Select the layer, and then Effect > Noise & Grain > [Grain effect].
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Work with Grain effects
Learn to add, remove, and control noise and grain effects in After Effects.
Almost every digital image captured from the real world contains grain or visual noise caused by recording, encoding, scanning, or reproduction processes, as well as by the equipment used to create the image. Examples include the faint static of analog video, compression artifacts from digital cameras, halftone patterns from scanned prints, CCD noise from digital image sensors, and the characteristic speckle pattern of chemical photography, known as film grain.
Noise isn't necessarily bad; it's often added to images to create a mood or tie elements together, such as adding film grain to a computer-generated object to integrate it into a photographed scene. However, noise can be unwanted for aesthetic reasons. Archival footage or high-speed photography may appear unpleasantly grainy; digital compression artifacts or halftone patterns may mar an image; or noise may interfere with technical processes such as bluescreen compositing.
Technical reasons also exist for reducing noise. For example, compression algorithms often achieve smaller file sizes when the input material is less noisy, so noise reduction is a valuable preprocessing step for tasks such as DVD creation and video streaming.
The Add Grain, Match Grain, and Remove Grain effects allow you to manipulate grain that appears more or less evenly over an entire image. Grain effects can't correct image problems that affect only a few pixels, such as dust, salt-and-pepper noise, or analog video dropouts.
- The Add Grain effect generates new grain from nothing; it doesn't sample existing grain. Instead, parameters and presets for different film types can be used to synthesize distinct grain types.
- The Remove Grain and Match Grain effects use a two-step process to manipulate grain without affecting an image's edges, sharpness, or highlights. First, the grain is sampled, either automatically or manually; second, the grain is analyzed and portrayed by a mathematical model, which the effect uses to add, remove, or match the grain.
Remove Grain effect
Reduces unwanted noise and grain in footage, making it cleaner and smoother.
Add Grain effect
Adds artificial film grain to footage to create texture or match a specific look.
Match Grain effect
Analyzes grain from one clip and applies it to another so both clips visually match.
Apply a grain effect
Each grain effect is applied with default settings and displayed in Preview mode, which shows a preview region framed by a white border and centered on the image. The preview region displays the results of the grain effect on a portion of your image for speed and comparison. The grain effects are almost fully automatic, but also offer many controls to achieve precise results. You can also selectively apply the grain effects to portions of your image using the extensive Blend with Original features provided with each effect.
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In the Effect Controls panel, select a viewing method from the Viewing Mode dropdown menu:
Preview
Displays the current settings of the applied effect in a 200x200 pixel area.
Blending Matte
Shows the current color matte or mask, or the combination of both, which results from the current settings of the Blend with Original controls group.
Final Output
Renders the full active frame, using the current settings of the effect.
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Adjust the controls for the applied grain effect in the Effect Controls panel.
The preview region in the Composition panel reflects any changes you make.
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Once all controls are configured according to your requirements, select Final Output from the Viewing Mode dropdown.
Apply a grain effect to a selected area
The Blend with Original controls group lets you precisely apply a grain effect to a particular area of an image by masking and matting the desired area. You can choose between two selection techniques or use a combination of both:
- Color Matching: Excludes any area of the image that matches a selected color. By inverting the matte, you can also selectively process such an area.
- Masking Layer: Uses any layer in the current composition as a mask to selectively process or exclude an area of the current layer or track.
When any grain effect is first applied, the Amount value of the Blend with Original controls group is set to 0%. This value determines the percentage of blending between the original image and the processed version. At 0%, no blending occurs, and the selected effect is applied to the entire image at full strength; at 100%, white areas of the blending matte are unchanged from the original image.
Any mask or matte works in a similar way. The white pixels in it exclude that area of the original image from processing by the grain effect; the black pixels process normally. At 100% Amount, the white areas fully blend with the original so that they are completely excluded from the processing. This behavior remains true when the match is inverted. Regardless of the Amount value, the black areas of the matte or mask are always processed. The Amount slider affects only the areas under the white pixels in the matte or mask. It affects only how each grain effect treats the white areas of the matte or mask.
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Apply a grain effect to the image.
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Do one of the following in the Effect Controls panel:
- To create a matte around the area to which you want to apply or exclude the grain effect, use the Color Matching controls in the Blend with Original controls group.
- To mask the current layer with another layer or track, use the Masking Layer controls.
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Adjust the Blur Matte value to soften the matte and create a smoother transition between the affected and unaffected areas of the image.
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If you are using both a color matte and a layer mask, choose one of the following from the Combine Match and Mask Using dropdown menu:
- Screen: Makes the matte white wherever either the mask or the color match is white.
- Multiply: Makes the matte white when both inputs are white.
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Reduce the Amount value to let more of the original image show through the grain.
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Select Final Output from the Viewing Mode dropdown menu.
Generate a color-matching matte
When a grain effect is first applied, a neutral gray color is used to generate a default color-matching matte, so that in most images a visible matte appears. The Color Matching group of controls uses color matching to precisely define a matte. The matte isolates portions of the image where the layer that uses the grain effect is blended with the input.
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Apply a grain effect to the image.
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To select a color to exclude from or restrict to the effect, do one of the following adjacent to the Matching Color control in the Blend with Original and Color Matching controls groups:
- Select the color swatch, then choose a color in the Color Picker dialog box.
- Select the eyedropper and then a color anywhere on the screen.
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Do one of the following:
- To prevent the grain effect from affecting the selected color, ensure the Invert Match control is deselected.
- To restrict the grain effect to the selected color, leaving the rest of the image unaffected, select Invert Match.
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If you want to exclude colors similar to the matching color, increase the Matching Tolerance value, which sets the threshold for color matching. As the value increases, the matte includes pixels with colors increasingly different from the matching color.
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Choose an option from the Match Color Using control if you want to change the default criterion (RGB) used to determine that a color is similar to the matching color.
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Adjust the Matching Softness controls to determine the width of the transition band between completely matched and completely unmatched pixels or how smoothly the affected areas blend with the original image.
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Select Invert Match if you want to invert the matte so that the white areas become black and the black areas become white. (The matching color is black in the matte and is processed by the grain effect regardless of the Amount setting. The inversion doesn’t affect any other settings.)
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If you are using both a color matte and a layer mask, choose one of the following from the Combine Match and Mask Using menu:
- Screen: Makes the matte white wherever either the mask or the color match is white.
- Multiply: Makes the matte white where both of the inputs are white.
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Select Final Output from the Viewing Mode dropdown menu.
Generate a layer matte
In some cases, you may want to use a different layer or track as a mask for the layer that uses a grain effect. This type of mask allows unlimited control over exactly which parts of an image are modified and by how much.
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Apply a grain effect to the image.
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In the Effect Controls panel, choose the layer that you want to use as a mask from the Mask Layer control in the Blend with Original and Masking Layer controls groups.
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Choose a masking mode from one of the standard track matte mode options.
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If the masking layer is a different size than the current layer, choose one of the following from the If Mask Size Differs dropdown menu in the Masking Layer controls:
- Center: Centers the masking layer over the current layer.
- Stretch To Fit: Resizes the masking layer to match the dimensions of the current layer.
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If you are using both a color matte and a layer mask, choose one of the following from the Combine Match and Mask Using menu:
- Screen: Makes the matte white wherever either the mask or the color match is white.
- Multiply: Makes the matte white where both of the inputs are white.
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Select Final Output from the Viewing Mode dropdown menu.
Change the preview region
You can use the Preview Region controls group to change the position or the size of the preview region for a grain effect.
Because adding or removing grain can affect the sharpness of detail, you may want to preview an area of fine detail, such as a human face or some text. When you remove grain with the Remove Grain effect, a best practice is to preview an area where the grain is most clearly visible or most objectionable, such as a large expanse of solid color.
You will achieve the best results by experimenting, applying small increments to each of several controls in the Effect Controls panel, and viewing the results in the Composition panel after every adjustment.
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After applying a grain effect, select the Center button in the Preview Region group of controls in the Effect Controls panel.
A crosshair is centered in the Composition panel.
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In the image, select the desired center of the preview region.
The preview region redraws, centered in the new position.
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To change the dimensions of the preview region, change the Width and Height values in the Effect Controls panel to the desired size, in pixels. (Larger preview regions can result in slower rendering.)
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Select Show Box if you want to outline the preview region in color. If you want to change the outline color, next to Box Color do one of the following:
- Select the color swatch, then choose a color in the Color Picker dialog box.
- Select the eyedropper button, and click a color anywhere on the screen.
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To view the results, do any of the following:
- To view the fine detail of the noise structure, zoom into the preview region.
- To examine the noise in each channel independently, select the corresponding color channel icon in the Composition panel.
- To increase the interaction speed and preview duration, use the Region of Interest icon in the Composition panel to reduce the area that’s processed.
- To retain an image of the current frame in its current state, select the Take Snapshot icon in the Composition panel. You can then select the Show Snapshot icon to view the most recent snapshot instead of the active composition, and to toggle between the current and previous states of the preview region. This technique is extremely useful for evaluating subtle adjustments.
- To compare the preview region with and without the grain effect, select the effect switch next to the name of the grain effect in the Effect Controls panel to temporarily disable the effect. Select Take Snapshot in the Composition panel, then switch the effect back on to re-enable it, and then click and hold down Show Snapshot to display the snapshot of the image without the effect.
Work with noise samples in Grain effects
Noise sampling is the first and most important step in removing noise from an image or in matching the noise of one image with another image. Normally, this process is entirely automatic. For fine control, you can switch to Manual mode and adjust the samples using the Sampling controls group in the Effect Controls panel.
A noise sample should be a solid block of uniform color that clearly displays the noise pattern present in the image. The objective is to extract samples of pure noise, without any image features that the algorithm could misconstrue as grain. For example, extract samples from a piece of sky, a background wall, or an area of fleshtone. All samples should be selected from the normal range of the film, DV, or video stock. Avoid underexposed or overexposed areas lacking in information, especially areas where pixel values have been clipped to pure black or white. Within this normal exposure range, it’s best to select samples with various RGB values and colors—for example, one sample from a bright area, one from a dark area, and one from an area with midtones.
The number of samples in automatic mode is high to ensure that the algorithm has enough good noise data, even if finding good samples in a particular image is difficult. In addition, automatic mode may override the number of samples you’ve set if the effect can’t find enough good samples. You can vary the size of the samples in either automatic or manual mode; however, increasing sample size doesn’t guarantee better results, especially if the resulting samples include more substantial variations in RGB values. The sample size should be reduced if a particular image doesn’t contain sufficiently large areas of constant color values. Conversely, increasing the sample size may give better results if the image contains large featureless areas.
Manually reposition noise samples
Automatic grain or sample selection generally produces acceptable results for the Match Grain or Remove Grain effect, but you can manually position and resize each sample or change the sample number. For example, you may want to reposition samples if the automatic sampling selected a uniform area that is underexposed or overexposed and that lacks information about grain structure.
Noise samples for the Match Grain and Remove Grain effects are always extracted from the source layer, regardless of any effects or masks already applied to the layer; this method results in more accurate sampling. If you want the samples to include the existing effects, precompose or pre-render the source layer with the effects, and then apply the grain effect to the resulting source layer.
Avoid sample areas with the following characteristics: sharp edges, color gradients, highlights, textures such as grass or water ripples, fine detail such as hair or tree leaves, and overexposed or underexposed areas lacking in information.
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In the Effect Controls panel, select Noise Samples from the Viewing Mode dropdown menu.
The samples appear as small white squares (24x24 pixels) overlaid on the source image.
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Select Manual from the Sample Selection dropdown menu in the Sampling controls group.
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To remove the least desirable samples from the image, try reducing the Number of Samples value.
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To move a noise sample, do one of the following:
Click the point parameter for the noise sample in the Noise Sample Points controls group. A crosshair appears in the composition, centered on that sample. Click the desired location in the Composition panel to place the sample.
Using the Selection tool, drag the sample point in the Composition panel to the desired location.
Enter the desired horizontal and vertical coordinates in the Effect Controls panel.
NoteThe number of sample points that are enabled corresponds to the current value of the Number of Samples.
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Repeat for each sample point you want to move.
Change the sampling source frame
By default, the Remove Grain and Match Grain effects take noise samples from the first frame of the layer, but you can choose to sample the noise from a different frame. Changing the frame may be useful if large lighting or exposure variations occur between frames within the layer.
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Decide which frame you want to sample; make sure that the project settings Display Style is set to Frames, numbering from zero. The number of the current frame then appears in blue in the upper-left corner of the Timeline panel. Enter that frame number as the Source Frame value in the Sampling controls group.
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Select Noise Samples from the Viewing Mode dropdown menu.
The selected frame appears in the Composition panel, and its automatic samples appear on the image.
Change the noise sample box color
You can set the viewing mode for the Remove Grain or Match Grain effect to Noise Samples to see the areas sampled by the effect. Sampled areas are automatically framed with a white outline. If you prefer, you can change the color of these noise sample boxes.
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Next to the Sample Box Color control in the Sampling controls group, do one of the following:
- Select the color swatch, then choose a color in the Color Picker dialog box.
- Select the eyedropper button, and click a color anywhere on the screen.
Working with added or matched grain
The Add Grain effect creates new grain or noise in an image by building the grain from nothing or by basing the properties of the grain on presets. The Match Grain effect also creates new grain in an image, but by matching the grain in a different image. Both effects share several controls in the Effect Controls panel that let you control the color, tonal range, blending mode, and animation properties of the grain.
Adjusting tones of added or matched grain
The precise grain pattern present in any frame of film isn’t uniform throughout the frame but may depend on the tonal values of the content at each pixel. For example, in chemical film grain, the sizes of the silver halide crystals vary with the exposure level.
The Add Grain and Match Grain effects let you reproduce these subtle changes in grain patterns across areas of an image by using the Shadows, Midtones, Highlights, and Midpoint controls in the Application controls group. These controls let you define how much grain is added to each tonal area and also to each channel in the image. For example, you can add more grain to overexposed areas of the blue channel to give an image of the sky a grainier look.
You can use the Application controls group for the Add Grain or Match Grain effect to do the following:
- To define how much grain is added to each tonal area in an image, adjust the Shadows, Midtones, and Highlights values.
- To define the midpoint of the tonal range of the image for grain application purposes, adjust the Midpoint slider. By default, this slider is centered at 0.5, which represents the middle of the range of pixel values—127 for 8-bpc images and 16384 for 16-bpc images.
- For even finer control, use the Channel Balance controls to adjust the grain in the shadow, midtone, and highlight areas independently for each channel.
Animating added or matched grain
By default, the grain or noise generated by the Add Grain and Match Grain effects moves at the same speed as the source material to accurately simulate realistic noise. Slowing down the noise processes may be useful for aesthetic effect or to keep the added noise from buzzing and drawing attention to itself. These effects have an internal randomizer that changes the positions of the noise pixels between frames. But you can also change the appearance of the noise between layers on the same frame while keeping every other parameter constant.
You can use the Animation controls group for the Add Grain or Match Grain effect to do the following:
- To specify the frame rate of the added grain, as a multiple of the destination frame rate, adjust the Animation Speed value in the Animation controls group in the Effect Controls panel. At higher Animation Speed values, the lifespan of the grains is lower. At the default value of 1, the grain moves at the same rate as the frames. At lower values, the grain changes more slowly, which can be useful for giving the appearance of film grain. At zero, the grain is stationary over time.
- To use interpolation to create smooth transitions between the generated noise frames, select Animate Smoothly. This control matters only if Animation Speed is less than 1.
- To change the appearance of the noise between layers on the same frame, adjust the Random Seed value. Each Random Seed value represents one of 100 possible variations in the appearance; changing the value doesn’t make the results more or less random.
Blending and adjusting color of added or matched grain
You can adjust the color, saturation, and blending behavior of the grain generated by the Add Grain or Match Grain effect.
Several factors can affect the apparent color of the grain that these effects generate, including the following:
- The color value of the underlying pixel in the source image.
- The Saturation value of the noise.
- The Tint Color and Tint Amount values, if you have modified these settings from the defaults.
- The Blending Mode value in the Application controls group.
- The amount of noise applied, if any, to each channel individually using the Channel Intensities controls group.
Using the Color controls group in the Effect Controls panel, you can adjust any of the following:
- Monochromatic: Gives the added noise a single tint. By default, the tones are black and white, but you can change the Tint Color to make it a gradient of any color. (The Saturation and Channel Intensities controls aren’t available if Monochromatic is selected.)
- Tint Amount: Controls the depth and intensity of the color shift.
- Tint Color: Controls the color the added noise shifts toward.
- Saturation: Controls the amount and vividness of the color.
The Blending Mode in the Application controls determines how the color value of the generated noise combines with the color value of the underlying source layer at each pixel:
- Film: Makes the generated grain appear embedded in the image. This mode affects darker colors more than lighter ones, just as the grain in a film negative appears.
- Multiply: Multiplies the color values of the noise and the source. However, the result may be either lighter or darker than the original, because the noise may have either a positive or a negative value.
- Add: Combines the pixel's source color values with the noise. However, the result isn’t always lighter than the original because the noise created by grain effects can have either a positive or negative value.
- Screen: Multiplies the inverse brightness values of the noise and the source. The effect is like printing from a multiple exposure on a negative. The result is always brighter than the original.
- Overlay: Combines the behavior of Film and Multiply. Both shadows and highlights get less grain, while midtones get a full application of grain.
The Add Grain effect generates new noise from nothing and does not take samples from existing noise. Instead, parameters and presets for different types of film can be used to synthesize many different types of noise or grain. You can modify virtually every characteristic of this noise, control its color, apply it to the image in several ways, even animate it or apply it selectively to only a part of your image.
This effect works with 8-bpc and 16-bpc color.
Original
Add Grain effect applied
The distribution of the added noise over the color channels does affect the overall color of the resulting image. With a dark background, the noise tends to add to the image visually, so a red tint or more noise in the red channel gives a reddish hue to the image. With a bright background, the noise tends to subtract from the image visually, so a red tint or more noise in the red channel gives a cyan color. The result also depends on the Blending Mode control in the Application controls group.
The actual grain of your image may vary from the film presets, because of factors such as exposure and scanning resolution.
You can use the controls for the Add Grain effect to do the following:
- To reproduce the grain of a particular film or photographic stock, choose the film type from the Preset menu for the Add Grain effect in the Effect Controls panel.
- To adjust the intensity and size of the applied grain and introduce a blur, adjust the Tweaking controls group for the Add Grain effect in the Effect Controls panel.
- To modify the color of the added noise, adjust the Color controls.
- To define how the color value of the generated noise combines with the color value of the underlying destination layer at each pixel, choose a Blending Mode in the Application controls group.
- To define how much grain is added to each tonal area in your image and the midpoint, adjust the Shadows, Midtones, Highlights, and Midpoint values in the Application controls group.
- To animate the added grain, adjust the properties in the Animation controls group.
- To apply the effect to the entire image, choose Final Output from the Viewing Mode menu.
Tweaking controls for Grain effects
The Match Grain and Add Grain effects share a group of Tweaking controls. You can use these controls to modify the intensity and size of the noise, and to introduce blur, all of which can be applied across all three channels or individually to each channel. You can also change the aspect ratio of the applied grain.
The values of the Tweaking controls are relative to the noise sampled in the source layer: a value of 1.0 leaves that property of the source noise unchanged, while higher and lower values alter the applied noise.
Adjust any of the following controls in the Tweaking controls group:
- Intensity: Controls the amount of variation in brightness and color strength between pixels in the generated noise, which determines the visibility of the noise. Increasing the value does not change the position or size of each grain but makes the grain appear to pop more; lower values give a more subtle, muted appearance.
- Size: Adjusts the size of the generated grain in pixels.
- Softness: Sets the amount of softness in the grain.
- Aspect Ratio: Controls the ratio of the width of the generated grain over a constant height of 1; this setting is useful for emulating the effect of anamorphic lenses or for aesthetic effects. A value higher than 1 stretches the grain horizontally; values smaller than 1 squash it horizontally.
- Channel Intensities: Controls the contrast between pixels in the generated noise separately for each channel. For example, you may want to add more grain to the blue channel to emulate film.
- Channel Size: Adjusts the size of the generated grain in pixels independently for each channel.
Use new beta features
Curl Noise effect is now available for testing and feedback. Try it now in After Effects (beta).
If you want a noise effect that feels like smoke, flowing water, or swirling ink, use the Curl Noise effect. It generates smooth, animated 2D noise with a fluid, organic quality that's naturally well-suited to backgrounds, texture overlays, abstract motion, and anywhere you want movement that flows rather than flickers.
The effect is different from other noise effects because the noise field is curled, and the vectors that define the noise are rotated so they always flow tangentially, which gives the result of a characteristic fluid quality.
Loop Evoluation
Input Noise from another layer with CC Particle World
With Internal Noise Speed and Direction
Smoke and Fire
- Input Noise: Choose what drives the effect and determines which other controls in this group are active.
- Internal: Uses noise generated by the effect itself. This is the most self-contained option and the only one that enables Speed and Direction. Speed (0–100) controls how fast the noise field drifts over time. At 0, it's completely static. Direction sets the angle the field moves in.
- This Layer: Uses the luminance of the layer the effect is applied to as the noise input. The brighter areas of your layer become the peaks of the noise field, and the curl is then computed from the gradients in that image. Speed and Direction are disabled in this mode since the layer's own content drives the field.
- Other Layer: Allows you to pick any other layer in your comp as the input. You can use a separate animated layer, a gradient, a blur, or anything else to modulate the curl. The layer picker becomes active, along with two controls specific to this mode:
- Source Mapping: Fill or Center controls how the source layer is mapped to the curl layer when the source and curl layers differ in size. Fill stretches the source to fill the layer, and Center uses a 1:1 pixel mapping, centering the source; if the source is smaller than the curl layer, the surrounding area is treated as neutral (mid-gray, which produces no gradient and therefore no curl at the edges); if the source is larger, it's cropped around the center.
- Mirror at Edge: The Off or On when This Layer is selected controls what happens when the curl calculation samples coordinates outside the source bounds.
- Off fades smoothly to neutral at the edges, giving a natural falloff as the curl dies out toward the edge of the source.
- On mirrors, the source at the edges creates a seamless tiling pattern that extends the field indefinitely in all directions without any edge artifacts.
- Softness: 0–100, only available with layer-based sources, blurs the input noise field. At 0, the source is used as-is. Increasing it smooths out fine detail in the source, which produces gentler, more gradual changes in curl direction. If your source has sharp edges or rapid brightness changes, raising Softness is usually the fix.
- Curl Noise : The group where the character of the output is shaped, with three subgroups:
- Transform : Scale, Offset, Rotation, and other options position and size the noise field spatially. This section works similarly to the Transform group found in the Fractal Noise effects.
- Curl Generation:
- Evolution: It is a rotation angle applied globally to every swirl calculation. Animating it over time cycles the whole pattern through different states — great for loops or for nudging the overall look without changing the underlying structure. If you want a looping Evolution pattern, make sure Turbulence Speed and Input Noise Speed are set to 0.
- Turbulence Speed: 0–200 controls how quickly the noise field changes over time. At 0, the turbulence is frozen. Higher values make it boil and seethe faster. It's independent of Input Noise Speed and indicates how fast the internal perturbation evolves, rather than the Input Noise moving.
- Swirl: -360 to 360 is the main control for animating the noise pattern over time. Higher values create tighter, more dramatic swirling and coiling. Lower values are gentler and more flowing. Negative values reverse the direction of the swirl.
- Density: -100 to 100 controls how tightly packed the variation in the noise is. Positive values pull complexity toward the center; negative values push it outward. At 0, it's evenly distributed.
- Smoothness: 0–100 controls how sharp or soft the curl structure is. At 0, you get fine, detailed curl. Higher values soften and smooth it out.
- Blend X/Y: 0–100 shifts the dominant direction of the flow between horizontal and vertical. At 0, the flow runs mostly horizontal; at 100 mostly vertical.
- Flow Options: Controls how the characteristic long, flowing lines in the Final Render look and feel. This group controls the overall visual characteristics of the output, including line length, edge sharpness, and the distribution of elements.
- Sample Count: 3–24 controls how smooth and continuous the flow lines appear. More samples give longer, more cohesive lines; fewer give a rougher, more broken-up result.
- Sample Radius: 0–200, where 0 produces the soft underlying noise with no flow lines, and 200 produces fully defined, elongated line structures. Larger values favor broader, more sweeping structures; smaller values pick up finer detail.
- Flow Softness : 0–100 controls the difference between the bright flow lines and the darker surrounding areas. Low values give a softer, more diffuse result where everything blends together gradually. Higher values make the bright lines stand out more crisply against a darker background.
- Edge Definition: 0–100, where lower values produce soft, feathered edges that blend into each other. Higher values push toward sharper, brighter, more distinct strands.
- Flow Falloff: 0–100, where 0 produces flow lines that are uniform across the frame. Higher values make the result feel more organic and uneven, with some areas brightening and others fading.
- Output: The options let you inspect each stage of the pipeline, and are useful for understanding what your Input Noise source looks like before it's curled, or what the raw curl field looks like before the flow coherence pass turns it into the final result.
- Input Noise: Shows the original noise before any changes are made.
- Curl Generation: Shows how the noise is turned into flowing motion.
- Final Render: Shows the finished result with smooth flow lines.
- Contrast: Adjust the difference between light and dark areas in the noise to increase or decrease visual intensity.
- Brightness: Specify an offset to the overall luminance of the noise, making the result lighter or darker without changing its structure.
- Clip HDR Results: Set limit values to the displayable 0–1 range to prevent bright HDR values from exceeding standard color bounds.
- Channel: Specify which color channel(s) (RGB, individual channels, or Alpha) the Curl Noise output is applied to.
The Dust & Scratches effect reduces noise and defects by changing dissimilar pixels within a specified radius to be more like their neighboring pixels. To achieve a balance between sharpness of the image and hiding defects, try various combinations of Radius and Threshold settings.
This effect works with 8-bpc and 16-bpc color.
Original image with scratches
Enlarged view of scratches
Scratches removed with loss of clarity
Controls for Dust & Scratches effect
- Radius: How far the effect searches for differences among pixels. High values make the image blurry. Use the smallest value that eliminates the defects.
- Threshold: How different pixels can be from their neighbors without being changed by the effect. Use the highest value that eliminates the defects.
The Fractal Noise effect uses Perlin noise to generate grayscale noise that you can use for organic-looking backgrounds, displacement maps, and textures, or to simulate clouds, fire, lava, steam, flowing water, or vapor.
This effect works with 8-bpc, 16-bpc, and 32-bpc color.
The Evolution controls create subtle changes in the shape of the fractal noise. Animating these controls results in smooth changes of the noise over time, creating results that resemble, for example, passing clouds or flowing water.
The Turbulent Noise effect accurately models turbulent systems, with smaller noise features moving more quickly than larger noise features. The primary reason to use the Fractal Noise effect instead of the Turbulent Noise effect is for the creation of looping animations, since the Turbulent Noise effect doesn’t have Cycle controls.
Because the controls for the two effects are nearly identical, you can use most instructions and tutorials created for the Fractal Noise effect to instead guide your use of the Turbulent Noise effect.
Controls for Fractal Noise effect
- Fractal Type: The fractal noise is created by generating a grid of random numbers for each noise layer. The Complexity setting specifies the number of noise layers. The Fractal Type setting determines the characteristics of this grid.
- Noise Type: The type of interpolation to use between the random values in the noise grid.
- Invert: Inverts the noise. Black areas become white, and white areas become black.
- Contrast: The default value is 100. Higher values create larger, more sharply defined areas of black and white in the noise, generally revealing less subtle detail. Lower values result in more areas of gray, softening or muting the noise.
- Overflow: Remaps color values that fall outside the range of 0–1.0, using one of the following options:
- Clip: Remaps values so that any value above 1.0 is displayed as pure white, and any value below 0 is displayed as pure black. The Contrast value influences how much of the image falls outside this range. Higher values result in a mostly black and/or white image with less gray area. Therefore, higher contrast settings display less subtle detail. When used as a luma matte, the layer has sharper, better-defined areas of transparency.
- Soft Clamp: Remaps values on an infinite curve so that all values stay in the range. This option reduces contrast and makes noise appear gray with few areas of pure black or pure white. When used as a luma matte, the layer contains subtle areas of transparency.
- Wrap Back: Remaps triangularly, so that values above 1.0 or below 0 fall back into the range. This option reveals subtle detail when Contrast is set above 100. When used as a luma matte, the layer reveals more detailed, textured areas of transparency.
- Allow HDR Results: No remapping is performed. Values outside the range of 0-1.0 are preserved.
- Transform: Settings to rotate, scale, and position the noise layers. The layers appear as if they are at different depths if you select Perspective Offset.
- Complexity: 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.
- Sub Settings: 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.
- Sub Influence: 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.
- Sub Scaling, Sub Rotation, and Sub Offset: The scale percentage, angle, and position of a noise layer relative to the previous noise layer.
- Center Subscale: 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.
- Evolution: 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.
- Evolution Options: Options for Evolution.
- Cycle Evolution: 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.
- Cycle (in Revolutions): 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 the 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. The Cycle option is available only when Cycle Evolution is selected.
- Random Seed: 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.
- 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.
- Opacity: Opacity of the noise.
- Blending Mode: The blending operation between the fractal noise and the original image. These blending modes are identical to the ones in the Modes column in the Timeline panel, with the following exceptions:
- None: Renders the fractal noise only and does not composite on the original layer.
- Hue: Renders fractal noise as hue values rather than grayscale. The Saturation and Lightness of the original layer are maintained. If the original layer is grayscale, nothing happens.
- Saturation: Renders fractal noise as saturation values rather than grayscale. The Hue and Lightness of the original layer are maintained. If the original layer is grayscale, nothing happens.
- Blending Mode: The blending operation between the fractal noise and the original image. These blending modes are identical to the ones in the Modes column in the Timeline panel, with the following exceptions:
Create a seamless loop using Fractal Noise
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Select a layer in the Timeline panel, and then Effect > Noise & Grain > Fractal Noise.
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Set two keyframes for Evolution.
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Adjust the time between keyframes and the number of Evolution revolutions until you are satisfied with the animation of the noise.
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Select Cycle Evolution and set a value for Cycle.
The evolution completes the number of revolutions you specify for Cycle in the amount of time determined by the distance between Evolution keyframes. Determine the Cycle value by considering how much of this cycle you need to render before it repeats. Choose the shortest length appropriate for your project to save rendering time.
Initially, the last frame of a cycle is identical to the first frame. To create a seamless loop, skip the last frame by setting the Out point of the layer one frame before the last frame of the cycle.
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Move the current time indicator to the time where the cycle completes. For example, if the Cycle is set to 2, locate the frame when the Evolution value is 2.
NoteIf you set keyframes for other Fractal Noise controls, return them to their initial settings where the cycle begins to repeat in the timeline, or the controls don’t loop.
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Move the current time indicator back one frame.
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Trim the Out point of the layer to this frame.
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Pre-render this layer, and import the pre-rendered movie into your project.
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Select the imported footage item in the Project panel, and choose File > Interpret Footage. Then set Loop to the number of loops required for the duration of the layer in the project.
The Match Grain effect matches the noise between two images. This effect is especially useful for compositing and in bluescreen/greenscreen work. The Match Grain effect only adds noise and can’t remove it, so if the destination is already noisier than the source, an exact match is not possible. In this case, you can first use the Remove Grain effect to clean up the destination, then apply the Match Grain effect to the result to achieve a perfect match.
The Match Grain effect uses noise sampling as its starting point. Basically, entire frames of new noise are synthesized to match the noise samples. You can modify the noise in many ways before the effect is applied to the new image, such as duplicating the noise from an image but making the noise larger and redder before applying the noise to another image.
The Match Grain effect shares some controls with the Add Grain effect. This effect works with 8-bpc and 16-bpc color.
The Match Grain effect samples the noise on the frame in the source layer that corresponds to the first frame in the destination layer. If the source layer is not present at that frame, or if the noise samples contain transparent areas, no noise is sampled or applied.
Original image
Reference image with grains
Match Grain effect applied
Match noise or grain between images
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Make sure that the source and the destination layers are in the same composition.
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Select the destination layer to which you want to add grain.
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Select Effect > Noise & Grain > Match Grain.
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Choose a layer from the Noise Source Layer control in the Effect Controls panel to specify the source layer from which you want to sample the grain. (The Noise Source Layer control lists only layers that are in the Timeline panel.)
The grain is automatically sampled and applied to the preview region on the destination layer. If you need an automatic match, you can skip the remaining steps.
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If there is already significant noise in the destination layer before choosing a noise source layer, and this causes a grain mismatch, adjust the Compensate for Existing Noise slider to avoid grain build-up.
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Do any of the following:
- To adjust the intensity and size of the applied grain and to introduce a blur, adjust the Tweaking controls.
- To modify the color of the added noise, adjust the Color controls.
- To determine how the color value of the generated noise combines with the color value of the underlying destination layer at each pixel, select a Blending Mode in the Application controls group.
- To define how much grain is added to each tonal area in your image and the midpoint, adjust the Shadows, Midtones, Highlights, and Midpoint values in the Application controls group.
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If you want to change the effect view, choose any of the following from the Viewing Mode menu in the Effect Controls panel:
- Noise Samples: Shows the areas that have been sampled to extract the current noise model. Selecting the source layer causes it to appear in the Composition panel, with its noise sample squares displayed.
- Compensation Samples: Shows the noise samples that have been automatically extracted from the destination image.
- Preview: Displays the current settings of the applied effect in a 200x200 pixel area.
- Blending Matte: Shows the current color matte or mask, or the combination of both, which results from the current settings of the Blend with Original controls group.
- Final Output: Renders the full active frame, using the current settings of the effect.
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Animate the added grain, if desired.
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Select Final Output from the Viewing Mode control.
Compensate for existing noise when matching noise
If you’re trying to match the grain between images with the Match Grain effect, and your destination layer already has its own visible grain, a grain mismatch or grain build-up may occur. To prevent these problems, the Compensate for Existing Noise control extracts a noise model from both the source and the destination and then modifies the noise from the source to account for the noise already present in the destination before applying it to the destination.
To use this control automatically, set the Compensate for Existing Noise slider to 100%. You can then view the noise samples in the destination layer by choosing Compensation Samples in the Viewing Mode menu. You can also reposition the samples in the destination image by setting Sampling Mode to Manual, which makes the Compensation Sample Points available for manual repositioning.
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Apply the Match Grain effect to the destination layer.
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In the Effect Controls panel, adjust the Compensate for Existing Noise value under the Match Grain effect as needed. The noise in the source layer and the noise in the destination layer are sampled, and their difference is calculated, so that only enough noise to match the destination layer to the source layer is applied to the destination.
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To modify the noise samples, choose Noise Samples from the Viewing Mode menu, change the Sampling > Sample Selection control to Manual, and then expand the Compensation Sample Points. The current value of Number of Samples determines how many points are available.
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To reposition each sample point, do any of the following:
- Drag each sample point in the Composition panel to a new location.
- Enter new x and y coordinates adjacent to the sample point under the Compensation Sample Points controls in the Effect Controls panel.
- Click the point parameter for the Compensation Sample Point in the Effect Controls panel, and then click where you want to move the point in the Composition panel.
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Select Final Output from the Viewing Mode control.
The Median effect replaces each pixel with a pixel that has the median color value of neighboring pixels with the specified Radius. At low Radius values, this effect is useful for reducing some types of noise. At higher Radius values, this effect gives an image a painterly appearance.
This effect works with 8-bpc and 16-bpc color.
Original image
Image with Median effect applied
The Median (Legacy) effect reduces noise or grain by blurring an image while preserving edges. It is especially effective for removing salt-and-pepper noise.
- Radius: Control how much the median filter affects the image. A higher radius means a larger area is sampled to calculate the median pixel value, which results in stronger smoothing and more noise reduction.
- Operate on Alpha Channel: Enable it to apply to the alpha (transparency) channel instead of (or in addition to) the RGB color channels.
The Noise effect randomly changes pixel values throughout the image.
This effect works with 8-bpc, 16-bpc, and 32-bpc color.
Original image
Image with Noise effect applied
- Amount of Noise: The amount of noise to add.
- Noise Type: Use Color Noise adds random values to the red, green, and blue channels individually. Otherwise, the same random value is added to all channels for each pixel.
- Clipping: Clips the color channel values. Deselecting this option causes more apparent noise. This control does not work in a 32-bpc project.
The Noise Alpha effect adds noise to the alpha channel.
This effect works with 8-bpc color.
- Noise: The type of noise.
- Unique Random creates equal amounts of black and white noise.
- Squared Random creates high-contrast noise.
- Uniform Animation creates animated noise.
- Squared Animation creates animated high-contrast noise.
- Amount: The magnitude of the noise.
- Original Alpha: How to apply the noise to the alpha channel:
- Add: Produces equal amounts of noise in the transparent and opaque areas of the clip.
- Clamp: Produces noise only in the opaque areas.
- Scale: Increases the amount of noise in proportion to the level of opacity, producing no noise in 100% transparent areas.
- Edges: Produces noise only in partially transparent areas, such as the edge of the alpha channel.
- Overflow: How the effect remaps values that fall outside the grayscale range of 0-255:
- Clip: Values above 255 are mapped to 255. Values below 0 are mapped to 0.
- Wrap Back: Values above 255 or below 0 are reflected back into the 0-255 range. For example, a value of 258 (255+3) is reflected to 252 (255-3), and a value of ‑3 is reflected to 3.
- Wrap: Values above 255 or below 0 are wrapped to the 0-255 range. For example, a value of 258 wraps around to 2, a value of 256 wraps around to 0, and a value of ‑3 wraps around to 253.
- Random Seed: An input value to the random number generator for the noise. This control is active only if you choose Uniform Random or Squared Random.
To produce flashing noise, animate the Random Seed control. To create smoothly animated noise, animate the Noise Phase value.
- Noise Options (Animation): How noise is animated. Alter the timing of the Noise Phase keyframes to adjust the speed of its cycles.
- Cycle Noise: Produces a cycle of noise that plays through once in the specified amount of time.
- Cycle (in Revolutions): Specifies the number of revolutions of the Noise Phase that the noise cycles through before it repeats (available only when Cycle Noise is selected).
To save time animating the Noise Phase value, use the Cycle Noise option to create a seamless noise loop. Then, render the layer, and re-import it as a new source footage item.
The Noise HLS and Noise HLS Auto effects add noise to the hue, lightness, and saturation components of an image. The noise generated by the Noise HLS Auto effect is automatically animated noise; you choose the speed of the animation. To animate the Noise HLS effect, use keyframes or expressions. Controls for these effects are the same except for the Noise Phase or Noise Animation Speed control, which controls noise animation.
These effects work with 8-bpc color.
Original image
Image with Noise HLS effect applied
- Noise: The type of noise.
- Uniform produces uniform noise.
- Squared creates high-contrast noise.
- Grain produces grainlike noise similar to film grain.
- Hue: The amount of noise added to hue values.
- Lightness: The amount of noise added to lightness values.
- Saturation: The amount of noise added to saturation values.
- Grain Size: This control is active only for the Grain noise type.
- Noise Phase (Noise HLS only): An input value to the random number generator for the noise. When you set keyframes for Noise Phase, the effect cycles through the phases to create animated noise. Greater differences in value between keyframes increase the speed of the noise animation.
- Noise Animation Speed (Noise HLS Auto only): The speed of the noise animation. To accelerate or decelerate the noise animation, animate this property.
To remove grain or visual noise, use the Remove Grain effect. This effect uses sophisticated signal processing and statistical estimation techniques to restore the image to how it would look without grain or noise. While many techniques, such as applying a mild Gaussian Blur effect or the Median effect, reduce the visibility of noise in an image, the tradeoff is an unavoidable loss of sharpness and highlights. The Remove Grain effect, in contrast, differentiates fine image detail from grain and noise and preserves the image detail as much as possible.
The Remove Grain effect provides several options to precisely balance the reduction in noise and the amount of sharpness retained in the image. Additionally, the Remove Grain effect can analyze the differences between frames to further improve noise reduction and sharpness; since this process operates over time, it is called temporal filtering.
Good degraining depends on good noise sampling. The results of the automatic sampling depend on the image content and noise type. You can also change the number, size, and position of the samples to get the best results for a particular image.
The Temporal Filtering controls of the Remove Grain effect use a statistical algorithm to blend the current frame with previous and next frames. These controls are especially effective in removing compression artifacts from DV or video footage.
To properly evaluate the results of this filter, the results must be viewed in real time, either through a review or by rendering a movie to a file.
To increase the speed of the Remove Grain effect preview, adjust the Remove Grain controls in order in the Effect Controls panel. Specifically, the most efficient workflow is to find effective degraining settings first and to adjust the last three controls last.
This effect works with 8-bpc and 16-bpc color.
Original image
Remove Grain effect applied
Remove noise or grain from an image
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Select the layer, and then Effect > Noise & Grain > Remove Grain.
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Adjust any of the following using the Noise Reduction Settings controls group:
- To adjust the overall amount of noise in the image, adjust the Noise Reduction value.
- To adjust the amount of noise on each channel individually, adjust the Red, Green, and Blue Noise Reduction values in the Channel Noise Reduction controls.
NoteYou 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.
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Adjust the Passes value to control the maximum noise radius that can be detected:
- If your grain is large and chunky, try increasing the Passes value. A higher number of passes reduces larger-sized noise.
- If your render time is longer than desired because your file size is large, try lowering the number of passes to reduce the memory usage and render time.
NoteOnce the optimum number of passes is applied, additional passes have no effect.
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Choose one of the following from the Mode dropdown menu:
- Multichannel: Degrains all channels of a color image together, which generally produces the best results on color images. This mode takes advantage of correlations between channels to improve the accuracy of the denoising process.
- Single Channel: Degrains each channel independently. Use this mode for a monochromatic image or if Multichannel causes objectionable color artifacts.
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Adjust any of the following in the Fine Tuning controls group to improve the balance between noise reduction and retained sharpness:
Chroma Suppression
- Chroma Suppression: Suppresses some of the chroma from the noise to clean up the image. If the noise is colorful, increasing this control can help remove it. Setting the amount too high may strip some chroma from the image itself. (Chroma Suppression has no effect on grayscale images and isn’t available if the Noise Reduction Settings Mode is Single Channel.)
- Texture: Controls the amount of low-level noise that passes through to the output. This setting is especially useful to reduce objectionable artifacts or to retain finely textured areas such as wood grain or brick. Lower values result in a smoother, possibly artificial-looking result. Higher values may leave the output unchanged from the input.
- Noise Size Bias: Controls how the noise reduction process responds to variations in noise size within the same image. The default value of zero treats all sizes equally. Negative values leave larger residual noise and more aggressively remove smaller-sized grains. Positive values leave smaller noise and more aggressively remove noise of larger size.
- Clean Solid Areas: Controls the extent to which adjacent pixels with low variations in value are smoothed out by the noise reduction process. This setting is helpful for large areas of solid color that need to be as clean as possible. Settings that are too high can smooth out nearly solid areas of the image, resulting in an artificial appearance.
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Adjust the Unsharp Mask controls to return subtle edge detail that the degraining removed.
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Use the Temporal Filtering controls to perform interframe noise reduction.
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To change the effect view, choose any of the following from the Viewing Mode dropdown menu:
- Noise Samples: Shows the areas that have been sampled to extract the current noise model.
- Preview: Displays the current settings of the applied effect in a 200x200 pixel area.
- Blending Matte: Shows the current color matte or mask, or the combination of both, which results from the current settings of the Blend with Original controls group.
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Select Final Output from the Viewing Mode control.
Add temporal filtering to a layer
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Apply the Remove Grain effect to your image.
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Place the Remove Grain preview region over the area of the image that has the most subtle changes from frame to frame or that has the most moving image detail.
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Select Enable in the Temporal Filtering controls.
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Adjust the Amount value to 100%.
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Render the composition and export it.
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If you see unwanted streaking or blurring around moving objects, reduce the Motion Sensitivity value, then preview or render again.
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Try the following techniques if you want to improve the results:
- To quickly reduce noise in a movie that has a lot of buzzing noise, set the Noise Reduction value to zero and the Temporal Filtering Amount to 100%, and render the movie.
- To speed up previews, apply temporal filtering to your layer after all the settings for a single frame have been adjusted.
- To retain effects on a layer and also apply temporal filtering to it, precompose the selected layer (select Layer > Precompose), and then apply the Remove Grain effect to that layer.
Sharpen an image with Unsharp Mask controls
The Remove Grain effect contains Unsharp Mask controls, which increase the contrast of edges and fine details to help restore some of the sharpness that may have been lost during the grain reduction process.
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Do any of the following:
- Increase the Unsharp Mask controls Amount value to obtain acceptable sharpening without generating undesirable artifacts or bringing back too much grain.
- Increase the Threshold value to remove any unwanted artifacts that resulted from the sharpening.
- Adjust the Radius to change the area over which Unsharp Mask finds details.
- Adjust the Noise Reduction value until the image begins to lose sharpness; then decrease the value a little, and then apply the Unsharp Mask controls to sharpen the image.
The Turbulent Noise effect uses Perlin noise to create grayscale noise that you can use for organic-looking backgrounds, displacement maps, and textures, or to simulate things like clouds, fire, lava, steam, flowing water, or vapor.
The Turbulent Noise effect is essentially a modern, higher-performance implementation of the Fractal Noise effect. The Turbulent Noise effect takes less time to render, and it’s easier to use for creating smooth animations. The Turbulent Noise effect also more accurately models turbulent systems, with smaller noise features moving more quickly than larger noise features. The primary reason to use the Fractal Noise effect instead of the Turbulent Noise effect is for the creation of looping animations, since the Turbulent Noise effect doesn’t have Cycle controls.
Because the controls for the two effects are nearly identical, you can use most instructions and tutorials created for the Fractal Noise effect to instead guide your use of the Turbulent Noise effect.
The Evolution controls create subtle changes in the shape of the noise. Animating these controls results in smooth changes of the noise over time, creating results that resemble, for example, passing clouds or flowing water.
This effect works with 8-bpc, 16-bpc, and 32-bpc color.
Controls for Turbulent Noise effect
- Fractal Type: The fractal noise is created by generating a grid of random numbers for each noise layer. The Complexity setting specifies the number of noise layers. The Fractal Type setting determines the characteristics of this grid.
- Noise Type: The type of interpolation to use between the random values in the noise grid.
- Invert: Inverts the noise. Black areas become white, and white areas become black.
- Contrast: The default value is 100. Higher values create larger, more sharply defined areas of black and white in the noise, generally revealing less subtle detail. Lower values result in more areas of gray, softening or muting the noise.
- Overflow: Remaps color values that fall outside the range of 0–1.0, using one of the following options:
- Clip: Remaps values so that any value above 1.0 is displayed as pure white, and any value below 0 is displayed as pure black. The Contrast value influences how much of the image falls outside this range. Higher values result in a mostly black and/or white image with less gray area. Therefore, higher contrast settings display less subtle detail. When used as a luma matte, the layer has sharper, better-defined areas of transparency.
- Soft Clamp: Remaps values on an infinite curve so that all values stay in the range. This option reduces contrast and makes noise appear gray with few areas of pure black or pure white. When used as a luma matte, the layer contains subtle areas of transparency.
- Wrap Back: Remaps triangularly, so that values above 1.0 or below 0 fall back into the range. This option reveals subtle detail when Contrast is set above 100. When used as a luma matte, the layer reveals more detailed, textured areas of transparency.
- Allow HDR Results: No remapping is performed. Values outside the range of 0-1.0 are preserved.
- Transform: Settings to rotate, scale, and position the noise layers. The layers appear as if they are at different depths if you select Perspective Offset.
- Complexity: The number of noise layers that are combined (according to the Sub Settings) to create the 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.
- Sub Settings: The 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.
- Sub Influence: 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.
- Sub Scaling: The scale percentage of a noise layer relative to the previous noise layer.
- Evolution: 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. 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.
- Evolution Options: Controls how the fractal noise pattern evolves over time, enabling smooth, continuous animation of the noise.
- Turbulence Factor: The amount by which the speed of smaller noise features differs from the speed of larger noise features. A value of 0 makes the movement of the noise resemble the noise generated by the Fractal Noise effect, in which smaller noise features move at the same speed as larger noise features. A larger value makes the multiple layers of noise appear to roil in a manner more like that of natural turbulence in a fluid.
- Random Seed: 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: The opacity of the noise.
- Blending Mode: The blending operation between the noise and the original image. These blending modes are identical to the ones in the Modes column in the Timeline panel, with the following exceptions:
- None: Renders the fractal noise only and does not composite on the original layer.
- Hue: Renders the fractal noise as hue values instead of grayscale. The Saturation and Lightness of the original layer are maintained. If the original layer is grayscale, nothing happens.
- Saturation: Renders the fractal noise as saturation values instead of grayscale. The Hue and Lightness of the original layer are maintained. If the original layer is grayscale, nothing happens.