Distort an image by pulling the pixels in a random manner within lattices whose size and position can be user-defined.
Requires an Input (Any).
An Atten. (Attenuation) Matte (A) can optionally be used as the second input. This can be used to attenuate the effect; the
higher the mask value, the less strong the distortion.
Produces an Output (Any).
Turbulence
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Set the size of the lattices; this affects the wavelength of the distortion. The larger the values, the longer the wavelength
of the distortion.
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Set the offset of the lattices from the bottom left-hand corner, and along a notional Z axis. By animating the offset values,
effects such as the simulation of flickering flames can be achieved.
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Set the strength of the distortion. The greater the value, the greater the 'pull' of the lattices. A sensible range is 0 to
10.
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Sets the strength of the smaller distortions within the larger distortions; in effect, it controls the graininess of the distortion.
The greater the value, the more grainy the distortion. A sensible range is 0 to 10. To achieve a liquid effect, set a low
XY Swirl value, between 0 and 0.5.
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Sets the rate of change of the smaller distortions within the larger distortions; in effect, it controls the speed of flickering.
This parameter is relevant only when animating the Z Offset. The greater the value, the faster the flicker. A sensible range
is 0 to 10.
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The Turbulence calculations in the Turb Distort process are exceedingly complicated, and so can take a long time to process.
When Approx Step > 1, turbulence is only calculated at a grid spaced every Approx Step pixels in both X and Y. Bicubic interpolation
is used to approximate the turbulence at intermediate pixels. This provides much faster processing, although there is a smoothing
effect on the turbulence when Approx Step is large. This smoothing effect can often be attractive in it's own right, giving
a much less harsh effect than when Approx Step is small.
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