Index

Compositions Provided by SynVisum (Animation)


Thunder (Animation)



Generates thunder.
[Interval] is time interval of dischage phenomenon (in seconds).
When the Mix Fader is raised from minimum, always dischage.
In this case, if the Mix Fader is rised to maximum within 0.5 second, discharged at this point (to show as bright as posiible).
If 0.5 second elapse, discharged automatically, regardless Mix Fader position.
[Flash] is time period of blink within a discharge phenomenon (in seconds).
(In the figure, set longer for screen capture, but 0.1 second or so seems to be good)
[Repeat] is maximum count of blink.
Varies randomly from 1 to maximum count.
[Range] is horizontal range where dischage phenomenon occurs.
[1] for spread from left most to right most.
[Radius] is radius of sheet lightning (sheet type light by cloud for example) (a width of a screen correspond to [2.0]).
[Top] is vertical position of top of strike (a width of a screen correspond to [2.0]).
[0] for center.
[Strike] is ratio of strike (cloud to ground discharge).
[1] for strike every discharge.
[Sheet] is brightness of sheet lightning.
[Lightning] is brightness (or thickness) of strike.
[Branch] is brightness of strike branch.
[Image] is illuminated as sheet lightning.
It is effective to insert a [Cloud] (animation) as a filter here.


(Example)


Mandelbrot Set (Animation)



Shows Mandelbrot set based on popular escape iteration count method.
Due to implementation, there is limitation of precision.
To use more detailed image, use a specialized application program.

[X] and [Y] are center of interest.
The larger [Zoom], the more [Detail] may be required in some area.
Changing these setting requires time consuming calculation.
For faster calculation, try:
  • use less [Detail]
  • exclude Mandelbrot set (black area by default) from view
  • reduce display resolution

Iteration count is corresponded to color.
For this purpose, four colors are assigned evenly.
(from top to bottom, less count to more)
[Frequency] is color cycle.
[1] for four colors are corresponded to whole range of iteration count.
The more [Frequency], same color is used for different iteration count.
[Phase] is color cycle phase.
If [RGB], halftone is generated interpolating in RGB (red, green blue) color space.
If [HSV], halftone is generated interpolating in HSV (hue, saturation, value) color space.
If [Color Set], area of Mandelbrot set is also colorized.
(in this case, the color specified by [Set] is ignored)
[Set] is color for area of Mandelbrot set.


(Example)


Scatter (Animation)



Scatters a image bustlingly.
Randomly places image in a screen.
(If no image is specified, a white square is used instead)
[Color] behaves as color filter.
(It does not change color of source image.
It is more effective if source image is white)
When a image is placed, size and hue are also varied randomly within [Size Var] and [Hue Var].
[Speed] is placement count per second.
[Decay] is time (in second) to fade image out.
[Mode] is behavior that placement involves.
[Blending] specifies how to overdraw particles (same as [Blending Function] of a layer).

Example




Skew Shape (Animation)



Generates skew shape.
[Vertices] is a number of vertices of a polygon.
([2] for a line segment.
Less than 2 is invalid)
[Trails] of same polygon as generated follows with some delay.
[Delay] is (phase) delay per trail.
[Decay] is brightness reduction of trails.
[Width] is line width (in unit of a width of a screen correspond to [2.0]).
(There is certain limit per machine specification (for example, 10 pixel wide))
[Hue Range] is variation of hue of polygon (in degree).
[Hue Speed] is speed of hue change of polygon (round per second).
[Hue Trail] is difference of hue per trail (in degree).
[Color] is base color of polygon.
[Locus] is movement of vertices.
[Blending] specifies how to overdraw particles (same as [Blending Function] of a layer).


Space Flight (Animation)



Generates flight in space.
Displays specified image (such as asteroid) moving back or forth.
[Extent] is spatial distribution.
If small, looks like tube.
[Rotation] is round per second of each image.
[Variation] randomizes rotating speed or tilt of each image.
(In case of no [Variation], all images rotate at the same speed, but phase.
To force all images same phase, rotate source image itself)


Fountain (Animation)



Generate falling particles.
[Width] is shooting width (in unit of a width of a screen correspond to [2.0]).
[Height] is shooting position (in unit of a width of a screen correspond to [2.0]).
[Pan] and [Tilt] are shooting direction.
[Velocity] is initial shooting velocity.
[Variation] gives random change in initial velocity.
[Size] is a size of particle.
[Speed] is whole animation speed.
If slow, it looks larger scale (height).
[Blur] makes particles hazy.
[Blending] specifies how to overdraw particles (same as [Blending Function] of a layer).

Examples


Waterfall



Hose



Lava


Fire Works (Animation)



Generates fire works (skyrocket).
[Size] specifies size of a work in [Gou] (Japanese tradition).
[Distance] is from shooting point to viewer (in meter).
[Position] is horizontal position of a shooting point (in meter).
When a scene is triggered, a work is shot.
However, if a previous work has been shot and not completed yet, not shot.
When the Mix Fader is raised from minimum, always shot.
If [Repeat], repeats shooting automatically.


Fire Works Show (Animation)



Generates fire works (skyrocket) continuously.
Shoots works with randomly selected type and size.
[Distance] is from shooting point to viewer (in meter).
(width of shooting area is set to 400 meter)
[Scale] is the largest size of works in [Gou] (Japanese tradition).


Aurora (Animation)



Generates aurora.
Mimics aurora that occurs around 65 latitude (Fairbanks, Alaska).
(This composition requires Mac OSX 10.6 or later)

[Pan] is horizontal viewing direction.
Pan-90090180
northern hemispherewestnortheastsouth
southern hemisphereeastsouthwestnorth
[Tilt] is vertical viewing direction (0 for horizon, 90 for overhead).
[Distance] is from aurora to view point toward lower latitude (0.1 for 100km).
[View] is angle of view, that is observation range and perspective.
Human eye and normal lens are said to be 45 degree.
The larger, looks like as if captured through wide angle lens.

[Speed] is deforming speed.
[Sway] is deforming width along latitude.
[Fold] is deforming width along longitude.
The larger, looks like aurora break up.

The image generated by this function may be hard.
Using [Blue] filer together may improve appearance.
(Note that [Blur] filter is slow. It may require lowering resolution)

Examples


Looking toward east from under aurora, it is said to look like trailing smoke.



Looking up from under aurora break up, it is said to look like a whirlpool.


Rainfall (Animation)



Generates rainfall.
[Amount] specifies rain drops per second.
[Length] and [Width] are specified in unit of a width of a screen correspond to [2.0].
[Velocity] is falling down speed, [Wind] is side blown speed, and these are specified as move per second, also in unit of a width of a screen correspond to [2.0].


Confetti (Animation)



Generates confetti.
Also applicable to shower of petals.
[Hue Range] is a range of hue variation ([0.5] for whole hue range).
[Rate] is flutters per second.
[Flutter] is angle of fluttering.


Stripe (Animation)



Generates stripe pattern.
[Width] is a width of two adjacent color bands (a width of a screen correspond to [2.0]).
[Sharp] specifies how color changes, specifically at [1.0] there is no halftone, and only specified colors are used (rectangular wave).
[Duty] specifies bias of a change of color.
When [Sharp] is [0], [Duty]:
[Speed] is advance per second, a width of two adjacent color bands is [1.0].
If [Phase] is specified with a number (0.0 〜 1.0) when a scene is triggered (also when a Mix Fader is raised from minimum), phase is set to it.
If [Symmetric], center line symmetry.
If [Tricolor], three colors are used alternately.


End Roll (Animation)



Scrolls text.
If [Align] is set to Left/Center/Right, horizontal text is scrolled up or down.
If [Align] is set to Top/Middle/Bottom, vertical text is scrolled left or right.
The norm of [Line Feed] is [1.0].
[Speed] is advance per second (a width of a screen correspond to [2.0]).
If [Line] is specified with a number when a scene is triggered (also when a Mix Fader is raised from minimum), starts scrolling from that line.
The top of the first line is [0].
Because scroll starts from a top of a specified line, for reverse scroll (negative [Speed]), specify next line number.
[Loop] repeats scrolling.
When a scene is triggered with [Line] specified in the scene, scroll is started from that line even if scroll is going on already.
To continue scrolling, leave [Line] blank (unspecified) and save to scenes.

If Scene Memory is used, leave [Line] blank (unspecified) in all but scenes that starts scrolling.
If [Wrap], long lines that exceeds screen width are broken automatically.
In this case, [Line] counts broken lines, and this may differ from original text.


Scrolling Text (Animation)



Scrolls text left or right.
[Speed] is advance per second (a width of a screen correspond to [2.0]).
At line breaks, whole display screen is left blank.
(multiple empty lines are gathered into one line break)
If [Line] is specified with a number when a scene is triggered (also when a Mix Fader is raised from minimum), starts scrolling from that line.
The top of the first line is [0].
Because scroll starts from a top of a specified line, for reverse scroll (negative [Speed]), specify next line number.
[Loop] repeats scrolling.
When a scene is triggered with [Line] specified in the scene, scroll is started from that line even if scroll is going on already.
To continue scrolling, leave [Line] blank (unspecified) and save to scenes.

If Scene Memory is used, leave [Line] blank (unspecified) in all but scenes that starts scrolling.


Water Surface (Animation)



Represents water surface.
With [Image] input and [Distortion], underwater or surface reflection can be represented.
[Direction] (degree)Flow
0
90
180(-180)
-90


Celestial Sphere (Animation)



Represents starry sky looking up from Earth.
Over 5000 of fixed stars brighter than apparent magnitude of 6 are shown.
(This composition requires Mac OSX 10.6 or later)



If [Locate] is [(none)], visible area remain unchanged when a scene is triggered.
(changing [RA] and [DE] below also has no effect)
If [Locate] is [Coordinate], visible area is specified by [RA] (right ascension) and [DE] (declination) .
Although normally RA is specified in 24 hour cycle, this composition employs 360 degree cycle for convenience.
RA [hour]Angle [degree]
00
690
12180
18270
24360

Visible area also can be specified by constellation.
(for reference, the Big Dipper (Plough) is a part of Ursa Major)

[Rotate] is rotation around the center of image (merely for visual adjustment).

[Spin] of Earth specifies rotating angle (in second) per second.
(correspond to change of [RA], but this is in 24 hour cycle)
If [0], no spin.
[1] for same as actual spin, spending 24 hours per round.
[3600] is equivalent to one hour, spending 24 seconds per round.

The less [Contrast], the brighter dark starts become, and the less difference in brightness.

If [Shine] is [0], each star is represented as round, and [1] for crossed shape.

[Flicker] and [Rate] are irregular change in brightness, caused by atmosphere etc.


Heavy Snow (Animation)



Represents heavy snow.
[Variation] gives change in [Wind].


Snowfall (Animation)



Represents snow flakes.
[Flakes] specifies average number of flakes generated per second.
[Time] is maximum time (in second) to reach bottom.


Flame (Animation)



Represents pseudo flame.
Brighter area of input image fires.
(black never fire)
[Variation] gives change to [Cooling].
If [Color] is set to black, flame is rendered in shade of approximated color temperature.
Otherwise, rendered in shade of specified color.
(this composition requires Mac OSX 10.6)


Cloud (Animation)



Represents pseudo cloud.
[Direction] (degree)Flow
0
90
180(-180)
-90

It may be convenient to insert a [Cloud] as a filter composition of [ Image Input ], along with [ Composite ] filter (and [ Fader ] filter if necessary).
[ Composite ] should be set to [Source Over] (equivalent to [Over]).




Letter Image (Animation)



Shows letters as image.
The norm of [Line Feed] is [1.0].
If [Align] is set to Top/Middle/Bottom, text is written vertically.


FPS Display (Animation)



Shows display update rate in times per second at bottom left.