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\documentclass[a4paper,12pt]{article}
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\usepackage[a4paper, total={180mm, 272mm}]{geometry}
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\usepackage{fontspec}
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\setmainfont[Path=fonts/, Extension=.ttf]{ipaexm}
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\setlength\parindent{3.5em}
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\setlength\parskip{0em}
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\renewcommand{\baselinestretch}{1.247}
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\begin{document}
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\thispagestyle{empty}
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\Large
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\noindent \\
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Fog Ino\medskip
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\par
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\normalsize
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It scatters light.\\
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\par
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Used for bath water, and mist, etc.,\par
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A directional Light creates the appearance of the (Light Scattering) effect.\par
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The optical filter, and fog, such as diffusion\par
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can be aimed at by the effect, but it does not have to simulate the light.\\
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\par
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Each pixel, is affected by the shining of a more bright surrounding pixel.\par
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More strongly from nearby pixels, it will have a weaker impact from distant pixels.\\
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\par
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First, \textquotedbl Alpha Rendering\textquotedbl \ processing starts if the Alpha channel is ON,\par
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next, it handles the RGB pixels when the Alpha channel is not zero.\\
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\par
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\textquotedbl Alpha Rendering\textquotedbl \ is not handled when the Alpha channel is OFF,\par
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it does not Mask changes in the RGB image, so you will get jaggies on the mask edge.\\
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\\
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-{-}- \ Inputs \ -{-}-\\
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Source\par
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Connect the image to process.\\
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\\
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-{-}- \ Settings \ -{-}-\\
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Radius\par
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The extent of which to scatter the light, specified by a circle radius.\par
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The unit is millimeters.\par
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Specify a value greater than or equal to 0. The maximum is 100.\par
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When a Pixel is smaller than the width value, it is not affected, Fog will not be applied.\par
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A larger Radius will take more time to process.\par
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The default value is 1.\\
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\\
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Curve\par
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The attenuation curve going towards the scattered light.\par
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Specify a value of 0.01 or more. The maximum is 100.\par
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The effect will be weaker on pixels further away,\par
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it represents the change in the Gamma curve.\par
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Brightness in the case of 1.0 is linear attenuated.\par
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The smaller the value the lower the brightness becomes (impact is reduced abruptly),\par
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a larger bulge will produce a higher brightness (impact is emphasized).\par
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The default value is 1.
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\newpage
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\thispagestyle{empty}
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\ \vspace{-0.2em}
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\par
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\noindent Power\par
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Changes the strength to disperse the light.\par
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Specify a value in the range 0 to 1.\par
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You can specify values above 1.0 up to a maximum 2.0, it will emphasize the light.\par
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The emphasis may be useful to emit light from a dark portion such as an ink line.\par
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When the value is 0.0 pixels will not be affected by the light, Fog will not be applied.\par
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You can specify values less than 0.0 down to a minimum of -2.0.\par
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Processing with this is not the scattering of light, it will be the scattering of darkness.\par
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The default value is 1.\\
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\\
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Threshold Min\\
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Threshold Max\par
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Specify these values to get more brightness from the emitted Pixel light.\\
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\par
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Affected by the brightness from a more bright Pixel, but in addition to that,\par
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using the Pixel value (\textquotedbl Threshold Min\textquotedbl ) can get even more brightness,\par
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to affect the current overall brightness.\par
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Brightness, is determined from the RGB Pixel value (of HLS) from the L value.\\
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\par
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The following range greater than or equal to 0.0 to 1.01 can be specified as values.\\
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\par
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If both values are 1.01 Fog will not be applied.\\
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\par
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If \textquotedbl Threshold Max\textquotedbl \ is greater than \textquotedbl Threshold Min\textquotedbl ,\par
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it carries out smooth changes in fog by linear interpolation between Min and Max.\\
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\par
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Reversing \textquotedbl Threshold Max\textquotedbl \ (which may be less than Min) but kept above 0,\par
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will suddenly emit light from pixels with \textquotedbl Threshold Min\textquotedbl \ or more of brightness.\par
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\textquotedbl Threshold Min\textquotedbl \ also produces full Fog if set to 0.\\
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\par
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The default value is 0 for both.\\
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\\
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Alpha Rendering\par
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Switch is only valid when there is an Alpha channel in the image.\par
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When OFF it does not do anything.\par
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When ON it will also process the Alpha channel.\par
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The default setting is OFF.
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\end{document}
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