Typy videoefektů a postprodukčních vizuálních efektů - Adobe
Všechny efekty, které Adobe vytváří, velmi usnadňují sdělování požadovaného ... Využívejte efekty promyšleně, abyste zajistili, že vaše video vylepší a posunou ...
podle potřeby světelné přepaly přidávat nebo upravovat
Ke světelnému přepalu obvykle dochází, když objektiv a těsnění fotoaparátu správně nedoléhají. Pak se světlo dostane do objektivu a dojde k jeho deformaci. Při záznamu na film nedokážete mít takové neúmyslné přepaly pod kontrolou. Postprodukční editování pomocí digitálních videoefektů vám však umožní <anchor>podle potřeby světelné přepaly přidávat nebo upravovat</anchor>. Světelné přepaly se pak v záběru často objevují jako záblesky světla nebo jako světlo, které se do snímku vpíjí z okrajů. Tento senzační efekt umí vytvořit nostalgickou atmosféru, která na vás dýchne ze starých rodinných videozáznamů na kazetách pořízených ruční videokamerou.
Generate effects in After Effects
Generate effects in After Effects

[_![Adobe After Effects](/content/dam/help/mnemonics/After_Effects_CC_mnemonic_RGB_64px.png)_ Adobe After Effects](https://www.adobe.com/products/aftereffects.html)

- Features




- [What's New](/after-effects/user-guide.html "What's New")
- [Text Animations](https://www.adobe.com/products/aftereffects/text-animation.html?promoid=7RZ3672T&mv=other "Text Animations")
- [VFX/Visual Effects](https://www.adobe.com/products/aftereffects/vfx-visual-effects.html?promoid=1K8FDFPH&mv=other "VFX/Visual Effects")
- [Motion Graphics](https://www.adobe.com/products/aftereffects/motion-graphics.html?promoid=RTQCN57G&mv=other "Motion Graphics")
- [Rotoscoping](https://www.adobe.com/products/aftereffects/rotoscoping.html?promoid=RGJ8NJFK&mv=other "Rotoscoping")
- [Motion tracking](https://www.adobe.com/products/aftereffects/motion-tracking.html "Motion tracking")

- [Video & Audio](https://www.adobe.com/creativecloud/video.html?promoid=ZP46FD34&mv=other "Video & Audio")
- [Showcase](https://www.adobe.com/creativecloud/video/customer-stories.html?promoid=1NZGDBYQ&mv=other "Showcase")
- [Learn & Support](/after-effects.html?promoid=RBS7NR3C&mv=other "Learn & Support")
- [Free Trial](https://www.adobe.com/products/aftereffects.html?promoid=PTYTQ77P&mv=other#mini-plans-web-cta-after-effects-card "Free Trial")

[Buy now](https://www.adobe.com/creativecloud/plans.html?filter=video-audio&promoid=7WQ463BS&mv=other&plan=individual "Buy now")

User GuideCancel

# Generate effects

Search

Last updated on Apr 1, 2024

[![After Effects](/content/dam/help/mnemonics/ae_cc_app_RGB.svg)](https://creative.adobe.com/products/download/aftereffects)

[After Effects](https://creative.adobe.com/products/download/aftereffects)

[Open app](https://creative.adobe.com/products/download/aftereffects)

01. [After Effects User Guide](/after-effects/user-guide.html)

02. Beta releases
    1. [Beta Program Overview](/x-productkb/global/creative-cloud-beta.html)
    2. [After Effects Beta Home](/after-effects/using/after-effects-beta.html)
03. Getting started
    1. [Get started with After Effects](https://creativecloud.adobe.com/en/learn/after-effects/web/aftereffects-workflow-terminology)
    2. [What's new in After Effects](/after-effects/using/whats-new.html)
    3. [Release Notes \| After Effects](/after-effects/release-note/release-notes-after-effects.html)
    4. [After Effects system requirements](/after-effects/system-requirements.html)
    5. [Keyboard shortcuts in After Effects](/after-effects/using/keyboard-shortcuts-reference.html)
    6. [Supported File formats \| After Effects](/after-effects/kb/supported-file-formats.html)
    7. [Hardware recommendations](/premiere-pro/kb/hardware-recommendations.html)
    8. [After Effects for Apple silicon](/after-effects/kb/after-effects-apple-silicon.html)
    9. [Planning and setup](/after-effects/using/planning-setup.html)
04. Workspaces
    1. [General user interface items](/after-effects/using/general-user-interface-items.html)
    2. [Get to know After Effects interface](https://creativecloud.adobe.com/en/learn/after-effects/web/aftereffects-workflow-terminology)
    3. [Workflows](/after-effects/using/workflows.html)
    4. [Workspaces, panels, and viewers](/after-effects/using/workspaces-panels-viewers.html)
05. Projects and compositions
    1. [Projects](/after-effects/using/projects.html)
    2. [Composition basics](/after-effects/using/composition-basics.html)
    3. [Precomposing, nesting, and pre-rendering](/after-effects/using/precomposing-nesting-pre-rendering.html)
    4. [View detailed performance information with the Composition Profiler](/after-effects/using/composition-profiler.html)
    5. [CINEMA 4D Composition Renderer](/after-effects/using/cinema-4d-composition-renderer.html)
06. Importing footage
    1. [Preparing and importing still images](/after-effects/using/preparing-importing-still-images.html)
    2. [Importing from After Effects and Adobe Premiere Pro](/after-effects/using/importing-effects-premiere-pro.html)
    3. [Importing and interpreting video and audio](/after-effects/using/importing-interpreting-video-audio.html)
    4. [Preparing and importing 3D image files](/after-effects/using/preparing-importing-3d-image-files.html)
    5. [Importing and interpreting footage items](/after-effects/using/importing-interpreting-footage-items.html)
    6. [Working with footage items](/after-effects/using/footage-items.html)
    7. [Detect edit points using Scene Edit Detection](/after-effects/using/scene-edit-detection.html)
    8. [XMP metadata](/after-effects/using/xmp-metadata.html)
07. Text and Graphics
    1. Text
       1. [Formatting characters and the Character panel](/after-effects/using/formatting-characters-character-panel.html)
       2. [Text effects](/after-effects/using/text-effects.html)
       3. [Creating and editing text layers](/after-effects/using/creating-editing-text-layers.html)
       4. [Formatting paragraphs and the Paragraph panel](/after-effects/using/formatting-paragraphs-paragraph-panel.html)
       5. [Extruding text and shape layers](/after-effects/using/extruding-text-shapes.html)
       6. [Animating text](/after-effects/using/animating-text.html)
       7. [Examples and resources for text animation](/after-effects/using/examples-resources-text-animation.html)
       8. [Live Text Templates](/after-effects/using/editable-text-templates.html)
    2. Motion Graphics
       1. [Work with Motion Graphics templates in After Effects](/after-effects/using/creating-motion-graphics-templates.html)
       2. [Use expressions to create drop-down lists in Motion Graphics templates](/after-effects/using/create_dropdowns_using_expressions.html)
       3. [Work with Essential Properties to create Motion Graphics templates](/after-effects/using/essential-properties.html)
       4. [Replace images and videos in Motion Graphics templates and Essential Properties](/after-effects/using/replace-media-motion-graphics-templates.html)
       5. [Animate faster and easier using the Properties panel](/after-effects/using/properties-panel.html)
08. Drawing, Painting, and Paths
    1. [Overview of shape layers, paths, and vector graphics](/after-effects/using/overview-shape-layers-paths-vector.html)
    2. [Paint tools: Brush, Clone Stamp, and Eraser](/after-effects/using/paint-tools-brush-clone-stamp.html)
    3. [Taper shape strokes](/after-effects/using/taper-shape-strokes.html)
    4. [Shape attributes, paint operations, and path operations for shape layers](/after-effects/using/shape-attributes-paint-operations-path.html)
    5. [Use Offset Paths shape effect to alter shapes](/after-effects/using/use-offset-paths.html)
    6. [Creating shapes](/after-effects/using/creating-shapes-masks.html)
    7. [Create masks](/after-effects/using/create-masks.html)
    8. [Remove objects from your videos with the Content-Aware Fill panel](/after-effects/using/content-aware-fill.html)
    9. [Roto Brush and Refine Matte](/after-effects/using/roto-brush-refine-matte.html)
09. Layers, Markers, and Camera
    1. [Selecting and arranging layers](/after-effects/using/selecting-arranging-layers.html)
    2. [Blending modes and layer styles](/after-effects/using/blending-modes-layer-styles.html)
    3. [3D layers](/after-effects/using/3d-layers.html)
    4. [Layer properties](/after-effects/using/layer-properties.html)
    5. [Creating layers](/after-effects/using/creating-layers.html)
    6. [Managing layers](/after-effects/using/layers.html)
    7. [Layer markers and composition markers](/after-effects/using/layer-markers-composition-markers.html)
    8. [Cameras, lights, and points of interest](/after-effects/using/cameras-lights-points-interest.html)
10. Animation, Keyframes, Motion Tracking, and Keying
    1. Animation
       1. [Animation basics](/after-effects/using/animation-basics.html)
       2. [Animating with Puppet tools](/after-effects/using/animating-puppet-tools.html)
       3. [Managing and animating shape paths and masks](/after-effects/using/animating-shape-paths-masks.html)
       4. [Animating Sketch and Capture shapes using After Effects](/after-effects/using/convert-from-sketch-capture-to-photoshop-illustrator-and-animate.html)
       5. [Assorted animation tools](/after-effects/using/assorted-animation-tools.html)
       6. [Work with Data-driven animation](/after-effects/using/data-driven-animations.html)
    2. Keyframe
       1. [Keyframe interpolation](/after-effects/using/keyframe-interpolation.html)
       2. [Setting, selecting, and deleting keyframes](/after-effects/using/setting-selecting-deleting-keyframes.html)
       3. [Editing, moving, and copying keyframes](/after-effects/using/editing-moving-copying-keyframes.html)
    3. Motion tracking
       1. [Tracking and stabilizing motion](/after-effects/using/tracking-stabilizing-motion-cs5.html)
       2. [Face Tracking](/after-effects/using/facetracking.html)
       3. [Mask Tracking](/after-effects/using/rigid-mask-tracking.html)
       4. [Mask Reference](/after-effects/using/mask-reference.html)
       5. [Speed](/after-effects/using/speed.html)
       6. [Time-stretching and time-remapping](/after-effects/using/time-stretching-time-remapping.html)
       7. [Timecode and time display units](/after-effects/using/timecode-time-display-units.html)
    4. Keying
       1. [Keying](/after-effects/using/keying.html)
       2. [Keying effects](/after-effects/using/keying-effects.html)
11. Transparency and Compositing
    1. [Compositing and transparency overview and resources](/after-effects/using/compositing-transparency-overview-resources.html)
    2. [Alpha channels and masks](/after-effects/using/alpha-channels-masks-mattes.html)
    3. [Track Mattes and Traveling Mattes](/after-effects/using/track-mattes-and-traveling-mattes.html)
12. Adjusting color
    1. [Color basics](/after-effects/using/color-basics.html)
    2. [Color management](/after-effects/using/color-management.html)
    3. [Color Correction effects](/after-effects/using/color-correction-effects.html)
    4. [OpenColorIO and ACES color management](/after-effects/using/opencolorio-aces-color-management.html)
13. Effects and Animation Presets
    01. [Effects and animation presets overview](/after-effects/using/effects-animation-presets-overview.html)
    02. [Effect list](/after-effects/using/effect-list.html)
    03. [Effect Manager](/after-effects/using/effect-manager.html)
    04. [Simulation effects](/after-effects/using/simulation-effects.html)
    05. [Stylize effects](/after-effects/using/stylize-effects.html)
    06. [Audio effects](/after-effects/using/audio-effects.html)
    07. [Distort effects](/after-effects/using/distort-effects.html)
    08. [Perspective effects](/after-effects/using/perspective-effects.html)
    09. [Channel effects](/after-effects/using/channel-effects.html)
    10. [Generate effects](/after-effects/using/generate-effects.html)
    11. [Time effects](/after-effects/using/time-effects.html)
    12. [Transition effects](/after-effects/using/transition-effects.html)
    13. [The Rolling Shutter Repair effect](/after-effects/using/rolling-shutter-repair.html)
    14. [Blur and Sharpen effects](/after-effects/using/blur-sharpen-effects.html)
    15. [3D Channel effects](/after-effects/using/3d-channel-effects.html)
    16. [Utility effects](/after-effects/using/utility-effects.html)
    17. [Matte effects](/after-effects/using/matte-effects.html)
    18. [Noise and Grain effects](/after-effects/using/noise-grain-effects.html)

    19. [Detail-preserving Upscale effect](/after-effects/using/detail-preserving-upscale-effect.html)
    20. [Obsolete effects](/after-effects/using/obsolete-effects.html)
14. Expressions and Automation
    1. Expressions
       01. [Expression basics](/after-effects/using/expression-basics.html)
       02. [Understanding the expression language](/after-effects/using/expression-language.html)
       03. [Using expression controls](/after-effects/using/expression-controls.html)
       04. [Syntax differences between the JavaScript and Legacy ExtendScript expression engines](/after-effects/using/legacy-and-extend-script-engine.html)
       05. [Editing expressions](/after-effects/using/edit-expressions.html)
       06. [Expression errors](/after-effects/using/troubleshooting-expressions.html)
       07. [Using the Expressions editor](/after-effects/using/using-expressions-editor.html)
       08. [Use expressions to edit and access text properties](/after-effects/using/expressions-text-properties.html)
       09. [Expression language reference](/after-effects/using/expression-language-reference.html)
       10. [Expression examples](/after-effects/using/expression-examples.html)
    2. Automation
       1. [Automation](/after-effects/using/automation.html)
       2. [Scripts](/after-effects/using/scripts.html)
15. Immersive video, VR, and 3D
    01. [Construct VR environments in After Effects](/after-effects/using/immersive-video-VR.html)
    02. [Apply immersive video effects](/after-effects/using/vr-effects.html)
    03. [Compositing tools for VR/360 videos](/after-effects/using/compositing-tools-vr-360.html)
    04. [Advanced 3D Renderer](/after-effects/using/advanced-3d-renderer.html)

    05. [Import and add 3D models to your composition](/after-effects/using/import-3d-model.html)
    06. [Import 3D models from Creative Cloud Libraries](/after-effects/using/import-3d-models-from-creative-cloud-libraries.html)
    07. [Image-Based Lighting](/after-effects/using/image-based-lighting.html)
    08. [Extract and animate lights and cameras from 3D models](/after-effects/using/extract-and-animate-cameras-and-lights-from-3d-models.html)
    09. [Tracking 3D camera movement](/after-effects/using/tracking-3d-camera-movement.html)
    10. [Cast and accept shadows](/after-effects/using/cast-and-accept-shadows.html)
    11. [Embedded 3D model animations](/after-effects/using/embedded-3d-model-animations.html)
    12. [Shadow Catcher](/after-effects/using/shadow-catchers.html)
    13. [3D depth data extraction](/after-effects/using/3d-depth-data-extraction.html)

    14. [Modify materials properties of a 3D layer](/after-effects/using/modify-materials-properties-of-3d-layers.html)
    15. [Work in 3D Design Space](/after-effects/using/work-in-3D-space.html)
    16. [3D Transform Gizmos](/after-effects/using/3d-transform-gizmo.html)
    17. [Do more with 3D animation](/after-effects/using/3d-animation-settings.html)
    18. [Preview changes to 3D designs real time with the Mercury 3D engine](/after-effects/using/real-time-engine.html)
    19. [Add responsive design to your graphics](/after-effects/using/responsive-design.html)
16. Views and Previews
    1. [Previewing](/after-effects/using/previewing.html)
    2. [Video preview with Mercury Transmit](/after-effects/using/video-preview-using-mercury-transmit.html)
    3. [Modifying and using views](/after-effects/using/modifying-using-views.html)
17. Rendering and Exporting
    1. [Basics of rendering and exporting](/after-effects/using/basics-rendering-exporting.html)
    2. [H.264 Encoding in After Effects](/after-effects/using/exporting-h264-from-the-after-effects-render-queue.html)
    3. Export an After Effects project as an Adobe Premiere Pro project
    4. [Converting movies](/after-effects/using/converting-movies.html)
    5. [Multi-frame rendering](/after-effects/using/multi-frame-rendering.html)
    6. [Automated rendering and network rendering](/after-effects/using/automated-rendering-network-rendering.html)
    7. [Rendering and exporting still images and still-image sequences](/after-effects/using/rendering-exporting-still-images-still.html)
    8. [Using the GoPro CineForm codec in After Effects](/after-effects/using/gopro-cineform-codec-settings.html)
18. Working with other applications
    1. [Dynamic Link and After Effects](/after-effects/using/dynamic-link-effects.html)
    2. [Working with After Effects and other applications](/after-effects/using/effects-applications.html)
       1. [Export After Effects project as Premiere Pro project](/after-effects/using/export-after-effects-project-as-premiere-pro-project.html)
    3. [Sync Settings in After Effects](/after-effects/using/sync-settings.html)
    4. [Creative Cloud Libraries in After Effects](/after-effects/using/creative-cloud-libraries.html)
    5. [Plug-ins](/after-effects/plug-ins.html)
    6. [Cinema 4D and Cineware](/after-effects/using/c4d.html)
19. Collaboration: Frame.io, and Team Projects
    1. [Collaboration in Premiere Pro and After Effects](/premiere-pro/using/collaboration.html)
    2. Frame.io
       1. [Install and activate Frame.io](/x-productkb/multi/install-activate-frameio.html)
       2. [Use Frame.io with Premiere Pro and After Effects](/x-productkb/multi/collaborate-frameio-premiere-pro.html)
       3. [Frequently asked questions](/x-productkb/multi/frameio-creative-cloud-faq.html)
    3. Team Projects
       1. Get Started with Team Projects
       2. Create a Team Project
       3. Collaborate with Team Projects
20. Memory, storage, performance
    1. [Memory and storage](/after-effects/using/memory-storage1.html)
    2. [How After Effects handles low memory issues while previewing](/after-effects/kb/after-effects-low-memory-warning-mechanism.html)
    3. [Improve performance](/after-effects/using/improve-performance.html)
    4. [Preferences](/after-effects/using/preferences.html)
    5. [GPU and GPU driver requirements for After Effects](/after-effects/using/basics-gpu-after-effects.html)
21. Knowledge Base
    1. [Known issues](/after-effects/kb/known-issues-after-effects.html)
    2. [Fixed issues](/after-effects/kb/fixed-issues.html)
    3. [Frequently asked questions](/after-effects/faq.html)

    4. [After Effects and macOS Ventura](/after-effects/kb/after-effects-and-macos-ventura.html)
    5. [How After Effects handles low memory issues while previewing](/after-effects/kb/after-effects-low-memory-warning-mechanism.html)

Third-party effects in this category included with After
Effects:

- CC Glue Gun effect

- CC Light Burst 2.5 effect

- CC Light Rays effect

- CC Light Sweep effect

- CC Threads effect


See [Third-party\
plug-ins included with After Effects](/after-effects/using/plug-ins.html#third_party_plug_ins_included_with_after_effects).

## 4-Color Gradient effect

The 4-Color Gradient effect produces a four-color gradient.
The gradient is defined by four effect points, the positions and
colors of which can be animated using the Positions & Colors
controls. The gradient is composed of four solid-color circles blended
together, each with an effect point as its center.

This effect works with 8-bpc and 16-bpc color.

Blend


Higher values create more gradual transitions between colors.

Jitter


The amount of _jitter_ (noise) in the gradient.
The jitter, which reduces banding, affects only those areas where
banding could occur.

Opacity


The opacity of the gradient, as a fraction of the Opacity
value for the layer.

Blending Mode


The blending mode to use in combining the gradient with the layer.

## Advanced Lightning effect

The Advanced Lightning effect creates simulations of electrical discharges. Unlike the Lightning effect, Advanced Lightning doesn’t self-animate. Animate the Conductivity State or other properties to animate the lightning.

The Advanced Lighting effect includes the Alpha Obstacle feature, with which you can make the lightning go around designated objects.

Chris Zwar provides a detailed description on [his website](http://chriszwar.com/wordpress/2008/12/dr-jekylls-eye/) of how he used the Advanced Lightning effect to simulate blood vessel capillaries.

This effect works with 8-bpc color.

Lightning Type


Specifies the characteristics of the lightning.

_**note**: The_
_type determines the nature of the Direction/Outer Radius contextual control._
_In the Breaking type, the branches are focused toward the Direction_
_point as the distance between Origin and Direction increases._

Origin


Specifies the point of origin for the lightning.

Direction, Outer Radius


This control changes depending on the Lightning Type:

Not In Use


The Direction or Outer Radius control is not available if
Lightning Type is Vertical.

Outer Radius


Specifies the distance that the lightning travels from its
origin. This control is enabled if Omni or Anywhere is selected
as the lightning type. Use it to terminate the lightning at a defined
distance from the origin.

Direction


Specifies the direction that the lightning travels. This
control is enabled if any of the following lightning types are selected:
Direction, Strike, Breaking, Bouncy, and Two-Way Strike.

Conductivity State


Changes the path of the lightning.

Core Settings


These controls adjust various characteristics of the core
of the lightning.

Glow Settings


These controls adjust the glow of the lightning.

_**note**: To_
_disable the glow, set Glow Opacity to 0. This setting can speed_
_up rendering time greatly._

Alpha Obstacle


Specifies the influence of the alpha channel of the original
layer on the path of the lightning. When Alpha Obstacle is greater
than zero, the lightning attempts to wrap itself around opaque areas
of the layer, seeing them as an obstacle. When Alpha Obstacle is
less than zero, the lightning tries to stay inside the opaque areas,
avoiding the transparent areas. The lighting can cross the boundaries
between opaque and transparent areas, but Alpha Obstacle values
further from zero cause the crossing to happen less often.

_**note**: If_
_Alpha Obstacles is set to a value other than 0, it’s not always_
_possible to preview the correct result in less than full resolution;_
_full resolution may reveal new obstacles. Be sure to check the result_
_in full resolution before final rendering._

Turbulence


Specifies the amount of turbulence in the lightning path.
Higher values result in a more complex strike containing more branches
and forks, and lower values produce simpler strikes with fewer branches.

Forking


Specifies what percentage of a branch is forked. Turbulence
and Alpha Obstacle settings influence forking.

Decay


Specifies the amount of continuous decay or dissipation of
the lightning strength and influences where the opacity of the forks
begins to fade.

Decay Main Core


Decays the main core along with its forks.

Composite On Original


Composites the lightning with the original layer using the
Add blending mode. When deselected, only the lightning is visible.

Complexity


Specifies the complexity of the turbulence in the lightning.

Min. Forkdistance


Specifies the minimum pixel distance between new forks. Lower
values create more forks in the lightning. Higher values result
in fewer forks.

Termination Threshold


Specifies the level at which a path terminates, based on resistance
in the atmosphere and possible alpha collision. At lower values,
the path terminates more easily when encountering resistance or
alpha obstacles. At higher values, the path more persistently moves
around alpha obstacles.

_**note**: Increasing Turbulence or Complexity_
_values causes resistance to increase in some areas. These areas_
_change as conductivity changes. Increasing the Alpha Obstacle value_
_causes resistance to increase at alpha edges._

Main Core Collision Only


Calculates collisions only on the main core. The forks aren’t
affected. This control is relevant only if you select Alpha Obstacle.

Fractal Type


Specifies the type of fractal turbulence used to create the lightning.

Core Drain


Specifies the percentage by which the core strength is drained
when creating a new fork. Increasing this value reduces the opacity
of the core where new forks appear. Because forks draw their strength
from the main core, decreasing this value reduces the opacity of
the forks as well.

Fork Strength


Specifies the opacity of the new fork. This amount is measured
as a percentage of the Core Drain value.

Fork Variation


Specifies the amount of variation in the opacity of the fork
and determines how much the fork opacity deviates from the amount
set for Fork Strength.

## Audio Spectrum effect

Apply the Audio Spectrum effect to a video layer to display the audio spectrum of a layer that contains audio (and optionally video). The effect displays the magnitude of audio levels at frequencies in the range that you define using Start Frequency and End Frequency. This effect can display the audio spectrum in several different ways, including along a mask path.

Note:

Audio Spectrum uses the audio source footage without time-remapping, effects,
stretch, or levels. To display the spectrum with such effects, precompose
the audio layer before applying the Audio Spectrum effect.

Note:

To prevent other masks on the layer from clipping
the output of the Audio Spectrum effect, set their mask modes to
None. (See [Mask\
modes](/after-effects/using/alpha-channels-masks-mattes.html#mask_modes).)

This effect works with 8-bpc, 16-bpc, and 32-bpc color.

![Audio Spectrum effect](data:image/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHdpZHRoPSIzOTYiIGhlaWdodD0iMjk2Ij48cmVjdCB3aWR0aD0iMzk2IiBoZWlnaHQ9IjI5NiIgZmlsbC1vcGFjaXR5PSIwIiAvPjwvc3ZnPg==)

Original (upper-left), and with effect applied (lower-left
and right)

![Audio Spectrum effect](data:image/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHdpZHRoPSIzOTYiIGhlaWdodD0iMjk2Ij48cmVjdCB3aWR0aD0iMzk2IiBoZWlnaHQ9IjI5NiIgZmlsbC1vcGFjaXR5PSIwIiAvPjwvc3ZnPg==)

Original (upper-left), and with effect applied (lower-left
and right)

Audio Layer


The audio layer you want to use as input.

Start Point, End Point


Specifies the position at which the spectrum starts or ends
if Path is set to None.

Path


The mask path along which to display the audio spectrum.

Use Polar Path


The path starts from a single point and appears as a radial
graph.

Start Frequency, End Frequency


The lowest and highest frequencies, in hertz, to display.

Frequency Bands


The number of frequency bands into which to divide displayed
frequencies.

Maximum Height


Maximum height, in pixels, of a displayed frequency.

Audio Duration


Duration of audio, in milliseconds, used to calculate the spectrum.

Audio Offset


Time offset in milliseconds used to retrieve the audio.

Thickness


Thickness of the bands.

Softness


How feathered or blurry the bands appear.

Inside Color, Outside Color


Inside and outside colors of the bands.

Blend Overlapping Colors


Specifies that overlapping spectrums are blended.

Hue Interpolation


If the value is greater than 0, the frequencies displayed rotate
through the hue color space.

Dynamic Hue Phase


If selected, and the Hue Interpolation is greater than 0,
the Start color shifts to the maximum frequency in the range of
displayed frequencies. This setting allows the hue to follow the
fundamental frequency of the spectrum displayed as it changes.

Color Symmetry


If selected, and the Hue Interpolation is greater than 0,
the start and end colors are the same. This setting allows color
continuity on closed paths.

Display Options


Specifies whether to display frequency as Digital, Analog Lines,
or Analog Dots.

Side Options


Specifies whether to display the spectrum above the path
(Side A), below the path (Side B), or both (Side A & B).

Duration Averaging


Specifies that audio frequencies are averaged to reduce randomness.

Composite On Original


If selected, displays the original layer with the effect.

## Audio Waveform effect

Apply the Audio Waveform effect to a video layer to
display the audio waveform of a layer that contains audio (and optionally
video). You can display the audio waveform in several different
ways, including along an open or closed mask path.

_**note**: Audio Waveform_
_uses the audio source footage without time-remapping, effects, stretch,_
_or levels. To display the spectrum with such effects, precompose_
_the audio layer before applying the Audio Waveform effect._

Note:

To prevent masks on the layer from clipping the
output of the Audio Waveform effect, set their mask modes to None.
(See [Mask\
modes](/after-effects/using/alpha-channels-masks-mattes.html#mask_modes).)

This effect works with 8-bpc, 16-bpc, and 32-bpc color.

![Audio Waveform effect](data:image/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHdpZHRoPSIzOTYiIGhlaWdodD0iMjk4Ij48cmVjdCB3aWR0aD0iMzk2IiBoZWlnaHQ9IjI5OCIgZmlsbC1vcGFjaXR5PSIwIiAvPjwvc3ZnPg==)

Original (upper-left), and with effect applied (lower-left
and right)

![Audio Waveform effect](data:image/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHdpZHRoPSIzOTYiIGhlaWdodD0iMjk4Ij48cmVjdCB3aWR0aD0iMzk2IiBoZWlnaHQ9IjI5OCIgZmlsbC1vcGFjaXR5PSIwIiAvPjwvc3ZnPg==)

Original (upper-left), and with effect applied (lower-left
and right)

Audio Layer


The audio layer you want to display as a waveform.

Start Point, End Point


The position at which the waveform starts and ends, if Path
is set to None.

Path


If set to None, the audio waveform is displayed along the
path of the layer.

Displayed Samples


Number of samples to display in the waveform.

Maximum Height


Maximum height, in pixels, of a displayed frequency.

Audio Duration


Duration of audio, in milliseconds, used to calculate the waveform.

Audio Offset


Time offset, in milliseconds, used to retrieve the audio.

Thickness


The thickness of the waveform.

Softness


How feathered or blurry the waveform appears.

Inside Color, Outside Color


The inside and outside colors of the waveform.

Waveform Options


Mono combines the left and right channels of the audio layer.
Nonstereo audio layers play as Mono.

Display Options


Digital displays each sample as a single vertical line connecting
the minimum and maximum source sample. This option simulates the
display used on digital equipment. Analog Lines displays each sample
as a line connecting the previous and next sample from either the
minimum or maximum audio source sample. This option simulates the
retracing seen in the display of an analog oscilloscope. Analog
Dots displays each sample as a dot representing either the minimum
or maximum audio source sample.

Composite On Original


Composites the audio waveform with the original layer using
the Add blending mode. When deselected, only the audio waveform
is visible.

## Beam effect

The Beam effect simulates the movement of a beam, such as a laser beam. You can make the beam shoot, or you can create a wandlike beam with a stationary start or end point. The beam looks best when motion blur is enabled and the shutter angle is set to 360.

This effect works with 8-bpc, 16-bpc, and 32-bpc color.

![Beam effect](data:image/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHdpZHRoPSIzOTQiIGhlaWdodD0iMTQwIj48cmVjdCB3aWR0aD0iMzk0IiBoZWlnaHQ9IjE0MCIgZmlsbC1vcGFjaXR5PSIwIiAvPjwvc3ZnPg==)

Original (left), and with a simulated beam (right)

![Beam effect](data:image/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHdpZHRoPSIzOTQiIGhlaWdodD0iMTQwIj48cmVjdCB3aWR0aD0iMzk0IiBoZWlnaHQ9IjE0MCIgZmlsbC1vcGFjaXR5PSIwIiAvPjwvc3ZnPg==)

Original (left), and with a simulated beam (right)

The Length control specifies the length of the beam based on
a percentage of the Time specified. For example, a setting of 100%
means that the visible beam length is at its maximum when the Time
control is 50%. Time specifies the time of the beam’s travel from
start to end as a percentage. The 3D Perspective control uses 3D
perspective based on start and end thickness if Time is animated.

## Cell Pattern effect

The Cell Pattern effect generates cellular patterns based on cellular noise. Use it to create static or moving background textures and patterns. The patterns can be used in turn as textured mattes, as transition maps, or as a source for displacement maps.

This effect works with 8-bpc color.

![Cell Pattern effect](data:image/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHdpZHRoPSI0NzgiIGhlaWdodD0iMTEyIj48cmVjdCB3aWR0aD0iNDc4IiBoZWlnaHQ9IjExMiIgZmlsbC1vcGFjaXR5PSIwIiAvPjwvc3ZnPg==)

Original image (left); the Cell Pattern effect creates a displacement
map (center), which is used as a displacement map for the Displacement
Map effect (right).

![Cell Pattern effect](data:image/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHdpZHRoPSI0NzgiIGhlaWdodD0iMTEyIj48cmVjdCB3aWR0aD0iNDc4IiBoZWlnaHQ9IjExMiIgZmlsbC1vcGFjaXR5PSIwIiAvPjwvc3ZnPg==)

Original image (left); the Cell Pattern effect creates a displacement
map (center), which is used as a displacement map for the Displacement
Map effect (right).

Cell Pattern


The cell pattern to use. _HQ_ denotes high-quality
patterns that render with more definition than their unmarked counterparts.
Mixed Crystals is available only as a high-quality option.

_**note**: The_
_Static Plates option is identical in appearance to the Plates option. However,_
_when evolving, the static plates retain a uniform lightness value,_
_whereas the plates shift the lightness of the cell pattern._

Invert


Inverts the cell pattern. Black areas become white, and white
areas become black.

Contrast/Sharpness


Specifies the contrast of the cell pattern when you use the Bubbles,
Crystals, Pillow, Mixed Crystals, or Tubular cell pattern. The control specifies
sharpness for any of the Plate or Crystallize options.

_**note**: The_
_option chosen from the Overflow menu affects the contrast._

Overflow


How the effect remaps values that fall outside the grayscale
range of 0-255. Overflow isn’t available if sharpness-based cell
patterns are chosen.

Clip


Values above 255 are mapped to 255. Values below 0 are mapped
to 0. Contrast amount controls how much of the image falls outside
the range 0-255; higher contrast amounts result in a mostly black
or white image, with less gray. Therefore, less subtle cellular
detail appears at higher contrast settings.

Soft Clamp


Remaps grayscale values to fall inside the 0–255 range.
Contrast appears reduced; cells are mostly gray with few areas of
pure black or white.

Wrap Back


Values above 255 or below 0 are reflected back into the 0-255 range.
For example, a value of 258 (255+3) is reflected to 252 (255-3),
and a value of ‑3 is reflected to 3. With this setting, Contrast
values above 100 increase complexity and detail.

Disperse


How randomly the pattern is drawn. Lower values cause more
uniform or gridlike cell patterns.

_**note**: If you set the Disperse_
_value above 1.0, set the layer to Best quality to avoid artifacts._

Size


The size of the cells. The default size is 60.

Offset


Determines the portion of the fractal shape used to create
the pattern.

Tiling Options


Choose Enable Tiling to create a pattern built of repeating
tiles. Cells Horizontal and Cells Vertical determine how many cells
wide and how many cells high each tile is.

Evolution


Animating this setting results in changes of the pattern
over time.

_**note**: Although the Evolution value is set in units_
_called revolutions, it’s important to realize that_
_these revolutions are progressive. The Evolution state continues_
_to progress infinitely at each new value. Use the Cycle Evolution_
_option to return the Evolution setting to its original state at_
_each revolution._

Evolution Options


Evolution Options provide controls that render the effect
for one short cycle and then loop it for the duration of your clip.
Use these controls to pre-render cell pattern elements into loops,
and thus speed up rendering time.

Cycle Evolution


Creates a loop that forces the Evolution state to return
to its starting point.

Cycle


The number of revolutions of the Evolution setting that the
cell pattern cycles through before it repeats. The amount of time
between Evolution keyframes determines the timing of the Evolution
cycles.

_**note**: The Cycle control affects only the state of the_
_cell pattern, not geometrics or other controls, so you can get different_
_results with different Size or Offset settings._

Random Seed


Specifies a value from which to generate the cell pattern. Animating
this property results in flashing from one cell pattern to another (within
the same cell pattern type), which is not usually the result that
you want. For smooth transition of the cell pattern, animate the
Evolution property.

_**note**: Create new cell pattern animations_
_by reusing previously created Evolution cycles and changing only_
_the Random Seed value. Using a new Random Seed value alters the_
_cell pattern without disturbing the Evolution animation._

## Checkerboard effect

The Checkerboard effect creates a checkerboard pattern
of rectangles, half of which are transparent.

This effect works with 8-bpc color.

Anchor


The point of origin of the checkerboard pattern. Moving this
point offsets the pattern.

Size From


How the dimensions of the rectangles are determined:

Corner Point


The dimensions of each rectangle are the dimensions of the rectangle
with opposite corners defined by the Anchor and Corner points.

Width Slider


The height and width of a rectangle are equal to the Width
value, meaning that the rectangles are squares.

Width & Height Sliders


The height of a rectangle is equal to the Height value. The
width of a rectangle is equal to the Width value.

Feather


Thickness of the edge feather within the checkerboard pattern.

Color


The color of the nontransparent rectangles.

Opacity


The opacity of the colored rectangles.

Blending Mode


The blending mode to use to composite the checkerboard pattern
on top of the original layer. These blending modes work identically
to the ones in the Timeline panel, except for the default None mode,
which renders the checkerboard pattern only.

## Circle effect

The Circle effect creates a customizable solid disk
or ring.

This effect works with 8-bpc color.

Edge


None creates a solid disk. The other options all create rings.
Each option corresponds to a different set of properties that determine
the shape and edge treatment of the ring:

Edge Radius


The difference between the Edge Radius property and the Radius property
is the thickness of the ring.

Thickness


The Thickness property sets the thickness of the ring.

Thickness \* Radius


The product of the Thickness property and the Radius property
is the thickness of the ring.

Thickness & Feather \* Radius


The product of the Thickness property and the Radius property
is the thickness of the ring. The product of the Feather property and
the Radius property is the feather of the ring.

Feather


The thickness of the feather.

Invert Circle


Inverts the matte.

Blending Mode


The blending mode used to combine the shape and the original
layer. These blending modes behave like the blending modes in the Timeline
panel, except for None, which displays only the shape, without the original
layer.

## Ellipse effect

The Ellipse effect draws an ellipse.

This effect works with 8-bpc, 16-bpc, and 32-bpc color.

## Eyedropper Fill effect

The Eyedropper Fill effect (formerly the Color Picker
effect) applies a sampled color to the source layer. This effect
is useful for quickly picking a solid color from a sample point
on the original layer or picking a color value from one layer and using
blending modes to apply this color to a second layer.

This effect works with 8-bpc color.

Sample Point


The center of the sampled area.

Sample Radius


The radius of the sampled area.

Average Pixel Color


Which color values are sampled:

Skip
Empty


Samples the average RGB color values, excluding the color
values of transparent pixels.

All


Samples the average of all RGB color values, including color
values of transparent pixels.

All Premultiplied


Samples the average of all RGB color values, premultiplied with
the alpha channel.

Including Alpha


Samples the average of all RGB color and alpha channel values.
This setting results in the sampled color also containing the average transparency
of the sampled pixels.

Maintain Original Alpha


Maintains the alpha channel of the original layer. If you
choose Including Alpha in the Average Pixel Color menu, the original
alpha is stenciled over the sampled color.

Blend With Original


The transparency of the effect. The result of the effect
is blended with the original image, with the effect result composited
on top. The higher you set this value, the less the effect affects
the layer. For example, if you set this value to 100%, the effect
has no visible result on the layer; if you set this value to 0%,
the original image doesn’t show through.

## Fill effect

The Fill effect fills specified masks with a specified color. If you want to add both a stroke and a fill to a closed path, the order in which you apply the stroke and fill determines the visible width of the stroke: If the fill is applied before the stroke, the full stroke brush size is visible; if the stroke is applied before the fill, the fill appears on top of the stroke, obscuring the half of the stroke that falls inside the path.

This effect works in 32-bit color.

## Fractal effect

The Fractal effect renders the Mandelbrot or Julia set,
creating colorful textures. When you first apply the effect, the
picture you see is the classic sample of the Mandelbrot set; the
set is the area that is colored black. Any pixel outside the set is
colorized, depending on how close it is to the set.

This effect works with 8-bpc and 16-bpc color.

![Fractal effect](data:image/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHdpZHRoPSIzOTYiIGhlaWdodD0iMjk4Ij48cmVjdCB3aWR0aD0iMzk2IiBoZWlnaHQ9IjI5OCIgZmlsbC1vcGFjaXR5PSIwIiAvPjwvc3ZnPg==)

Spaceship layer (upper-left) composited over layer with Mandelbrot
fractal with Lightness Gradient palette (lower-left) and Julia fractal
(lower-right)

![Fractal effect](data:image/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHdpZHRoPSIzOTYiIGhlaWdodD0iMjk4Ij48cmVjdCB3aWR0aD0iMzk2IiBoZWlnaHQ9IjI5OCIgZmlsbC1vcGFjaXR5PSIwIiAvPjwvc3ZnPg==)

Spaceship layer (upper-left) composited over layer with Mandelbrot
fractal with Lightness Gradient palette (lower-left) and Julia fractal
(lower-right)

Set Choice


Specifies the set used. Mandelbrot is the typical Mandelbrot
set. Mandelbrot Inverse is the Mandelbrot set mathematically inverted.
Julia always changes depending on the center point from the Mandelbrot
set and can produce the set of all possible Julia sets. Julia Inverse
is the inverse of the Julia set. To see a Julia set, you may want
to set the magnification to a negative value, because these sets
tend to fill up the complex plane outside the normal boundary. Mandelbrot
Over Julia is the same as Mandelbrot, except that it changes when
the Julia center point changes. Mandelbrot Inverse over Julia is the
same as Mandelbrot Inverse, except that it changes when the Julia
center point changes.

Mandelbrot, Julia


Specify the settings for the specified set. X (Real) and
Y (Imaginary) specify the pixels at the center of the image for
either the Mandelbrot or Julia set. Magnification specifies the
magnification of the effect. Escape Limit specifies how many times
the calculation looks for a color for a given pixel before it assigns
the color black. It also sets the maximum number of line segments
the Selection tool can use when tracing the path of a point. Higher
numbers require longer render times.

Color


Specifies the color of the effect:

Overlay


Displays a ghosted version of the opposite set. For example,
when viewing the Julia set, use this control to display a ghosted
version of the Mandelbrot set. When you select Overlay, a white
cross hair with a black drop shadow appears so you can see the exact
point at the center of the opposite set. This control is useful
because the Julia set depends on the center point of the Mandelbrot
set.

Transparency


Specifies whether black pixels are transparent. If you choose Solid
Color from the Palette menu, this control specifies whether everything inside
or outside the set is transparent.

Palette


Specifies the palette to use when drawing the set. Lightness
Gradient creates a gradient that ranges from black to white, passing
through the hue specified by the Hue control. Then it applies the
same gradient eight more times, each time using the hue 45° away
on the color wheel. The Cycle Steps control specifies the number
of colors in the gradient. Hue Wheel uses all the color from the
Hue color wheel, with maximum brightness and saturation. Black And
White uses alternating bands of black and white. Solid Color turns
everything transparent except the inside of the set, which uses
the color specified by the Hue control. Select Transparent to get
the opposite result.

Hue


Specifies the hue for solid colors and the starting hue
for color gradients. This control works well for creating smooth
color changes or for cycling through the palette. Cycle Steps specifies
the number of bands of different color that appear before the cycle
starts over. Cycle Offset specifies where, other than the beginning,
a cycle starts.

Edge Highlight


Highlights the edges between color bands. This control requires
low-quality mode. If you want to use high-quality edge highlighting,
use the Find Edges effect instead.

High Quality Settings


Specify the oversampling settings for the effect:

Oversample Method


Specifies the method used to oversample the effect: Edge Detect-Fast-May
Miss Pixels performs a simple edge detection and oversamples only
those pixels. This option is the fastest, especially in areas with
a lot of solid color, such as black, and it generally produces results
indistinguishable from Brute Force. Brute Force-Slow-Every Pixel
oversamples every pixel in the image. It is slow but precise.

Oversample Factor


Specifies the amount of oversampling to perform. For example,
a value of 4 specifies that each pixel is sampled 16 times (4x4=16)
and that the average color is used. Higher values produce better
quality output but require longer render times.

## Use tools with the Fractal effect

When the Fractal effect is selected in the
Effect Controls panel, you can use After Effects tools in the following
way. (If you don’t want the Fractal tools active, deselect the effect
before using tools.)

- Use the Selection tool and click while holding the Alt (Windows) or Option (Mac OS) key. If the path leads out of the bounded rectangle (-2, -2, 2, 2), it has gone into infinity; in such a case, the starting-point color is based on how many line segments it takes to reach infinity. If the path ends within the rectangle, it’s colored black.
- Use the Zoom tool to zoom in or out on a particular point, or hold down Ctrl (Windows) or Command (Mac OS), click and hold the Magnifying tool over the center of the image, and navigate from the center. For example, to zoom straight in, stay in the center; to move up, drag up a little and then quickly move back to the center.
- Use the Hand tool to pan the image. Press Ctrl (Windows) or Command (Mac OS) to pan the opposite fractal. For example, when viewing the Julia set, press Ctrl (Windows) or Command (Mac OS) to pan the Mandelbrot set and see how the Julia set depends on the center point of the Mandelbrot set.
- Use the arrow keys to pan the center point by 1 pixel. Press Shift as you press an arrow key to adjust the point by 10 pixels. Press Ctrl (Windows) or Command (Mac OS) as you press an arrow key to adjust the center point of the opposite set.

## Gradient Ramp effect \| CC

The Gradient Ramp effect creates a color gradient. You can create linear or radial ramps, and vary the position and colors of the ramp over time. Use the Start Of Ramp and End Of Ramp properties to specify the start and end positions. Use the Ramp Scatter control to disperse the ramp colors and eliminate banding.

This effect works with 8-bpc, 16-bpc, and 32-bpc color.

Note:

Ramps often don’t broadcast well; severe banding occurs because
the broadcast chrominance signal doesn’t contain sufficient resolution
to reproduce the ramp smoothly. The Ramp Scatter control dithers
the ramp colors, eliminating the banding apparent to the human eye.

## Grid effect

Use the Grid effect to create a customizable grid. Render this grid in a solid color or as a mask in the alpha channel of the source layer. This effect is good for generating design elements and mattes within which other effects can be applied.

This effect works with 8-bpc color.

Note:

Use Grid with the Advanced Lightning effect to
create lightning forks that follow a grid pattern.

Anchor


The point of origin of the grid pattern. Moving this point
offsets the pattern.

Size From


How the dimensions of the rectangles are determined:

Corner Point


The dimensions of each rectangle are the dimensions of the rectangle
with opposite corners defined by the Anchor and Corner points.

Width Slider


The height and width of a rectangle are equal to the Width
value, meaning that the rectangles are squares.

Width & Height Sliders


The height of a rectangle is equal to the Height value. The
width of a rectangle is equal to the Width value.

Border


The thickness of the grid lines. A value of 0 causes the
grid to disappear.

_**note**: The anti-aliasing of the grid borders_
_may cause the visible thickness to vary._

Feather


The softness of the grid.

Invert Grid


Inverts the transparent and opaque areas of the grid.

Color


The color of the grid.

Opacity


The opacity of the grid.

Blending Mode


The blending mode to use to composite the grid on top of
the original layer. These blending modes work identically to the
ones in the Timeline panel, except for the default None mode, which
renders the grid only.

## Lens Flare effect

The Lens Flare effect simulates the refraction caused
by shining a bright light into the camera lens. Specify a location
for the center of the flare by clicking anywhere inside the image
thumbnail or by dragging its cross hair.

This effect works with 8-bpc color.

![Lens Flare effect](data:image/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHdpZHRoPSIzOTYiIGhlaWdodD0iMjk2Ij48cmVjdCB3aWR0aD0iMzk2IiBoZWlnaHQ9IjI5NiIgZmlsbC1vcGFjaXR5PSIwIiAvPjwvc3ZnPg==)

Single lens flare (lower-left) and multiple lens flares (lower-right)

![Lens Flare effect](data:image/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHdpZHRoPSIzOTYiIGhlaWdodD0iMjk2Ij48cmVjdCB3aWR0aD0iMzk2IiBoZWlnaHQ9IjI5NiIgZmlsbC1vcGFjaXR5PSIwIiAvPjwvc3ZnPg==)

Single lens flare (lower-left) and multiple lens flares (lower-right)

## Paint Bucket effect

The Paint Bucket effect (formerly Basic Fill effect)
is a nondestructive paint effect that fills an area with a solid
color. It works much like the Paint Bucket tool in Adobe Photoshop.
Use the Paint Bucket effect for colorizing cartoon-type outlined
drawings or replacing areas of color in an image.

This effect works with 8-bpc color.

Fill Point


The effect fills an area that contains the Fill Point. The
area is determined by analyzing pixels that neighbor the Fill Point
and expanding the fill area by adding matching pixels. How far the
fill color spreads depends upon the Tolerance setting, as well as
the option you choose from the Fill Selector menu.

Fill Selector


Which values to operate on:

Color &
Alpha


Specifies that the effect fills the RGB and alpha channels
of the fill area with the new color.

Straight Color


Specifies that the effect fills only the RGB channels of
the fill area with the new color.

Transparency


Specifies that the effect fills only the transparent areas
near the fill point. You must set a fill point in a transparent
area for this option to work.

Opacity


Specifies that the effect fills only the opaque areas near
the fill point. You must set a fill point in an opaque area for
this option to work.

Alpha Channel


Specifies that the effect fills either the opaque or transparent areas
in the whole image, depending upon the alpha channel value at the
point you set the fill point.

Tolerance


How far the color values of a pixel can be from the Fill
Point color values and still match. Higher values expand the range
of pixels that the effect fills.

View Threshold


Shows what pixels match—that is, which pixels are within
the Tolerance value of the color values of the Fill Point pixel.
This option is especially useful in tracking leaks. If a small gap
exists, the color can flow over and fill areas not intended to be
filled.

Stroke


How the effect treats the edges of the filled area:

Antialias


Anti-aliases the edges of the filled area.

Feather


Creates a feathered edge for the filled area. Feather Softness
values create a more gradually disappearing edge.

Spread


Expands the area of the fill color. The Spread Radius value
indicates the number of pixels the fill color extends beyond the
edge of the fill area.

Choke


Contracts the area of the fill color. The Spread Radius
value indicates the number of pixels the fill color shrinks from
the edge of the fill area.

Stroke


Confines the fill to only the border of the selected area.
The Stroke Width value indicates the width of the stroke, in pixels.

Color


The fill color.

Opacity


Opacity of the filled area.

Blending Mode


The blending mode to use to composite the result of the effect on top of the original layer. All of these blending modes operate like the blending modes in the Timeline panel, except for Fill Only. Use Fill Only to show only the fill.

Note:

If you apply multiple instances of Paint Bucket to a layer, be sure not to set more than one to use the Fill Only blending mode. If you set more than one instance to use this blending mode, only the first application of the effect is shown.

## Radio Waves effect

The Radio Waves effect creates radiating waves from a stationary or animated effect control point. You can use this effect to generate pond ripples, sound waves, or intricate geometric patterns. Use the Reflection control to make the shapes bounce off the sides of the layer. You can also use Radio Waves to create realistic wave displacement maps that work well with the Caustics effect.

Satya demonstrates animation of the mask that the radio wave shape is based on. He also demonstrates that you can get smooth, organic contours (rather than discrete waves) by using a very high value for Frequency, together with carefully chosen Fade-in Time and Fade-out Time settings.

This effect works with 8-bpc color.

![Radio Waves effect](data:image/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHdpZHRoPSIzOTYiIGhlaWdodD0iMjk2Ij48cmVjdCB3aWR0aD0iMzk2IiBoZWlnaHQ9IjI5NiIgZmlsbC1vcGFjaXR5PSIwIiAvPjwvc3ZnPg==)

Polygon wave type with square stroke profile (lower-left),
and Image Contour wave type with Sine stroke profile (lower-right)

![Radio Waves effect](data:image/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHdpZHRoPSIzOTYiIGhlaWdodD0iMjk2Ij48cmVjdCB3aWR0aD0iMzk2IiBoZWlnaHQ9IjI5NiIgZmlsbC1vcGFjaXR5PSIwIiAvPjwvc3ZnPg==)

Polygon wave type with square stroke profile (lower-left),
and Image Contour wave type with Sine stroke profile (lower-right)

Producer Point


The point from which the waves appear.

Parameters Are Set At


Specifies whether parameters can be animated for individual
waves. Birth specifies that each wave maintains the same parameter settings
over time. Each Frame specifies that the waves change as the parameters change.
For example, if you create a star wave with an animated rotation property,
select Birth to offset each star from the previous one to create
a twisting tunnel, or select Each Frame to make all the stars rotate
in unison as the rotation property changes.

Render Quality


Controls the quality of the output. Radio Waves creates smooth, anti-aliased
shapes by rendering high-resolution versions of the shapes and then scaling
them down by oversampling. For example, to create a 100x100-pixel image,
it may generate a 400x400-pixel image and then scale it down using
4x oversampling. Oversampling provides high-quality results but
results in long render times. This option works only with Best quality
mode.

Wave Type


What to base the wave shape on.

Polygon


What kind of polygon to use for the wave shape. These controls
are available if Polygon is chosen for Wave Type.

Sides


Three sides create a triangle, four create a square, and
so on. Size values above 64 result in a smooth circle. You can also
approximate a circle by setting Sides to 3, Curve Size to 1, and
Curvyness to about 0.62.

Curve Size


Specifies how much of each side is curved at each point.

Curvyness


Specifies how extreme the curve is at each point of the wave.

Star


Specifies that the polygon is shaped like a star. To change
the number of points on the star, change the number of sides.

Star Depth


Specifies the angles of a star by controlling the distance
between inner points and the center of the star.

Mask


Specifies the mask used to create a wave. This control is
available if you choose Mask from the Wave Type pop-up menu.

## Image Contour controls

You can base the wave shape on the contours
of an image by choosing Image Contours for Wave Type.

Source Layer


The layer to use as input for the creation of the image contours. Select
an animated layer to emit moving shapes. A well-defined outline,
high-contrast grayscale layer, or alpha channel works well as a
source. The Radio Waves effect detects edges and converts sources
into outlines.

Source Center


Specifies the center point of the shape, relative to the
source layer. For example, if you isolate a shape that is positioned
in the left half of the frame, the shape radiates to the left by
default; you can move the source center anywhere on the layer.

Value Channel


The color attributes of the source layer used to define the
image contours.

Invert Input


Inverts the chosen value channel option.

Value Threshold


Specifies the threshold for the chosen value channel. It
determines the percentage value at which everything below it or
above it is mapped to either white or black. This control can make
a big difference in the shape of the wave.

Pre-Blur


Smooths out the value channel before the value threshold
is sampled. If you have a high-contrast image, such as white on
black, and you want the wave to follow the edges very closely, set
this option to 0.

Tolerance


Defines how tightly the wave conforms to the layer. A high
setting results in sharp corners; a low value can make the wave
shape more sensitive to noise.

Contour


Specifies the shape in the source layer that you want to
use as the emitted wave. Contour numbers the shapes by their order
in the frame from top to bottom, left to right. The shape in the
upper-left corner is number 1.

## Wave Motion controls

Wave Motion controls specify how the wave emits
from the center point.

Frequency


Specifies the number of waves per second flowing out of the producer
point.

Expansion


Specifies the speed at which the wave travels from the producer point
once it is born. This option doesn’t affect the number of waves
per second.

Orientation


Specifies the rotation of the shape at birth around its center
point. To animate the rotation, use the Spin control.

Direction


Specifies the initial direction of a wave if Velocity is
greater than 0. By default, particles are emitted from the producer
point in an expanding radial pattern.

Velocity


Specifies the speed at which the wave moves in the specified
direction.

Spin


Controls the continued rotation of a shape after it is born.

Lifespan (sec)


Specifies the time, in seconds (including the fade-in and
fade-out times), that the wave exists.

_**Tip**: To_
_prevent waves from abruptly disappearing when their lifetime ends,_
_use the Fade Out Time control._

Reflection


Specifies whether the waves bounce off the edges of the layer
and back into the scene. This option is effective for generating
displacement maps for use as water ripples.

## Stroke controls

Stroke controls specify the appearance of the
stroke of a wave.

Profile


Controls the appearance of the stroke that defines the shape.
The outline of the shape is animated in the wave that emanates from
the effect point. The quality of the stroke is defined as a 3D wave
type.

Color


Specifies the color of the stroke.

Opacity


Specifies the maximum possible opacity of the stroke. The
actual opacity of the stroke takes into account this setting in
conjunction with the Fade-in Time and Fade-out Time controls.

Fade-in Time


Specifies the amount of time it takes the wave to fade into
view. Fade-in Time is measured in seconds and begins with 0 opacity
at birth. For example, if the Lifespan is 3 seconds and Fade-in
Time is 1 second, the stroke is completely transparent at birth
and fades smoothly to full opacity at 1 second.

Fade-out Time


Specifies the amount of time it takes the wave to fade out
of view. Fade-out Time is measured backward in time from the end
of the Lifespan. If the Lifespan is 3 seconds and Fade-out Time
is 1 second, the wave begins to fade out at 2 seconds. If the sum
of Fade-in Time and Fade-out Time is greater than the Lifespan value,
the intersection point of the two fades is calculated so that the
wave doesn’t reach full transparency. If either Fade-in Time or
Fade-out Time is longer than the Lifespan, that amount is truncated
to equal the Lifespan.

Start Width


Specifies the width of the shape at its birth. End Width
specifies the width of the shape at the end of its lifespan.

## Stroke effect

The Stroke effect creates a stroke or border around
the path defined by one or more masks. You can also specify stroke
color, opacity, and spacing, as well as brush characteristics. Specify
whether the stroke appears on top of the image, on a transparent
image, or if it reveals the original alpha channel. To use a path created
in Illustrator, copy the path and paste it into a layer in After
Effects.

This effect works with 8-bpc color.

Andrew Kramer provides a video tutorial on his [Video Copilot website](http://www.videocopilot.net/tutorials/graffiti_writing/) that demonstrates
the use the Stroke effect to reveal an image as if it is being written by
hand on a wall.

Steve Holmes provides a tutorial on the [Layers Magazine website](http://layersmagazine.com/animated-swirls-in-adobe-after-effects.html) that shows
how to create and prepare vines, swirls, and flourishes in Illustrator
and then import, reveal, and animate them in After Effects using
the Stroke effect.

![Stroke effect](data:image/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHdpZHRoPSIzOTQiIGhlaWdodD0iMjk4Ij48cmVjdCB3aWR0aD0iMzk0IiBoZWlnaHQ9IjI5OCIgZmlsbC1vcGFjaXR5PSIwIiAvPjwvc3ZnPg==)

Original (upper-left), with mask (lower-left), and with effect
applied (lower-right)

![Stroke effect](data:image/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHdpZHRoPSIzOTQiIGhlaWdodD0iMjk4Ij48cmVjdCB3aWR0aD0iMzk0IiBoZWlnaHQ9IjI5OCIgZmlsbC1vcGFjaXR5PSIwIiAvPjwvc3ZnPg==)

Original (upper-left), with mask (lower-left), and with effect
applied (lower-right)

Brush Hardness


Specifies the edge quality of the stroke, between hard and
soft.

Spacing


Specifies the spacing between stroke segments.

Paint Style


Specifies whether the stroke is applied to the original layer
or to a transparent layer.

## Vegas effect

The Vegas effect generates running lights and other path-based pulse animations around an object. You can outline just about anything, surround it with lights or longer pulses, and then animate it to create the appearance of lights chasing around the object.

This effect works with 8-bpc color.

Stroke


What to base the stroke on: Image Contours or Mask/Path.

Image Contours


If Image Contours is chosen from the Stroke menu, you specify what
layer to take the image contours from and how to interpret the input
layer.

Input Layer


The layer whose image contours are used. High-contrast, grayscale layers,
and alpha channels work well and are easy to work with.

Invert Input


Inverts the input layer before creating the stroke.

If Layer Sizes Differ


Determines how to adjust the layers if the size of the input layer
differs from the size of the layer to which Vegas is applied. Center
centers the input layer in the composition at its original size.
Stretch To Fit scales the input layer to match the layer to which
Vegas is applied.

Channel


The color attribute of the input layer used to define the
contours.

Threshold


The percentage value at which everything below or above is mapped
to either white or black. This property is important in determining
the location of the edges that the effect strokes.

Pre-Blur


Smooths out the input layer before the threshold is sampled.
Set this option to 0 if you have a high-contrast image and want
the stroke to follow the edges very closely.

Tolerance


Defines how tightly the stroke conforms to the input layer.
A high value results in sharp corners, while low values can make
the stroking sensitive to noise.

Render


Specifies whether to apply the effect to a selected contour
or to all contours in the layer.

Selected Contour


Specifies the contour to use when Selected Contour is selected
from the Render menu. Contours are numbered from upper-left to lower-right;
the contour with the highest point is number 1, the second highest point
is number 2, and so on.

Shorter Contours Have


Specifies whether shorter contours have fewer segments. By
default, the effect breaks each contour into the same number of segments.
For example, if you apply the effect to the letter R, the outside
contour may look fine with 32 segments, but the inside contour may
be almost solid. To resolve this issue, select Fewer Segments.

Mask/Path


The mask or path to use for the stroke. You can use either
closed or open masks.

Segments


Specifies the number of segments used to create each stroked contour.
For example, if the effect is applied to the word _Vegas_ and
Segments is set to 10, the outline of each of the letters, plus
the inner contours of _e_, _g_, and _a_, are
broken into 10 segments.

Length


Determines the length of the stroke of a segment in relation
to its maximum possible length. For example, if Segments is set
to 1, the maximum length of a stroke is one complete trip around
the object outline. If Segments is set to 3, the maximum length
of a segment is 1/3 of the total outline, and so on.

Segment Distribution


Determines the spacing of the segments. Bunched puts the
segments together like boxcars in a train: The shorter the segment
length, the shorter the overall length of the train. Even spaces
the segments evenly around the contour.

Rotation


Animates the segments around the contour. For example, to
create the appearance of running lights, start with a large number
of segments set to 50% of their length, and then animate Rotation
to move the lights around the shapes.

Random Phase


Specifies that the stroke starting point is different for
each contour. By default, the effect strokes a contour beginning
at its highest point on the screen. In the event of a tie, it starts
at the leftmost highest point.

Blend Mode


Determines how the stroke is applied to the layer. Transparent creates
the effect on a transparent background. Over places the stroke over
the existing layer. Under places the stroke behind the existing
layer. Stencil uses the stroke as an alpha channel mask, filling
the stroke with the pixels of the original layer.

Color


Specifies the color of the stroke, unless Stencil is chosen
for Blending Mode.

Width


Specifies the width of the stroke in pixels. Fractional values
are supported.

Hardness


Determines how sharp or blurry the edges of the stroke are.
A value of 1 creates a slight blur; a value of 0.0 blurs the line
so that few solid areas of color remain.

Start, End Opacity


Specify the opacity at the beginning or end of the stroke.

Mid-point Opacity


Specifies the opacity of the midpoint of the stroke. This control
works in terms of relative opacity, not absolute opacity. Setting
it to 0 makes the change in opacity smooth from the start point
to the end point, as if there were no midpoint at all.

Mid-point Position


Specifies the location of the midpoint within a segment: Lower
values move the midpoint closer to the beginning; higher values
move the midpoint closer to the end. Use this control to move the
midpoint opacity from the center of the stroke.

## Write-on effect

The Write-on effect animates strokes on a layer. For
example, you can simulate the action of hand-writing of cursive
text or signatures.

_**note**: A convenient way to animate Brush Position_
_is to use Motion Sketch to create Position keyframes on a new solid_
_layer and then use an expression on the Brush Position property_
_to link it to the Position property on the new solid layer. (See [Sketch a\_
_motion path with Motion Sketch](/after-effects/using/assorted-animation-tools.html#sketch_a_motion_path_with_motion_sketch) and [Add,\_
_edit, and remove expressions](/after-effects/using/expression-basics.html#add_edit_and_remove_expressions).)_

This effect works with 8-bpc color.

Other methods of animating paint strokes and text are also available.
For example, you can animate text by using the type tools and text
animators, and you can animate a paint stroke applied with a paint
tool. Paint strokes can have a Write-on Duration setting, which
you can use to create similar results as with the Write-on effect.
You can also animate shape paths for a similar result with the Trim
Paths operation. (See [Animating\
text](/after-effects/using/animating-text.html#animating_text), [Animate\
and edit paint strokes](/after-effects/using/paint-tools-brush-clone-stamp.html#animate_and_edit_paint_strokes), and [Shape\
attributes, paint operations, and path operations for shape layers](/after-effects/using/shape-attributes-paint-operations-path.html#shape_attributes_paint_operations_and_path_operations_for_shape_layers).)

Brush Position


The position of the brush. Animate this property to create
a stroke.

Stroke Length (secs)


The duration, in seconds, of each brush mark. If this value is
0, the brush mark has unlimited duration. Use a single, constant,
nonzero value to create a snakelike movement of the stroke. Animate
this value to make the stroke expand and contract.

Brush Spacing (secs)


The time interval, in seconds, between brush marks. Smaller
values produce smoother paint strokes but take more time to render.

Paint Time Properties and Brush Time Properties


Specifies whether paint properties and brush properties are
applied to each brush mark or to the entire stroke. Choose None
to apply values at each time to all brush marks in the stroke. Choose
a property name for each brush mark to retain the value for that
property at the time that the brush mark was drawn. For example,
if you choose Color, then each brush mark keeps the color specified
by the Color value at the time that the mark was drawn.

Paint Style


How the paint stroke interacts with the original image:

On Original Image


Paint stroke appears over original image.

On Transparent


Paint stroke appears over transparency; the original image doesn’t
appear.

Reveal Original Image


The original image is revealed by the paint stroke.

### More like this

- [Randomness and random seeds](/after-effects/using/effects-animation-presets-overview.html#randomness_and_random_seeds)
- [About masks](/after-effects/using/alpha-channels-masks-mattes.html#about_masks)
- [Randomness and random seeds](/after-effects/using/effects-animation-presets-overview.html#randomness_and_random_seeds)

Adobe

## **Get help faster and easier**

Sign in

New user?

Create an account

Manage account

Quick links

View all your plansManage your plans

View quick links


Hide quick links


![Adobe MAX 2024](data:image/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHdpZHRoPSI0MjUiIGhlaWdodD0iMjEwIj48cmVjdCB3aWR0aD0iNDI1IiBoZWlnaHQ9IjIxMCIgZmlsbC1vcGFjaXR5PSIwIiAvPjwvc3ZnPg==)

![Adobe MAX 2024](data:image/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHdpZHRoPSI0MjUiIGhlaWdodD0iMjEwIj48cmVjdCB3aWR0aD0iNDI1IiBoZWlnaHQ9IjIxMCIgZmlsbC1vcGFjaXR5PSIwIiAvPjwvc3ZnPg==)

**Adobe MAX**

The Creativity Conference

Oct 14–16 Miami Beach and online

[Register Now](https://max.adobe.com/?promoid=J469WMYP&mv=other)

**Adobe MAX**

The Creativity Conference

Oct 14–16 Miami Beach and online

[Register Now](https://max.adobe.com/?promoid=J469WMYP&mv=other)

![Adobe MAX 2024](data:image/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHdpZHRoPSI0MjUiIGhlaWdodD0iMjEwIj48cmVjdCB3aWR0aD0iNDI1IiBoZWlnaHQ9IjIxMCIgZmlsbC1vcGFjaXR5PSIwIiAvPjwvc3ZnPg==)

![Adobe MAX 2024](data:image/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHdpZHRoPSI0MjUiIGhlaWdodD0iMjEwIj48cmVjdCB3aWR0aD0iNDI1IiBoZWlnaHQ9IjIxMCIgZmlsbC1vcGFjaXR5PSIwIiAvPjwvc3ZnPg==)

**Adobe MAX**

The Creativity Conference

Oct 14–16 Miami Beach and online

[Register Now](https://max.adobe.com/?promoid=J469WMYP&mv=other)

**Adobe MAX**

The Creativity Conference

Oct 14–16 Miami Beach and online

[Register Now](https://max.adobe.com/?promoid=J469WMYP&mv=other)

[Legal Notices](/legal/legal-notices.html)    \|    [Online Privacy Policy](https://www.adobe.com/privacy.html)

Share this page


- [Share on Facebook](http://www.facebook.com/sharer.php)
- [Share on Twitter](https://twitter.com/share?text=twitter)
- [Share on LinkedIn](http://www.linkedin.com/shareArticle?mini=true)
- Copied

![Adobe After Effects](/content/dam/help/mnemonics/ae_cc_app_RGB.svg)

## Adobe After Effects

- [< Visit Adobe Help Center](/support.html#/all_products)

- [Learn & Support](/support/after-effects.html)
- [Get Started](/after-effects/get-started.html)
- [User Guide](/after-effects/user-guide.html)
- [Tutorials](/after-effects/tutorials.html)

### Ask the Community

Post questions and get answers from experts.

[Ask now](https://community.adobe.com/t5/after-effects/ct-p/ct-after-effects)

### Contact Us

Real help from real people.

[Start now](/contact.html?step=AEFT)

^ Back to top

Language Navigation

Language Navigation

Choose a region

Selecting a region changes the language and/or content on Adobe.com.

- Americas

- Brasil

- Canada - English

- Canada - Français

- Latinoamérica

- México

- Argentina

- Colombia

- Perú

- Chile

- United States

- Asia Pacific

- Australia

- Hong Kong S.A.R. of China

- India - English

- Indonesia - English

- Malaysia - English

- New Zealand

- Philippines - English

- Vietnam - English

- 中国

- 中國香港特別行政區

- 台灣地區

- 日本

- Indonesia

- Malaysia

- Pilipinas

- Việt Nam

- भारत

- 한국

- Singapore

- Thailand - English

- ประเทศไทย

- Europe, Middle East and Africa

- Africa - English

- België - Nederlands

- Belgique - Français

- Belgium - English

- Česká republika

- Danmark

- Deutschland

- Eesti

- España

- France

- Greece - English

- Ireland

- Israel - English

- Italia

- Latvija

- Lietuva

- Luxembourg - Deutsch

- Luxembourg - English

- Luxembourg - Français

- Magyarország

- Middle East and North Africa - English

- Nederland

- Norge

- Österreich

- Polska

- Portugal

- România

- Schweiz

- Slovenija

- Slovensko

- Suisse

- Suomi

- Svizzera

- Türkiye

- United Kingdom

- България

- Россия

- Україна

- الشرق الأوسط وشمال أفريقيا \- اللغة العربية

- ישראל \- עברית

- Sverige

- Saudi Arabia - English

- United Arab Emirates - English

- الإمارات العربية المتحدة

- المملكة العربية السعودية