Game Development Reference
In-Depth Information
The Channel Combiner Effect
The Channel Combiner effect is like Arithmetic- and Calculations
effects, in that it performs these really abstract channel calcula-
tions. Nevertheless, we can use the Channel Combiner effect to
create some extreme color and luminance changes that might be
diffi cult—or even impossible—without it.
If you'd like to go along with me here, open the Channel
Combiner.aep project from the Chapter 5 folder of the exercise
fi les. There are several comps already set up for you here. Let's
start in the Channel Combiner Start comp. This fi le contains the
3D garage scene we've been using in this topic. Apply the Channel
Combiner effect to this image (Fig. 5.25).
Figure 5.25 The 3D garage scene
in the Channel Combiner Start
comp.
The default results are usually garish beyond description. This
is because the default settings convert the current layer's RGB
values to HLS values (Fig. 5.26).
This effect allows you to remap colors from one channel or
aspect of the layer to another. In the From drop down, you'll see
a list of all of the source attributes that you can use. Right below
that, the To parameter specifi es how the From attribute will be
mapped to the current layer. The fi rst fi ve settings here already
contain the attribute that they're going to remap. So, when one of
these fi rst fi ve options is selected, the To parameter is grayed out
and becomes unavailable (Fig. 5.27).
Take the From value to Red to unlock the To property. This
is where it starts getting a little abstract, but stay with me here,
folks. This is (potentially) good stuff. By default, the To value is set
to Lightness. So then, our results now map the red channel to the
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