Game Development Reference
Conversion property determines whether you are taking a rectan-
gular layer and wrapping it around itself (polar) or vice versa. The
Interpolation parameter controls how much a layer is converted.
In the effect controls of the Polar Coordinates effect, change
the Type of Conversion to Rectangular to Polar and increase
the Interpolation value to 100%. This will create a circle out
of the dotted line. You'll also see the great downfall of Polar
Coordinates, in that it almost always degrades the quality of
the layer. This happens even when the pixels aren't stretched
very much. In cases like this, I usually avoid those effects like
the Plague. But the distortion created by Polar Coordinates is so
unique, that I still use it frequently. I usually just use Fast Blur or
start with a layer twice as large and then scale it down, or I use
some other method to cover up the pixelation caused by this
effect (Fig. 7.56).
Figure 7.56 The Polar
Coordinates effect applied to the
dotted line layer creates a circle
out of this normally straight layer.
Note that we can also get interesting results by using
Interpolation values other than 100%. Figure 7.57 shows the same
example as in Fig. 7.56, but with the Interpolation value at 33%.
Now that we know what it does, it's pretty easy to imagine what
the results of applying Polar Coordinates will be on simple lines.
But what about when we apply it to the star layer? The results
aren't so predictable (Fig. 7.58).
Usually, I set the Type of Conversion drop down to Rectangular
to Polar. But this star is somewhat radial (circular) in nature. Let's
unwrap this circular object and make it rectangular by changing
the Type of Conversion drop down to Polar to Rectangular. As you
can see from Fig. 7.59, this is a great (and quick) way to create ici-
cles and other spiky surfaces.