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Explosions
Fire
Smoke
Steam



Types of Layers...


A...Alpha Mask (optional) - A separate alpha channel matte that can be used for compositing the Luma RGB layer over your background since Luma RGB layers do not have an included Alpha channel.

C...Center Mask (optional) - Can be used for cutting a hole through or masking the center of the main effect layer for other compositing options including illumination, fogging, etc. Use as a luminance matte to mask the 'main' and 'shadow' layers.

D...Fade Mask (optional) - Can be used for fading out other layers of an effect such as a 'main' smoke layer that extends off-screen. Use as a luminance matte.

F...Front Mask (optional) - Can be used for masking another effect (such as an explosion) behind or inside the front trailing edge of the main effect (such as a 3d shockwave). Use as a luminance matte. This is like a modified Zdepth.

G...Ground Mask (optional) - This is an optional layer to mask your ground layer to reveal a different looking ground layer after the effect passes over. (Example: unaffected terrain shown; a shockwave passes over to reveal scorched terrain).

H...Hot Mask (optional) - This is an optional layer allowing isolation of the hot features of an effect so they can be color corrected separately from the cool features. This is usually 'fire' when smoke is also present. (Example: an explosion that contains fire and smoke mixed together. This layer will allow you to alter the values of the fire only, or if inverted, the smoke only).

I...Light / Illumination (optional) - Illumination to simulate the light cast from the effect onto the ground or another surface. Composite using 'additive' or other 'overlay' compositing method.

L...Luma RGB - The primary layer for the effect that contains RGB. Use additive or other 'overlay' compositing method. This can be called the 'Beauty' layer however contains no integrated Alpha channel matte as this is most often a filmed effect.

M...Main RGBA - The primary layer for the effect that contains both RGB + an Alpha channel matte. This can be called the 'Beauty' layer and is most often a CG (computer generated) effect.

N...Normals (optional) - An extra channel that allows adding or changing what the normals of CG (computer generated) geometry would affect. An example would be shiny metal debris where you need to add a reflection of your environment onto the geometry.

O...Overlay (optional) - An extra layer such as a glow that can enhance the main effect. Use 'additive' or other 'overlay' compositing method.

R...RGB Lighting (optional) - The R stands for Colo(r), (R)GB, or (R)ange of RGB colors for controlling the direction of your key and fill lights in your composite. Use this layer (along with a Fire Mask, if needed) to remove the lit effect from a 'Main' layer and replace it with this layer so you can control the direction and strength of your lighting. You will then apply a hue effect to alter the values of the R,G,or B values of this layer. For example: change the red values to be white and the green values to be dark grey to shift the lit side to the right.

S...Shadow (optional) - Ambient Occlusion Shadow layer (always 32bit with alpha matte). This is an ambient occlusion shadow from the effect onto a ground plane. It can be caused by illumination from the effect itself, from an ambient lit environment, or both.

U...UVW Channel (optional) - An extra channel that allows replacing the texture on a clip that contains CG (computer generated) geometry. An example would be debris such as wood or concrete where you need to change the texture.

Z...Zdepth Mask (optional) - Can be used for masking another effect or shot features within the main effect in Z-space (toward or away from the camera). Use as a luminance matte.

5...Direct Shadow, 5 angles (optional) - Shadow cast from a primary light source (usually the sun) onto a ground plane (always 32bit with alpha matte). Approximately 45 degree angle increments in 5 directions.

8...Direct Shadow, 8 angles (optional) - Shadow cast from a primary light source (usually the sun) onto a ground plane (always 32bit with alpha matte). Approximately 45 degree angle increments in 8 directions.

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P...Preview of multiple layers (Otherwise, previews will match the layer type they represent).











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