How To Make Your Own Adobe Premiere Filters
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Things you need to know
To help you along, you're probably going to want to print out this tutorial because, as you know, you can't toggle applications once you're in Premiere's Filter window, which means you can't keep referring back to this Web site while that window is open. Also, sadly, you can't paste my equations into the Premiere Filter Factory. You're going to have to type them in manually. But don't worry. I'll keep these ones short. In the end, you should feel confident enough to mess around with your own equations. Click here to see this tutorial on one long page for more convenient printing. Before we get started here, you need to know what we're going to be working with. So here's what we're working with today, along with a little explanation of each thing.


The sliders in Filter Factory are referred to as controls, abbreviated "ctl," followed by a number representing the particular slider. They are numbered 0 through 7, rather than 1 though 8. Ignore the "Map" labels. They don't mean anything for this tutorial.

Operators (+, -, /, *): For operations, we simply use +, -, / and * (addition, subtraction, division and multiplication, respectively). So, 3*3=9.

Sliders (ctl(0) though ctl(7)): To specify which slider you want to have control over a particular aspect of your equation, signify the control as ctl(0) through ctl(7). That's eight controls, numbered 0 though 7. So, if ctl(0) is set to 3 and ctl(1) is set to 3, then ctl(0)*ctl(1)=9.

Pixel Coordinates (x, y, X, Y): We're also going to be using x, y, X and Y. These represent horizontal and vertical pixel coordinates. Lowercase x and y represent the current position of each individual pixel. Uppercase X and Y represent the edges of the image. So, if you want to move all of the pixels in your red channel, for example, you could write "x-3,y-3" in the R field. This will shift your red channel down and over by three pixels. Or you could write "x-ctl(0),y-ctl(1)," which would shift your red channel down and over a number of pixels equal to the current value determined by the position of the first and second sliders.

Function (src): Now, we also have to use a couple of functions. Literally just a couple in the beginning. The first one is src. This src function is just used to tell Filter Factory where it's supposed to pull its pixel information from, namely your image. So, instead of simply writing "x-ctl(0),y-ctl(1)," you write "src(x-ctl(0),y-ctl(1)). It's basically just a formality, but you have to do it to get this to work properly. One other thing you have to do is to specify a channel in your src expression. This is simply a matter of placing a number 0 though 3 at the end of the expression so that it looks like "src(x-ctl(0),y-ctl(1),1)."

Function (rnd): Finally, for this tutorial, we will introduce the random function. This is a great one for generating noise effects. Basically, all you have to do is write something like rnd(1,30) to generate a random number between 1 and 30. Of course, you can use controls instead of absolute numbers. In other words, something like src(x-rnd(ctl(0),ctl(1)),y-rnd(ctl(2),ctl(3)),1), which will offset your pixels by a random number between the values set by your sliders. Quite handy for bringing in gradual noise.

So these are all the things you have to know to get started. So let's get started.



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