There are 3 Canvas props: FACE, FRONT and MAIN. Their name corresponds to the camera they are parented to. The FACE Canvas for instance is linked to the Face Camera, etc. These props come in the scene just in front of their camera so they could cover the scene. While the FACE Canvas and MAIN canvas are here to filter any Poser Scene in a full 3D process, the FRONT Canvas is dedicated to 2D filtering only and requires that you work with the Front Camera.
Each Canvas features 3 material groups (also called layers here):
- The RENDER layer: this is where you can apply one of the 2D Shaders if you work on a previously rendered image or a photo. You may totally ignore this group if you work in a 3D scene.
- The FX layer: this is where you may apply any 3D Shaders which could be useful for 2D or 3D filtering.
- The BORDER layer: this is where you may apply a shader from the BORDERS folder.
There are 3 categories of shaders:
- The 2D Shaders feature several kinds of effects applied on an image. This image has to be manually loaded in the SOURCE node after you have applied the shader on the RENDER layer.
- The 3D Shaders work the same except that they do not require any image. Though, you have the possibility to use (or not) an image in the BACKGROUND node. This is useful if your scene features no geometry there.
- The Border Shaders will operate on the BORDER layer and do exactly what you could expect: add a border over the render.
Blending Modes: they feature some of the most classical ways to mix layers together. Here, the scene or image is mixed with itself following specific rules such as Add, Color Burn, Color Dodge, Color Light, Hard Light, Invert, Linear Burn, Linear Dodge, Multiply, Screen, Shadow Play (3D only) and Soft Light.
Color Changes: These filters will turn a color into another. You can find lots of presets there but you can also customize the effect at will. To do so, set the hue for the original color in the ORIGINAL HUE node and do the same in the FINAL HUE node. Finally, there is a TRESHOLD node. This will define the bandwidth of the color change effect, its magnitude if you like.
Color Channels: These filters feature several operations made on the color channels of the scene. They let you boost, squeeze or even annihilate color channels offering each time a unique tint: Aquaish, Blueish, Boost Blue, Boost Green, Boost Red, Greenish, No Blue, No Green, No Red, Only Blue, Only Green, Only Red, Purpleish, Redish, Squeezed Blue, Squeezed Green, Squeezed Red and Yellowish.
Color Swap: These filters swap color channels, or modify the hue of the scene (Parabolic Hue series) producing some very cool and surprising modifications.
Equalization: There are 9 different kinds of equalizations in this category.
Inverse: These are funny ones! You can invert color channels, swap and invert them, etc.
Noise: Thereâ€™s a huge potential in the noise experiments one could make in this category.
Saturation: This is a huge collection of filters that let you focus on how the saturation can be driven, could it be by the color channels, the presence of specific colors, allowing to over saturate or totally de-saturate some colors.
Tone Filter: These filters apply the scene intensity to a color. For each color filter, there are 3 types of shaders labeled 1, 2 and3. These numbers correspond to a different formula and will give different results.