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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