Adobe After Effects User Manual
Page 603
Allow HDR Results
Transform
Complexity
Note:
Sub Settings
Sub Influence
Sub Scaling, Rotation, and Offset
Center Subscale
Evolution
Evolution Options
Cycle Evolution
Cycle (in Revolutions)
Note:
Random Seed
Opacity
No remapping is performed. Values outside the range of 0-1.0 are preserved.
Settings to rotate, scale, and position the noise layers. The layers appear as if they are at different depths if you select Perspective
Offset.
The number of noise layers that are combined (according to the Sub Settings) to create the fractal noise. Increasing this number
increases the apparent depth and amount of detail in the noise.
Increasing Complexity results in longer rendering times. If appropriate, try reducing the Size rather than increasing Complexity to achieve
similar results and avoid longer rendering. A trick to increase apparent complexity without increasing rendering time is to use a negative or very
high Contrast or Brightness setting and choose Wrap Back for Overflow.
The fractal noise is generated by combining layers of noise. The Sub Settings control how this combination occurs and how the
properties of the noise layers are offset from one another. Scaling successive layers down creates finer details.
How much influence each successive layer has on the combined noise. At 100%, all iterations have the same amount of
influence. At 50%, each iteration has half as much influence as the previous iteration. A value of 0% makes the effect appear exactly as if
Complexity is 1.
The scale percentage, angle, and position of a noise layer relative to the previous noise layer.
Calculates each noise layer from the same point as the previous layer. This setting can result in the appearance of
duplicated noise layers stacked on top of each other.
Uses progressive revolutions that continue to change the image with each added revolution. This method is unlike typical revolutions
that refer to a setting on the dial control for which the result is the same for every multiple of 360°. For Evolution, the appearance at 0° is different
from the appearance at 1 revolution, which is different from the appearance at 2 revolutions, and so on. To return the Evolution setting to its
original state (for example, to create a seamless loop), use the Cycle Evolution option.
You can specify how much the noise evolves over a period of time by animating Evolution. The more revolutions within a given amount of time, the
more rapidly the noise changes. Large changes in the Evolution value over a short period of time may result in flashing.
To create a seamless loop, use Cycle Evolution, and set Evolution keyframes at full revolutions with no degrees—partially completed revolutions
may interrupt the loop.
Options for Evolution.
You can easily create new fractal noise animations by reusing previously created Evolution cycles and changing only the Random Seed value.
Using a new Random Seed value alters the noise pattern without disturbing the Evolution animation.
Instead of animating Evolution over the entire composition, save rendering time by prerendering and looping one short Evolution cycle for the
duration you want.
Creates a cycle of Evolution that loops over the set amount of time. This option forces the Evolution state to return to its
starting point, creating a smooth progressive cycle, a nonrepeating cycle, or a loop segment.
To ensure that a cycle completes full revolutions, choose a Cycle value that either matches or is evenly divisible by the number of
revolutions set for Evolution.
Specifies the number of revolutions that the noise cycles through before it repeats. The amount of time between
Evolution keyframes determines the speed of these Evolution cycles. This option affects only the evolution of the noise, not Transform or
other controls. For example, if you view two identical states of noise with different Size or Offset settings, they don’t appear the same.
Cycle is available only if Cycle Evolution is selected.
Sets a random value from which to generate the noise. Animating the Random Seed property results in flashing from one
set of noise to another (within that fractal type), which is usually not the result that you want. For smooth animation of noise, animate the
Evolution property.
Opacity of the noise.
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