Some people believe that humans emit colored energy fields, called auras, which can indicate the mood and health of the person, while others believe that seeing auras results from a medical condition called synesthesia. Regardless of your personal beliefs, you can use Photoshop to create the illusion of an aura around a person by combining a glowing layer style around your subject with a gradient overlay to achieve a multicolored aura effect in your photos.
Click and drag the "Size" and "Spread" sliders to the right to increase the intensity of the aura effect. Click "OK" to apply the glowing aura effect to your subject. The color of the glow does not matter at this point, as you will replace it with a gradient.
Virtually growing up in a computer repair shop, Naomi Bolton has held a passion for as long as she can remember. After earning a diploma through a four year course in graphic design from Cibap College, Bolton launched her own photography business. Her work has been featured on Blinklist, Gameramble and many others.
If I play it on my computer it looks fine. However after I import it into Premiere... it suddenly has this weird blue glow dropshadow pixely color around it. It wasn't doing this yesterday and now today it's suddenly appeared.
Thank you for the quick response. I have rendered it out, numerous times. I have exported it again all have the same problem. I also deleted render files and re-rendered it and the problem still persists. It wasn't a problem yesterday. They looked fine. No weird blue glow. It looks pixelated. When I open the original file in After Effects and render it's fine. This only happens when I import it into Premiere, as of today.
now it seems to look more pixelated. I'm not sure if the graphics card is glitching out or the bpc or I have no idea lol. Now it's blue and a weird reddish purple on some letters. The top of the 6,800 for example.
Not sure how to do that. I did re-render another version out of After Effects and imported that into Premiere and it looks fine. I'd rather not recreate a bunch of new versions. Not sure why it suddenly did this. Really weird.
Thank you. I ended up just recreating my titles in After Effects and re exporting them. I think the issue came from either the Drop Shadow or the Stroke I used in After Effects and it going a little Haywire within Premiere.
Good morning everyone, I booted up Premiere this morning to continue working on a commercial and my titles that I fixed re-exported on Friday have the same problem AGAIN... can someone please tell me why my titles are creating this weird pixelly aura. It's beginning to get really frustrating and is hampering my work.
Very grateful for your quick reply Ann, I'm lol seriously at a loss. I need to export with an Apha Channel to use this on this Lexus spot. After I opened the original After Effects project on Friday and simply re-exported new versions of the same thing they looked fine and were normal after importing into Premiere. Seem inbetween closing out of Premiere and reopening this morning, they decided to do this weird thing again. As far as I know, they only way to import created titles from after effects with a transparency is to export using RGB + Alpha from After Effects. Unless I'm unaware of a different means.
Can ANYONE from Adobe or any Master of Premiere please give me some advice on what's potentially causing this problem. I'm running a 2020 Mac Pro, 192gb ram, a Radeon VII graphics card. Premiere 14.0.4.
I created these titles in After Effects, Standard text, drop shadow, gradient, small stroke and a bevel. Exported them WITH an Alpha and they were fine. Imported into Premiere and again they were fine. Saved and shut down Premiere, opened this morning to see this ugly, pixely blueish green artifacts around the letters.
My workflow is normally, within After Effects anyway.... is I create whatever title I need, animate it etc and then when adding to Render cue, I use the RGB + Alpha option. I actually think now maybe it has something to do with the 'Bevel Alpha' I'm adding to the titles. If that's conflicting with the Alpha export or Drop Shadow I'm also adding.
I see that you use an unusual resolution and the Animation codec. Just guessing here, but Animation is ancient and still good, but in your case i would try to render out using the CineForm codec as per the screen dump below.
Cineform is a much newer codec, is very good at handling alpha channels, and Premiere works very well with it. As far as I understand this, those would be the reasons for using it. Quick to test, just do it, see if it works better.
To do that I would have to break my image into several different layers. I'm not just not sure if that would be possible whilst still maintaining the original look of it, because a number of layers, particularly the music notes and their auras, heavily rely on blending modes like screen and color dodge, to achieve their glow. On top of that I make use of the "blend if"/"underlying layer" slider on many layers as well. If I try to disable the layers below them the blend modes lose their effect, but that's the only way I would be able to break the image down into the appropriate individual pieces.
Is there any possible way to break this image down in the way I'm aiming for? Most of the examples I've seen don't really work for what I'm ultimately trying to achieve with the depth effect. It may just be that the image is too complex for that.
Blend modes require a second (underlying) layer to calculate the pixel values. Without an underlying layer, blend modes simply don't work.
It does not matter what type of layer you use. Therefore Smart Objects or external files will not help in this case.
Unfortunately, you need to find an alternative way to produce your desired style.
1 Try making the auras in a different file (using your blending effects), save it as a png, and bringing them to the source file. The only bad thing is that you will be unable to edit...
2 But even that as a solution. If you save them in a TIFF file you can bring the "aura.tiff" to your document (it will transform into a smart object) and if you need to edit them just go ahead and right click in the layer and go to edit content (that will open the "aura.tiff" and enable you to edit in real time that layer). That away you can edit the aura very time, maintaining your blending effects as you want ;)
Another option would be to merge the layers involved to preserve the blend. Knock out what isn't needed from the underlying layers by using a selection formed from the intended shape/layer. You only need what is directly underneath the top layers. Merge to preserve the blend. Should work in theory
Hi everyone, I bet you've all noticed that we now have an aura in-game. It is accessible with the command /aura,
and it is only visible on your own character. I repeat, only you can
see this aura, no one else can. This guide is purely about tweaking your
aura so you won't get bored of it after hours of gameplay. First off,
to the folder where the files are kept:
The file folder is found in C:Program FilesGravityROdatatextureeffect
by default. If it is in a different folder, I assume you knew what the
heck you were doing, so just head over to your RO folder, then to datatextureeffect. The two files I have marked there are aurafloat.tga and auraring.bmp, these two are the files that we will be modifying to tweak our aura.
This is the original aura that we can see as of the moment:
See that thing that looks like a magic circle around the feet? That's the image that we can edit by editing auraring.bmp. That spinning thing around the character is the one that is changed by editing aurafloat.tga.
For
simplicity's sake, I will be using Photoshop CS3 in all demonstrations,
either get that or you can use other versions of Photoshop and other
graphic editors, if you know what you're doing. You can also use Paint
to edit auraring.bmp, but you cannot edit aurafloat.tga because Paint cannot open nor save .tga files.
Ok, here's where the craziness starts. We start off with a 256 x 256 canvas, with color mode RGB/8 bit.
Black
serves as our "transparent", so we dye the background black and this
will be our starting material. Then, create a layer so that we can start
working on our custom aura. The one I'm making now is a simple aura
made of a few concentric circles.
Now, you might be asking, "There's just 2 circles I made, why is there 4?" See, there's a default animation for the auraring.bmp
that seems to be in the client itself, so it can't be edited easily.
What happens is that they duplicate the image, twist it a bit, and then
animate it with an alternating zoom-in, zoom-out animation. Thus, I
don't recommend auras that are FULL, that is, they don't have any
transparencies in the center regions. What would happen is that they
would overlap (twistedly) and look really bad.
So yeah, this looks really, really bad:
I've
done something really basic here, with the standard black background,
and with 3 horizontal lines around the top of the image. This is pretty
basic, as this is just to show you guys how the 3 horizontal lines would
appear. I did say it was quite different, though.
Seems
like you can now edit the floating balls of light. First, download the
TGA file provided in the link and place it in the same folder as
aurafloat and auraring. As you open it, you will see this:
I will remove the background using the Magic Wand Tool. This Tool works well whenwe have a one color background for example. Simply adjust the Tolerance and you can obtain a good result. This technique is faster then using the Eraser Toolor the Pen Tool slection. Duplicate the Angel Layer. Go to Edit, Brightness/ContrastMenu and make the following settings and than with the Magic Wand Tool, tolerance50, select the black background.
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