CHAPTER 1
38
Using the Adobe Title Designer
Blending Mix
a rectangle is created and given a simple red to blue gradient, and then a texture is applied,
the mix value determines how much of each is used when compositing the two to create
the finished object. The control's range is -100 to 100. A value of -100 indicates that no
texture is used and the gradient dominates. A value of 100 uses only the texture. A value
of 0 uses both aspects of the object equally. The mix also plays a role in how the key of the
ramp and texture are used, as described below.
Fill Key specifies that the transparency of the ramp associated with an object is
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considered when building up the key for the object as a whole.
Texture Key specifies that the transparency of the texture is considered when building
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up the key for the object as a whole.
Alpha Scale
This option allows you to easily make the object transparent. If the alpha channel is
properly ranged, this option acts like a transparency slider.
Composite Rule
transparency. In almost all cases, the alpha channel is used. However, if, for example, you
have a black and red picture, you could still impose transparency by selecting the red
channel as the alpha channel.
Invert Composite
range inverted. Try this option if the area that is supposed to appear solid is blank.
To turn off a sheen or texture:
Deselect the Sheen or Texture option.
Creating strokes
The Adobe Title Designer gives you great flexibility in adding an outline, or stroke, to your
objects. You add both inner strokes and outer strokes. Inner strokes are outlines along
the inner edge of your objects, and outer strokes are outlines along the outer edge. You
can add up to 12 total strokes to your objects. Once you add the stroke, you can adjust
the color, fill type, opacity, sheen, and texture for each of your strokes. By default, strokes
are listed and rendered in the order you create them; however, you can easily change the
listing order.
Specifies the ratio of texture to regular fill that is rendered. For example, if
Specifies that the value readjusts the alpha value for the texture as a whole.
Specifies which channel of an incoming texture is used to determine the
Inverts the incoming alpha values. Some textures may have the alpha
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