Game Development Reference
I'm satisfi ed with the results as they are, but I can also take this
a step further. I added Hue/Saturation to desaturate the cityscape
a little, and then added a Curves effect with a typical S-curve
adjustment (both effects discussed later in this chapter). I also
applied a mask and the Fast Blur effect to create a slight depth-
of-fi eld effect (Fig. 6.26).
Figure 6.26 We get a slightly
more cinematic feel by adding
a few fi nishing touches.
The Color Balance Effect
The Color Balance effect is one of those that I use most often.
It is very similar to the Channel Mixer effect, but gives you con-
trol over the color in each channel in the shadows, midtones,
and highlights. Note that this effect is far superior to the Color
Balance (HLS) effect, which actually has nothing whatsoever in
common with this effect. And, as with the Channel Mixer effect, it
really pays to know about color relationships when working with
the Color Balance effect.
Import the UW225.mov clip from the Artbeats folder in the
Media folder of the exercise fi les. This is some beautiful footage
of water splashing. Make a new composition that is the size of
this clip, and add it to the comp. Apply the Color Balance effect to
this clip (Fig. 6.27).
As you watch the result in the Effect Controls panel, you can
adjust the color balance for each color channel in the shadows,
midtones, and highlights (Fig. 6.28).
What we're now going to do is to add some more blue to this
water. That is, increase the Shadow Blue Balance, the Midtone
Blue Balance, and the Hilight Blue Balance to get blue water. Just
a little adjustment will work here, especially if we're increasing