8

Glow Properties 381
Focus Control tabs
TheLensEffectGlowdialogcontainsfourtabs:
Properties (page 3–381)
,
Preferences (page 3–383)
,
Gradients (page 3–392)
,and
Inferno (page 3–384)
Button group
Reset—Resets Lens Effects Glow to its default
settings.
Loa d—Displays a Windows-standard file open
dialog from which you can select the sett ings fi le
you want to load.
SaveDisplays a Windows-standard Save As
dialog in which you specify a directory and
filename. Lens Effects Glow settings are saved as
LZG files.
Glow Proper ties
Video Post toolbar > Add Image Filter Event > Choose
Lens Effec ts Glow from Filter Plug-In list. > Setup >
Properties tab
The Lens Effects Glow properties let you determine
which pieces of geometry in your scene will exhibit
the effects of the glow fi lter, as well as how much of
aglowisapplied.
Pr ocedur es
To set a mater ia l’s Ef fects Channel ID:
1.
In the Material Editor, make the material you
want to be po st-processed the active material.
2. Choose a non-zero ID from the Material Effec t s
Channel flyout.
The Effects Channel ID c an range from 1 to 15.
If you give the same Effec t s Channel ID value
to more than one material, all these materials
wi ll be post-processed.
Note: For Multi/Sub-Object materials,
post-processing applies at the
sub-object/sub-material level. The Effects
Channel ID of the parent Multi/Sub-Object
material is ignored.
To set up an RLA file so it saves Object a nd Materia l
Eff ects channel da ta:
1.
PlaceanImageOutputEventintheVideoPost
Queue.
2. In the Image Output Event dialog, click Files.
3. Cho ose the
.rla file type (page 3–680)
and a file
name, and then click Setup.
4. IntheRLAImageFileFormatdialog,select
Object,MaterialEffects,andthenclickOK.
5. Click OK.
When the RLA file has saved the O bject and
Mater ial Effects channels, you can use the
rendered scene file as an Image Input event or
a Filter or Layer mask, and con tinue to use the
Object or Material Effects Channel data.
Interfa ce
The Properties panel is divided into two sections:
Source and Fil t er.
Source group
Specifies the objects in the scene to wh ich a glow
is applied. You can select more than one source
option at a time.
Whole—Applies a glow to the w hole scene, not just
a particular piece of geometry. This makes each