![]() How To Make Your Own Adobe Premiere Filters Page 4 of 5 Note that when you use this formula, you only get a shift to the right or down. But, as we saw in the previous example, we can add one slider while subtracting another to get a full range of motion. So now try changing your formulas this way:
Adding additional parameters to the formula
for a broader range of motion. As you probably noticed, we're a bit limited by the number of sliders available to us. Not to worry. A single slider can control multiple channels or multiple coordinates. You still don't get the full range of versatility that you might want, but you can simply create additional filters to cover all the possibilities.
Channel shifting can create ghosting and bring in artifacts for "bad video" effects. The output is similar to what you created in the previous incarnation of this channel-shift filter. It just gives you more options. It can also allow you to "bloom out" a sequence for a sort of transition that throws each channel individually off the frame. Example 3: bring in the noise In our final beginning example, we'll introduce the concept of random pixel offsets. Using the random, or "rnd," function, we can tell Filter Factory to shift individual pixels in our video by a random amount in between two numbers we give it. These two numbers can be either static or dynamic (based on slider values), depending on how much control you want.
Our video with simple noise applied. The advantage of random values is that it creates noise in the channels that can have some pretty slick results when combined with standard channel shifting, which we learned in the previous example. To generate a random value, instead of using, for example, x-ctl(0), you would use x-rnd(1,30) to generate x minus a random number between 1 and 30. Or you can generate a random number between two controls, such as x-rnd(ctl(0),ctl(1)), which generates x minus a random number between the values of ctl(0) and ctl(1). Let's try it out. We're just going to modify the formula above thusly:
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