Game Development Reference
to become opaque again. Finally, we come to the Gray Level
Softness 1 value. This controls the softness of the edge of the
matte. Take this value to about 7% (Fig. 11.3).
Figure 11.3 After spreading
Our results already look much better. And, although I still look
cheesy, I don't look swiss cheesy—the holes on my layer have
been fi lled. But to make things even better, we need to use the
second set of these controls in the Matte Choker effect to choke
back the matte.
Essentially, what I did in this case is to duplicate the values of
the fi rst set again, except that the Choke 2 value is set to a posi-
tive 125 to choke the matte. This means that Geometric Softness 2
is set to 3, and Gray Level Softness 2 is set to 7%. The iterations
value can be also increased, which is like adding another round
of spreading and choking (Fig. 11.4).
Gray Level Softness 2
The default value
for the Gray
Level Softness 2
property is set at an almost
ridiculous 100%. In many
cases, this will prevent you
from seeing any changes
you make to the second set
of properties. If you're just
fi ddling with the second
group of properties,
be sure to fi rst reduce
the Gray Level Softness
parameter so you can see
what you're doing.
The Simple Choker Effect
Although the Simple Choker does, in fact, live up to its name
and is quite simple, it can be useful in a variety of circumstances,
as we'll see. There is just one parameter here—Choke Matte.
Negative Choke Matte values spread the matte, while positive val-
ues choke the matte. Obviously there's less control here than with
the Matte Choker effect, but there's also a lot less fuss also. Let's
open up the Simple Choker.aep project from the Chapter 11 folder.
Here, we see the example we looked at previously. What I did
here is try to simulate all the work we did with the Matte Choker