦除Wipe 擦除从左向右推出Zig-Zag Blocks Z字形擦除10、变焦(Zoom)英文名中文名备注Cross Zoom 交叉变焦画面1变焦放大,画面2变焦缩小到原大小Zoom 变焦放大画面2变焦放大Zoom Boxes 方格放大画面2以多个方格形式变焦放大Zoom Trails 拖尾缩小画面1以拖尾形式缩小最终消失于画面2中央Premiere Pro2.0视频特效英汉对照前不久,一些网友留言说我收集的文章《premiere pro2.0视频转场特效英汉对照》对自己有很大的帮助。
cube和lrtemplate格式
Cube和LRtemplate是两种不同的预设格式。
Cube格式是一种三维立方体颜色表,它可以在不同软件中使用,如Adobe Premiere Pro、DaVinci Resolve等。
而LRtemplate格式是Adobe Lightroom的预设格式,用于调整照片的色彩、曝光、对比度等参数。
对于视频编辑师来说,Cube格式的预设通常会被用于调整整个视频的色调和氛围,而LRtemplate则更加适合用于调整单张照片的效果。
使用Cube格式的预设需要将其导入到视频编辑软件中,然后应用于视频的颜色校正中。
使用LRtemplate格式的预设则需要将其导入到Lightroom中,并将其应用于需要调整的照片上。
总的来说,Cube和LRtemplate是两种不同的预设格式,它们分别用于视频编辑和照片调整,需要根据实际需求进行选择和使用。
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Stylized Video CubesAllison W.Klein1Peter-Pike J.Sloan2Adam Finkelstein1Michael F.Cohen2 1Princeton University2Microsoft ResearchAbstractWe present a new set of non-photorealistic rendering(NPR)tools for processing video.Our approach is to treat the video as a space-time volume of image data.Previous tools to process video for an impressionist effect have painted collections of two-dimensional strokes on each successive frame of video.In contrast,we create a set of“rendering solids.”Each rendering solid is a function defined over an interval of time;when evaluated at a particular time within that interval,it provides parameters necessary for rendering an NPR primitive.Rendering solids can be rendered interactively,giving immediate feedback to an artist along with the ability to modify styles in real time.Benefits of our approach include:a more unified treatment of the video volume’s spatial and temporal dimensions;interactive, aestheticflexibility and control;and the extension of stylized ren-dering techniques for video beyond the impressionist styles previ-ously explored.We show example styles inspired by impressionist, cubist,and abstract art of the past century.1IntroductionThis paper presents a new framework for stylized rendering of video.The cornerstone of our approach is the treatment of video as a video cube,a space-time volume of image data.Rather than successively defining a set of two-dimensional,non-photorealistic rendering(NPR)primitives(such as paint strokes)on each video frame,we create a set of parameterized rendering solids.A rendering solid is a continuous,vector-valued function defined over an interval of time.When evaluated for a specific frame, this function provides the parameters necessary for rendering an NPR primitive onto the output frame.Rendering solids may be specified automatically from the underlying video,interactively with authoring tools,or through a combination of both interactive and automatic techniques.The evaluation,composition,andfinal rendering of the solids occur in real time.Our system for video stylization proceeds in two stages.First, we provide various(offline and interactive)tools for the user to define a collection of rendering solids based on the video volume, for example,growing them alongflow trajectories while sampling color data.Second,in an interactive application,each rendering solid is evaluated to provide the rendering parameters for a sprite that is composited into the frame buffer for each outputframe.Figure1:Example NPR video styles created with our system. The user can view the resulting video while modifying the set of rendering solids by smoothing their values over time or adjusting their various color and geometric attributes.Treating the video as a volume offers several advantages over previous NPR video processing techniques.First,with our ap-proach,one can make local choices based on global knowledge from the full video sequence.For example,because rendering solids exist over a stretch of time,they may be constructed to achieve certain artistic goals,such as temporal coherence of strokes, or stroke scale and density distributions based on a local measure of“importance.”Rendering solids also enable anticipatory effects, such as automatically stretching the rendered texture sprite in the direction of motion,or localized temporal shifting of the strokes.The second benefit of our approach is stylisticflexibility under interactive control.Thefinal rendering is done in real time.All images in this paper were rendered in less than1/30th of a second.Rendering solids create a layer of abstraction between the information in the original video sequence and thefinal rendered appearances of a set of NPR textured sprites.This abstraction enables interactive modification of the mapping between rendering solid parameters and the rendered sprites.Thus,even within a single aesthetic style such as painterly rendering,we are able to provide artists with real-time feedback,enabling them tofinely tune the appearance of the output video.Finally,much of the previous efforts in NPR video processing have focused onfiltering video for“impressionist”effects,and we demonstrate that our representation is sufficiently general to capture such effects.However,our main contribution is that rendering solids extend NPR video processing to encompass a host of new visual styles(Figure1).In particular,rather than focusing on simulating any specific traditional artistic medium(e.g.,oil paint or pen-and-ink),and translating it into the time domain,we offer tools that allow artists to create entirely new forms of art based on video.Our results are intended as examples of what the renderingsolid abstraction offers,as opposed to demonstrating specific styles.The remainder of this paper is organized as follows.First, we briefly examine related work.Next,we discuss some general principles of processing the video as a space-time volume and give a more detailed explanation for rendering solids.After briefly looking at a user-interface for defining rendering solids,we then demonstrate how our approach can be used to implement a variety of styles.(Since the work presented here is fundamentally about moving images,the results are best seen on the accompanying video.)Finally,after presenting some performance details,we conclude with proposed areas of future work.2Related WorkResearchers have developed a variety of tools to modify two-dimensional images,giving the results a“painterly”or hand-created look in such diverse styles as impressionism[8,9],pen and ink[17],watercolor[3],and engraving[15].However,when NPR methods designed for static images are applied to video sequences on a frame-by-frame basis,the results generally contain undesirable temporal aliasing artifacts.To overcome these artifacts, Litwinowicz[14]used opticalflow information to push painterly strokes from one frame to the next in the direction of pixel movement.Hertzmann et al.[10]created each successive frame of the video byfirst warping the previous frame to account for optical flow changes and then painting over areas of the new frame that differ significantly from its predecessor.In our work,we construct three-dimensional(space and time)rendering solids using optical flow or other methods,before any rendering is done.The trajectory in time of the rendering solid can then be smoothed or otherwise modified before actually being rendered.In addition,our work is not style-specific and gives the artist greater interactive control than any method designed to simulate a specific artistic medium. Nevertheless,painterly styles can be rendered in our system.Our system is not thefirst to treat video as a volume or view time-sequenced imagery from viewpoints other than on the time axis.Fels and Mase[5]presented an interactive system for passing arbitrary cutting planes through the video data volume. One could,for example,view slices of the cube that are not necessarily orthogonal to the time axis(Figure2).By slicing the video parallel to the time axis,motion(of either scene elements or the camera)is revealed as changes across the scanlines;each scanline contains the time-trace of a single pixel from the original video.In computer vision,such images are sometimes referred to as epipolar diagrams[1,4].Multiple-center-of-projection images[16] and multiperspective panoramas[18]may also be considered two-dimensional(though non-planar)slices of a video in which the camera is moving.One of our contributions is to apply the underlying ideas of a video volume and non-standard cutting planes towards non-photorealistic rendering of video.Finally,this work has been greatly inspired by the aesthetics of the cubist and futurist art movements of the early20th century. Just as these artists mixed space and time within an image,we leverage the ability to slice the input video in non-standard ways to mix space and time.Nonetheless,it is not the goal of this paper to produce an automated videofilter for reproducing the style of Picasso,Duchamp,or any other specific artist.Instead,we wish to provide a framework for creating many different styles.3Processing Video as3D DataWe begin this section by introducing video cubes,and explain the relationship between video cubes and rendering solids.Next, we give a high-level overview of the framework for defining, modifying,and interactively rendering the rendering solids tocreate Figure2:Cutting a video cube.Left:a frame of a video sequence. Right:an image generated by a non-axis-aligned cutting plane. stylized video.We then look in more detail at the construction of the rendering solids and conclude by providing a number of example styles based on these rendering solids.3.1Video Cubes and Rendering SolidsA video is a sequence of images that has been discretized in2D space(pixels)and in time(frames).Because there is a large body of work in computer graphics devoted to discretized2D image processing techniques,it seems only natural that most NPR video processing work to date has consisted of running these techniques on each individual frame.The major concession to the third dimension,time,has been the use of opticalflow[10,14].One of our main goals is to treat time in a more unified way.Our approach is to treat the video as a video cube,a three-dimensional volume of pixel data(Figure2).Rather than defining two-dimensional strokes successively on each video frame,we create a set of parameterized“rendering solids”that exist within the space-time volume of the video cube.A rendering solid is a continuous,vector-valued function defined over an interval of time. When evaluated at a particular time t,a rendering solid provides the parameters necessary to render an NPR primitive.Each rendering solid may be thought of as defining a solid region within the video cube.Depending on the rendering style,the set of rendering solids may either intersect,fully tile the volume,and/or leave parts of the cube empty.More formally,a rendering solid S is a function S: [t1,t2]→ m that maps time t in the interval [t1,t2]to an m-dimensional vector expressing properties such as color,position,and other parameters for rendering a(possibly textured)sprite that will be composited onto the output frame.The use of rendering solids transforms the discrete representation of the video volume into a collection of continuous functions of time. These continuous functions are beneficial in that they may be sam-pled asfinely as desired for different playback speeds,or smoothed for temporal coherence.We should note that playback time T,the rendering direction,typically aligns with the conventional time dimension in the original source video;however,for some artistic effects,“time”might align differently.3.2Defining Rendering SolidsDefining a set of rendering solids proceeds through a combination of automated and artist-initiated,interactive methods.The video isfirst pre-processed to add additional information including measures of color gradients and importance,a measure of local variation in space and time.Pixel color plus these derived values are then used as input to a variety of automated and interactive tools to define the rendering solids.We next describe three of many possible choices for types of rendering solids.Figure3:Our interface for defining rendering solids.Here we see a user interactively creating a set of cutting lines;each cutting line is defined by two points(specified by mouse clicks).The cutting lines will be interpolated between key frames to describe swept surfaces over time,dividing the volume into video shards,which are described in section4.3.Figure4:Our interface for the interactive rendering session.The artist has a variety of interactive controls over thefinal look of the video,for example:choosing the texture atlas;drawing more or fewer rendering solids to control how“busy”the image appears;and scaling,shifting, smoothing,or adding noise to the parametric curves of the rendering solidsShard-like Rendering SolidsThe first type of rendering solid subdivides the video volume into a number of shard-like solids.An artist interactively creates a set of swept surfaces,each of which slices the video volume into two pieces.Each swept surface is created by interpolating a series of cutting lines placed on key frames.To create a cutting line,the user specifies the line by placing two points (two left clicks)in the current frame.The first control point is the line’s center point and the second control point specifies the direction of the line through the center point.(See Figure 3.)The user then scrolls through the input video to a different key frame,selects the line,and modifies either its center point or direction.Each frame in which the cutting line is manipulated is considered to be a key frame.Between key frames,the values for the two control points are linearly interpolated.For frames before the first key frame or after the last key frame,the control lines simply use the closest key frame values.The outer boundaries of the video volume are also considered to be cutting surfaces separating the video from the space outside.The union of the set of interactively constructed cutting surfaces (and video boundaries)defines a set of shard-like rendering solids.Each shard is assigned an ID made up of a bit code indicating whether it lies on the left or right side of each cutting surface.Note that a single shard might occupy two disjoint portions of the video volume since it may vanish and then later reappear as the swept surfaces cross and then uncross.The shard ID is then used to anchor interactively modified rendering parameter values at runtime.The cutting surfaces defining the shards also help define “flow”within the video volume 1.For any point P in a video frame i ,we determine the flow vector by:1.Initialize the flow vector to (0,0).2.Find the cutting lines that form the polygonal cross-section of the shard enclosing P .3.For each line segment L of the shard polygon,with center point C and direction D :(a)Distance =P ’s perpendicular distance to L in frame i .(b)Weight =(length of L in frame i )/(Distance + ).Theis used to prevent division by zero.Note:Weight =0for boundary lines.(c)Displacement velocity =(L ’s center point in framei +1)—(L ’s center point in frame i ).(d)Rotation vector =(L ’s direction in i )×(L ’s directionin i +1)(e)Angular velocity =Rotation vector ×(the vector fromP to L ’s center point in frame i ).(f)Current velocity =Displacement velocity +Angu-lar velocity (g)Flow vector +=Current velocity ·Weight 4.Normalize Flow vector by the sum of all weightsKD-Tree-Based Rendering SolidsAn automated method for defining cutting line segments uses importance values to construct a kd-tree defining a set of rendering solids whose rectangular cross-sections tile any time slice.Kd-trees are typically used to hierarchically decompose space into a1Automaticoptical flow methods could also be used,however,we foundthat these methods were not very robust and did not provide the artist anycontrols.Figure 5:A simplified,didactic image of our time-varying kd-tree within the video volume.The shaded plane shows the kd-tree decomposition for the current time t .The curved lines through the video volume show the edges of the swept surfaces created by the smoothly moving kd-tree partitions over time.small enough number of cells such that no cell contains too much complexity.For similar purposes,we use kd-trees to subdivide the video volume into sub-volumes,each containing approximately the same amount of importance,while also attempting to maintain an even aspect ratio.The kd-tree is constructed of alternating vertical and horizontal swept surfaces.The first level of the kd-tree defines a vertical surface that cuts the entire video volume in two.Each subsequent level (alternating horizontal and vertical)slices each subvolume.The position of the vertical and horizontal kd-tree partitions change through time,thereby producing curved swept surfaces.Figure 5shows a simplified,didactic image of two levels of such a kd-tree within the video volume.The shaded plane shows the kd-tree decomposition for the current time t .The curved lines through the video volume show the edges of the swept surfaces created by the smoothly moving kd-tree partitions over time.To construct these k-d trees,we first build a 3D summed-area-table[2]of importance.The summed-area-table provides the values needed to quickly evaluate the integral of importance over any rectilinear subregion of the video.Kd-tree construction then proceeds by first determining a vertical swept surface that,at each point in time,has approximately equal total importance on each side.More specifically,the horizontal position,x (t ),is determined such thatt +.25t −0.25yresxI (x,y,t )dtdydx=t +.25t −0.25yresxresxI (x,y,t )dtdydxIn other words,to create a smoothly varying vertical surface,the horizontal position of the surface is determined so that a slab one half second thick in time,centered about each time value,is (vertically)divided equally in terms of importance.In a similar fashion,each half of the volume is divided by a horizontal swept surface.Each of these quarters is then divided vertically,and so on,until six levels of kd-tree are defined.Each of the rendering solids defined by the kd-tree is annotated with its average color.Worm-like Rendering SolidsA third type of rendering solid is defined by a point trajectory through time,in other words a curved line that does not bend back on itself in the time dimension.At each time t,the(x,y) location of the trajectory will guide the placement of textured sprites at runtime.The union of these sprites for a single trajectory implicitly defines a worm-like solid structure.Parameters such as color or orientation(based on color gradient information)over time are recorded along these trajectories and added to their respective rendering solids to be used at runtime.Automatic and interactive tools are provided to generate a set of position trajectories.The simplest trajectory is one that has a constant value,in other words a single position that stays still through time.More interesting trajectories can be created interactively by interpolating points placed at key frames.Finally, large sets of trajectories can be automatically generated that follow theflow defined by the shards described earlier.To create a set of evenly spaced rendering solid trajectories that follow theflow,we have adapted the2D streamline placement algorithm of Jobard et al.[12].The strategy is to divide the volume into a regular grid,and then grow curves(streamlines)by stepping through the grid followingflow.Whenever a curve advances to a new grid cell,it can efficiently determine if it is too close to nearby curves simply by checking neighboring cells;if the current streamline is closer than a pre-determined distance threshold,or if it reaches the edge of the volume,the curve terminates.At this point the algorithm walks along the curve checking for a place to seed a new curve,again by testing nearby cells for vacancy.In adapting the Jobard algorithm to3D,we had to address the efficiency challenge of maintaining the entire voxel grid in memory and then walking that memory with little coherence.Fortunately,our source of data (flow)provides a solution to this problem:theflow at every point has a component in the time dimension.Thus,we modify the algorithm to start from thefirst frame and proceed forward through time,considering one small slice of the volume at any time.In that slice,we keep track of many curves at once,and advance all of them to the next slice in unison.As we advance,some curves are terminated,and new curves are born in the interstices.The results of this process are a set of discretized curves that are the(x,y,t) trajectories of a set of rendering solids.Finally wefit continuous cubic B-splines to these values.This reduces the amount of data, provides a means to efficiently evaluate position at any point in time,and also provides simple methods to smooth the trajectories by reducing the number of control points.SummaryAfter creating rendering solids using the techniques described above,we can use these rendering solids at runtime to interactively render NPR frames.Each rendering solid can be evaluated at any point in time,returning a shape(a polygon for each shard, a rectangle for each kd-tree node,or a point for each worm-like solid),plus values for color,orientation,or other properties needed at runtime.We do not consider these three types of rendering solids to be a complete set.Far from it,we see these as just a few examples of the kinds of representations that are possible.Depending on the style chosen and the associated parameter settings,a wide variety of visual representations can be created in real-time from the rendering solids.We will explore a few of these next.4Stylized RenderingIn this section,we discuss a number of styles we used to explore the concept of rendering solids.Since each style provides a number of parameters that can be modified in real time,the artist is given wide latitude to interactively explore different visual results.All styles we describe below are rendered in less than a thirtieth of a second per frame.The specific examples we show were inspired by19th and20th century paintings and styles–paintings by Monet(impressionism), Picasso(cubism),Duchamp(futurism),Mondrian(abstract),and Hockney(photo mosaics).However,the algorithms described here are not intended to automate or replicate works by those artists. Indeed,it is difficult to imagine an algorithmic representation of the genius of these artists.Nor is it clear how any of these artists would translate his work for time-changing imagery,even if it were possible.Our goal is to provide tools for people to be able to create new forms of video-based art,and the examples we present were inspired by the works of those masters.The styles described below are only a few point samples in a very wide space of possibilities that open up by considering the video as a data volume. Therefore,these styles and their particular implementation details are presented more as examples of what one can do within this space rather than as a comprehensive coverage of the possibilities.In each style,output time,T,is a function of the input time, t,allowing the artist to modify the speed or produce other effects. Each rendering solid may also be interactively repositioned in time, thus any single output frame may draw information from many points in time in the original video.The inverse function t(T) provides the value to sample the rendering solids for each output frame.We will simply refer to this sampling time as t.To render each frame,we evaluate each rendering solid at the current time t to extract rendering parameters such as position, scale,and orientation.These rendering parameters plus time can also be interactively modified.For example,the rendering solid can be shifted in space and time,rotated,and/or scaled.Color values can be scaled for effects such as increased saturation.If the rendering calls for extracting a texture from the underlying video,the texture coordinates can also be shifted and/or scaled. (See Figure4.)The fact that rendering solids form an abstraction separating the structure of the input video from itsfinal,non-photorealistic rendering enables this interactive exploration of stylistic choices.4.1Paint Strokes“Impressionist”imagery is,in general,constructed of short strokes of color that,taken together,produce thefinal image.We use the worm-like rendering solids to position a set of colored sprites that create our“impressionist”imagery(e.g.,Figure6).Parameters that are recorded along the trajectories,such as color or orientation (based on color gradient information[8]),are also extracted from the rendering solids.Afinal input to the stroke-based style is a texture atlas.The texture atlas contains one or more opacity masks for strokes. Multiple masks can be indexed by parameters such as size, orientation,time,or simply randomly to generate desired variability across individual strokes.Alternatively,a single mask can be scaled (possibly anisotropically)and rotated at runtime as it is rendered. Finally,the mask is colored by the values in the rendering solid and optionally modified by an additional texture to create darkened edges or a stippled effect.At runtime a plane is passed through the video cube.Each resulting frame is constructed on thefly by compositing one sprite for each rendering solid intersecting the plane.The artist has a variety of interactive controls over thefinal look of the video, for example:choosing the texture atlas;drawing more or fewer rendering solids to control how“busy”the image appears;and scaling,shifting,smoothing,or adding noise to the parametric curves of the rendering solids.Smoothing,in particular,is achieved as follows.Each parametricFigure 6:Stroke-based images.Left:standard painterly brush strokes.Center and Right:hard-edged strokes used to render an exploding fireball and a face in profile,respectively.Figure 7:V oronoi rendering results.The center image has V oronoi seed movement extended both forwards and backwards in time.The right-most image uses a second bubble-like texture (inset in upper-right corner)to modify each cell.function over time is fit to a cubic B-spline with uniform knot spacing.Since all rendering solids are fit to the same B-spline basis set,a single matrix is inverted to fit the data.Thus,to evaluate these curves at a particular frame,the system only has to compute four B-spline coefficients per frame and reuse these for every parameter of every rendering solid.To smooth one parameter we fit it to a B-spline basis set with fewer knots and then reproject back to the original (higher)number of control points.Optionally noise can be added to any parameter using the same strategy.Figure 6shows a variety of results from this style.The left-most image of a girl catching a ball is a standard painterly rendering.The center image of an exploding fireball shows the “paint”strokes rendered with a rounded texture sprite and hard edges.Notice the small strokes clustered in areas of higher spatio-temporal importance.Finally,the right-most image shows the interactive user interface during a session manipulating textured strokes of a man’s profile.4.2Voronoi CellsOne of the hallmarks of early cubist and futurist imagery was the decomposition of a scene into geometric shapes.Taking this as inspiration,we have investigated stylized video based on a 3D V oronoi decomposition of the video cube.Many image manipulation programs provide the ability to generate tiled images from input images.The underlying algorithm is based on work by Haeberli [8]in which tiles are actually 2D V oronoi tiles,and the tile colors are sampled from the V oronoi seed point locations.If one were to apply this algorithm to successive frames of video with a fixed collection of seed points,the resulting imagery would look as if the video were being viewed through a shower door.On the other hand,if one were to apply the algorithm to successive frames of video with a different set of seed points for every frame,theresulting video would be “flickery”and have very little temporal coherence.To address these problems,we generalize the process to 3D.The 3D V oronoi cells are grown around the trajectories of the worm-like rendering solids.These trajectories are the same ones used to render the impressionist style.In addition to providing a means for decomposing our volume into geometric shapes,a significant benefit to this approach is that 3D V oronoi cells yield substantial temporal coherence without suffering from the “shower door”effect.As the plane passes through a given cell,its shape varies smoothly because the trajectory that defines the cell is continuous in time.To render the V oronoi style interactively,we never explicitly con-struct the 3D V oronoi puting the full 3D V oronoi dia-gram of the curves would be computationally prohibitive.Rather,for each rendering solid intersecting the current frame,we sample its trajectory,extracting position and velocity values.This defines a tangent line that represents a local approximation to the trajectory.For each line,we draw a cone representing the distance function between the image plane and the line.After drawing all cones,the z-buffer then leaves intact just the region of the plane closest to each rendering solid.Hoff et al.[11]describe the algorithm in detail.While in theory,the cone drawn for each rendering solid covers the entire image,in practice a much smaller cone will suffice,allowing us to improve rendering performance.By manipulating a slider,the user can increase or decrease the radius of the rendering ing the V oronoi diagram of a line rather than a point causes each V oronoi cell to extend in the direction in which its respective rendering solid is moving.Again,by means of a slider,we allow the user to accentuate the direction of movement (forwards,backwards,or both)through time.Alternately,the user can disable this movement,generating a standard V oronoi diagram.Figure 7shows some results from rendering the 3D V oronoi。