Roughen Edges effect

The Roughen Edges effect makes an alpha channel rough and can add color to simulate rust and other kinds of corrosion. This effect gives rasterized text or graphics a naturally rough look, like the look of old typewriter text.

This effect works with 8-bpc color.

Original (left), and with effect applied (right)

Edge Type
What kind of roughening to use.

Edge Color
The color to apply to the edge for Rusty Color or Roughen Color, or to the fill for Photocopy Color.

Border
How far, in pixels, the effect extends inward from the edge of the alpha channel.

Edge Sharpness
Low values create softer edges. High values create sharper edges.

Fractal Influence
The amount of roughening.

Scale
The scale of the fractal used to calculate the roughness.

Stretch Width or Height
The width or height of the fractal used to calculate the roughness.

Offset (Turbulence)
Determines the portion of the fractal shape that is used to create the roughness.

Complexity
Determines the level of detail in the roughness.
Note: Increasing complexity results in longer rendering times. Reduce the Scale value rather than increasing Complexity to achieve similar results.

Evolution
Animating this setting results in changes of the roughness over time.
Note: Although the Evolution value is set in units called revolutions, it’s important to realize that these revolutions are progressive. The Evolution state continues to progress infinitely at each new value. Use the Cycle Evolution option to return the Evolution setting to its original state at each revolution.

Evolution Options
Evolution Options provide controls that render the effect for one short cycle and then loop it for the duration of your layer. Use these controls to pre-render your roughen elements into loops, and thus speed up rendering time. Use the following controls to create a smooth, progressive, nonrepeating loop:
Cycle Evolution
Creates a loop that forces the Evolution state to return to its starting point.

Cycle
The number of revolutions of the Evolution setting that the fractal cycles through before it repeats. The amount of time between Evolution keyframes determines the timing of the Evolution cycles.
Note: The Cycle control affects only the state of the fractal, not geometrics or other controls, so you can get different results with different Size or Offset settings.

Random Seed
Specifies a value from which to generate the roughness texture. Animating this property results in flashing from one set of fractal shapes to another within the same fractal type. For smooth transition of the roughness, use the Evolution control.
Note: Create new roughness animations by reusing previously created Evolution cycles and changing only the Random Seed value. Using a new Random Seed value alters the noise pattern without disturbing the Evolution animation.