Peak Position: Defines at what point within the duration of the glitch shows the most blocks, with zero being the beginning of the glitch, 100 the end, and 50 the midpoint. When the same Block Damage pattern is applied to a solid color so all the blocks are clearly defined at once, as in the right hand image below, the darker more saturated areas of squares are what is meant by Blocks, and the striped or weaved designs which can be seen within some Blocks are what is referred to in the parameter descriptions below as Patterns.Įnable Block Damage: Controls whether the Block Damage elements are enabled or disabled.īlock Damage Intensity: Used to adjust the overall amount of blocks on screen during a glitch. By design, in a typical effect using Block Damage some blocks will be more apparent than others depending on how they composite with the underlying image in that area of the frame, as seen on the left hand image below. With Block Damage enabled, a field of square blocks overlays the image during a glitch. Note – Each individual group below includes its own Interval Seed, and varying those seeds between groups allows for varying the timing between the different Glitch components.
Edge Handling offers options to Tile or Reflect the image to fill those areas. It is expressed as a percent of the Interval so the duration in terms of frames or seconds changes if the Interval is changed.ĭuration Randomness: Randomizes the Glitch Duration.Įdge Handling: The Shift and Shake features described below can create instances where the image is offset so there are areas along the edges of the frame where no image appears during Glitches. Glitch Duration: The length of the Glitches in time. Start at 0: Enabling this checkbox forces the first glitch to occur at the beginning of the effect (even when Interval is randomized). Each individual glitch group also contains an additional seed parameter to allow varying the timing of the separate glitch elements.
Interval Seed: Allows for changing the randomized timing of all Glitches.
Interval Randomness: Randomizes the global Glitch Interval. Expressed in the number of frames between glitches. Glitch Interval: Global interval control that applies to all Video Glitch groups. Intensity Trigger Threshold: With Trigger Mode set to Intensity Threshold, this threshold is the Glitch Intensity value at which a glitch will be triggered as Glitch Intensity increases. Intensity Seed: Allows for changing the randomized intensity of glitches. Intensity Randomness: Randomizes the global glitch intensity. Glitch Intensity: Global Intensity control that applies to all Video Glitch groups.
#Screen wrap glitch plus
A special Curves preview mode allows visualizing the relative locations of the glitches over time.īCC filters come with a library of factory installed presets plus the ability to create your own custom presets and preview them with the BCC FX Browser™.īCC filters also include common controls that configure global effect preferences and other host-specific effect settings.įor more information about working with presets and other common controls, Click Here. Note that for the purposes of this document a single “glitch” is defined as an individual period of time during which the errors and artifacts appear. BCC Video Glitch allows a single glitch to last for more than one frame with controls over how that glitch grows and fades over its lifetime, thus allowing more dynamic and realistic glitch behavior that can be achieved with glitches that last only a single frame. It makes use of auto-animation so it requires little or no keyframing, and it also includes an integrated Beat Reactor for allowing its animation to be directly driven by audio. It’s useful as a style element on video or titles to create a sense of energy and movement. BCC Video Glitch is an auto-animating filter effect for simulating some of the kinds of errors and artifacts that can be apparent during digital video playback.