Bevel Alpha
Brief Description
Add a 3D relief effect to an object based on its alpha channel. The Angle controls which area are considered shadows and which areas are considered light. The relief is produced by duplicating Edge Precision times the edge pixels along a distance of Thickness pixels. The higher the precision, the longeer it is to render.
Controls
Parameter / Script Name | Type | Default | Function |
---|---|---|---|
Enabled / enabled | Boolean | On | |
Red / process_red | Boolean | On | Enable the red channel in output. Otherwise if there's a source the content of the main source is returned instead, else 0 |
Green / process_green | Boolean | On | Enable the green channel in output. Otherwise if there's a source the content of the main source is returned instead, else 0 |
Blue / process_blue | Boolean | On | Enable the blue channel in output. Otherwise if there's a source the content of the main source is returned instead, else 0 |
Alpha / process_alpha | Boolean | On | Enable the alpha channel in output. Otherwise if there's a source the content of the main source is returned instead, else 0 |
Shadow Color / shadow_color | Color | 0, 0, 0, 0.9 | |
Light Color / light_color | Color | 1, 1, 1, 0.9 | |
Thickness / thickness | Float 2D | 1, 1 | |
Angle / angle | Float | 0 | |
Edge Precision / edge_precision | Float | 10 | |
Mask / mask | Image | - | |
Mix / mix_with_source | Float | 1 | Dissolves between the original image at 0 and the image with the effect applied at 1 |
Light/Shadow Colorspace / input_colorspace | Choice | Project Display Space | Colorspace in which the Light and Shadow color values are expressed - Project Working Space: The color is assumed to be expressed in the project working space - Project Display Space: The color is assumed to be expressed in the project display space |