2017 User Guide 2016-06-15
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Contents Chapter 1 What's New . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 What's New in Smoke 2017 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 Chapter 2 Getting Started with Smoke . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Chapter 3 Smoke Interface Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 About the Media Panel . . . . . . . .
Importing an AAF Sequence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87 Importing a Final Cut Pro XML Sequence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99 MediaHub Reference: Browsing for Files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121 About Video Field Management . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 180 Working with Others . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Importing Audio Files . . . . . . . . . . . . . . . . . . . . Monitoring Audio in ConnectFX . . . . . . . . . . . . . . Adding an Audio Effect on a Segment . . . . . . . . . . . . Adjusting the Audio Levels on Part of an Audio Segment . . Cross-fading Two Audio Segments Together . . . . . . . . . Fading Audio Into or Out of a Clip . . . . . . . . . . . . . . Scaling the Size of the Waveform . . . . . . . . . . . . . . Displaying Audio Waveforms . . . . . . . . . . . . . . . . Muting Audio Tracks . . . . . .
Action 3D Geometry . . . . . Action 3D Text . . . . . . . . Action Shading and Textures . Action 3D Paths . . . . . . . Action Cameras . . . . . . . . Action 3D Cameras . . . . . . Action Analyzer . . . . . . . . Action Source Nodes . . . . . Chapter 16 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Animating Text . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 981 Defining Styles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 987 Changing Fonts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 989 Chapter 22 Using Shaders to Create Your Own Effects . . . . . . . . . . . . . . . . . . . . . . . . . 995 About Matchbox . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Optics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1159 Paint Node . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1160 Pixel Spread . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1163 Proxy Extract . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1166 Proxy Regeneration . . . . . . . . . . . . . . . . . . . . . . .
clip . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1416 comment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1416 creationDate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1417 denominator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1417 dropMode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
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What's New 1 What's New in Smoke 2017 Welcome to Autodesk Smoke 2017. This release introduces many new creative features, performance and workflow enhancements, and other user-requested improvements. Make sure to check http://www.autodesk.com/vxf for the latest Smoke documentation (including Installation Guides, Release Notes, and other documents). Also, many new feature videos (as well as other workflow videos) are available at https://www.youtube.com/user/SmokeHowTos.
■ Matchbox (page 12) ■ General Workflow and User Interface (page 13) Hardware Configuration 10-bit Precision Graphics Monitor Smoke can now use the full bit depth of a 10-bit precision graphics monitor (requires El Capitan 10.11.2 or later). The application should automatically configure itself to the correct bit depth. If the application still runs in 8-bit mode even when the attached monitor supports 10-bit, you can force the application to use the 10-bit mode.
Resource Management A Resource Manager utility is now available from the Smoke menu. The Resource manager indicates the amount of RAM and VRAM that are Available, Used by the system, Used by the software, and Free. It also lists the RAM and VRAM clients, and details their memory consumption. For more information, see Resource Management (page 24). Conform ■ A new configuration file allows you to define some forms of path translation.
Media Import ARRIRAW Improved ARRIRAW support: ■ Smoke now supports ARRIRAW SDK 5.3. Support for ARRIRAW ADA-5 SW Sharpening controls. ■ The Debayering menu now shows the Red, Green, and Blue sliders of the ADA 5 SW Sharpening controls, in addition to the already present Debayering option box. To accommodate these additions, the following changes had to be done to the ARRIRAW options: ■ The Metadata menu now hosts Clip Name, in addition to the already present Tape Name, Orientation and Timecode options.
■ Support for new compressions: ■ DWAA: JPEG-like lossy compression format. Compresses 32 scanlines together. ■ DWAB: Same as DWAA, but compresses blocks of 256 scanlines. These new compressions have their own export presets. Panasonic Improved Panasonic VariCam support (import): ■ Support for Panasonic Varicam 12-bit 444 MXF media files. RED ■ Support for the RED SDK version 6.1, which includes support for the Dragon 6K sensor, RED Weapon (8K) and RED Raven (4K) cameras.
For more information, see Supported File Formats (page 67). Media Export Improvements to available export codecs: ■ You can now export content as Avid DNxHR compressions in QuickTime (.mov).
■ When manually typing a path, if you make a mistake, the MediaHub will take you to the last valid location of your filepath. ■ Audio files: The Frame Rate option is back in the Format Specific Options for Audio files. ■ A Proxy Resolution column has been added to the Media panel and MediaHub. Media Panel ■ When no sorting is applied to the media contained in the Media panel, a hyphen (-) is displayed at the top of the Media panel, letting you know that no sorting has been applied.
■ When an imported Open Clip used in a sequence is updated by an external application, its affected segments are highlighted in white. ■ A new slate, No Media, is displayed whenever a selected version is shorter than the originally used clip. This prevents the structure of a timeline from changing when switching versions.
Other colour management enhancements: ■ A new Auto mode in the MediaHub uses rules and format-specific colour space preferences to convert various types of media to a common scene-linear Working space. ■ In Auto mode, the rules are resolved at import to assign a colour space to the clip. If you update your rules, you can go into Pre-processing options for already imported clips and reselect From File or Rules from the Input Colour Space menu in order to get the latest colour space from the updated rules.
■ You can now refresh a clip's audio waveforms. Right-click a clip, and select Refresh Audio. This option deletes existing and pending audio waveforms from the selected clips, and then regenerates them. Note: The audio waveforms are also refreshed when you flush the Source Media cache from a timeline segment. Timeline and Timeline FX ■ Burn-In Letterbox is now available as a Timeline FX.
■ The ConnectFX schematic now highlights the nodes that are invalidating the pipeline and causing the inability to exit ConnectFX. ■ Mimic Link now works properly with the Colour Warper node in ConnectFX. Burn-in Metadata Burn-in Metadata is a new flexible tool created to replace and expand on the Burn-in Timecode tool. Available as a node in ConnectFX, in the Tools tab, and as a Timeline FX. NOTE The Burn-in Timecode tool is no longer available in ConnectFX and the Tools tab.
can cycle through selected Render Passes associated with a Render Layer (press 1 to navigate down the list, or press 2 to navigate up the list). See About Rendering Outputs from Action (page 480). Other Action Improvements ■ You now have the option to enter the full Blur editor from the Media list. By using the X and Y Blur fields, you perform a Gaussian blur. To perform other blur types, double-click the new Blur field to enter the full Blur editor.
General Workflow and User Interface ■ The list of default resolutions is now seen in width order, in all resolution lists throughout the application. ■ It is now possible to edit the proxy settings from within the application (Edit Project). ■ The icon displaying the type of source in clip thumbnails now subtly updates to indicate whether the media is pending caching, or being cached.
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Getting Started with Smoke 2 Create a Project, Create a User, and Click Start! After you double-click the Smoke icon to get started, the Smoke start-up screen appears. Look at those Project and User fields. If they say "Click the New button", it means you must you must create a project and/or user before you can start. To create a project and user, and then start Smoke: 1 Click the New Projet button. A dialog box with project settings appears. There are a lot of options in this dialog box.
Drag and Drop Media to the Media Library Now that you understand how the workspace is laid out, simply navigate to the location of your media, using the Finder and drag and drop it to the Media Library. If you have any problems, check out the Supported File Formats (page 67) to make sure the media you want to import is supported. Get Creative Explore the editing and effects capabilities of the software. We have designed learning content to help you on your way.
Smoke Interface Overview 3 The Workspace is where you accomplish all of your project tasks. The Workspace consists of three panels: ■ The Media panel ■ The Viewing panel ■ The Editing panel Each panel has its own menu bar, where commands related to the panel can be performed. At the bottom of the user interface is a series of tabs, which each give quick access to different views. Regardless of the current view, the working environment remains the same.
NOTE To display the traditional Mac OS menu bar, use the Setup utility, found in the Smoke folder. In the Smoke Setup utility, under the General tab, set Menu Bar to yes. Any changes will take effect the next time Smoke is started. About the Media Panel The Media panel is where all Workspace media and creative finishing work is organized.
Media Icons and Selection Reference Media Thumbnail Icons The Media panel displays icons next to the media so you can assess its contents at a glance. Icon: Media: No Icon Clip Sequence Effects Clip Opened Sequence (Timeline) Selected Clip Selected Sequence Selected Effects Clip Media Selection Colour Coding Clips in the Viewing panel are displayed with a coloured border based on the type of selection and the media type. Border: Selection: Unselected clip. No border.
Border: Selection: Primary/secondary selection. A yellow border is displayed on the primary selection and a grey border on the secondary selection(s). The last selected clip becomes the primary selection. Active sequence. A red border is displayed when an active sequence is selected. Active source. A green border is displayed on the currently open source when an active sequence is selected. Last rendered clip. A blue border is displayed on the last rendered clip. Ganged clips.
Timeline Colour Coding On the timeline, different colours indicate different states of elements: Element: State: An explicitly selected video segment. If no timeline segment is explicitly selected, the segment closest to the timeline positioner's focus point is implicitly selected (and outlined with a white border). An unselected video segment. An audio segment. A container. A segment with a CFX applied. A segment with unlinked video.
a Colour Patches: The colour picker includes three colour patches: ■ The large colour patch, on the left, displays the currently selected colour. ■ The smaller colour patch, on the bottom right, displays the original colour that was selected. ■ The smaller colour patch on the top right, displays the previous colour that was selected. b The Palette Widget: Enables you to quickly select a default colour. Towards the middle of the palette, between the bold separators, you can select pure colours.
c The Spectrum Widget: Enables you to pick contrast and saturation variations of a same colour. d The Canvas Widget: Enables you to mix and create custom colours. e Colour Values: Displays the current value of the channel sliders. These can be either numeric or percentage values. f Colour Model box: Toggle to select between the RGB or YUV colour model. g Mode box: Use to select how the numeric values represent each channel.
Resource Management A Resource Manager utility is available from the Smoke menu. The Resource manager indicates the amount of RAM and VRAM that are Available, Used by the system, Used by the software, and Free. It also lists the RAM and VRAM clients, and details their memory consumption. Memory Management Tokens Two tokens located in the init.cfg file enable you to define the percentage of Memory and Graphics Memory to reserve for the application.
Managing Projects and Users 4 Projects and users define your working environment. Projects: ■ Define the display environment ■ Control values for resolution, aspect ratio, bit depth, scan mode, etc. You typically create a project for each job you work on. For each person working on your system, you can also create a user.
7 Set the Proxy Settings. 8 When you are satisfied with project settings, click Create. To edit a project: 1 Do one of the following: ■ From the Startup screen, select a project. ■ In the middle of a session, from the File menu, select Project and User Settings. And then, from the Project and User Settings window, select the project. 2 Click Edit. 3 In the Edit Project dialog , modify the settings. 4 Click Done. The modifications are applied to your project.
■ Projects can be seen and imported through MediaHub, using Browse for Projects. ■ Archives created in Smoke DTS can be read in Flame Family 2017 products. IMPORTANT Contents created in Flame Family 2017 products cannot be read or opened in Smoke DTS. Will import in... Projects Created In...
2 From the Projects box that appears, select the project from which you want to copy the setups. About the Graphics Rendering Bit Depth Depending on your system, you can specify the bit depth for images rendered by the graphics card. The bit depth affects the quality of the resulting clip. The images can be rendered with 8-bit or 16-bit FP precision. As a rule, if you are working with mixed resolutions and some clips are higher than 8-bit, you should select 16-bit FP graphics display.
Proxy quality affects rendering and proxy generation times. While lower qualities are faster to calculate, all proxies require the same amount of disk space for purposes of storage. Select: To specify: Lanczos Excellent quality, recommended for upscaling and downscaling. Slower to calculate. Shannon Excellent quality, sharper than Lanczos in small details. Recommended for upscaling and downscaling. Slower to calculate. Gaussian Medium quality and softer results.
Import Options When you import media from the MediaHub, you have a Generate Proxies button. If you enabled the Generate Proxies By Default option when creating your project, the button will also be enabled by default in the MediaHub and proxy media will be generated on import. You are free to disable and re-enable it, at any point, to change the proxy generation behavior for specific media.
■ When creating proxies. On demand (contextual menu ➤ Media) or on import (MediaHub ➤ General ➤ Clip Options). To set the Cache and Renders format: 1 Click the Cache and Renders tab. 2 Select the media format from the Cache and Renders Preferred Format box. NOTE Preferred formats are all available in RAW and non-RAW flavours. The difference between the two flavours is the presence or absence of OpenEXR as an alternate format: RAW flavours have only DPX and RAW, non-RAW ones have DPX, OpenEXR, and RAW.
If you are past the Startup screen, you must restart Smoke to access it, and proceed from there. 2 In the Name field, enter a name for the new user. 3 Optional: Add a nickname for the user. The nickname can be automatically inserted wherever tokens are available, such as segment names or exported clip names. 4 Select your User Profile, which determines, among other things, the application startup behavior and the Keyboard Shortcuts scheme.
Organizing Media in the Workspace 5 Displaying and Hiding the Media Panel The Media panel is the centralized location where media is imported and organized. The Media panel contains Libraries which contain clips. Within each Library, multiple folders can be created as desired to organize clips. Libraries can be opened and closed. Closing the Libraries releases them from memory and makes their content inaccessible. To open or close a Library, right-click it and select an option from the contextual menu.
Using the Media Panel Displaying and Hiding the Media Panel The Media panel is available for display at all times unless viewing a clip in Full Screen mode. The panel can be displayed on the left or right of the screen depending on the setting in General Preferences (page 1396). NOTE If the Media panel is currently hidden, press Shift+Esc to redisplay it. In the Media panel View Mode box, you can select to display full height or width, or hide the Media panel.
Assigning Colours Assign custom colours to folders and libraries to further organize material and enhance workflow in the Media panel. To do this, right-click a target, select Colour, and choose from the provided options. Searching in the Media Panel To perform a simple name search, enter text in the field at the bottom of the Media panel and press Enter. A Name Search Results area appears near the bottom of the Media panel to display the search results.
Objects With the Same Name If you add a clip or container to a location where another identically named item already exists, you are presented with options to either cancel, add, rename, or replace. You can also choose to apply your selection to all the selected items at once. Select: To: Cancel Cancel the operation (not available for clips). Add Add the entry without changing its name. You end up with more than one entry with the same name. Rename Rename the newly added item.
2 Select the type of clip to generate. 3 Set the options in the dialog box that appears. 4 Click Create. Once created, a clip is displayed as a source in the timeline, the Media panel and the Viewing panel. Displaying Media Metadata By default, basic metadata such as the current timecode, video and audio tracks, duration and clip or sequence name is displayed on each corner of a thumbnail.
4 From the Media Panel View mode box, select Full Width. Metadata for each clip is displayed in a table. Managing Sequences A sequence is an edited clip that can contain multiple sources. Whenever a clip is edited, it becomes a sequence. When a new project is created, an empty sequence is automatically created within the project. New sequences can also be created from the Media panel. Creating an Empty Sequence 1 From the Media Panel Gear menu, select New ➤ Sequence. The New Sequence dialog appears.
Closing all Sequences Simultaneously 1 Mouse over an open sequence tab in the Editing panel. 2 From the contextual menu, select Close All Sequences. TIP This can also be achieved with the Ctrl + W keyboard shortcut. Moving all Open Sequences to a New Folder 1 In the Media panel, select the library or folder to create the new folder under. If a folder is selected, a sub-folder is created. 2 Mouse over an open sequence tab in the Editing panel. 3 From the contextual menu, select Move All Sequences.
From the contextual menu, select: To: Arrange ➤ Cascade Selection Arrange the selected thumbnails as cascading stacks. Displaying a Snap Grid Use the grid to snap thumbnails into position when moved. To display a snap grid in the Freeform view: 1 Make sure the Viewing panel is set to Freeform view. 2 In Preferences ➤ User Interface ➤ Freeform View, enable Snap To Grid. 3 Set the desired grid size. 4 Set the desired thumbnail height. 5 Click Close to close the Preferences dialog box.
Undo and Redo Undo and Redo can be accessed from the Edit menu, as well as a list of the last 10 operations that were performed. Selecting an operation from the list undoes all operations performed after the selected operation (including the selected operation). The undo / redo operations are specific to each tab. The Undo levels may be set anywhere between 2 and 100 under the General tab in the Preferences. The default is 50. NOTE While in ConnectFX, all undo levels are accessible.
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Importing and Exporting Media 6 Importing File-Based Media To import media using the MediaHub: 1 Click the MediaHub tab. 2 Using the MediaHub file browser, navigate to the file to import. 3 Drag and drop the file to the Media Panel. The file is now imported. To import media directly from the Desktop (Linux desktop or Finder on Mac OS X): 1 From Smoke, switch to the Desktop. 2 Navigate to the file to import. 3 Drag the file from the Desktop and drop the file in Smoke Media panel.
NOTE Format and import options are accessible in the same editor. You can open the editor once, then switch between menus in the editor to edit different option types. ■ Select the Format Options button in the Timeline FX pipeline, and click Editor in the quick menu. The Basic menu opens. Format options will be saved to this menu. ■ Select the Pre-Processing button in the Timeline FX pipeline, and click Editor in the quick menu. The Resize menu opens.
■ QuickTime Long GOP The required optimizations are only available when importing from the Local Devices list from the MediaHub. Importing media from the Autodesk Network list of volumes can result in sub-par Long GOP decoding performances. About the Tape Name Some media file formats have provisions on how to determine the tape name. For those that do not, MediaHub derives the Tape name from the file name. Here are the various formats rules.
Use WiretapCentral to: ■ Browse projects and material located on a creative finishing workstation or other system, and manage clip libraries, reels and directories. ■ Encode media into a number of file formats including H264, Mpeg1, Mpeg2, Mpeg4, QuickTime, DV PAL, DV NTSC, and FLV at various resolutions. Main Interface The WiretapCentral main interface is comprised of three areas: ■ The Network Tree area for navigating to connected systems and storage.
To pan and zoom: ■ To pan the clip, drag it using the mouse. ■ To zoom in and out, click the [+] and [-] buttons or use the wheel on the mouse. ■ To reset the player’s default pan and zoom settings, click Home. ■ To fit the clip to the available player canvas, click Fit. Export After selecting media and choosing Export from the Menu bar, use the Export dialog to specify input and output settings. Settings may be saved as presets and reloaded using the Presets button.
For Sequence Publish exports, when the media needs to be packaged, Smoke renders before exporting for the segments that require to be pre-rendered. For example, using the Flattened tracks option with Timeline FX requires rendering prior exporting, as do segments with a BFX or Resize. ■ Use Command-click to select multiple clips for export in one operation. ■ Select a folder or a library from the Media panel to export all of its contents.
Select: To insert the token: Definition: Segment Index A sequential index (from 1) indicating the relative position of each segment on the timeline; gaps are not indexed unless they have a Timeline FX applied. Segment Name User-defined name of the timeline segment. Time
5 Click Sequence Options ➤ Custom EDL Export. The EDL editor appears. 6 Set the EDL Save options as required. 7 Click Generate, and then click Save Generated EDL. 8 In the file browser that appears, browse to the location where you want to export the EDL. 9 Click Save. This saves the EDL and returns you to the EDL Editor. 10 Exit the EDL Editor. EDL Publishing Remarks ■ Animated timewarps are converted into constant timewarps when written to an EDL.
Select: To use: Combine Audio Events One entry for audio events and a separate entry for video events. Never Combine Events A separate entry for each video and audio event. EDL Format box Select the format of the generated EDL. You can save EDLs in any of the following formats: ■ CMX 340 ■ CMX 3600 ■ CMX OMNI ■ GVG 4 ■ GVG 4 Plus (GVG v4.1 or higher) ■ SONY 900 ■ SONY 910 ■ SONY 5000 ■ SONY 9000 ■ SONY 9000 Plus (v2.
Default Tape field Enter a tape name if you want to override the default tape ID when saving an EDL. Source clips are assigned tape IDs when loaded using the Clip VTR Input or through the Conform tab. For example, an edit that uses a clip created with the Colour Corrector does not have a tape ID. When the EDL is generated, the clip is given the tape ID in the Default Tape field. Audio Patch Comments button Enable to allow clip audio patching comments to be included in the generated EDL.
Customizing AAF Publication 1 In Media Export, set Export to Sequence Publish. 2 Enable Show Advanced Options to access the detailed settings. 3 In the Sequence Options, set Format to AAF. From the Sequence Options tab, you can export an AAF file that references the original media files or generate an XML file that will reference new media files. To export only an AAF, without media: 1 Enable Include Video and Include Audio, as required. 2 Disable both Export Video Media and Export Audio Media.
AAF for DaVinci Resolve for Source Grading (Sequence only) This preset generates a video-only multi-track AAF file referencing the source media with effects. No media files are generated. AAF for Avid Pro Tools (Audio only 24-bit WAVE) Creates an AAF with source audio files with crossfades. AAF for Avid Pro Tools (AV DNxHD 36 1080p 24-bit WAVE) Creates an AAF file with a committed QuickTime file and source audio files with crossfades.
Application-Specific Remarks Avid Media Composer ■ When importing a sequence that contains dissolve transitions, MC displays a warning about a sequence update for advanced keyframe effect. You can safely confirm the dialog, and even enable the Do not ask again loading a sequence option. ■ When importing an AAF file in Avid Media Composer, the sequence appears as Offline (media files will not be linked to the sequence). Media Composer requires media files to be indexed prior linking.
To publish a sequence as an FCP X XML and export its media: 1 Do one of the following: ■ Right-click the sequence to export and select Export. And then, using the Media Export window, navigate to the clip's destination. ■ From the MediaHub, drag-and-drop the file from the Media panel to the location displayed in the browser. 2 Set Export Type to Sequence Publish. 3 Set Format Preset to one of the FCP X XML presets. 4 Click Export. Smoke prepares the export job.
XML for Apple Final Cut Pro X (Flatten) Use these Export Presets to publish clips or sequences as a final asset to be used in a third party application that supports FCP X XML. Media with FX is used to generate media files. XML for Apple Final Cut Pro X (Flatten With Transitions) Use these Export Presets to publish your sequence when you want editors, colorists, or visual effects artists to work on a simplified sequence version that allows to them to see shot boundaries.
■ When working with mixed resolution content, it is possible to export an XML that references the Original Media and generate media files of the original source clip resolution. ■ A sequence made of mixed frame rates is exported at the sequence rate, and the Original Media option generates files using the sequence rate. If clips were resized to accommodate the resolution difference, the generated media files are exported at the sequence resolution.
NOTE The H.264 codec profiles are xml files stored in /usr/discreet/mediaconverter//profiles/QuickTime/video/H264. The Suggested Clip Resolution guides you in the selection of a target resolution for the output. Using a different resolution can have unexpected results.
Profile Description Suggested Clip Resolution Bit Rate High_1080i_6Mbits H264_HIGH, High profile, interlaced 1920x1080 6 Mb/s High_AVC_HD_20Mbits H264_AVCHD AVCHD, High profile, interlaced 1920x1080 20 Mb/s High_AVC_Intra_111Mbits H264_INTRA_CLASS_100 AVC Intra Class 100, High 10 profile, interlaced 1920x1080 111 Mb/s High_AVC_Intra_54Mbits H264_INTRA_CLASS_50 AVC Intra Class 50, High 10 profile, interlaced 1440x1080 54 Mb/s High_Blu_Ray_20Mbits H264_BD_HDMV Blu-ray HD, High profile, in
Profile Description Suggested Clip Resolution Bit Rate Main_D1_3Mbits H264_D1, Main profile, interlaced 720x576 or 720x480 3 Mb/s Main_Sony_2Mbits H264_PSP_640x480 Sony PSP Level 3, Main profile 640x480 2 Mb/s Main_Sony_700Kbits H264_PSP Sony PSP, Main profile 320x240 700 Kb/s Main_Sony_900Kbits H264_PSP_480x270 Sony PSP Level 2, Main profile 480x272 900 Kb/s Main_SVCD_1_15Mbits H264_SVCD, Main profile, interlaced 480x576 or 480x480 1.
Sequence Options Tab Sequence Format box Select the format of the sequence. Media Only exports the segments of the sequence as individual clips, but does not export the sequence itself. Include Video button Enable to include in the published sequence the video tracks information. Required to export the video media. Include Audio button Enable to include in the published sequence the audio tracks information. Required to export the audio media.
Reference Black and Reference White. Leave disabled when the deliverable is broadcast, and enabled when you want to provide wider range for post-production processes like grading and visual effects work. Automatically disabled when exporting using a QuickTime RGB codecs. YUV Encoding box Select the clip's YUV colour space. The application uses this to translate native RGB values into YUV ones. Use Auto to assign a colour space based on the resolution of the output clip: Rec.
devices or applications may take advantage of this information to improve workflow. For example, selecting Logarithmic can allow a film recorder to adjust its parameters to print film-originated DPX files with the correct densities. Select: For: Z depth homogeneous, Z Images that you want to identify as one of these types. Although the SMPTE 274M standard depth linear, PAL, NTSC, defines these DPX Transfer Characteristics, it does not provide usage specifications for them.
Frame Padding field Define the padding of the frame identifiers appended to each file of an image sequence. Only used with image sequences. For example, a frame pad of 6 indicates that each frames's file name has its frame identifier padded with a number of zeroes required to make it a 6-digit number: frame 1 is written as 000001, frame 22 as 000022, frame 55555 as 055555, and so on. Use Timecode button Enable to offset the numbering of the file sequence by the start timecode, as a frame count.
Select: To get: Gaussian Excellent results when resizing a clip with no patterns and numerous straight edges to a lower resolution. Useful for softening some detail. Shannon Excellent results when resizing a clip to a lower resolution. Very similar to Lanczos, but results are a little softer. Lanczos Best results when resizing a clip containing a variety of patterns and elements to a lower resolution. It is the most complex with the longest processing time.
Audio Mixdown box Select a mixdown to apply to the audio tracks, if any are included with the source clip. Select: To mix down: No Mixdown Nothing Mixdown As Is With the current output strip assignments. Mixdown To 4 tracks To four tracks. The output strips are assigned sequentially in fours to the mixed-down channels (where M1 goes to 1, M2 to 2, M3 to 3, M4 to 4, M5 to 1, and so on). To one stereo track.
Format Extension Import Export Note Filmbox .fbx yes (page 565) yes (camera (page 622) or 3d camera (page 642) data only) Supports up to FBX SDK 2017.0.1 Inventor .iv yes (page 559) no Wavefront .obj yes (page 559) no Format Extension Import Export Note Advanced Authoring Format .aaf yes (page 87) yes Supports importing Avid Media Composer AAF up to version 8.4.
Format Extension Import Export Note NOTE CMX 3600 is the default export format. To use another one, you must generate a customized EDL. Final Cut Pro 7 .xml yes (page 99) no Only supports Apple Final Cut Pro 7 xml files. Final Cut Pro X .fcpxml yes (page 99) yes Supports up to version 10.2 of Final Cut Pro X. Format Extension Import Export Depth Alias® .als yes (page 149) yes 8 bits ARRIRAW .
Format Extension Import Export Depth NOTE You can access RGB and RGBA channels from a multi-part file; each part appears as a track of a multi-track clip in the MediaHub file browser. Deep pixel channels are not supported and are not displayed. On import, 32-bit floating point is downconverted to 16-bit floating point. You can also access non-RGBA channels located at the root of the channels hierarchy.
Format Extension Import Export Depth no 8 or 16i bits yes 8 or 16i bits yes 8 or 16i bits Depth NOTE Supports alpha. Tdi/Maya® .iff yes (page 149) NOTE Supports alpha. Tiff .tif yes (page 149) NOTE Supports alpha. Wavefront® .rla yes (page 149) NOTE Supports alpha. QuickTime Format Extension Import Export Uncompressed 8bit RGB (RAW) .mov yes (page 166) yes NOTE Supports alpha both RGB and RGBA import and export. Uncompressed 8bit VUY (2VUY) .
Format Extension Import Export Depth Apple® Video .mov yes (page 166) no Cinepak .mov yes (page 166) no Component Y’CbCr 8-bit 4:4:4 .mov yes (page 166) no 8-bit planar Component Y’CbCrA 8-bit 4:4:4:4 .mov yes (page 166) no 8-bit planar Component Y’CbCr 10-bit 4:4:4 .mov yes (page 166) no 10-bit packed Component Y’CbCr 10-bit 4:2:2 .mov yes (page 166) no 10-bit packed DV 25 .
Format Extension Import Export MJPEG .mov yes (page 166) yes Depth NOTE JPEG compatible MPEG-1 .mov yes (page 166) no MPEG-4 .mov yes (page 166) yes MSMpeg 4v3 (DivX) .mov yes (page 166) no PhotoJPEG .mov yes (page 166) no NOTE RT PhotoJPEG compatible PNG .mov yes (page 166) yes NOTE Without alpha channel support PNGA .mov yes (page 166) yes NOTE With alpha channel support ProRes 4444 (XQ) .mov yes (page 166) yes 12-bit ProRes 4444 .
Format Extension Import Export Quicktime Planar RGB .mov yes (page 166) no TGA .mov yes (page 166) no XDCAM .mov yes (page 166) no XDCAM HD .mov yes (page 166) no XDCAM EX .mov yes (page 166) no Depth NOTE There is no essence-mode browsing in a QuickTime XDCAM EX. The Supported QuickTime Audio (page 78) table lists the audio codecs supported in QuickTime files. Material Exchange Format Format Extension Import Export AVC-Intra 50 .
Format DNxHD Extension Import Export ■ Note: ■ Supports both intra and Long GOP flavours ■ Supports spanned clips. .mxf yes (page 153) Depth yes NOTE Includes support for the following varieties: 36, 60, 75, 80, 85, 90, 90x, 100, 110, 110x, 115, 145, 175, 175x, 185, 185x, 220, 220x, 444 (sometimes known as 350x). DNxHR ■ Notes: ■ Supports DNxHD in .mxf files from ARRI ALEXA cameras. ■ Supports OP-1a media files from Blackmagic Design DaVinci Resolve (DNxHD 100 and 444).
Format Extension Import Export Depth NOTE Smoke uses Sony's SDK to decode SonyRAW files. It includes support for Sony F65, F55, and F5 camera outputs. Supports ISO / Exposure Index information. Sony SStP .mxf yes (page 177) no NOTE Sony's implementation of MPEG-4 Simple Studio Profile, part of the SRMASTER format.
Format Extension Import Export Depth NOTE MPEG-2 Long GOP. Includes supports for High Frame Rate (HFR) media—50p, 59.94p, 60p.— Other Streaming Codecs Format Extension Import Export AVCHD .mts or .m2ts yes (page 141) no Depth Only linear PCM audio is supported. Some cameras can record AC-3 audio, but this format is not supported: Smoke can still access the video portion of the media. REDCODE .r3d yes (page 168) no 12, 16fp bits Smoke uses RED SDK 6.
NOTE Files of any sample rate can be imported, but they are all resampled to 48 kHz. Supported QuickTime Audio The table below lists the audio codecs supported in .mov files, as audio-video and audio-only files. Audio CODEC Import Export 16-bit PCM yes yes NOTE Export supports both big and small endian. 24-bit PCM no yes NOTE Export supports both big and small endian. 32-bit floating point PCM no yes NOTE Export supports both big and small endian.
Audio CODEC Import Export NOTE 16-bit PCM (Little Endian) Twos yes yes NOTE 16-bit PCM (Big Endian) Ulaw yes yes Pixspan Support Smoke supports Pixspan compression, when importing and exporting media. Pixspan is a lossless compression algorithm that preserves the original media container and metadata while compressing the original media file. Pixspan version 2.
■ Jpeg2000 (MXF) The Format Specific options for MediaReactor are as follows: ■ Metadata (Tape Name, Timecode and Frame Rate options). ■ Clip Options (Clip name and Sequence Detection options). ■ Debayering (RAW formats options) Various Colour settings for RAW media decoding. The default option is set to use the File Header information.
■ 1080/60i ■ 1080/24p ■ 1080/25p ■ 1080/30p ■ 720/24p ■ 720/25p ■ 720/30p ■ 720/50p ■ 720/60p XDCAM EX (35 Mbps): ■ 1080/50i ■ 1080/60i ■ 1080/24p ■ 1080/25p ■ 1080/30p ■ 720/24p ■ 720/25p ■ 720/30p ■ 720/50p ■ 720/60p XDCAM HD (35 Mbps): ■ 1080/50i ■ 1080/60i ■ 1080/24p ■ 1080/25p ■ 1080/30p Supported Export Formats XDCAM HD (MPEG-2 MP@HL LongGOP) ■ 4:2:0 colour sampling ■ 17 Mbps (Variable Bit Rate), 25 Mbps (Constant Bit Rate), 35 Mbps (Variable Bit Rate
■ MXF (XDCAM HD 1080p 8-bit) XDCAM HD 422 (MPEG-2 422P@HL LongGOP) NOTE XDCAM HD422 is a commonly requested format from broadcasters as a file-based deliverable for broadcast. In previous releases, only XDCAM HD 422 @ 1080/25i was supported for export. All resolutions and rates listed above were already supported for Media Import and Conform. ■ 4:2:2 colour sampling ■ 50 Mbps (CBR) ■ MXF OP-1a ■ Supported resolutions and associated rates: ■ 720p (50, 59.94) ■ ■ 1080i (25 and 29.
Importing an EDL Sequence To import an EDL from the MediaHub: 1 Open MediaHub, and set it to Browse for Files. 2 Review the EDL Import Options. An EDL has neither frame rate nor resolution. Unless you specify something in the EDL Options, Smoke assigns to the EDL the project's resolution and frame rate. 3 Using the file browser, navigate to the EDL sequence to import. 4 Drag the file from the browser to the Media Library. Smoke converts the EDL to its timeline format.
If Multi-Assemble Automatic Detection does not work: ■ Make sure that you are in List view within the file browser. ■ Set the EDL Detection box to Selection Order, and then Ctrl-click to select multiple EDL sequences. The order in which you add the EDL to the selection defines the video tracks: the EDL selected first goes to the first video track, the EDL selected next goes to the second video track, and so on. ■ Set the EDL Detection box to Custom Grouping.
such as media file locations. Using DLEDLs in your post-production workflow allows you to automate the import of media files (video and audio) residing in different locations. Instead of performing media import for each file separately, you can use a DLEDL to import all media files in a single operation. DLEDL Structure The following table lists the DLEDL flags used in creating an EDL file.
Using DLEDLs Examples The following examples are given to facilitate the creation of edit decision lists for the automatic import of multiple media files into a project. You can simply copy and paste the suitable example into a text editor, modify it accordingly, save the file with an .edl extension, and import the resulting file into your application.
AUD 3 4 DLEDL: REEL:TAPENAME TAPENAMEVERYLONG Simple Video and Audio (4 Tracks - Stereo) EDL TITLE: SIMPLE EDL WITH VIDEO AND 4 AUDIO TRACKS (2 TRACKS PER FILE) FCM: DROP FRAME 001 TAPENAME AA/V C 10:00:00:00 10:00:05:00 00:00:30:00 00:00:35:00 * FROM CLIP NAME: TONE-8TRK-44KHZ.AIFF DLEDL: START TC: 10;00;00;00 DLEDL: PATH: /CXFS1/PRODUCTION1/SHOW5 DLEDL: EDIT:0 FILENAME: INTRO.(010@240).dpx DLEDL: EDIT:0 FILENAME: TONE_12.AIF DLEDL: EDIT:0 FILENAME: TONE_34.
If a source is used multiple times in a sequence, or across multiple sequences, and Save Sources Separately is enabled, only one instance of the source is imported. And the sources are saved in a sources folder. If you plan on perform a Connected conform, you must import your sequences into a Reel group. Make sure to drag and drop the sequences on top of a Reel group, or to import from Conform.
6 Open the AAF & XML Import Options tab. 7 Select Select Resolution from the Sequence Resolution box. 8 With the R3D file still selected, click Copy from Selected Clip. The resolution information is copied from the R3D file. Any AAF (or XML for that matter) will be imported to that resolution. TIP Often times the AAF will be have been created at an HD resolution in Avid Media Composer. But by working at full debayering resolution on Linux workstation, you can benefit from the faster GPU debayering.
About Intermediates Formats Transcoded intermediates from Avid Media Composer supported in Smoke: ■ AVC-Intra 50 ■ AVC-Intra 100 ■ DNxHD ■ XDCam EX ■ XDCam HD Transcoded intermediates from Avid Media Composer not supported in Smoke: ■ -J2K MXF ■ 1:1 MXF ■ 1:1p 10b MXF ■ Apple ProRes in MXF ■ Avid DNxHR (also known as DNxRI) When conforming unsupported intermediates, use the Preferred Media ➤ Original Sources option from the Media Import window to link to the original media files.
5 Save and close the file. 6 Restart Wiretap Gateway using the ServiceMonitor. 1 In the shell, type: ServiceMonitor 2 In the ServiceMonitor window, click Restart next to Wiretap Gateway. Smoke will now translate any source path found in pathTranslation.cfg into its paired destination path when you import a sequence or use Link To Media File in Conform.
Avid Smoke Blowup Converted to Action FX Mask Supported; bkg is black, horizontal position ignored Generator Avid Smoke SubCap Not supported; replaced by Cue mark Timecode Burn-in Not supported; replaced by Cue mark AVX Plugin Avid Smoke Illusion FX Not supported; replaced by Cue mark AVX Plugins Not supported; replaced by Cue mark Image Avid Smoke Avid Pan and Zoom Not supported; replaced by Cue mark Blur effect Not supported; replaced by Cue mark Colour Correction Converted to Col
Avid Smoke Region Stabilize Not supported; replaced by Cue mark Resize Supported; background is black, no left and right cropping Safe Color Limiter Not supported; replaced by Cue mark Scratch removal Not supported; replaced by Cue mark Spot Color Effect Not supported; replaced by Cue mark Stabilize Not supported; replaced by Cue mark Submaster Converted to Container Reformat Avid Smoke 14:9 Letterbox Not supported; replaced by Action FX 16:9 Letterbox Not supported; replaced by Action
Avid Smoke Luma key Converted to Action FX (empty) + cue mark Matte key Converted to Action FX (empty) + cue mark RGB keyer Converted to Action FX (empty) + cue mark Spectra Matte Not supported; replaced by Cue mark S3D Smoke can import Media Composer stereoscopic timelines; an Avid Stereo3D timeline is imported as a stereoscopic timeline with Left and Right tracks, with the following limits.
Avid Smoke Peel Not supported; cue mark Push Not supported; cue mark Spin Not supported; cue mark Squeeze Not supported; cue mark Video gap Video gap Video filler Video gap Video match frame edit Match frame General Audio Only audio level keyframes are supported. All other audio keyframes are ignored.
Blend Avid Smoke Dip to colour Converted to Dissolve (linear animation) Dissolve Converted to Dissolve (linear animation) Fade from colour Converted to Dissolve; background is black only, reset manually Fade to colour Converted to Dissolve; background is black only, reset manually Picture-in-picture Not supported; replaced by Cue marks Film Avid Smoke Film dissolve Converted to Dissolve (bezier animation) + Cue mark Film fade Not supported; replaced by Cue marks Box wipe Avid Smoke Botto
Avid Smoke Horz open* Converted to SMPTE 021; softness not supported Bottom left diagonal* Converted to SMPTE 042; animation is inverted, softness not supported Bottom right diagonal* Converted to SMPTE 041; animation is inverted, softness not supported Upper left diagonal* Converted to SMPTE 041; softness not supported Upper right diagonal* Converted to SMPTE 042; softness not supported Vert open* Converted to SMPTE 022; softness not supported Vertical* Not supported; replaced by a Cue mark
Avid Smoke Vertical sawtooth* Converted to SMPTE 072; softness not supported Matrix Wipe Avid Smoke Grid* Not supported; replaced by SMPTE 008 One-way row Not supported; replaced by SMPTE 001 Speckle Not supported; replaced by SMPTE 001 Spiral Not supported; replaced by SMPTE 001 Zig-zag Not supported; replaced by SMPTE 001 S3D Avid Smoke S3D Depth Transition Not supported; replaced by a Cue mark Xpress 3D Effect Avid Smoke 3D ball Converted to Dissolve (linear) + cue mark 3D page fo
Avid Smoke Peel Converted to Dissolve + cue mark Plasma Converted to Dissolve + cue mark Push Converted to Dissolve + cue mark Spin Converted to Dissolve + cue mark Video gap Video gap Video filler Video gap Importing a Final Cut Pro XML Sequence Smoke supports both FCP 7 and FCP X file formats. To simplify the conform process, create the FCP XML project on the workstation runningSmoke.
Link to Media Files and Search and Import Files The options Search and Import Files and Link to Media Files are performed sequentially: 1 If Link to Media Files is enabled, Smoke locates the media files based file paths and names found in the FCP XML. 2 For the media that cannot be found, and if Search and Import Files is enabled, Smoke tries to locate the media files in the location defined by the Directory Up field, trying to match media to segments based on the defined Match Criteria.
Final Cut Pro Smoke ■ Source TC in/out ■ Source TC in/out ■ Edge code ■ Keycode ■ Log notes ■ Elements comments ■ Aspect ratio ■ Aspect ratio ■ Comments ■ Elements Comments Record side data: Record clip: In/Out ■ Segment ■ Transition type ■ Cut/Dissolve/Wipe/Action ■ Number of video tracks ■ Video tracks ■ Number of audio tracks ■ Audio tracks ■ Marker ■ Track marks ■ In/Out marker ■ In/Out marks ■ Effect Data FCP transitions map to Smoke transitions, while FC
Final Cut Pro Smoke Distort Action (Surface) Opacity Action (Surface) (partially supported) Drop Shadow Action (Shadow) Motion Blur Not supported Time Remap Time Warp (see below) About Time Remap to Timewarp To make sure the conform is accurate with the creative editorial decisions from Final Cut Pro 7, the conformed timewarp speed value seen in Smoke Time Warp editor can be slightly different from the one seen in FCP7.
Final Cut Pro Smoke Cross Dissolve Dissolve Additive Dip to colour Dissolve Dissolve To/From colour (partially supported) Dither Dissolve Not supported; replaced by Dissolve Fade in/fade out Dissolve Dissolve To/From Black (partially supported) Non-Additive Dissolve Dissolve Non-Additive Ripple Dissolve Not supported; replaced by Dissolve Iris Final Cut Pro Smoke Cross Iris SMPTE 007 (partially supported) Diamond Iris SMPTE 102 (partially supported) Oval Iris SMPTE 119, 120, or 121 (par
QuickTime Final Cut Pro Smoke Channel Compositor Not supported; replaced by Dissolve Chroma Key Not supported; replaced by Dissolve Explode Not supported; replaced by Dissolve Gradient Wipe Not supported; replaced by SMPTE 002 without Softness Implode Not supported; replaced by Action transition Iris SMPTE Wipes (partially supported): Matrix Wipe 104 | Chapter 6 Importing and Exporting Media ■ Rectangle = SMPTE 101 ■ Diamond = SMPTE 102 ■ Triangle = SMPTE 103 ■ Triangle Right = SMPTE
Final Cut Pro Smoke Push Not supported; replaced by Dissolve Radial SMPTE Wipes (partially supported): ■ Rotating Top = SMPTE 201 ■ Rotating Right = SMPTE 202 ■ Rotating Bottom = SMPTE 203 ■ Rotating Left = SMPTE 204 ■ Rotating Left Bottom = SMPTE 205 ■ Rotating Left Right = SMPTE206 ■ Rotating Quadrant = SMPTE 207 ■ Top to Bottom 180 degree = SMPTE 211 ■ Right to Left 180 degree= SMPTE 212 ■ Top to Bottom 90 degree= SMPTE 213 ■ Right to Left 90 degree = SMPTE 214 ■ Top 180 Degre
Final Cut Pro Smoke ■ Rotating Double Center Top Bottom = not supported; replaced by SMPTE 001) ■ Rotating Double Center Left Right = not supported; replaced by SMPTE 001 Slide Action transition Wipe SMPTE Wipes (various partially supported): 106 | Chapter 6 Importing and Exporting Media ■ Slide Horizontal = SMPTE 001 ■ Slide Vertical = SMPTE 002 ■ Top Left = SMPTE 003 ■ Top Right = SMPTE 004 ■ Bottom Right = SMPTE 005 ■ Bottom Left = SMPTE 006 ■ Four Corner = SMPTE 007 ■ Four Box =
Final Cut Pro Smoke ■ Zoom Horizontal Barn Zig Zag = SMPTE 074 Action transition (partially supported) Slide Final Cut Pro Smoke Band Slide Not supported; replaced by Dissolve Box Slide Not supported; replaced by Dissolve Center Split Slide Not supported; replaced by Dissolve Multi Spin Slide Not supported; replaced by Dissolve Push Slide Not supported; replaced by Dissolve Spin Slide Not supported; replaced by Dissolve Split Slide Not supported; replaced by Dissolve Swap Slide Not sup
Final Cut Pro Smoke Checker Wipe Not supported Checkerboard Wipe Not supported Clock Wipe SMPTE 201 (partially supported) Edge Wipe SMPTE 001 (partially supported) Gradient Wipe Not supported Inset Wipe ■ Upper Left = SMPTE 003 (partially supported) ■ Top = SMPTE 023 ■ Upper Right = SMPTE 004 ■ Right = SMPTE 024 ■ Lower Right = SMPTE 005 (reverse) ■ Bottom = SMPTE 025 ■ Lower Left = SMPTE 006 (reverse) ■ Left = SMPTE 026 Jaws Wipe SMPTE 073 (partially supported, FCP's is smalle
Final Cut Pro Smoke Radial Blur Not supported Wind Blur Not supported Zoom Blur Not supported Border Final Cut Pro Smoke Basic Border Resize Bevel Not supported Channel Final Cut Pro Smoke Arithmetic Not supported Channel Blur Not supported Channel Offset Not supported Colour Offset CC (partially supported) Compound Arithmetic Not supported Invert CC (partially supported) Colour Correction Final Cut Pro Smoke Broadcast Safe Not supported Colour Correction Not supported; repl
Distort Final Cut Pro Smoke Bumpmap Not supported Cylinder Not supported Displace Not supported Fisheye Not supported Pond Ripple Not supported Ripple Not supported Wave Not supported Whirlpool Not supported Image Control Final Cut Pro Smoke Brightness & Contrast (Bezier) Not supported; replaced by CW Colour Balance Not supported; replaced by CC Desaturate CC Gamma Correction Not supported; replaced by CW Levels Not supported Proc Amp Not supported; replaced by CC Sepia Not
Final Cut Pro Smoke Colour Smoothing 4:1:1 Not supported Colour Smoothing 4:2:2 Not supported Colour Key Not supported; replaced by Action Difference Matte Not supported Luma Key Not supported Spill Suppressor - Blue Not supported; replaced by Action Spill Suppressor - Green Not supported; replaced by Action Matte Final Cut Pro Smoke 8-Point Garbage Mask Not supported; replaced by Action Extract Not supported 4-Point Garbage Mask Not supported; replaced by Action Image Mask Not supp
Final Cut Pro Smoke Mirror Not supported Rotate Action (Axis) QuickTime Final Cut Pro Smoke Gaussian Blur Action (Axis) Brightness/Contrast Not supported; replaced by CC Colour Style Not supported Colour Tint CC (partially supported) Colour Sync Not supported Edge Detection Not supported Emboss Not supported General Convolution Not supported HSL Balance Not supported; replaced by CC Lens Flare Not supported RGB Balance Not supported; replaced by CC Sharpen Not supported Sharp
Final Cut Pro Smoke Diffuse Not supported Emboss Not supported Find Edges Not supported Posterize Not supported Replicate Not supported Solarize Not supported Video Final Cut Pro Smoke Blink Action De-Interlace Resize (partially supported) Flicker Filter Not supported Image Stabilizer Not supported; replaced by Action Stop Motion Blur Not supported Strobe Time Warp Timecode Generator Not supported Timecode Reader Not supported Viewfinder Not supported Video Generators The f
Video Generator Final Cut Pro Smoke Bars and Tone HD108060i Colour Source SMPTE Bars (partially supported) Bars and Tone HD720p60 Colour Source SMPTE Bars (partially supported) Bars and Tone (NTSC) Colour Source SMPTE Bars (partially supported) Bars and Tone (PAL) Colour Source SMPTE Bars (partially supported) Slug Black colour Source SMPTE Bars (partially supported) Matte Final Cut Pro Smoke Colour Colour Source (Fill Colour): ■ R = 0-255 ■ G = 0-255 ■ B = 0-255 Others Final Cut Pro S
Shapes Final Cut Pro Smoke Circle Not supported Oval Not supported Rectangle Not supported Square Not supported Text Final Cut Pro Smoke Crawl Text (partially supported) Lower 3rd Text (partially supported) Outline Text Text (partially supported) Scrolling Text Text (partially supported) Text Text (partially supported) Typewriter Not supported; replaced by Colour Source Audio Some FCP audio elements are mapped to Smoke equivalents. Audio keyframes are not supported.
Apple Final Cut Pro Smoke AuBandPass Not supported AuDelay Not supported AuDynamicProcessor Not supported AuGraphicsEQ Not supported AuHighShelfFilter Not supported AuHighPass Not supported AuLowPass Not supported AuLowShelfFilter Not supported AuMultibandCompress Not supported AuParametricEQ Not supported AuPeakLimiter Not supported Final Cut Pro HD Final Cut Pro Smoke 3 Band Equalizer Not supported Band Pass Filter Not supported Compressor/Limiter Not supported DC Notch No
Final Cut Pro Smoke Low Pass Filter Not supported Low Shelf Filter Not supported Notch Filter Not supported Parametric Equalizer Not supported Reverberation Not supported Vocal DeEsser Not supported Vocal DePopper Not supported Composite Modes Some FCP composite modes are mapped to Smoke Action surface blend modes.
■ Transitions (page 119) ■ Loading RMD Files from FCP in Smoke (page 120) Supported Data Smoke supports Final Cut Pro X (up to 10.2) XML exports, including ones referencing directly R3D, MXF, and ARRI Alexa ProRes files. NOTE Compounded (nested) clips are not supported. As a workaround, remove any compound clip before exporting the sequence from FCP. Video Effects The following effects are supported when conforming XML sequence from FCP X.
Final Cut Pro X Retime Translation in Smoke Speed Ramp (to 0% / from 0%) Animated speed ramp timewarp Rewind (1x / 2x / 4x) Animated speed ramp timewarp Title Effects All text effects are translated to a Text Timeline FX for the text itself, and a Comp Timeline FX for the compositing: ■ Text Timeline FX: ■ RGBA mode ■ ■ Colour: White ■ Font: Discreet ■ Size: 50 ■ Alignment: Centered Comp Timeline FX set to premultiplied. Audio Only audio fades are supported.
Apple Final Cut Pro X Transition Translation in Smoke Replicator/Clones Dissolve Stylized Dissolve Apple Final Cut Pro X Wipes Translation in Smoke Bands SMPTE Wipe 001 + cue mark Center Supported Checker SMPTE Wipe 001 + cue mark Circle Supported Clock Supported Gradient Image Dissolve + cue mark Inset Wipe Supported Letter X Supported Wipe Supported Loading RMD Files from FCP in Smoke NOTE The following only applies when using Final Cut Pro X 10.0.8 (or later).
MediaHub Reference: Browsing for Files The MediaHub consists of two panels: the browser and the MediaHub tabs. Use the browser to locate the files to import, or the location where to export your clips. Use the MediaHub tabs to set you media and sequence import options. MediaHub options are saved on a project-basis. The MediaHub also monitors the file system and automatically updates the display of a browsed folder whenever its contents change: addition/removal of media files or folders, renaming, etc.
Cached Media Compression Format field Displays the compression format applied to clips imported with Cache Source Media enabled. Defined for the project, in the Cache and Renders tab of the Project dialogue box. You access your project's settings in File ➤ Project and User Settings. Resolution Presets box Select a resolution for the new clip. Select Custom to specify a non-standard resolution. Fill box Select a fit method to be applied to the selected clip.
Select: For: Impulse Very low quality results that are fast to compute. Use for downscale. Width field Displays the custom width resolution of the clip. Editable. Height field Displays the custom width resolution of the clip. Editable. Aspect Ratio Presets box Select a standard frame aspect ratio. Select the Set to w:h option to set the clip to use square pixels. Select Custom to define a custom frame aspect ratio in the Aspect Ratio field.
AAF & XML Import Options Media Options Link to Files button Enable to create a sequence with segments that link to the original media. Disable to import an unlinked sequence. If Search and Import Files is also enabled, the application first tries to relink to the media using the file paths, and then searches for what could not be relinked using only the file paths. Preferred Media button Select which one of either offline intermediates or original sources to import when both are found by the application.
while the edit is at 30 fps, that source is not a potential candidate. Whether or not Smoke relinks the considered source to the edit has nothing to do with the frame rate of the sequence. But, if you are importing an FCP sequence, Smoke timewarps the edits so that they match the frame rate of the imported sequence. For example, an FCP sequence @60fps contains edits @50fps: Smoke timewarps the edits to 60 fps as it imports the sequence.
Jobs The Jobs tab displays ongoing and completed background processes. Use the Jobs tab to monitor the import and export processes. Actions box Select from the list an action to perform on the selected job. When aborting the processing of a file sequence, frames already processed are retained. For example, if the Status column reads 20 of 44 when you click Abort, 20 of the 44 frames of the clip remain. Aborting a streaming file cancels the whole process, there is no partial processing.
Start by selecting the appropriate Colour Management mode from the Colour Management mode box. Options are: ■ Auto: Auto mode uses rules and format-specific colour space preferences to achieve the automatic conversion of various types of media to a common scene-linear working space, on import. For ARRI, RED, and Sony RAW formats, Auto mode converts directly to the chosen Working colour space using the highest quality path (i.e.
of the available input colour spaces included in the application, click Available Input Colour Spaces (page 128). NOTE ■ In a workgroup environment, these ctf files must be duplicated or the Shared Path must be configured in Colour Management Preferences to point to a common directory to make the colour space available to the other workstations. ■ In Auto mode, the rules are resolved at import to assign a colour space to the clip.
Input Space Description Primaries gamma 2.4 Rec 709 (video) Images encoded with the Rec. 709/sRGB primaries and a gamma of 2.4. This applies the inverse of the gamma specified by ITU-R BT.1886 for HD video mon- itors. Converted from the Rec. 709/sRGB primaries to the rendering primaries, after applying a single curve on all three RGB channels. Log film scan (ADX) Scanned film plates with the Academy Density Exchange encoding.
Input Space Description Primaries Sony SLog2 Digital camera footage in Sony SLog2 format. Converted to the rendering primaries, after applying the Academy input device transform (IDT). Sony SLog3 Digital camera footage Sony SLog3 format. Converted to the rendering primaries, after applying the Academy input device transform (IDT). sRGB Images encoded with the sRGB primaries and gamma. Converted from the Rec.
Although available for all types of files, the Level field is intended for directory structures output by film scanners. A typical image file directory structure looks like this: .///clip.######. In this case, selecting Levels Up 2 in the Level field identifies the directory that corresponds to the tape name (./). Enabled if Tape Name is set to Tape From Directory. Tape Name field Enter the name to use as the tape name when importing the clip.
Option: Description: ADA-2 SW A more efficient debayering algorithm than ADA-1. Named AMC-1 in previous versions. Included for legacy. ADA-3 HW Visually matches the hardware optimised debayering realised in-camera with ARRI SUP 7.0: more complex debayering than ADA-1, with extended edge and color handling. ADA-3 SW Enhanced software debayering provided by the ARRI SDK, based on ADA-3 HW. Should deliver more image detail than ADA-3 HW.
When working with ARRI Look information, you must set the Colour Space to one of the Video combinations or Smoke will display a checkerboard instead of ARRI media. This is due to the fact that ARRI Look Creator only works Video encoding. NOTE When used, the Look file must be placed in the folder containing the source material and named look.xml. Select: To: Do not apply Look Not apply any Look information. From File Header Apply Look information contained in the ARRIRAW file header.
Green/Magenta Tint field Set the green/magenta tint balance: positive value for green tint, negative value for magenta tint. Available if White Balance is set to Set Temperature. RGB Gain fields Set the RGB gains of the imported clip. Only available if White Balance is set to Set RGB White Balance. Resolution Settings Resolution box Select the resolution of the imported clip. These are debayering resolutions, not resize operations.
But the number of available options can make it hard to get the right resolution. Use the tables in the following sections to get the resolution you need. But before proceeding, make sure to reset the following options. In the ARRIRAW Debayering menu: ■ Resolution: Native ■ Debayer from 2868px: Disabled ■ Aspect Ratio: Ratio from File Header This ensures that Smoke displays a resolution that matches the sensor mode used and makes it easier to find the right information in the tables below.
■ Aspect Ratio 2.39 with 2x Anamorphotic Target Resolu- Resolution box tion Debayer from 2868px Aspect Ratio Cropping Aspect 2880 x 810 Native Disabled From 2.0 Anamorphotic 2.39 2868 x 807 Native Enabled From 2.0 Anamorphotic 2.39 Native 2868 x 1612 Resolution (16:9 2K Sensor Mode) The following resolutions and settings are essentially used when conforming ARRIRAW media to a sequence layed down using ALEXA ProRes 2K media. ■ Aspect Ratio of 1.
■ ■ Target Resolu- Resolution box tion Debayer from 2868px Aspect Ratio Cropping Aspect 2048 x 1536 2K Disabled From non-anamorphotic No Cropping 3840 x 2880 UHD Disabled From non-anamorphotic No Cropping 4096 x 3072 4K Disabled From non-anamorphotic No Cropping 2880 x 2160 Native Disabled From non-anamorphotic Disabled Aspect Ratio of 1.
■ Target Resolu- Resolution box tion Debayer from 2868px Aspect Ratio Cropping Aspect 3996 x 2160 Disabled From 1.3 Anamorphotic 1.85 4K Aspect Ratio 2.39 with 2x Anamorphotic Target Resolu- Resolution box tion Debayer from 2868px Aspect Ratio Cropping Aspect 1920 x 804 HD Disabled From 2.0 Anamorphotic 2.39 2048 x 858 2K Disabled From 2.0 Anamorphotic 2.39 3840 x 1608 UHD Disabled From 2.0 Anamorphotic 2.39 4096 x 1716 4K Disabled From 2.0 Anamorphotic 2.
Target Resolu- Resolution tion box Debayer from Aspect Ratio 2868px Cropping Aspect ARRI ARC Resolution Name Variant enabled ■ ■ 2048 x 1108 2K Disabled From non-anamorphotic 1.85 2K 3996 x 2160 4K Disabled From non-anamorphotic 1.85 with Anamorphotic Variant enabled 4K DCP 4096 x 2214 4K Disabled From non-anamorphotic 1.85 4K Aspect Ratio of 2.
Target Resolu- Resolution tion box Debayer from Aspect Ratio 2868px Cropping Aspect ARRI ARC Resolution Name Variant enabled 4096 x 1716 4K Disabled From 2.0 anamorphotic 2.39 with Anamorphotic Variant enabled 4K Audio File Settings - Import Metadata Settings Tape Name box Select an option to determine how the tape name is set when importing clips. Select: To: Enter Tape Name Activate the Tape Name field where you enter the tape name.
Select how the clip is named when the file is imported. Select: To: Enter Clip Name Activate the Clip Name field so that you can manually enter the clip name. When selecting multiple files for import, this name is used for all imported files. Clip Name from File Name Use the name of the imported file as the clip name. Clip Name field Enter the name to use when importing the clip. Enabled if Name is set to Enter Clip Name.
Clip Name field Enter the name to use when importing the clip. Enabled if Name is set to Enter Clip Name. Image Settings Aspect Ratio box Select the aspect ratio assigned to imported clips. Enter Pixel and Enter Aspect affect pixel and frame a pixel and frame aspect ratios respectively. You might need to change the aspect ratio as many applications erroneously write to exported files a pixel aspect ratio of 1 (a square pixel), even for formats that have non-square pixels (NTSC, PAL).
■ For AAF Conform using the camera original media files, see the AAF Conform topics. Metadata Settings Tape Name box Select an option to determine how the tape name is set when importing clips. Select: To: Enter Tape Name Activate the Tape Name field where you enter the tape name. When selecting multiple files for import, this tape name is used for all imported files. Tape Name from File Name Use the name of the imported file as the tape name.
Image Settings Aspect Ratio box Select the aspect ratio assigned to imported clips. Enter Pixel and Enter Aspect affect pixel and frame a pixel and frame aspect ratios respectively. You might need to change the aspect ratio as many applications erroneously write to exported files a pixel aspect ratio of 1 (a square pixel), even for formats that have non-square pixels (NTSC, PAL).
Select: To: Tape Name from Header Read the tape name from the header of the imported file. Level field Set from which directory the tape name is taken, relative to the location of the clip in the directory structure. Although available for all types of files, the Level field is intended for directory structures output by film scanners. A typical image file directory structure looks like this: .///clip.######.
Select how the clip is named when the file is imported. Select: To: Enter Clip Name Activate the Clip Name field so that you can manually enter the clip name. When selecting multiple files for import, this name is used for all imported files. Clip Name from File Name Use the name of the imported file as the clip name. Clip Name field Enter the name to use when importing the clip. Enabled if Name is set to Enter Clip Name. Sequence Detection box Select how Smoke displays image sequences.
Keycode Syntax Keycode in Autodesk Creative Finishing applications uses the following syntax: KQ123456 7890+12 Where: ■ K is the film manufacturer. ■ Q is the film emulsion. ■ 123456 (6 digits) is the film reel unique identifier. ■ 7890 (4 digits) is the footage number. ■ 12 (2 digits) is the frame number. In 35mm / 3 perf keycode, a reference foot value is also set.
Agfa ■ XTS 400 ■ XT 100 ■ XTR 250 ■ XT 320 Supported Film Gauges The following film gauges are supported in keycode for Autodesk Visual Effects and Finishing applications: ■ 16 mm and Super 16 mm / 1 perf ■ 35mm / 8 perf ■ 35mm / 3 perf ■ 35mm / 4 perf ■ 65mm / 5 perf The increment offset of a particular frame from the keycode dot (which indicates the zero offset point on the film) can be recorded in one of two modes: frame offset and perforation offset.
Timecode box Timecode is read from the file name, when present. Not editable. Rate box Select Auto to use the frame rate specified by the clip; with no rate specified, the application assigns a rate from the Default Resolutions table, or the project's rate if there is no match in the table. Use Select Rate to set the frame rate using the Frame Rate box. The Default Resolutions table uses a frame's height and width to assign it an aspect ratio, a scan mode, and a frame rate.
Select an option to determine how the tape name is set when importing clips. Disabled if Sequence Detection from the Clip Options menu is set to Frames. Select: To: Enter Tape Name Activate the Tape Name field where you enter the tape name. When selecting multiple files for import, this tape name is used for all imported files. Tape Name from File Name Use the name of the imported file as the tape name. Tape Name from Directory Determine the tape name from the detected directory structure.
Select how the clip is named when the file is imported. Select: To: Enter Clip Name Activate the Clip Name field so that you can manually enter the clip name. When selecting multiple files for import, this name is used for all imported files. Clip Name from File Name Use the name of the imported file as the clip name. Clip Name field Enter the name to use when importing the clip. Enabled if Name is set to Enter Clip Name. Sequence Detection box Select how Smoke displays image sequences.
Select an option to determine how the tape name is set when importing clips. Select: To: Enter Tape Name Activate the Tape Name field where you enter the tape name. When selecting multiple files for import, this tape name is used for all imported files. Tape Name from File Name Use the name of the imported file as the tape name. Tape Name from Directory Determine the tape name from the detected directory structure.
Select: To: Clip Name from Header Read the clip name from the header of the imported file. Clip Name field Enter the name to use when importing the clip. Enabled if Name is set to Enter Clip Name. Image Settings Aspect Ratio box Select the aspect ratio assigned to imported clips. Enter Pixel and Enter Aspect affect pixel and frame a pixel and frame aspect ratios respectively.
Select: To: Tape Name from File Name Use the name of the imported file as the tape name. Tape Name from Directory Determine the tape name from the detected directory structure. Use the Level field below to configure the relative path to the directory from which the tape name can be determined. Tape Name from Header Read the tape name from the header of the imported file. Level field Set from which directory the tape name is taken, relative to the location of the clip in the directory structure.
Aspect Ratio field Enter the aspect ratio of the imported frames, as a Width:Height ratio. Enabled when the Aspect Ratio box is set to Enter Aspect Ratio or Square Pixels. YUV Decoding box Select the YUV colour space used by the clip to import. Because Smoke works in the RGB colour space, it needs to translate YUV information into RGB. This setting ensures that the right decoder is used for this. The Auto setting selects the colour decoder based on the resolution of the clip: Rec.
To create an Open Clip: ■ Use the Batch Write File node with Create Clip enabled. ■ Export a sequence and enable Show Advanced Options ➤ Clip Options ➤ Create Clip Data. ■ Use a third party application or utility. ■ Create one from scratch (page 1407). NOTE When creating an Open Clip with versions, make sure the frame rate remains the same between versions: having differing frame rates within one Open Clip is not supported by the format.
Multi-Version Clips and Media Format Import Options While there are no Import Options specific to the Open Clip, the media referenced in the different versions is imported using the import options specified by the Format Specific Options. Using the MediaHub's General ➤ Clip Options for Versions box, you decide when media cache and proxies are generated automatically on import: only for the version displayed in the MediaHub, or for every version of a multi-versions clip.
■ Select Latest Version (can be used on multi-selection) ■ Select Next Version (single selection only) ■ Select Previous Version (single selection only) Segments with White Outline When you are working with a multi-version clip, and that clip is updated by an external application, any segment referencing this clip is outlined in white. This outline is there indicate that a new version is available for this segment.
If you use Conform view to define the media location, in this case no Open Clip is used but the actual referenced media files so the resulting clips will be a single version. This is a limitation since Conform view does not relink to Open Clips. Use Set Search Location instead.
Note that in both cases, the actual clips are archived: the Cache Versions box only manages the media, not the clips. No Media Slate The No Media slate is displayed whenever a segment has more assigned frames then there is available media. This prevents the structure of a timeline from changing when changing versions. ■ Open Clip files: In a multi-version Open Clip, every version is timecode aligned. This means that there are cases where at a given timecode there is no media to display.
Tape Name field Enter the name to use as tape name when importing the clip. Enabled if Tape Name is set to Enter Tape Name. Timecode box Select an option to specify how the timecode information is set when importing clips. Select: To: Timecode from Header Set the source timecode of the imported clip based on the timecode information in the image file header. Timecode from File Name Use a numerical file name (for instance, 100000.
■ myPhotoshopFile_version_004.psd Panasonic Format Settings - Import Material at 1080i sometimes uses a thin raster frame format. It uses a frame size of 1440x1080or 1280x1080. When importing, enable Scale to Full HD in Format Specific Options ➤ Image to scale the material to the full 1920x1080 frames. Disable Scale to Full HD to import the clip using the thin raster frame format. Metadata Settings Tape Name box Select an option to determine how the tape name is set when importing clips.
Select: To: Clip Name from XML Use the clip name listed in the XML file accompanying the file. Clip Name from Essence Use the clip name inferred from the directory structure of the clip. Clip Name field Enter the name to use when importing the clip. Enabled if Name is set to Enter Clip Name. Image Settings Aspect Ratio box Select the aspect ratio assigned to imported clips. Enter Pixel and Enter Aspect affect pixel and frame a pixel and frame aspect ratios respectively.
Select an option to determine how the tape name is set when importing clips. Disabled if Sequence Detection from the Clip Options menu is set to Frames. Select: To: Enter Tape Name Activate the Tape Name field where you enter the tape name. When selecting multiple files for import, this tape name is used for all imported files. Tape Name from File Name Use the name of the imported file as the tape name. Tape Name from Directory Determine the tape name from the detected directory structure.
Layers Settings Resolution box Select how Smoke sets the resolution of .psd clips. Select: To: Background Import the layers using the same resolution as the background layer. Native Import the layers at their original resolution. PNG Format Settings - Import Metadata Settings Tape Name box Select an option to determine how the tape name is set when importing clips. Disabled if Sequence Detection from the Clip Options menu is set to Frames.
Clip Settings Clip Name box Select how the clip is named when the file is imported. Select: To: Enter Clip Name Activate the Clip Name field so that you can manually enter the clip name. When selecting multiple files for import, this name is used for all imported files. Clip Name from File Name Use the name of the imported file as the clip name. Clip Name field Enter the name to use when importing the clip. Enabled if Name is set to Enter Clip Name.
Although available for all types of files, the Level field is intended for directory structures output by film scanners. A typical image file directory structure looks like this: .///clip.######. In this case, selecting Levels Up 2 in the Level field identifies the directory that corresponds to the tape name (./). Enabled if Tape Name is set to Tape From Directory. Tape Name field Enter the name to use as tape name when importing the clip.
YUV Decoding box Select the YUV colour space used by the clip to import. Because Smoke works in the RGB colour space, it needs to translate YUV information into RGB. This setting ensures that the right decoder is used for this. The Auto setting selects the colour decoder based on the resolution of the clip: Rec. 601 for clips with a resolution lower than 720 lines, Rec. 709 for everything else. Specifying the wrong colour space results in colours that are off. Per Recommendation BT.
Select: To: Tape Name from Directory Determine the tape name from the detected directory structure. Use the Level field below to configure the relative path to the directory from which the tape name can be determined. Tape Name from Header Read the tape name from the header of the imported file. Level field Set from which directory the tape name is taken, relative to the location of the clip in the directory structure.
This setting is ignored when the clip is imported through a RED Rocket. Colour Settings Colour Settings box Select how Smoke uses the colour information stored within an R3D file. Select: To have: User Smoke import RED clips using the options you set in the Image, Gain, and Curve menus. Camera Smoke import RED clips using the look created on the RED camera and stored in the RED clip. Disables the Image, Gain, and Curve menu options.
Gamma Curve box Set the value of the output gamma curve that is applied to the imported clips. Selecting Scene Linear (16bit fp) implicitly sets the Bit Depth to 16-bit floating point. If you set HDRx Settings to High Dynamic Range, HDRx clips are imported as Scene Linear, ignoring the Gamma Curve setting. If set to Linear, the ISO, Exposure, Brightness and FLUT controls, in the Image menu, are disabled. Disabled when Colour Space is set to ACES.
Exposure Offset should be set to match the setting on the camera for how many stops separate the Primary and Highlight tracks. This is typically 2 or 3 stops. Offset From File button Enable to use the Exposure Offset read from the R3D file. Enabled when HDRx Settings is set to High Dynamic Range. Image Settings Options from the Gamma Curve box and from the Colour Space box might disable some of the fields below. Image Settings from File Enable to read the Image settings from the r3d file header.
Sony Format Settings - Import The following settings apply to all of XDCAM and XDCAM HD files. It is also used for XAVC footage shot with Sony cameras. Tips when importing Sony XAVC: ■ The guiding principle that applies to Panasonic P2 cards also applies to XQD cards: preserve the original XQD-card structure when using these media files. That is, only browse to the XDROOT folder, and import the clips from there. Do not browse within the folder hierarchy to import the essence directly.
Select how the clip is named when the file is imported. Select: To: Enter Clip Name Activate the Clip Name field so that you can manually enter the clip name. When selecting multiple files for import, this name is used for all imported files. Clip Name from File Name Use the name of the imported file as the clip name. Clip Name from XML Use the clip name listed in the XML file accompanying the file. Clip Name from Essence Use the clip name inferred from the directory structure of the clip.
SonyRAW Format Settings - Import Metadata Settings Tape Name box Select an option to determine how the tape name is set when importing clips. Select: To: Enter Tape Name Activate the Tape Name field where you enter the tape name. When selecting multiple files for import, this tape name is used for all imported files. Tape Name from File Name Use the name of the imported file as the tape name. Tape Name from Directory Determine the tape name from the detected directory structure.
You cannot use a debayering setting higher than native resolution of the camera. Using a higher setting prevents the media from being displayed, with an error message in the Preview panel (Cannot initiliaze codec). Try lowering the debayering setting until the media debayers correctly. QFHD (Quad-Full High Definition) is Sony's term for 3480x2160 UHD resolution, often times referred to as 4K HDTV, or 4K UHD. UHDTV (Ultra High Definition Television) is the 7680x4320 resolution, or 8K UHD.
NOTE Some of the colour space options—Scene-linear / Rec709 - legacy, ACES (daylight), ACES (tungsten)—were updated in Flame 2013 20th Anniversary Edition Extension 2 SP3 and Smoke 2013 Extension 1, to solve an issue with black levels. This impacts SonyRAW media imported before the update: the black levels will not match SonyRAW media imported after the update.
XDCAM EX Format Settings - Import About XDCAM EX Support for Sony XDCAM EX media includes support for clips recorded as multiple segments on single SxS card (split clips) or multiple cards (span clips). Smoke imports a serie of split & span segments as a single clip. NOTE Clips spanning two card only become available in Smoke when browsing the card that contains the last segment.
Although available for all types of files, the Level field is intended for directory structures output by film scanners. A typical image file directory structure looks like this: .///clip.######. In this case, selecting Levels Up 2 in the Level field identifies the directory that corresponds to the tape name (./). Enabled if Tape Name is set to Tape From Directory. Tape Name field Enter the name to use as tape name when importing the clip.
YUV Decoding box Select the YUV colour space used by the clip to import. Because Smoke works in the RGB colour space, it needs to translate YUV information into RGB. This setting ensures that the right decoder is used for this. The Auto setting selects the colour decoder based on the resolution of the clip: Rec. 601 for clips with a resolution lower than 720 lines, Rec. 709 for everything else. Specifying the wrong colour space results in colours that are off. Per Recommendation BT.
consecutively at slightly different moments. The field recorded first is called the dominant field. For example, when recording NTSC using Field 1 as the dominant field, Field 2 is recorded a 1/60th of a second after Field 1. When the interlaced video is played, the two fields of each frame are then displayed with a temporal offset, causing the human eye to perceive a smooth, continuous moving image.
Mismatched clips show F2 in their metadata. When reversing the dominance of a clip, the first and last fields of the clip are dropped to account for the offsetting required to reverse the field dominance. The resulting clip becomes a frame shorter. It is therefore a good practice to always capture enough head and tail frames so that the fields dropped on both ends do not adversely affect the visible frames. Both the media and the scan mode metadata tag are changed by this process.
Interlacing Clips Interlace clips to combine de-interlaced fields into interlaced frames. The resulting clip is half as long as the original. To interlace clips: 1 Select Tools, and select the Clip tab. 2 Click Interlace. 3 From the Interlace Parameter box, select Field 1 or Field 2 to establish the resulting clip's field dominance. 4 Select the clip to interlace. 5 Select the destination. The resulting clip appears, now with half the duration.
Changing the Scan Mode Metadata Tag of a Clip When material is brought into Smoke, it is assigned a particular scan mode that becomes part of the clip metadata. You can correct this problem using the Dominance option part of the Reformat tool, accessible from the right-click menu. This option changes the scan mode metadata tag for a clip without changing the actual scan mode of the media. Working with Others Smoke offers you two methods to work in collaboration with another Smoke.
Smoke DTS 2015 Yes Yes Yes No No Sharing Clips Between Users Clips placed in a special area of the Media panel, called Shared Libraries, becomes accessible to remote workstations that connect to the project. Shared libraries enable different Smoke workstations to quickly and conveniently share media. NOTE Shared libraries are part of the project's structure: clips stored within are included when you archive a project.
Created In... Flare 2017 Yes Yes Yes No No Flame Assist 2017 Yes Yes Yes No No Smoke DTS 2017 Yes Yes Yes Yes No Training 2017 No No No No Yes Flame 2016 Yes Yes Yes No No Smoke DTS 2016 Yes Yes Yes Yes No Training 2016 No No No No Yes Smoke DTS 2015 Yes Yes Yes No No Open / Close You can open and close shared libraries. Closing shared libraries turns off access to the media within the shared libraries as well as freeing up your system memory.
To transfer material between local projects: 1 Select MediaHub ➤ Browse for Projects. 2 In the Local Projects list, double-click the project to open it. This opens the project and displays its Workspaces. 3 Navigate the project to find what you want to transfer. 4 Drag-and-drop from the Projects browser to the Media panel. Or from the Media panel to the Projects browser: you can import or export between projects.
Troubleshooting Read Only (In use by...) Appears in one of two cases: ■ When the workspace of the project you are browsing is opened and used by the user listed in the Read Only message. ■ When someone else is browsing that workspace with the button Exclusive Write Access enabled. You can still copy items from a Read Only workspace. If you absolutely need to write to the workspace, you will need to locate the user and ask him to switch to another project. Owned by...
2 From the Timeline tab, right-click the sequence that requires subtitles and select Open or Open as a Sequence. 3 Add a track to the opened sequence. 4 Drag and drop the subtitle clip to the new top track. Each text element appears as a editable Text Timeline FX, at the timecode and length specified in the xml file. TIP You can add multiple subtitle clips to a sequence, then mute all but the track you want to process. With this method you can quickly version a clip with different captions.
Search for subtitles that are not properly linked to a setup file: 1 Place the positioner on the subtitle track. 2 Click the magnifying glass icon at the bottom right side of the timeline. The Find and Select in Timeline window appears. 3 Enable ■ Gaps ■ Every Criteria Below ■ Comments. Also enter in the Comments field *Unable* (make sure to enter the asterisk wildcards). 4 Click Select on Current Track.
Mandatory children The width of the imported Subtitle XML clip. An integer. The height of the imported Subtitle XML clip. An integer. The bit depth of the imported Subtitle XML clip. The aspect ratio of the imported Subtitle XML clip. The scanformat of the imported Subtitle XML clip. Sample 1920 1080 8 1.
255 255 255 0 0 /usr/discreet/project/test/text/paz.ttg
Each element defines a single subtitle which will appear as a Text Timeline FX applied to a gap once imported into Smoke, and added to a sequence. The font style, colour, size, and position parameters are overridden if a valid text setup file is referenced within the element.Attributes Sample none Garamond Description The font size of the current subtitle. This value is overridden if a text setup file is referenced in the element. Attributes none Sample 20 Description This element wraps around the font colour elements (, , , ) of the current subtitle. These values are overridden if a valid text setup file is referenced in the element.
Description The horizontal text position of the current subtitle. This value is overridden if a text setup file is referenced in the element. Attributes none Sample 0 Description The element can point to a text setup file from which font style and position parameters will be used. The parameters from the text setup file override the formatting elements of the current element.
1920 1080 8 1.
- 01:00:05;00 01:00:06;02 This is a third subtitle string Garamond 20 255 255 255 255 -100 -200 /usr/discreet/project/test/text/paz.
DL_DEBUG_PYTHON_HOOKS Enable to get verbose output from hooks, which should simplify the debugging process. Outputs to the shell about: ■ Which hooks are loaded from which files ■ The data sent to each hook that is triggered export DL_DEBUG_PYTHON_HOOKS=1 Reloading Hooks From Within the Application A new hotkey has been added to re-scan hook files while the application is running. This is useful to iteratively test changes during implementation.
archiveSelectionUpdated Called when the user updates the information on the currently selected element in an opened archive (either through the U keyboard shortcut, or through the Gear menu ➤ Update selection information.) Update selection information tells the user which segments are needed to bring the selection back online. def archiveSelectionUpdated( segmentInfo, numFrames, numClips, dataSize, metadataSize ): pass segmentInfo Dictionary{ Integer, String }. Map of segment ID to file path .
Key Description Data Type Can be modified by the hook to change the written file's destination. namePattern List of optional naming tokens as String entered in the application UI. resolvedPath Full path to the first frame that will be String exported, with all the tokens resolved. firstFrame Frame number of the first frame that will Integer be exported. lastFrame Frame number of the last frame that will Integer be exported. versionNumber Current version number of this export.
NOTE In case of stereoscopic renders, batchExportEnd is called twice, first for the left eye, then for the right eye. def batchExportEnd( info, userData ): pass info Dictionary. Information about the export. Some of this information can be modified by the script as it executes. Key Description Data Type nodeName Name of the export node. String exportPath Export path either entered in the export String node from within application, or edited by batchExportBegin.
Key Description Data Type height Frame height of the exported asset. Long width Frame width of the exported asset. Long aspectRatio Frame aspect ratio of the exported asset. Double openClipNamePattern List of the tokens used in the UI to name String the Open Clip XML that was created by the export node. Only available if Clip Version (versionning) is enabled in the UI. openClipResolvedPath Full path to the open clip that was cre- String ated, with all the tokens resolved.
batchDefaultRenderNodeName Called at application startup, and whenever the user switches project. Use it to define the default node name given to new render nodes. Overrides the preferences defined in Timeline FX/Batch/Batch FX ➤ Default Render Node Name. The returned value can use any of the tokens available in the UI such as (note the lack of underscore). def batchDefaultRenderNodeName( project ): return "" project String. Usually called with the current project.
projectName String. Name of the project saved. This is the project currently open in the UI. saveTime Float. Time it took to save the project (in seconds). isAutoSave Boolean. True if the save was automatically initiated. False if the user initiated it. Generic Hooks Located in the hook.py. renderEnded Called when a sequence finishes rendering, even if the render was unsuccessful due to factors such as a manual abort. def renderEnded(moduleName, sequenceName, elapsedTimeInSeconds): pass moduleName String.
Export hooks are called in the following order: ■ preCustomExport Optional: called if required by getCustomExportProfiles. Called when the contextual menu item defined by getCustomExportProfiles is selected by the user. ■ preExport Always called. In a regular export, preExport is called as the Export window is displayed to the user. In a custom export, called after preCustomExport. ■ preExportSequence Always called. Called before writing the sequence. ■ preExportAsset Always called.
'userData' dictionary profiles['Package'] = {'exportType':'packageInternal'} entry to the 'userData' dictionary #Adds an Once the user selects a custom export option, the next hook that is fired is preCustomExport(), where the information about the export is set, based on the entry the user has selected.
Key Description Data Type from the In to the end of the sequence. False if not defined. isBackground Editable. Perform the export in back- Boolean ground. True if not defined. abort Editable. Set abort to True to abort Boolean the export process. abortMessage Editable. The error message to be dis- String played to the user when the export process has been aborted. userData Dictionary. User-defined.
info Dictionary. Information about the export. Key Description Data Type destinationHost Name of the host where the exported String files will be written to. destinationPath abort Root of the export path. String Editable. Set abort to True to abort Boolean the export process. abortMessage Editable. The error message to be dis- String played to the user when the export process has been aborted. userData Dictionary. User-defined.
Key Description Data Type destinationPath Root of the export path. String sequenceName Name of the exported sequence. String shotNames Tuple of every shot name in the expor- String ted sequence. Note that multiple segments can use the same shot name: segments sharing shot names are part of the same shot. abort Editable. Set abort to True to abort Boolean the export process. abortMessage Editable.
preExportAsset Called before an asset export begins. def preExportAsset( info, userData ): pass info Dictionary. Information about the export. Key Description Data Type destinationHost Name of the host where the expor- String ted files were written to. destinationPath Root of the export path. String namePattern List of optional naming tokens as String entered in the application UI. resolvedPath Editable.Path (relative to destin- String ationPath) with the tokens resolved.
Key Description Data Type depth Bit depth of the exported asset. String Possible values: scanFormat ■ 8-bits ■ 10-bits ■ 12-bits ■ 16 fp Scan format of the exported asset. String Possible values: ■ FIELD_1 ■ FIELD_2 ■ PROGRESSIVE fps Frame rate of the exported asset. Double sequenceFps Frame rate of the sequence to Double which this asset belongs. sourceIn The source In point as a frame, Integer using the asset frame rate (the fps key).
Key Description Data Type trackName Name of the sequence's track that String contains the asset. segmentIndex Asset index (1 based) in the track. Integer versionName Current version name of this ex- String port. Empty if unversionned. versionNumber Current version number of this String export. Zero if unversionned. userData Dictionary. User-defined. Dictionary that could have been populated by previous export hooks and that will be carried over into the subsequent export hooks.
Key Description Data Type assetType Type of the exported asset. Pos- String sible values: ■ video ■ audio ■ batch ■ openClip ■ batchOpenClip width Frame width of the exported asset. Long height Frame height of the exported as- Long set. aspectRatio Frame aspect ratio of the exported Double asset. depth Bit depth of the exported asset. String Possible values: scanFormat ■ 8-bits ■ 10-bits ■ 12-bits ■ 16 fp Scan format of the exported asset.
Key Description Data Type recordIn The record In point as frame, using Integer the sequence frame rate (the sequenceFps key). recordOut The record Out point as a frame, Integer using the sequence frame rate (the sequenceFps key). handleIn Head as a frame, using the asset Integer frame rate (fps key). handleOut Tail as a frame, using the asset Integer frame rate (fps key). track ID of the sequence's track that String contains the asset.
profiles Dictionary. User-Defined. A dictionary of userData dictionaries where the keys are also used as the name of the profiles displayed in the contextual menu. Threading Hooks The python hooks described above block the application until they finish their task. To get around this, you can run a hook in its own thread. The example below provides you with the code required to run renderEnded() in a thread separate thread. Comments have been added inline.
Red This information is used as a match criteria, and the Potential Matches contain no source that matches this criteria. Yellow This information is used as a match criteria, and the Potential Matches contain more than one source that matches this criteria. White This information is used as a match criteria, and the Potential Matches contain only once source that matches this criteria. Grey This information is not used as a match criteria.
You can edit any of the following columns, unless the track containing the segment is locked. You edit most of these fields directly in the events list, unless otherwise noted. And modifications to the timeline updates the Events list, so slipping a segment updates its Handles in the Events list. Event # Only EDLs specify a Event number value, for reference. Or you can set manually an Event number, if needed, as this data can be used as a number for Publish.
Note how non-matching characters are replaced by an asterisk. 3 Edit the file location to the correct path. 4 Press enter to update all the selected locations. Bulk editing Source In timecodes with an offset: 1 Shift-click or Ctrl-click segments to select the ones that need Source In to be updated. 2 Click any one of the selected source in to display the calculator. 3 In the calculator, enter the offset.
4 Click Add to offset the selected source in by the specified value. Adding Sources for Linking to the Conform Media List Adding sources from an external location: 1 In Conform, click Search Location. 2 Using the Set Directory window, select the directory where the sources are located. 3 Click Set. Smoke clears previous sources from the Conform Media folder, and then displays all the media files from the selected location, including any media files located in sub-directories.
You can also manually add clips from the Media Panel to the Conform Media folder: drag-and-drop them to the Conform Media folder. This does not clear already present sources. TIP Clip the top-left Conform tab for the Media Panel to display only the sources. Notes ■ Smoke only loads files it can use in a conform, so do not worry about non-media files being loaded to the Conform Media folder.
Available Options Limit Handles Enable Limit Handles when using Link to Media Files to limit the amount of relinked handles, performing a consolidate on relinking. And if you ever need to access more than the consolidated handles, unlink the segment, disable Limit Handles, and click Link to Media Files: the full media is now relinked to the segment. Save Sources Enable Save Sources to save a copy of the source in the Sources reel.
When importing a sequence—EDL, AAF and FCP XML— make sure to: ■ Set, in the MediaHub, General ➤ Clip Options ➤ Alpha Channel Processing to Create Matte Container: every segment referencing an RGBA media file is promoted to matte container that contains one RGB track and one alpha track. ■ Select only the File Name match criteria in the Conform tab, or Smoke cannot conform the RGBA content. NOTE ■ When importing an FCP XML sequence, all content created from Photoshop .
For example, we need Smoke to search media files that was seen from a an offlining Mac at /Volumes/SAN, but seen from the conforming Linux workstation at /ProductionSAN: 5 Save and close the file. 6 Restart Wiretap Gateway using the ServiceMonitor. 1 In the shell, type: ServiceMonitor 2 In the ServiceMonitor window, click Restart next to Wiretap Gateway.
Multiple Matches Do one of the following: ■ Select the event, the source to relink, and then select Link Selected from the Linking combo box. ■ Select the event from the event list, right-click the source to relink, and then select Link. If there are too many sources to choose from, set additional criteria using the Match Criteria drop-down menu; by trial and error you can reduce the number of matching sources. The event list displays in yellow any criteria with multiple matches.
About the Load and Edit New EDL Menu Use the menu to load an EDL and edit it before conforming it. EDL Type box Select an EDL type to load. Available options are: ALE, FLX, ATN, TLC, EDM, R23, ETL, and OMF. File Extension field Displays the file extension for the associated file type. Editable. EDL Frame Rate box Displays the frame rate of the current EDL. Editable. EDL Conversion button Enable to convert the EDL to another frame rate.
Tracks The track for the edit (shown as a combination of: V, 1, 2, 3, 4, 5, 6, 7, 8). Transition The type of transition between the clips: C for cuts, D for dissolves, and W for SMPTE wipes. Source In The starting timecode of the element in the source clip. Source Out The ending timecode of the element in the source clip. (Ctrl-click the heading to view Source duration.) Keycode In The starting keycode of the element in the source clip.
(a) Dissolve Curves box (b) Dissolve Type box (c) Transitions Alignment box (d) Timewarp Mix field (e) Transition Render Option box (f) Timewarp Render Option box (g) Increment field Dissolve Curves box Select the type of interpolation to use for all dissolves. Select: To: Dissolve Curves as in Prefs Use the interpolation mode set in the Preferences menu. Dissolve Curves Linear Create dissolves with linear interpolation curves.
Transition Render Option box Select the rendering mode for transitions in assembled EDLs. Select: To: Interlaced Transitions Override the Preferences settings and render transitions in Interlaced mode. Progressive Transitions Override the Preferences settings and render transitions in Progressive mode. Render Trans. as in Prefs Use the Preferences settings. Timewarp Render Option box Select an option for the rendering mode for timewarps in assembled EDL.
(a) Frame Depth box (b) Aspect Ratio Presets box (c) Frame Width field (d) Resolution Presets box (e) Fit Method box (f) Frame Height field (g) Aspect Ratio field (h) Scan Mode box Override Project Resolution button Enable to assemble pre-captured material of a different resolution than your project's default resolution. Additional controls become active that you use to specify the resolution options for assembly. During assembly, the system searches the specified library for matching media.
Select: To: bottom of the destination frame. If the source is narrower than the destination, black bars fill the right and left sides of the frame. In all cases, the entire source frame is contained within the destination frame. Frame Width field Displays the frame width of the selected resolution preset. If Resolution Presets is set to Custom then this field is active, allowing you to enter the frame width value that you want to use. Aspect Ratio Presets box Select a standard frame aspect ratio.
Clip Name Comments Capture button If your events contain clip names in their comments, enable this option to use those names during capture. If this option is disabled, the event number is used as the captured shot's name. Use Hotkey For Add Selection button Use to change the functionality of selecting events. When this option is disabled, you add to your selection range by clicking the events.
Search Events Menu Use the Search Events menu to search entries for text or timecode in an EDL. When you search the EDL, you need to specify the item you want to search, the filter type you want to use, and the criteria for which you want to search. (a) Select Item box (b) Search Item box (c) Filter Type box (d) Search Criteria field Select Matches button Highlight all items that match the search criteria. Unselect Matches button Remove the highlight from all items that match the search criteria.
Select: To search for: Comment A comment or text within a comment. Track A track. Previous button Move the cursor to the previous item that matches the search criteria. Next button Move the cursor to the next item that matches the search criteria. Filter Type box Specify the filter type. The filter type will differ depending on the item you are searching. For numerical searches, select one of the following options from the Filter Type box.
(a) Next Event field Renumber Events button Renumbers the selected events according to the value specified in the Next Event field. Next Event field Enter a value for the next event. 2:3 Pulldown Options Menu Use the 2:3 Pulldown Options menu to set the parameters for 2:3 pulldown insertion upon import. (a) Reference Frame field (b) Reference Frame Type box (c) Default Reference Frame box (d) Mix field Reference Frame field Enter the timecode for the reference frame.
(a) EDL work area (b) Work area column headers (c) EDL Player (d) Load button (e) Import EDL menus (f) EDL editing tools About EDL Editing Commands Events Group Use the commands in the Events group to cut or copy single or multiple events and paste them to a new location in any open EDL. You can also use special paste functions and selection tools for events. Insert Event button Inserts a new event into the EDL. Cut Event button Cuts the selected event. May be used with Paste Event button.
Paste: Fix Record button Enable to change Record In of the first pasted event to start at Record Out of the previous event. All pasted events are then rippled by the same amount. Paste: Renumber button Enable to automatically renumber all events according to the Next Event value in the Renumber Events menu. If this option is disabled, the pasted events retain their original event numbers. Select All button Click to select all events for capture. Unselect All button Click to unselect all events.
Capture Group You can mark events for capture or select only the uncaptured ones for recapture. Mark button Click to mark the selected events for recapture with an “X”. This allows you to keep track of events that you want to recapture. Events that have already been captured are marked with a lower case x. Therefore, when you mark a captured event for recapture, a lower and upper case x appear (x X) to the right of the event number.
Wipe button Changes the transition type to a wipe for the selected transition, or range of transitions. The wipe type is set to SMPTE 001. Choose button Opens the Choose Wipe menu from which you can select from a variety of standard SMPTE wipe types. EDL Group You can use any of these options in the EDL group when using EDLs to capture media. (a) Sort box (b) Show Timecode box (c) Sort Mode box BRoll Detect button Enable to detect BRolls. BRolls appear as the original tape.
Select: To sort the EDL: S Mode By Source In timecode, regardless of tape number. This sort mode is useful for multicamera real-time EDLs. by Event# By event number. by Tracks By tracks. In this sort mode, video tracks are placed at the bottom of the list, and the highest audio track is placed at the top of the list. by Uncaptured By placing all uncaptured events at the top of the list. Select Invalid Frame button Click to select a frames of 0 length.
(a) Show TC/KC box (b) Speed box (c) EDL Display box Show TC/KC box Select whether to display keycode or timecode. Select: To: Show TC Display timecode. Show KC Display keycode. Speed box Select a mode to display the speed change for timewarps. Select: To: Speed % Display the speed change as a percentage. Speed FPS Display the speed change in frames per second. EDL Display box Select a display mode for EDLs, Tape List view, or Undo List view. Select: To: EDL Display timecode.
Tape List View You can use the tape list to modify information pertaining to events for a given tape. As well, each tape's entry can be expanded in Tape List view to show keycode and 2:3 pulldown information associated with the source timecode. Click the column header to sort the tape list in descending order using that column. Click the column heading again to sort the tape list in ascending order.
The work area of the Tape List view is divided into nine columns, and two sections for each tape. The upper fields of each tape entry contain the following columns. Tape The name of the tape that contains the source footage. To change the tape name, click and enter a new name. Capture The capture flag for the tape. When set to On, the tape is captured during an auto-capture session.
(a) Edits (b) EDL events (c) EDL entries Every event has a different event number. Some events, such as dissolves and wipes, consist of two edits. The two edits in a dissolve (outgoing and incoming shots) have the same event number. Editing a Tape Name You can change a single event's tape name, or the tape name for all events on the same tape. This is useful if the events you want to capture are on a different tape than that listed in the EDL. Tape names can be up to 56 characters long.
The Audio Patching menu appears. (a) Audio Patch boxes (b) Source audio track (c) Destination audio track You can edit the source audio tracks. Each one of the eight available source audio tracks can be patched to one of the eight available destination audio tracks. You can patch the same source audio track to multiple destination audio tracks. 3 Enable or disable the Affect Tape and Affect Selection buttons.
(a) Comments indicate patching information (b) Source 1 and 2 patched to destinations 5 and 6 Editing Tracks You can edit the tracks of an event in the EDL. Editing tracks is useful if you want to modify the tracks captured when you auto-capture or assemble the EDL. For example, if the Track entry for an event is V1 and you want to capture only the video track (V), change the Track entry to V.
Select: To: Filter Keep only the tracks you specified in the Track menu. For example, if an event is “V12” and you specify “V1,” audio track 2 is filtered out, and the resulting event has “V1.” Flip Reverse the status of tracks you specified in the Track menu. For example, if an event is “V23” and you specify “V34,” the resulting event has “V24.” 5 Click Return to confirm the change or Cancel to exit back to the EDL module without making any modifications.
The SMPTE wipe number appears in the Transition entry of the second edit in the wipe. The Start Location for the wipe is also indicated in the Transition entry. A wipe can be Centred, From Cut, or Up To Cut. The start location for the wipe appears beside the Transition duration. The following illustration is a typical wipe in an EDL. (a) Outgoing shot (b) Transition duration (c) Incoming shot (d) SMPTE wipe number If you add 500 to the SMPTE wipe number, the wipe is inverted during assembly.
Use: To: Alt-drag Jump by hours. ■ Double-click the source or record timecode you want to modify to get the calculator, and then enter a new timecode. If the source or record timecode is already selected, click it again to get the calculator. When you edit source timecode, the corresponding keycode changes to reflect the new frames to be captured. Toggle the Show Timecode/Show Keycode button to see the edited keycode in and out values. You cannot edit the keycode for events in the EDL work area.
(a) Timecode start and duration defines sequence, with corresponding keycode (b) Timecode without corresponding keycode 3 To edit the keycode for a sequence, do one of the following: ■ Drag the keycode entry you want to modify to the right to increase the value or to the left to decrease the value. ■ Click the keycode entry you want to modify to get the keycode calculator, and then enter a new keycode.
The value of the timewarp appears in the Speed entry. You may also click directly in the Speed box to change the entry. If the event is already a timewarp, editing any timecode of that event changes its speed value. You can view the speed value in either percentage or frames per second. Select the View mode in the EDL Preferences menu. Conforming an EDL with VTR Recapture NOTE The following requires that the workstation is connected to a VTR.
the Match status to their unique sources. Match indicates that Smoke found only one source from the Sources list that fit the selected Match Criteria. Multiple Matches Do one of the following: ■ Select the event, the source to relink, and then select Link Selected from the Linking combo box. ■ Select the event from the event list, right-click the source to relink, and then select Link.
3 Disable Limit Handles. 4 Click Link to Media File. The full media is now relinked to the segment. Save Sources To save a copy of the source in the Sources reel, enable Save Sources. The source saved is what is relinked to the segment, including the Limit Handles setting. Caching Sources Smoke does not automatically cache the relinked source media. To cache the source media: right-click the target and select Media ➤ Cache Source Media.
4 What you do next depends on the Status column of each event. Match Select Link Sources from the Linking combo box. Link Matched Sources links all events with the Match status to their unique sources. Match indicates that Smoke found only one source from the Sources list that fit the selected Match Criteria. Multiple Matches Do one of the following: ■ Select the event, the source to relink, and then select Link Selected from the Linking combo box.
Save Sources To save a copy of the source in the Sources reel, enable Save Sources. The source saved is what is relinked to the segment, including the Limit Handles setting. Caching Sources Smoke does not automatically cache the relinked source media. To cache the source media: right-click the target and select Media ➤ Cache Source Media. You can target a segment on the timeline to cache only that segment, or the sequence itself to cache every segment in the sequence.
On a Mac system, in the Smoke Setup application, in the VTR tab, enable every VTR you plan on using with Smoke. Also verify the Preview tab for the timings you want to make available to your projects. If you do not have a sync connected to your workstation, you might want to define for your project some free run timings. They are turned off by default.
To capture a single frame: 1 Cue up to the frame you want to capture using the VTR Transport controls or by scrubbing the preview window. 2 Click Grab. The captured frame is saved in the Workspace. 3 Click EXIT Input Clip to view the captured frame. 4 If you want to compare the captured frame against the frame in the preview window, load the clip into the VTR Input module and enable split-screen view.
to completed proxy generation is preserved. Any captured frames for which no proxies have been generated are purged. Proxy Quality box Proxies generated during capture are always of draft quality. Using the Proxy Quality box, you can set the default quality for proxy generation after capture. Results vary depending on the type of clips involved, so it is a good idea to try different settings. Only available if the current project is configured to use proxies.
Increment button Enable to append numerical increments to the clip name automatically. For example, enter “My_Clip” in the Clip Name field and then enable Increment Name. The first clip you capture is named “My_Clip-1”, the second is named “My_Clip-2”, and so on. Start Mode box Determines the start mode for clip input. Select: To: Start On Click Capture starting from the currently displayed frame on the tape. Click Process to activate the start-on-click trigger.
Selecting a VTR Device For Input The VTR devices available depend on the VTR keyword lines uncommented in the software initialisation configuration file. Make sure the VTR you select is appropriately connected using the corresponding audio, video, and RS-422 connections. In certain situations, Smoke pre-selects a VTR with appropriate timing for you. To select the VTR device for input: 1 From the Device Name box, select an option corresponding to your VTR device.
(a) Video track enabled for capture (b) Toggle Audio Tracks button (c) Audio channels 1 and 2 enabled for capture Audio meters display the gain level being captured. You cannot change this level during capture. You can modify the gain of a clip once capture is complete. HDCAM SR Double-Speed and Stereo Tape Capture AJA-only Using an HDCAM SR connected to an AJA device, you can capture material from specially formatted double-speed and stereoscopic tapes.
4 From the Input Type box, select 2x-STEREO. NOTE If the player displays the clip with some colour bias, it is because the player falsely interprets the 4:2:2 signal from the VTR as a 4:4:4 signal. This does not impact the capture; the stereoscopic clip will be captured without that bias. To remove this bias, go to the Engineering menu and set the Input Connection box to Serial 1 4:2:2. 5 Capture the clip. See Capturing Media with a VTR (page 254).
Large VTR Output module (broken into three parts): (a) Device Name box (b) Navigation tabs (c) Video Layer field (d) Output list (e) Current Timecode field (f) Output box (g) Audio controls In this documentation, the large menu is described. Differences present in the small menu are noted where applicable.
Device Name box Displays the options for each uncommented VTR keyword line in the software initialisation configuration file. Select the option corresponding to the VTR to which you want to output clips. Navigation tabs Switch between different VTR Output tabs. Select: To: Output Configure the output settings described in this section. This is the default menu. Audio Set Audio preferences. Changes are reflected in the Audio section of the Preferences menu, and vice versa.
Duration field Indicates the duration, in timecode, between the clip output in and out points. Offset field Indicates the offset, in timecode, by which the selected clip is output. For example, an offset of 00:00:00:05 indicates that the first five frames of the clip to be output are skipped. The first frame to be output is frame 5 of the clip (counting frames from 0). In/Out Point controls Use to enter, adjust, and cue the in and out points.
(a) Video track enabled for output (b) Audio channels 1 and 2 enabled for output 3 Enable or disable All Audio in the Clip Output menu (to the left of the audio controls). When All Audio is enabled, all audio channels are sent to the audio converter, not just the ones you enabled in the previous step. This means you can monitor all audio, even though you are only recording one or two tracks to the VTR.
When multiple clips in the same session are selected for output, the application performs a validation check to determine if certain parameters match the project settings and whether or not the video device is capable of outputting these clips. The following outcomes are possible: ■ If the clips have mixed timing settings, you are prompted to select which timing you want to use. Clips having timings different from the one you select are discarded.
If outputting a clip in assemble mode, extend the duration of the output to avoid problems when you need to recapture the segment. For example, this can be done by adding 5 to 10 seconds of black at the beginning and at the end of the clip, before entering the output clip module. To output a clip in assemble mode: 1 On the VTR, set the TC generator switch to Internal and Regen to make the VTR generate the timecode. Refer to your VTR manual for instructions on setting the TC generator.
The Split View controls are enabled and you can view the clip that is currently set for output alongside the content on the tape. 2 Set Split View preview options: ■ In the Split field, enter a value to set the relative position of the split. ■ From the Current Clip Display box, select an option to set the location of the current clip display. ■ From the Split Orientation box, select Horizontal Split or Vertical Split to set the Split View orientation.
Out button Click to set the Out field to the VTR's current timecode. + and - buttons Click to frame-step the In or Out timecodes forward or backward. If Stop After Frames is selected from the Stop Mode box, both the in and out points move because the duration between them is locked. Cue buttons Click to cue the VTR to the in or out point.
The Start Mode box is unavailable. With Live Video output, you must use Start On Click mode. You can use Stop On Click or Stop On Frames to end the output. 3 Set output options. For example, enter the clip name and enable the video tracks and audio channels that you want to capture. See Outputting Clips To a VTR (page 260). 4 If you are outputting to a device, click Record, or take any action required to enable the device and capture the signal being output from Smoke. 5 To begin capturing, click Process.
To capture material from a VariCam device: 1 Ensure your devices are properly connected and the corresponding VTR keywords are enabled in the software initialization configuration file. See Configuring Software For Clip Input and Output Using a VTR (page 253). 2 Open the VTR Input module. See Accessing the VTR Input Module (page 254). 3 From the Device Name box, select a video device, supporting variable frame rate (for example, one of the following options: VTR DVCProHD 720 59p or VTR DVCProHD 720 60p).
Controlling a VTR The RS-422 serial connection between the VTR and your workstation enables full remote control of the device from Smoke. Connected VTR devices send their current status to Smoke, and this status is displayed in the VTR Input and VTR Output modules. Verifying the VTR Status The following illustration shows a VTR status display.
(a) Current Timecode field Use the following VTR Transport controls to play the VTR. NOTE The VTR must be in Remote mode to use the VTR Transport controls. Click: To: Hotkey: Rewind the tape. Shift+C Play the tape backward. C Move backward one frame. Hold down to slowly jog backward. left arrow key (down arrow key for -10 frames) Stop the tape. spacebar Move forward one frame. Hold down to slowly jog forward. right arrow key (up arrow key for +10 frames) Play the tape forward.
(a) Audio Tracks Toggle button (b) Channel Selection buttons and indicators (c) Audio Level fields (d) Fader Lock buttons All Audio button When enabled, outputs to the audio monitor every audio channels. When disabled, outputs only the enabled audio channels to the audio monitor. The All Audio button has no impact on the audio tracks recorded by the VTR. Audio Tracks Toggle button Toggles the Channel Selection buttons and indicators between audio tracks 1-8 and 9-16.
Setting Video Input and Output Engineering Menu Controls Clip input and output engineering options include video I/O settings such as pre-roll, post-roll, play delay, colour space conversion, and settings that define the process by which YUV video material on a tape is converted to the RGB format used by Smoke, and vice-versa. To change the default Engineering menu settings for a VTR device on a Mac system, edit the VTR configuration files using the provided Smoke Setup utility.
Timecode Source box Determines which type of timecode is obtained from the VTR device. Timecode VITC & LTC is the default, and recommended option. You should only have to switch to Timecode VITC or Timecode LTC if one of the timecode tracks is corrupted. Select: To obtain: Timecode VITC Vertical interval timecode (VITC). Timecode LTC Longitudinal timecode (LTC). Timecode VITC & LTC Both types of timecode.
Output Sync box Determines the output sync reference source. The reference signal may originate from several different sources. Select the source you are using from this box according to the following table. Source type Available on: Description: House All systems A centralized analogue reference signal, originating from a sync generator, sent to the genlock port on the video board or VBOB.
Select: To generate: Proxy on Capture Proxies during capture Generating proxy during capture is the quickest method. Depending on hardware configuration of your system, capture may be performed in real time with playback. Some extra required processing, however, may prevent the graphics board from updating the image window and broadcast monitor in real time, so you may not be able to view the clip being played as it is captured. Monitor box Set this to Monitor VTR or Monitor Output.
Using the YCbCr<->RGB with headroom colour space option during input on Smoke systems, it is possible to capture these super black and super white values. In this case, video black YCbCr (64,512,512) maps to RGB (64,64,64) in 10 bits, and video white YCbCr (940,512,512) maps to RGB (940,940,940). YCbCr Luma values between 4 and 64 and between 940 and 1019 are converted to RGB on capture.
For 4:4:4 RGB standard input and output, a similar explanation applies. On capture using the No Conversion setting, RGB 4:4:4 SDI video black at value (64,64,64) maps to RGB (0,0,0), and RGB 4:4:4 SDI video white at value (940,940,940) maps to RGB (1023,1023,1023). With the No Conversion with Headroom option, the maximum possible SDI value range is used. RGB 4:4:4 SDI values ranging from (4,4,4) to (1019,1019,1019) map to the same RGB range on capture.
The Engineering menu appears. It contains options for removing 2:3 pulldown in real time while capturing. (a) 2:3 Removal button (b) 24>DF Reference field (c) AA Reference field 3 Enable 2:3 Removal. 4 In the AA Reference field, enter a timecode that corresponds with an AA frame on the tape that is currently in the VTR. TIP To determine an AA frame, frame-step (Right arrow) the tape and look closely at each frame. In 2:3 pulldown, two jitter frames with field artefacts are followed by three normal frames.
2:3 Pulldown Frame 24 fps Result Frame In BC In C In CD In D Out CD Out C 9 Click Process to capture the material with 2:3 pulldown removal. Configuring Dual-Serial Link I/O Smoke supports dual-serial link input and output connections for 4:4:4 clip I/O. Configure the type of I/O connection (single- or dual-link serial) using the Input Connection and Output Connection boxes in the Engineering menu.
Format Resolution Supported Frame Rates HD 1280 x 720 50p, 59p, 60p HD 1920 x 1080 23p, 23psf, 24p, 24psf, 25p, 25psf, 50i, 29p, 59i, 30p, 50p, 59p, 60p 2k DCI 2048 x 1080 23p, 23psf, 24p, 24psf, 25p, 25psf Blackmagic Design Format Resolution Supported Frame Rates SD 720 x 486 29.
7 Archiving in Smoke Archiving in Smoke consists of writing your media and project setups to external storage devices or to filesystem, to store your projects offline but in a restorable format. A project archive includes all of a project's Media panel content, including the Media library, Shared Libraries. You can also archive individual clips from the Media panel, and the project setups.
Training 2016 No No No No Yes Smoke DTS 2015 Yes Yes Yes No No Filesystem Archive A filesystem archive is an archive stored on a hard disk drive, such as external USB/FireWire® (IEEE 1394) hard drives offers, or shared storage such as a SAN. The device can use any of the formats supported by your workstation, but the recommended ones are ext2, ext3, or xfs for Linux, and HFS+ for OS X. NTFS is not supported.
You can recognize an archive by its icon: . 3 Click Open Archive. The contents of the archive are displayed in the archive browser. 4 Set as required the options displayed in the Archive Options tab. 5 Click Archive Project. If the archive spans multiple segments, Smoke might prompt you to locate a specific one. Smoke starts archiving the project. The actual duration of the archive process depends on the size of the project and on the options you enabled or disabled.
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4 Click Restore Project. If the archive spans multiple segments, Smoke might prompt you to locate a specific one. Smoke starts restoring the project. The actual duration of the archive process depends on the size of the project. You cannot use the application while Smoke restores your project. Cancel the process at any time by clicking anywhere on the screen. Once restored, load the project through File ➤ Project and User Settings. Or browse the its contents using MediaHub ➤ Browse for Projects.
Archiving Clips to a File-based Archive Archiving clips to a file archive consists of opening an existing archive file, or creating a new archive file on storage such as an external hard drive, and archiving contents to it. NOTE About Archive and Close. Previous versions of the application had an Archive and Close button. It was required because the archive header only updated when you explicitly closed the archive.
Errors When Archiving In some cases, Smoke warns that it cannot archive some of the elements you had selected for your archive. You can quickly identify what was archived, or what was not archived and why, using the Media Panel. To see the archived status of clips: 1 Open Timeline. If the archive is still opened, you need to close it before changing tab. 2 Set Media Panel's View Mode box to Full Width, or type Shift-~. 3 Set the Media Panel to the List View.
Restoring Material from a File-based Archive To restore material from an archive: 1 In the MediaHub, enable Browse for Archive. 2 In the Archives list, double-click the archive that contains the material to restore. 3 Drag and drop clips and folders from the archive to the Media panel. Material you drag and drop appears in the Media panel, flagged (Pending), and is not actually restored until you click Restore. 4 Click Restore.
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■ Archive Renders box: set to Exclude Renders and Cache. These two archive options create the smallest possible archive: it contains only the clips of the imported media files (links), and the media generated by tools such as Paint. Renderings from Timeline FX are not archived with these settings. Restore and relink: 1 Restore the archived project Smoke. ■ If the media is stored at the path displayed in the Location column, then all the clips are automatically relinked to their media once restored.
You need: Archive Options Settings: What is included in the archive: Cache Media on Archive: Cached Archive Renders box: source media: Uncached source media: Timeline FX/ BFX renders: An archive where media already cached and renders are all included in the archive. Uncached media are not archived. Disabled Include Renders and Cache Included Excluded Included An archive where renders are archived, source media are not.
Even with a system drive backup, you will still need to reinstall your software and restore archived projects in the event of a system drive failure. There are several methods and commercial tools available for backing up system drives. Choose the method and tool that is right for you. Autodesk does not recommend any particular method or tool, and only presents the directories of note that you should consider backing up.
To view contents of an archive using its ASCII TOC: 1 Open the ASCII version of the table of contents using a text editor to view the contents of an archive without opening it. ASCII TOC filenames have the following format: _.
When an OTOC is created, Smoke creates an ASCII text copy of it (ATOC) as well as an HTML and XML copy. Use the ASCII and HTML copies to view the contents of an archive without opening it. Use the XML TOC to easily populate a database with information about your archives. The OTOC, ATOC, HTML, and XML table of contents are saved by default to /usr/discreet/archive. Or define the location by adding the following token to the init.
6 When the restore is complete, click Close. The restored clips appear in the selected clip library. 7 Re-archive the material onto a new tape. Restoring Legacy Archives In earlier versions of Flame and Smoke, archives did not include all the metadata that the current version needs to restore archives with the correct scan mode and aspect ratio. The Default Resolutions menu makes it possible to assign the scan mode and aspect ratio preferences to older archives.
(d) Aspect Ratio field (e) Aspect Ratio box (f) Scan Mode box (g) Frame rate box 2 Add new preferences to correspond to a specific clip resolution contained in the archive that you plan to open. 3 Click Add Resolution. 4 Click Apply Changes. The new archive preference is added to the list. The next time you restore an archive missing either Scan mode or aspect ratio, Smoke knows how to process that material.
File-based Archive Options Linked Archive Option box Select how archive paths are treated when restoring an archive. Use Archived Path is best used when you are restoring the archive on the workstation used to create the archive. Select Convert to Local Path in other cases. Archive Verification box Verify Source Media checks the integrity of the source media before adding it to the archive. In case of missing source media, the archive proceeds without the clip.
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Playing Back Media 8 Playback Playing Back Clips in the Full Screen Player To play back clips in the full screen player: 1 Click the Timeline tab. 2 Do one of the following to select the Player: ■ Click the Layout button and select Player. ■ If you've enabled Layout Selection Overlay in the preferences, swipe the right swipe bar, then select Player. ■ Double-click on the clip in the media library. The clip appears in the Player viewer. 3 Click the Full Screen button.
NOTE The pan and zoom values of the players are kept until a clip from a different resolution is loaded; you can change the clip selection without losing the pan and zoom values as long as the clip resolution is maintained. If changing to a clip of a different resolution, the clip will be resized into the viewer. To jog through a clip: 1 You can jog through a clip by doing one of the following: ■ Drag the positioner along the timebar.
To compare three shots in the triptych player: 1 Click the Timeline tab. 2 Select Triptych from the View Mode box. 3 Select a clip from the Media Library. The clip appears in the triptych player in all three viewers. Coloured positioners help you identify clips in Triptych view (green, yellow, orange from left to right). 4 Use the Positioners Options box to set the behaviour of the viewports (such as All Synced or All Free). TIP Triptych view is also available from all editors with multiview capabilities.
Creating a Subclip in the Player You can create subclips anywhere that you have access to the source clip (i.e. Thumbnail, Player, Triptych and Source-Sequence viewers). NOTE Remember you will need handles for trimming and effects that you apply later. It is recommended to cue the tape a couple of seconds before the desired footage starts. To create a subclip in the player: 1 Click the Timeline tab. 2 Set the positioner to the in point. 3 Click the In button. The start of the sub-clip is marked.
Select This: To Do This: Hide Effects Play back without any rendered effects, except Resize and Timewarp. Toggle to render all Timeline FX on-the-fly. Cache On Playback Cache frames to media storage while playing back. Deliverables Play back using the current Real-Time Deliverable. The Player Option box also accesses additional controls and view settings. Select This: To Do This: Show Audio Desk Display audio controls. Show Overlays Create, save and load overlays.
Adding In and Out Marks In and out marks are displayed in the player timebar, as well as the timeline. To add in and out marks in the player: 1 In the timebar, do one of the following: ■ Drag the yellow positioner to the desired frame, or ■ Click on the desired frame on the timebar. 2 Click the In or Out button. TIP Press Ctrl and click the In or Out button to delete the mark. Navigating between Marks in the Clip To navigate between marks in the clip: 1 Click the Timeline tab.
Playback Options Setting up the Image Display Viewer in the Tools To set up the image display viewer in the tools: 1 Click the View button. 2 Modify the display attributes. The viewer updates the display with your changes. Setting up the Image Display Viewer in the Player You can change the display of an image based on the exposure and contrast settings, as well as the type of image data you are working with. By default, all images are displayed in RGB mode with a transformation for video images.
3 In the View Area menu bar, select Options. 4 Select Show Overlays. 5 Set your preference for overlay attributes. The new overlay attributes are set. Modifying Exposure and Contrast in the Image Display You can modify the overall brightness of images displayed on the workstation or broadcast monitor, as well as the contrast between light and dark colours. Note that these settings affect only the display, and do not modify the underlying colour values of the clips.
NOTE The Use Ratio button is only active if you are viewing a clip with a resolution that does not use square pixels. The original aspect ratio of the clip is applied to the clip. Changing Playback Scan Mode Options in the Player Use the playback scan mode option to define how you want the clip to play and display. By default, everything will be automatically set to the correct scan mode. To set playback mode in the Player: 1 Click the Timeline tab. 2 Select the Player.
NOTE When using an AJA Io 4k or Io XT device, make sure to use the 4K firmware, and not the UFC firmware. You can check or change the firmware in the AJA Control Panel under the Firmware tab. AJA Io 4K Fom r at Res- Supported olu- Frame Rates tion Sig- 42 :2 : 4:4:4 4:4:4 Single nal Dual Link 3G Link 15 .G 4:4:4 12-bit Dual Link 1.5G 4:4:4 12-bit 3G Ste- HDMI reo Out 4:2:2 SD 720 x 486 29i 1.5 G 1 x SDI 2 x SDI N/A N/A N/A 2x SDI Yes SD 720 x 576 25i 1.
Fom r at Res- Supported olu- Frame Rates tion Sig- 42 :2 : 4:4:4 4:4:4 Single nal Dual Link 3G Link 15 .G 4:4:4 12-bit Dual Link 1.5G 4:4:4 12-bit 3G Ste- HDMI reo Out 4:2:2 4K 3 G N/A 4 x SDI N/A 4096 x 2160 50p, 59p, 60p 4 x SDI N/A N/A Yes AJA Io XT Format Resolution Supported Frame Rates Signal 4:2:2 4:4:4 Stereo 4:2:2 HDMI Out SD 720 x 486 29i 1.5 G 1 x SDI 2 x SDI 2 x SDI Yes SD 720 x 576 25i 1.5 G 1 x SDI 2 x SDI 2 x SDI Yes HD 1280 x 720p 50p, 59p, 60p 1.
Format Resolution Supported Frame Rates Signal 4:2:2 4:4:4 Stereo 4:2:2 HDMI Out HD 1920 x 1080 23psf, 24psf, 25psf 1.5 G 1 x SDI 2 x SDI 2 x SDI No HD HFR 1920 x 1080 50p, 59p, 60p 3G 1 x SDI N/A N/A Yes 2K DCI 2048 x 1080 23p, 23psf, 24p, 24psf, 25p, 25psf, 29p, 30p 1.5 G 1 x SDI 2 x SDI 2 x SDI Yes Blackmagic Design Format Resolution Supported Frame Rates Signal 4:2:2 4:4:4 Dual Link 1.5G 4:4:4 Ste- HDMI Out Single reo Link 4:2:2 3G SD 720 x 486 29i 1.
Format Resolution Supported Frame Rates Signal 4:2:2 4:4:4 Dual Link 1.5G 4:4:4 Ste- HDMI Out Single reo Link 4:2:2 3G 4K 4096 x 2160 23p, 24p, 25p 3G N/A N/A 2x SDI N/A Yes Configuring a Dual Monitor Setup Dual Monitor Support Smoke supports dual monitor configurations, where the second monitor can be used either as a Broadcast monitor or to display the Media Panel in Full Width.
Playing Back with Proxies The Proxy Quality options allow adjustments to the display quality in order to increase system responsiveness. This can be useful when a project progresses and the effects pipeline requires heavier computation. When proxy resolution is selected from the menu, the media is displayed at full frame size, but the quality is reduced by showing fewer pixels that are larger in size.
The Vectorscope Settings window opens. Scaling the Vectorscope To scale the Vectorscope: 1 Click the Timeline tab. 2 Select the Player. 3 In the View Area menu bar, select Options. 4 Select Show Vectorscope. 5 Click the Vectorscope Display button. 6 Select Vectorscope > Colour 2D. 7 Shift + drag in the Vectorscope. The scale in the Vectorscope scales to a new size. Changing Playback Scan Mode Options To set playback mode in the Player: 1 Click the View button. 2 Click on the Scan Mode button.
Monitoring Dual Timecodes and Pulldown When you load 24p clips into the Player, the dual timecode and 2:3 pulldown monitoring options are enabled. To view dual timecodes and 2:3 pulldown, you must: ■ View a 24p clip in a 29.97 fps frame rate project. ■ Ensure that the Display Dual Timecodes button is enabled in the Preferences menu, in the Timecode section of the General tab.
(a) Pivot point (b) Split bar (c) Current display (d) Reference display (a) Pivot point (b) Split bar (c) Current display (d) Reference display Rotate and move the split bar using these techniques: ■ To rotate the split bar around its pivot point, drag the split bar. ■ To move the split bar, drag the pivot point. You can also Ctrl+Alt-click the image to place the pivot point under the cursor, and then drag over the image to move the split bar.
To load a clip into the reference area: 1 Select an option from the Reference box. Storing Reference Frames in the Reference Buffer You can grab any number of reference frames in the reference area, limited only by framestore space. To store reference frames in the reference area: 1 Display the frame you want to grab in the viewport. 2 In the Reference Buffer section of the View menu of a tool, click Grab. The current frame appears in the reference area.
To view multiple viewports: 1 In a tool that supports multiple viewports, click View. 2 Select an option from the Viewport Layout box. Select: To view: 1-up A single viewport (Alt+1). 2-up Two viewports, side-by-side (Alt+2). 3-up split Three viewports, two side-by-side, and one on top (Alt+3). 3-up Three viewports, side-by-side (Alt+3). 4-up Four viewports, two up and two down (Alt+4).
Changing the Multiview Layout When you select a multiple viewport layout, a default layout appears, and each viewport is set to display a default view. You can change both the default layout and the views in each viewport to suit your needs. To change the default viewport layout: 1 Do one or more of the following: ■ Hold the cursor over the lines dividing the image window and Ctrl-drag. The current zoom/pan settings automatically change so the frame matches its viewport's width.
Select: To: Update Sel Update only the current viewport. Other viewports continue to display the last frame at which they were parked only once you release the cursor. Overlay User Interface In a number of tool and effect menus (such as the Colour Corrector and 2D Transform), you can use the Overlay user interface. Its controls are identical to those on the regular user interface except that they are transparent and appear on top of the image.
The Overlay user interface does not support multiple views. When you switch to Overlay user interface while using multiple views, your viewport automatically goes to 1-Up until you toggle back to the regular user interface. When you access a submenu that does not support Overlay user interface, such as Load or Save, the Overlay user interface is restored when you return to the main menu.
Press: To: Ctrl+Alt+(num pad)- Decrease the opacity of the Overlay user interface. TIP You can repeatedly press the keyboard shortcuts to increase or decrease opacity, or simply hold down the keyboard shortcuts until the desired opacity is reached. Enable Invert (or press Ctrl+Alt+(num pad)* to switch the Overlay user interface outlines and text from white to grey.
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Editing Clips and Sequences 9 The following procedures list a few methods to add clips quickly to a timeline after starting Smoke for the first time. These methods are certainly not the only way to edit, but should give you a start in familiarizing yourself with editing in Smoke. When first starting Smoke with a new project, you are presented with a workspace including a Source-Sequence player and an empty sequence on the timeline.
4 Drag the positioner in the timebar to the frame where you want your clip to end, then click Out. 5 Click the Overwrite button. Depending where the positioner was placed and the length of the second and third clips, existing material is overwritten, but the overall length of the timeline sequence does not change. Continue adding clips to your sequence, as needed.
This example demonstrates the result of inserting New Clip at a frame in the middle of Clip B. Every frame after the edit point is moved ahead to accommodate New Clip. NOTE You can also perform three-point or four-point insert edits with In and Out points on the source and timeline clips. To insert a clip to the timeline gesturally: 1 Enable Ripple. 2 From the Workspace Media panel or Viewing panel, select the clip that you want to insert. 3 Add In and Out points, if needed.
Overwriting a Clip on the Timeline To overwrite a clip to the timeline using the Overwrite button: 1 Move the timeline positioner to the frame that you want to use as the beginning of the overwrite. 2 From the workspace, select the clip that you want to overwrite. 3 Add In and Out points, if needed. 4 Click the Overwrite button. Depending where the positioner is placed, existing material is overwritten, and the overall length of the timeline sequence does not change.
Replacing a Clip on the Timeline 1 To replace a clip on the timeline using the Replace button: 2 Disable the Smart Replace option from the Secondary Edit box. 3 Do one of the following: ■ Move the timeline positioner over the clip that you want to replace. ■ Select a clip or multiple clips on the timeline that you want to replace. 4 From the workspace, select the clip that you want to use as the replacement clip. 5 Click the Replace button. The overall length of the sequence does not change.
An Aligned Edit is usually performed on two tracks. You set the positioner on the timeline to an point you want to align to, then move the focus point of the positioner to a different track. Set the positioner of the source track to the point you want aligned. The source clip is added to the track, and both points are aligned. An Append Edit applies an edit that adds your source clip to the end of the edit sequence on the timeline.
Ripple Replace functions as a combination of an insert and replace edit. The source clip replaces the selected clip on the timeline, and the all of the clips to the right ripple to accommodate the length of the new clip. Replace Media performs a replace edit but retains any effects applied to the replaced clip or clips on the timeline.
Timeline Editing Settings The settings you use for editing to and on the timeline can be found to the right and above the timeline. Most of these settings also have a keyboard shortcut associated with them. Editing Operations Insert Edit button Click to insert the selected source into the timeline at the positioner. The overall length of the timeline may change.
Overwrite Edit button Click to overwrite material in the timeline (at the positioner) with the selected source. The overall length of the timeline does not change. Overwrite Example Replace Edit button Click to replace the selected timeline clip or clips with the selected source clip. The overall length of the timeline sequence does not change. The replacement clip must be of equal length or longer than each clip it is replacing. If longer, extra frames are added as tail frames.
Select: To apply: Append An insert edit that adds your source clip to the end of the edit sequence on the timeline. Prepend An insert edit that adds your source clip to the beginning of the edit sequence on the timeline. Ripple Replace A combination of an insert and replace edit; where the source clip replaces the selected clip on the timeline, and the all of the clips to the right ripple to accommodate the length of the new clip.
Select: To apply: Fit To Fill A replace edit; but instead of adding tail Example frames to a longer source clip, a timewarp is added to the replacement clip so that it fits the same duration occupied by the clip it is replacing. Trimming Operations Editorial Mode box Choose an editorial mode for working with clips on the timeline. Select: To: Select Select or move a timeline element, without performing any trim operations.
Select: To: The state of the Ripple button has an effect on this mode. Slide Cuts Set Slide Cuts mode, a trimming mode that trims the clips before and after it, while also changing the frames used in a clip. The state of the Ripple button has an effect on this mode. Slide Keyframes Set Slide Keyframes mode, a trimming mode that slides only animation keyframes on a clip. NOTE Trim, Slide, and Slide Cuts modes are affected by the state of the Ripple button.
gap left by the removed clip or frames, disable to leave the gap. Ripple On Ripple Off Snap button Enable to snap to the closest transition, positioner, or mark to help gesturally align edits on the timeline. Press Shift to invert the snap mode during manipulation. Keyframe Move Modes box Select how the animation channel is affected when you trim elements with animated effects. Select: To: Reposition Proportionally Resize the channel as you trim.
Select: To: Shift With Media Link the keyframes to their original Example frame numbers. The animation channel moves to follow the original frames as you trim. Pin To Segment Start Unlink the keyframes from their original frame number. The animation channel remains with the timeline element as you trim. Trimming Clips Use the trimming tools to fine-tune your rough edits. You can trim video or audio clips (with or without effects), cuts, and transitions on the timeline.
The Trim View also opens, (provided that Auto-Toggle Trim View is enabled in Preferences ➤ General ➤ Player) displaying the outgoing and incoming frame of the two clips. TIP You can also access Trim View from the View mode box. In this case, the closest cut on the timeline is automatically selected. You can use the Previous or Next Transition buttons to select a different cut. 2 From the Editorial Mode box, select Trim.
The cursor turns to a trim cursor (a yellow arrow and line if ripple is enabled, or a red arrow and line if ripple is disabled). If you want to trim a cut, position the cursor over the cut, and notice that the trim cursor becomes a double arrow with a line. 3 Drag left or right to remove the number of frames that you need. You can see the head or tail number on the clip change as you trim.
Select: To: Shift With Media Link the keyframes to their original frame numbers. The animation channel moves to follow the original frames as you trim. Pin To Segment Start Unlink the keyframes from their original frame number. The animation channel remains with the timeline element as you trim. Example In the Editorial Mode box, you can also select Slide Keyframes mode, which allows you to slide all of the keyframes of a specific timeline effect on a clip.
You can see the head and tail numbers on the clips change as you slip. To slip a clip in Trim View: 1 Select the clip you want to slip on the timeline. 2 From the Editorial Mode box, select Slip. 3 Double-click the clip you want to slip, or select Trim View from the View Mode box. In Slip mode, the Trim View displays four panels.
■ Click the minus or plus buttons to offset by those amounts. ■ You can also slide on the timeline, and use the Trim View as a viewing aid. NOTE In Slide mode, the Duration and Offset fields of the Trim View update as you slide, but are non-editable. Trimming with Keyboard Shortcuts and the Calculator You can use selection-based keyboard shortcuts to perform your trim, slip, or slide operations (depending on the mode selected in the Editorial Mode box).
Dynamic Trimming In Trim View, you can use key combinations to dynamically trim while your outgoing and incoming clips are playing. To trim with the J-K-L keys: 1 In Trim View, select either the incoming, outgoing, or both clips. 2 Use one of the following J-K-L key combinations to trim: ■ Press the J or L key once to play backward or forward, then press K to stop and perform the trim at the desired frame. You can also press J or L multiple times to play faster before pressing K.
Use these settings while working in Trim View. Most of the settings are available for all Trim View modes; exceptions are noted below. Tail Source Timecode field Displays the tail source timecode of the outgoing segment. Non-editable if the outgoing trim offset is not selected. Outgoing Duration field Displays the duration of the outgoing clip. Non-editable if the outgoing trim offset is not selected. Available in Trim mode only. Incoming Duration field Displays the duration of the incoming clip.
Think of a version as a single stream of video on the timeline. Each version can have multiple tracks. While you can also use sequences on the timeline to accomplish similar results, use versions for the following: ■ Compare two streams, such as an offline and online version. You can use the player in a split view to compare versions. ■ Create matte containers with an Axis timeline effect, to help you key using a separate fill and matte, for example.
2 On the bottom left of the timeline, click Track+, or from the Timeline Gear menu, select New ➤ Video Track. Depending on your selection in the Add Track box in Preferences ➤ Timeline ➤ Editing, a new track is either added to the version on top of the last existing track, or to the track above the focus point. If you want the track to be added below the last existing track, press Ctrl while clicking Track+.
To delete a track: 1 Right-click on the Patch Panel area of the track you want to delete. 2 Click Delete Track. About Timeline Patching When you record a source clip to a sequence, you must decide what source clip channels you want to use, and to which tracks you want to record them. To connect the source channels to the destination timeline tracks, you use patching. When you select the source clip, green patch identifiers indicate what channels you can record from the source to the timeline.
While the Track Patching contextual menu can be used for all your patching needs, there are particular cases where you can use different patching methods: ■ If the track is patched but no source is assigned, drag on the grey patch identifier until the source channel that you want to use appears. ■ If the track is not patched and no source is assigned, drag on the grey patch identifier until the source channel that you want to use appears and then click the patch identifier.
Searching the Timeline 1 Click the magnifying glass icon at the bottom right side of the timeline. The Find and Select in Timeline window opens. 2 Enable a button or multiple buttons to set your search criteria. For example, you can enable Dissolve in the Video Transitions area to search for all dissolves. TIP You can enable Get Information From Current Element to automatically fill in information from the selected element into the search criteria.
Using Markers on the Timeline Use cue marks or segment marks to mark frames of interest on a clip. You can then quickly go to the marked frames. These marks are for reference purposes only; they do not affect the clip and are not used in any editing operations. You can add a mark to all tracks (cue mark) or to a single track or version (segment mark) on the timeline. Segment marks move on the timeline as you trim, slip, or slide a clip whereas cue marks stay at the same position on the timeline.
To remove a container: 1 Select the container in the sequence where it was created. 2 From the Container quick menu, click Uncontain. The container is removed and its contents are restored to the sequence. About Timeline Gaps Gaps are spaces on a track that do not contain media. You can use gaps to see through one layer to another or to apply effects to the tracks below the gap.
To jump to a particular location: 1 Do one of the following: ■ Click the scrub area at a particular location. ■ Enter a value in the Current Timecode field. TIP To enter a frame number instead of timecode, click the field to bring up the numeric keypad. Click TC to change to FRM, and then enter a frame number. To frame-step the timeline: 1 Press the left or right arrow key. TIP To frame-step a specific number of frames, enter a number in the numeric keypad and then press the left or right arrow key.
■ Tracks ■ Versions ■ Contiguous sequences of elements ■ Video transitions (unless they start or end a contiguous sequence of elements) ■ Audio transitions ■ Gap effects Elements must be compatible to be swapped.
When Ripple is on, you extract an element, and the edit sequence collapses to fill the gap left by the extracted element. This is also called a ripple delete. You can lift or extract elements from the timeline independently of the Ripple mode using the contextual menu or keyboard shortcuts. To lift or extract an element from using the contextual menu: 1 Select the element (or gap) you want to lift or extract or mark in and out points around the material.
Matching Clips with Their Sources You can match a clip on the Desktop or timeline with its source clip. There are numerous options to match clips with their sources, depending on the result you are trying to achieve. You can select any or all of the following from the contextual Match options on a desktop or timeline clip: ■ Preserve Handles: The Head / Tail of the timeline segment is preserved. ■ Use Sequence Info: A new source with the timeline segment info is created.
You can attempt to manually fix the sync issue by editing the out-of-sync element. In this case, make sure that Link is disabled. Once you have resynced, you can enable Link again. You can either resync the elements or reset the offsets, creating a new sync relationship based on the current position of the segments. To regain sync: 1 Select the element that is out of sync. 2 Right-click the element, and select Resync. The element is resynced, if possible, and the out-of-sync symbol disappears.
To turn on or off syncing for tracks or versions, click the sync lock icon in the Patch Panel area. In the following example, sync is enabled for tracks V1.1 and V1.3, and disabled for track V1.2. You can also right-click a sync lock icon and select to sync or remove sync from all tracks or versions.
In the timecode area below the tracks, a lighter yellow box attached to the positioner indicates the length of the current frame, at the timeline zoom level. Click and drag this yellow box to move the positioner, so as not to accidentally move clips on the timeline. Focus point A horizontal yellow line on the positioner indicating the current track. Back button Click to move back one page in the timeline window. Horizontal scroll bar To pan, drag left or right. To zoom the timeline, drag up or down.
Timeline Search button Click to open the Find and Select in Timeline window to search the timeline using many different criteria. Timeline Layout combo box Select an option to display the timeline. Select: To: Home Reset the view of the timeline. Reset Height Reset the height of the tracks in the timeline. Fit to Width Reset the horizontal scale of the timeline. Fit Selection Centre the timeline on the selected element. Rendering Rendering combo box Select an option to render timeline effects.
Render Bar: State: Partially rendered. Proxy rendered. Proxy partially rendered. Viewing Timeline View Mode box Select a viewing mode for working in the timeline. Select: To Display: Timeline Video and audio tracks in a timeline format with a positioner at the location of the current frame (press Shift+F5 to toggle between a larger timeline view and the normal timeline view). Reel A collapsed view (only the current frame of each sequence).
Select: To: Container Work with containers on the timeline. Group Create an edit sync group for selected timeline elements. Go To Navigate to various areas of the sequence. Marks Work with In and Out, Cue, or Segment marks. Stereo Work with stereo tracks on the timeline. Cut Add a cut to the selected element at the positioner location. Cut All Tracks Add a cut to all tracks at the positioner location. Merge Tracks Merge timeline tracks into a single track.
Select: To: Show Timeline Audio Meters Display mini audio meters to the right of the timeline. Audio Meters are displayed only if the current clip or sequence has at least one audio track. Show Waveforms With Effects Display waveforms after an effect is applied to an audio segment. Show Waveforms Without Effects Display waveforms before an effect is applied to an audio segment. Hide Waveforms Not display waveforms. Increase Waveform Range Zoom in on the waveform.
Commit Options When you commit an edit sequence, it becomes one continuous clip. The soft properties of the sequence such as transitions, head and tail frames, and timewarp data are removed. The visual effects of the transitions and timewarps remain but you cannot edit them. You can commit any selection of elements or tracks, or the entire timeline. Commit a portion of an edited sequence to simplify a timeline that is too complex or to recoup disk space. You cannot recapture or reimport committed clips.
10 Audio You can perform many of the same editing operations on audio that you use to edit video, such as cutting, trimming, adding fades, and creating stereo tracks. A comprehensive set of audio effects tools is available in the timeline and Audio Desk for mixing and mastering your audio. When working with audio you can: ■ In the MediaHub, import and export audio files using a variety of formats. ■ In the timeline, synchronize audio with video, and apply audio fades.
Importing Audio Files To import an audio file: 1 Click the MediaHub tab. 2 Enable Browse for: Files. 3 Browse to the location of the audio file. The audio file thumbnail appears in the browser display. 4 Drag and drop the audio file from the browser into a media panel folder. Monitoring Audio in ConnectFX You can select different audio sources to monitor in Prefs ➤ Preferences ➤ Audio Monitoring, you can choose your audio source from the Audio Source box. Options are: ■ No Audio: No audio is monitored.
2 Set the positioner to the relevant part of the segment. 3 Right-click on the segment and select Add Effect. The Effects Ribbon for audio effects is displayed. 4 Select Gain Audio effects. The toolbar displays the Gain features. 5 Enable Edit and Auto Key. 6 Right-click on the Gain slider and set Key frame. 7 Move the positioner down the sequence. 8 Adjust the Gain slider. Another key frame is automatically created at the gain level selected. The audio level is adjusted to the new gain.
Scaling the Size of the Waveform To scale the size of the waveform: 1 Do one of the following: ■ Drag the audio track to increase or decrease the track size, or ■ From the Audio pull down menu in the Timeline Menu Bar, choose Increase Wave Form (or to decrease it, Decrease Wave Form). Displaying Audio Waveforms To turn audio waveforms on: 1 From the Timeline Menu Bar at the bottom of the screen, select Audio > Show Waveforms With Effects. The Waveform display for all audio segments is turned on.
Mapping Audio Tracks to Audio Desk Input Strips In the patch panel each audio track has a small square box with a number. That number is the audio input that is matched to the numbers at the bottom of each audio strip at the bottom of the audio desk. To map audio tracks: 1 Click on the audio input channel box in the patch panel. 2 Drag right or left and choose the audio input strip into the audio desk you would like this particular audio track to be patched too. An audio track input is selected.
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Rendering 11 When working in ConnectFX and the timeline, you can get instant feedback when viewing and playing back clips without the need to render. To output your clips, however, you do need to render. In many areas of Smoke, rendering is straightforward by using the Render box, or contextual rendering options. In most cases, rendering clips and sequences from the Workspace only renders the required effects and transitions (and not all effects and transitions located on multiple video tracks).
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Timeline FX and Transitions 12 Timeline FX are effects you add directly to clips on the timeline, and timeline transitions are effects you apply directly to the cuts between clips. As such, Timeline FX and transitions accelerate the process of creating and modifying effects because you don't have to enter the editor to apply them. Some adjustments can be applied using a selected effect's quick menu. There are separate video and audio effects, depending on what type of clip you want to apply effects to.
4 You can adjust the effect's settings using the quick menu underneath the Timeline FX pipeline. Click the Editor button if you want to enter the full editor of the effect. Once in a Timeline FX editor, you can choose which range to display on the timebar (Segment, Media, or Timeline) from the Playback Options box. The Playback Options box also has options to display audio waveforms and cue marks.
To copy Timeline FX to the timeline: 1 Do one of the following: ■ Select a Timeline FX in the workspace. ■ Select a Timeline FX in the Timeline FX pipeline. ■ Select a Timeline FX in a segment on the timeline. ■ Select a Timeline FX in the Media Panel. 2 Do one of the following: ■ Drag the Timeline FX to the Timeline FX pipeline. ■ Drag the Timeline FX to a segment on the timeline. The Timeline FX appears in the Timeline FX pipeline and in the timeline segment.
To delete Timeline FX: 1 On the timeline, select the segment with the Timeline FX you want to delete. 2 Do one of the following: ■ From the Timeline FX pipeline or the timeline segment, drag the Timeline FX to the bottom of the screen. ■ Right-click the Timeline FX and select Delete. Modifying Multiple Timeline FX You can modify Timeline FX from different clips at the same time by multi-selecting clip segments.
■ Mute, unmute or delete Timeline FX in the Timeline FX pipeline. The effect state is updated in selected segments. ■ Right-click the segment and select Paste Effects to paste to all selected segments. Sliding Timeline FX Keyframes To slide Timeline FX within a clip: 1 In the Timeline FX pipeline or in the timeline segment, select the Timeline FX that you want to slide. 2 If the clip does not already contain animation keyframes, set keyframes on the clip to animate the FX.
Working with Timeline Transitions Adding Timeline Transitions To add a transition to the timeline: 1 Select a cut or transition in the timeline to enable the Transition button. A proxy of the last frame of the left-hand segment, and a proxy of the first frame of the right-hand segment appears in the Timeline FX pipeline, with a cut or existing transition between the segments. 2 Do one of the following: ■ Click the Transition button to display the Transitions ribbon.
Working with Timeline FX and Transition Presets A library of presets is available for certain Timeline FX and transitions. A preset can be applied as is to achieve a particular effect, or it can be tweaked as needed, also speeding up the process compared to customizing a Timeline FX from its default settings in the Editor. All Timeline FX quick menus display a Presets box to the right of the Editor button. If the Presets button is enabled, then presets can be applied from the quick menu or in the Editor.
Function Smoke FCP 7 Keyboard Shortcut Fit Timeline to Selection Shift - Alt - Z Next Transition (Current Track) Down Arrow Next Transition (All Versions/Tracks) Ctrl - Down Arrow Previous Transition (Current Track) Up Arrow Previous Transition (All Versions/Tracks) Ctrl - Up Arrow Next Instance of Current Timeline FX (Current Track) Command - Option - Down Arrow Previous Instance of Current Timeline FX (Current Track) Command - Option - Up Arrow Adding Timeline FX to Gaps Gaps are empty spa
3 Select the Timeline FX you wish to apply to the gap. 4 Edit the Timeline FX using the quick menu or click the Enter Editor button to access the full editor. TIP You can also convert a gap into a colour source by clicking Colour Source in the quick menu when a gap is selected. Colour source settings appear in the quick menu. To remove a colour source and revert to a gap, click Remove Colour.
You can use Comp Timeline FX to control the composition and display of the output matte used in the segment's Timeline FX pipeline. In the editor, you can view the composited matte, and edit how it is blended and premultiplied. TIP You can set the default premultiplication setting for the segment, background, and output of timeline Comp effects in the Timeline FX / CFX section of the Preference menu.
Using Mattes in 2D Transform Timeline FX In the timeline, a matte container on a track is stacked on a track with a clip of a cloud image. The 2D Transform Timeline FX is applied, with the Matte Offset controls disabled. The front clip and matte transformations are linked. The 2D Transform Timeline FX is applied, with the Matte Offset controls active. The matte position is offset independently of the RGB clip in the matte container.
Using Masks in Colour Correct and Colour Warper Timeline FX The RGB clip will be added to a matte container with a matte surrounding the talent. A Colour Warper Timeline FX is applied to the matte container. By default, it creates a transparency. When the matte clip is used as a mask, it defines where to apply the Colour Warper Timeline FX on the RGB clip.
By default, a segment on a track is blended with the background, and the matte is turned on by default. In the Comp quick menu and editor, use the Matte box to also turn the matte off or invert it. See 2D Compositing on the Timeline (page 381). Using the GMask Timeline FX On an RGB clip, using GMask Timeline FX will apply the matte to create a garbage mask that defines which areas of the image appear in the result clip.
■ Access the Modular Keyer, where you can key out green screen footage. TIP While Action can perform simple operations, such as picture-in-picture, there are other Timeline FX tools that you can use that may be more lightweight, such as 2D Transform or Flip. Using Action on the timeline offers you a way to create complex compositions as an alternative to working in ConnectFX flow-graph representations.
Example 1: Comping with the Comp node. 1 On the timeline, add an Action Timeline FX to a gap on a track above another clip. 2 In the FX ribbon, make sure that the Comp node is enabled. 3 In the Action quick menu, disable Use Back. TIP You can set the default behaviour of this button in Preferences ➤ Timeline FX / CFX ➤ Timeline Action. 4 Double-click the Action entry in the FX ribbon to enter the Action editor. You can see that the lower clip from the timeline is the front/matte and background in Action.
Keying on the Timeline You can create chroma keys directly on the timeline using the Modular Keyer in Action. When you enter the Modular Keyer, the clip loaded as the Front and Matte (or Key In) is the clip with the Action Timeline FX, and the clip loaded as the Back is the next available track on the timeline. To key on the timeline: 1 Build a multitrack timeline with a front layer and a background.
6 When you are finished creating the key, click Return to return to Action. Notice that the K field in the front/matte row of the Media menu now has an MK displayed. 7 Perform any other Action tasks, as needed, then click Exit to return to the timeline.
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Creating New Sources Using Tools from the Tools Tab 13 The Tools tab provides access to numerous effects and tools allowing you to create modified clips that you can then use as sources on the timeline or in ConnectFX. The tools use input clips (or in some cases are generated from scratch) that are then modified through parameters to produce a result directly in the workspace. Some tools allow you to set parameters directly in the Tools quick menu, and instantly see a rendered result in the workspace.
If the result requires no other settings (other than tool parameters), then the rendered result appears immediately. If more settings are required, a full editor appears. TIP Some tools, such as Paint, allow you to enter the full editor without inputs. In this case, you can double-click the tool name, and directly apply the Render Here location. To access a tool with the same clips as previously used: 1 From the Tools tab, find and click the button for the tool you want to use.
Procedural Compositing with ConnectFX 14 ConnectFX provides a flow graph environment where procedural compositing can be performed with integrated access to all effects and image-processing commands. An effect created in ConnectFX is a setup applied directly to one or more timeline segments. Use the ConnectFX processing environment to assemble a process tree of clips and nodes where the result of each operation serves as the source for the next one.
■ Use the Layout settings under the viewports to change the layout. The default view can be set in Timeline FX / CFX in the Preferences menu. ■ To change the actual view of the selected viewport, use the View Mode box in the viewing/layout toolbar under the viewports. If a selected node has its own views, such as Action, node-specific views may be selected as well. ■ The bottom portion of the ConnectFX view displays the nodes that can be added to the process tree.
Select: To: Selection As Clip Enter ConnectFX with any existing Timeline FX converted into a single ConnectFX clip. If required, click Explode FX in the Clip Settings menu to explode all Timeline FX in the clip into a process tree. Selection As Flowgraph Enter ConnectFX with existing Timeline FX converted to a ConnectFX pipeline. The ConnectFX view recreates the timeline as a flowgraph with effects nodes representing each Timeline FX (and Comp node).
assembled result ConnectFX in the schematic builds a process tree from left to right, processing as many output clips as needed. A process tree begins with a clip, contains at least one node, and ends with a CFX Output node. Adding additional clips and nodes to achieve the desired result. As the schematic pipelines become larger, group nodes or add notes to nodes to manage any clutter.
Colour Tab Description Green Back Connects a back clip to a node. Blue Matte Connects a matte clip to a node. Light Blue Misc Miscellaneous tab specific to certain nodes, such as a Z-Depth or Forward Vector input. Yellow Result Connects the result of a node to other nodes. Blue Output Matte Connects the output matte of a node to other nodes.
Adding and Connecting Nodes to the Process Tree To add a node from the node bin to the schematic, either double-click a node or drag it directly to the schematic. There are several ways of connecting clips or nodes together, either manually or automatically. TIP When adding nodes to the schematic in ConnectFX, the resolution of a clip can be applied to a specific node using a keyboard shortcut. To do this, select the node to resize and T+Click the clip whose resolution is to be applied.
Result: The Keyer output is the front for the Negative node To connect nodes using the advanced autolink: 1 To distinguish between the various source tabs, use the Advanced Autolink feature by pressing Alt repeatedly while still holding Shift to extend a similarly coloured arm from each source tab (starting with the topmost source tab, and cycling counter-clockwise with each press of Alt). The name of the tab is also displayed above the node. Touch the extended arm to the tab to be connected.
While still holding Shift, press Alt again to extend the Back tab. While still holding Shift, press Alt a third time to extend the Matte tab. Any connections made using this method will be retained by releasing the node over an existing connection as it turns orange. To create a node connection using tap-tap linking: 1 Click the tab of the first node or clip to be connected. 2 Click the tab of the node to be connected to the first node. The two nodes are connected.
TIP When working with a large ConnectFX flow graph, you can switch to a 2-Up view with the schematic displayed in both viewports, then drag and connect nodes from one viewport to the other. To extract a linked node while maintaining connections: 1 Press Ctrl+Option and drag a linked node away from the link. The node is disconnected and connections between existing nodes are reformed. To disconnect nodes or clips: 1 Drag the cursor across the connecting line between a clip and a node or between two nodes.
To add node connection break points: 1 From the Tools box, select Add Points. 2 In the schematic, click the connection line between two nodes where you want to add a break point. You can add multiple break point in a connection. TIP You can press and hold the Add keyboard shortcut to add a point instead of selecting Add Points in the Tools box. By doing so, the selected tool in the Tools box remains after you release the shortcut. 3 Drag the newly created point or points and position them as needed.
To: Do this: Select all the nodes before the current node (ascendants). Press Shift and click the node. Select all the nodes after the current node (descendants). Press Ctrl+Shift and click the node. Remove a branch from a selection. Press Command+Shift and click the branch. Add or remove the branch after a node (descendants) to the selection. Press Command+Ctrl+Shift and click the node. Select the entire tree. Press Shift+Ctrl+Alt and click any node in the tree.
4 Click the upper-left corner of the text editor to close the editor. The note icon appears to the right of the clip, node, or group. This note is attached to the clip, node, or group. Viewing Schematic Notes You can modify how notes are displayed in the schematic. To display an existing note: 1 Use one of the following commands with the cursor over the note (for freeform notes), or over a clip, node, or group that has a note. Press: To: Alt+Shift+V Temporarily display a note.
2 Enable Bypass. The Bypass box becomes active. 3 Select the clip that you want to pass as the input to the next node from the Bypass box. NOTE The Flip node, which was selected in step 1 of this example, has input tabs for a front source. Therefore Front is the only option in the Bypass box. The output tab of the bypass node changes colour. In the following example, the tab turns red indicating that the Front input is passed to the next node in the tree. As well “(Bypass)” is added to the node name.
(a) Output tab of bypassed Front input To unbypass nodes: 1 Do any of the following: ■ Select the node with the bypassed input and disable the Bypass button. ■ If the bypassed node is part of a multi-selection in the schematic, click Disable Bypass On Selection. NOTE Click Restore Bypass On Selection to redo the bypass. Working with Clips in the Process Tree Even though ConnectFX process trees are populated with clips from the timeline, more clips can be added from the Media panel.
To replace a clip: 1 Drag a clip from the Media panel into the ConnectFX schematic. 2 Release the clip on top of an existing schematic clip, once you see a replace icon. The clip is replaced. TIP If the clip proxy is black after replacing, right-click the clip and select Reset to reset the timing offset of the clip. Alternatively, press Shift and double-click a clip in the schematic to open the workspace in Clip Select mode, where a new clip can be selected to replace the ConnectFX clip.
Enable Show Adaptors in the ConnectFX preferences menu. You can see that an adaptor has been applied by an arrow inside two smaller arrows on the link between nodes in the schematic. By hovering over the adaptor, the applied conversion is displayed in a text box, much in the same way as tooltips (i.e. [12-bit u -> 16-bit fp]). Clip Information Reference Detailed information about clips such as resolution, frame rate, and size can be displayed directly in the schematic.
Select: To display: Resolution Information box Select the clip resolution information displayed on thumbnails. The options are: No Resolution Information, Resolution, Frame rate, and Resolution & Frame rate. Display Keycode button Enable to display keycode information on thumbnails. Render Effects button Enable to display rendered frames in thumbnails of clips with applied but unrendered effects. Disable to display "Unrendered" in the thumbnails of such clips.
3 Optional: For each file, set In and Out points using the Preview panel. 4 Select the clips to import. 5 Click Load. The file appears in the ConnectFX schematic. If more than one file is imported, a Read File clip is created for each file. The clip name appears in pink to help differentiate from other schematic clips.
To check for new versions of clips: NOTE The Check for Updated Versions button is only available if at least one Read File clip in the schematic has been updated. 1 Open the ConnectFX Preferences menu. 2 Under Read File Nodes in the Batch Prefs menu, click Check for Updated Versions. Every Read File clip in the schematic is checked for updated versions of their clip.
This image was exported from Maya using the following render passes. ■ Beauty - scene ■ Camera Depth ■ Motion Vectors ■ Ambient ■ Beauty with Shadow and Reflections ■ Diffuse ■ Direct Irradiance Without Shadows ■ Raw Shadow ■ Specular ■ Reflection ■ Beauty - sphere-only Importing this file using the Read File node, you have access to all these passes.
Once imported, you can create a simple ConnectFX schematic and composition.
In this ConnectFX setup, you can do the following, for example: ■ Warp the sphere's colour. ■ Warp the sphere reflexion's colour by the same amount. ■ Remove the original shadow and replace it with a new one. ■ Add a spot on the sphere. ■ Change the overall lighting look. ■ Add a lens flare. If the CG artist updates their work, you can just replace the current clip with the updated version, performing a simple replace operation (page 409); all the compositing information is maintained.
Read File Node and Autodesk Maya The Read File node automatically recognizes pass types from mental ray in Maya, allowing for more robust channel matching during clip updates or replacement. Below is a list of supported mental ray render passes, with a short description. Render Pass Description 2D Motion Vector Relative motion (in raster coordinates) of objects in your scene; in other words, how far each pixel is moving between two frames. Vector is expressed in normalized pixels.
Render Pass Description Incidence Measures the difference between the direction of the light ray and the surface normal. If the surface normal is facing the light, this value is 1. If the normal is facing away from the light, the value is 0. Indirect Indirect lighting from final gather, global illumination, and caustics. Light Volume Extracts all light-centric volume effects, for example, a light cone volume effect.
Render Pass Description Refraction Material Colour The transparency colour parameter of the material. Pure constant refraction colour or textured reflection. Used as a refraction/transparency matte to determine where refraction is revealed (coloured and non-coloured). Scatter Scattering effects that result from the material’s scattering attributes. Scene Volume Extracts all scene-centric volume effects such as fog, layered fog, haze, and so forth.
Frame field Displays the absolute frame number of the current frame, from the file with the name displayed in the File Name field. Non-editable. File Name field Displays the name of the file from which the current frame is being read. Non-editable. Clip Information tabs Available in the Basic and Extended menus of the Read File clip. The Clip Information tabs display non-editable information about imported clip.
Resize Settings The Resize settings are the same as when you are using the Resize node in ConnectFX. Click the Active button to activate the Resize settings. RGB LUT Settings The RGB LUT settings are the same as when you are using the LUT Editor node in ConnectFX. Click the Active button to activate the RGB LUT settings. Clip Settings Pressing Shift and double-clicking a clip in the schematic opens the workspace in Clip Select mode, where you can select a new clip to replace the ConnectFX clip.
Resize Settings Most of the Resize menu is the same as when using the Resize node in ConnectFX. The following settings are specific to the Resize tab for a clip: Resize button Opens the Resize menu where you change the size of a clip, as well as its aspect ratio. Active button Enable to activate the Resize settings. Load button Loads a Resize setup from the library. Save button Saves the current resize setup.
2 From the Media List box, select New Media. 3 From the workspace, select a front and matte clip to load as media. NOTE You can select any number of front and matte clips by holding the Command key while selecting clips. Each front/matte selection is added to its own line in the Media list, and image nodes are automatically added to the schematic if Auto Image is selected in the Node Prefs menu.
The Action node supports multiple outputs. For example, you can set up your scene to output your entire composition or just the mattes and then select the type of output you want to process. You can also output stereo results of your scene. About Action Node Output Tabs The Action node’s output tab changes depending on the number and type of outputs it has, as shown in the following example.
Setting Stereo Startup Mode for Action When dragging an Action node to the ConnectFX schematic, you can automatically set the node to stereo startup mode. If you change any of the stereo startup settings, you can revert back to the default stereo startup settings. You can also change the settings of an existing Action mono node to the stereo startup settings. For information on the settings that are affected by the stereo startup mode, see Rendering Tab (page 470).
Setting a Context View Contexts can be set: ■ From the Contextual menu. Options are: ■ Set As Context: Select the node you want to set as a Context view. From the contextual menu, select Set As Context, and select the specific Context view you want to assign it to. ■ ■ ■ Set As Next Available Context: Select the node you want to set as a Context view. From the contextual menu, select "Set As Next Available Context". The selected node is set as the first available Context view in the list.
In the ConnectFX and Modular Keyer schematic, you can use the Alt + = (Select All Context Nodes) keyboard shortcut to highlight all the nodes that are set as Context views. This is similar to the Find function Meta + F. You can display any of the set Context views in the Player, from the Timeline. You can select the desired Context view, by clicking the drop-down arrow on its tab, at the top of the screen. This is possible as long as the media in the Timeline is present in ConnectFX.
Working with Audio Contexts While working on one clip or branch of the process tree, you can listen to the audio of another clip. Audio contexts work in much the same way as video contexts. You can set up to two audio contexts in ConnectFX. To set an audio context: 1 In the schematic, select a clip that contains audio. 2 Click the Au Context button, or right-click the clip and select Set as Audio Context. Clips with an audio context are labelled A1 or A2 and are outlined by a pink dotted line.
Output Node Settings Double-click the CFX Output node in the schematic to see its settings. Basic Settings The settings in the Basic menu are non-editable, and are available so you can see the output resolution and timecode of the timeline segment you entered ConnectFX with. Width field Displays the width resolution of the output clip. Non-editable. Height field Displays the height resolution of the output clip. Non-editable. Frame Depth field Displays the output frame depth. Non-editable.
Using a Create CFX Clip for Caching or Versioning Use Create CFX within ConnectFX to create a CFX clip that can be useful for disk caching and offer the flexibility of re-using or versioning complex pipelines. A CFX clip is a nested group or container that has benefits over Group nodes in ConnectFX. Creating a CFX Clip To create a CFX clip, right-click a node in the schematic, and select Create CFX. A new clip node is created that includes the selected node and all downstream inputs node to the left.
All selections are offset by the same amount. NOTE If you offset multiple clips simultaneously, the value in the Offset field resets to 0 when the offset is complete. About the Timing View The Timing View displays the timeline of all ConnectFX clips in one view. This view is especially useful for edits where you want to see the relative position of all clips in time. For example, offset multiple clips or edit one clip in relation to the others.
Select All Clips in Group button Click to select all clips that are part of a group. First select one clip or segment in the group. Timing View Render box Select an option and click to render selected Timing View clips. Also available as a contextual option when right-clicking a clip node. Caching Frames You can avoid reprocessing the same nodes and clips as you navigate in the timebar by specifying which nodes and clips should be cached.
Mode Colour Description Read and write Yellow Saves and loads data to and from the cache. Read-only Amber Is shown with a yellow outline. No data can be saved to the cache, but rendered frames remain stored. Use this mode to prevent the framestore from getting full. Changing or cutting an input or any node further along the process tree that has cached frames clears the cache buffer.
3 When you are satisfied with current settings in your process tree, click Render. The clip is rendered, and all node caches are rendered. While rendering, the message bar displays the number of frames in the node and the time remaining until the render is complete. Grouping Nodes To group nodes: 1 Command-drag to select the nodes you want to group. Selected nodes are outlined in white. 2 Click Group, or right-click the selection, and select Group. The selected nodes collapse into a Group node.
(a) Input connection (b) Proxy window (c) Output connections (d) Group icon 3 To rename the group, enter a name in the Node Name field. 4 Click the group node to display group display and editing settings. To display a proxy of an output in the proxy window in the group node: 1 Do any of the following: ■ Click the field in the Proxy list that corresponds to the node whose output you want to display. ■ Press the Shift+up or down arrow as you navigate through the node’s Group List.
NOTE Click Ungroup to expand the group of nodes to their pre-grouped positions in the schematic. About Group Nodes A group node is a selection of nodes and clips that are collapsed into one node icon. Each node icon displays the group’s contents, inputs, and outputs. You can create groups for different branches of your process tree and work on each separately. Groups are useful for simplifying cluttered schematics. (a) Group node You can create several groups and work on each group separately.
(a) Sort Order buttons (b) Enabled icon visibility (c) Disabled UI visibility (d) Enabled input visibility (e) Enabled output visibility Use the Group List menu as follows: Click: To: Sort Order buttons Move the selected node one position up or down (click the single-arrow buttons). To move the selected node to the first or last position in a group, click the arrow-line buttons. Name Change the node's name. Icon Toggle the node's visibility in the group.
Node List box Displays the menu of the selected option. Select List or click the Return to Group button to return to the Group List menu. Return to Group button Displays the Group List menu. Mimicking, Copying, and Duplicating Nodes When working in the ConnectFX schematic, you have a few options to help you quickly get settings, or even complete nodes, to and from similar nodes.
(a) Duplicate link (b) Master node (b) Duplicate link (d) Duplicated nodes 3 Connect each node to a mono clip. 4 Change the settings of any node. To work with Mimic link using a stereo group node: 1 With Stereo Mode selected, drag a node from the node bin to the schematic. A stereo group node containing left eye and right eye inputs appears in the schematic.
(a) Clip containing stereo track (b) Left eye output tab (c) Left eye input tab (d) Right eye input tab (e) Right eye output tab 3 Double-click the stereo group node or click Edit in the Group List menu. The schematic is dimmed except for the two nodes of the same type as the one you dragged from the node bin. A green-arrowed dotted line indicates that the nodes are linked as mimics. (a) Master node (b) Mimic link (c) Mimicked node 4 Change the settings of either node.
(a) Flip node connected to left eye is edited (b) Settings are automatically mimicked on Flip node connected to right eye 5 Click Exit Group. Duplicating Nodes To duplicate nodes: 1 In the schematic, select a node, or group of nodes. 2 Click Duplicate, or right-click the selection, and choose Duplicate. A duplicate of the node or nodes (with all node settings) appears in the schematic. Copying Nodes To copy nodes: 1 In the schematic, select a node, or group of nodes.
To create a tab: 1 Click the plus sign tab. 2 Name the tab in the keyboard that appears. NOTE You can create a maximum of 6 new tabs. To copy a node to another bin: 1 Drag the node on top of the destination tab. 2 Release the cursor. 3 Click the destination tab. The copied node appears in the bin. Nodes are added to the end of a bin in the order copied. NOTE Nodes cannot be duplicated within the same bin. To move a node to another bin: 1 Press Alt+Win and drag the node on top of the destination tab.
2 Release the cursor. 3 Click the destination tab. The node is moved from its original location to the destination bin. Nodes are placed at the end of a bin in the order moved. NOTE Nodes cannot be duplicated within the same bin. To reorder a node within a bin: 1 Press Alt+Win and drag the node to a new location. You can move nodes from one row to another as well as reorganize nodes within a row. In the following example, the AutoMatte node is dragged on top of the Degrain node.
The entire contents of the bin, including the tab, are deleted. To delete a node from a bin: 1 Press Alt+Win and drag the node to the bottom of the screen. 2 Release the cursor when it changes to a delete cursor. WARNING There is no undo capability when deleting a node. To reorder a tab: 1 Press Alt+Win and slide the tab to its new location. 2 Release the cursor when it changes to a green crosshair at the new location for the tab.
Tools Bin The Tools bin contains effects and formatting nodes classified by tabs. The All Nodes tab contains all nodes except the nodes found in the I/O bin. The other tabs in the Tools bin allow you to create and customize bins. Some of the nodes in the All Nodes bin are duplicated in other bins according to a preset tab classification. For example, the Gradient node is found in both the Colour and Comp bins. The nodes in the Tools bin are listed in alphabetical order from top to bottom of each row.
To manage the custom node bins: 1 Select any of the following from the buttons below the bins. Select: To: Load Project Bin or Load User Bin Load custom nodes from another project or user. NOTE If you load unsupported nodes, the unsupported nodes appear greyed out when dragged to the schematic. Save Project Bin or Save User Bin Save the current custom nodes so they can be loaded by another project or user. Reset Project Bin or Reset User Bin Delete all custom nodes in the Project or User bin.
Transparency field Displays the transparency of currently unselected nodes in the schematic. Editable. Auto Parent button Enable to allow Parent and Cut options in the schematic while using the Select edit mode. Auto Insert button Enable to automatically insert a node when dragged between two connected nodes. When disabled, press Shift to auto insert. Highlight Path button Enable to highlight the path of the currently selected node in the schematic.
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Compositing in 3D Space with Action 15 About Action Action is a multilayer compositing tool for creating complex visual effects. Use Action to animate clips in 3D and add camera, lighting, and shadow effects. You create effects and animations by manipulating objects in the scene. Objects you work with include surfaces, light sources, axes, shadows, and the camera. Action Concepts The following concepts are used throughout the Action topics to describe the workflow and user interface.
Accessing Action from the Timeline To access Action from the timeline: 1 Select the Timeline tab. 2 Do one of the following: ■ Click the FX button. ■ Right-click on a segment in the timeline and choose Add Effect. The Effects ribbon appears. NOTE Effects that are enabled have already been added to the current Timeline FX pipeline. 3 Enable AC (Action). 4 You can adjust the effect's settings using the quick menu underneath the Timeline FX pipeline.
View Comments Sources Working Analyzer Working Working views are useful, in that they provide you with the ability to view your scene using a working camera, through which you can experiment without saving anything while preserving your camera setups. When in a Working view, a Reset View button appears at the bottom of the Action menu list so that you can reset any camera movements. Object Solo An Action Object Solo view is available for a number of objects (such as Lights).
3D View This is the full viewport in screen resolution, and includes items outside of the render area. 3D View does not display hardware anti-aliasing or any post-processing effects, such as Lens Flares, Rays, Blooming, and Ambient Occlusion. TIP You'll see an warning icon displayed at the bottom right corner of the image window as a visual reminder that you are in 3D View. Live Preview This is the default view. Live Preview displays a WYSIWYG pixel-based view of the render area.
Customizing the Node Bin Create custom tabs and populate them with your most commonly used nodes to optimize your workflow. As well, change the order of the tabs along the top of the bin and rename them to reflect the contents of a tab. NOTE The All Nodes tab cannot be customized or deleted. To create a tab: 1 Click the plus sign tab. 2 Name the tab in the keyboard that appears. NOTE You can create a maximum of 6 new tabs. To copy a node to another tab: 1 Drag the node on top of the destination tab.
3 Click the destination tab. The node is moved from its original location to the destination tab. Nodes are placed at the end of a tab in the order moved (following the same alphabetical node order of the rows, from top to bottom of each row). NOTE Nodes cannot be duplicated within the same tab. To reorder a node within a tab: 1 Press Alt+Win and drag the node to a new location. You can move nodes from one row to another as well as reorganize nodes within a row.
2 Enter a new tab name in the keyboard that appears. To reorder a tab: 1 Press Alt+Win and slide the tab to its new location. 2 Release the cursor at the new location for the tab. If you dragged the tab on top of an existing tab, the existing tab shifts to the right and the moved tab is inserted in its place. To save a bin layout: 1 Click Save Bin Layout. 2 Name the layout. The layout of the entire node bin is saved, including all new and customized tabs. You cannot save only select tabs.
(a) Drawing order of objects in the scene (b) Priority Editor controls Use the Priority Editor controls to analyse the scene for changes in rendering priority, to change the rendering priority, and to cut, copy, and paste priority information from one frame to another. Changing the Drawing Order The objects in the scene are shown according to z-depth, while still being drawn in the order of their priority: highest priority at the top of the list to the lowest priority at the bottom.
NOTE Single element groups cannot be created. To create groups in the Priority Editor: 1 Select multiple scene objects in the Priority Editor using either Alt-click for individual objects or Shift-click to select a range. 2 Click Group in the Priority Editor menu. Media is minimized to a single line in the Priority Editor. To expand the group and view its contents, click the arrow to the left of the group. Group contents can be reordered within the group.
If you move the camera, objects are sorted according to the axis the camera is pointed towards. When Z-buffer is off, the distance of objects from the camera eye is not considered. Objects are drawn in the order shown in the Priority Editor. To follow the previous example, you can turn off Z-buffer and change the priority of Image B so that it is drawn on top of both Image A and Image C. The Z position of these images is therefore ignored.
Priority Auto Key button Enable to create keyframes when reordering media. Group button Click to create groups of selected media (use this to analyze, Z-Sort, or manage several lines of media at once). See Grouping Media (page 454). Cut button Click to cut priority information between frames. Copy button Click to copy priority information between frames. Paste button Click to paste priority information between frames. NOTE A mark indicates when a change in priority occurs.
Set Key button Click to set the current values for the selected channels in the current frame (when Auto Key is disabled). Delete Key button Click to delete the selected keyframe. About the Schematic and Menu Tabs In Action Schematic view, a node exists for all objects in the scene, for example, shadows, lights, and texture maps.
Shadow and Texture Nodes Shadow and texture nodes each display a single number in parentheses beside the name that indicates the media used for the shadow or texture. For example, a shadow labeled (2) shows that the shadow uses the matte from Media 2. Source Nodes Source nodes are used as part of an advanced schematic structure that separates the media's matte and front so that each clip can be animated individually. You can also use sources to create complex compositing effects such as nesting.
The order of tabs is determined on a per branch basis; that is, all of the tabs of one branch are listed before moving to another branch, starting with the highest levels in the parenting hierarchy (lowest index levels). For example, in the following schematic, Axis 1 is selected. The tabs in the Object menu appear as follows. The image1 tab appears in light blue to signify that multiple objects are connected down to it. Use the tabs to switch between menus within the Object menu.
The tabs in the Object menu appear as follows. The image1 tab appears in light blue to signify that multiple objects are connected down to it. Use the tabs to switch between menus within the Object menu. The Camera tab appears in orange as the first tab on the right side of the Object menu, and is exempt from the tab population rules. Object with “axis attributes” selected These types of objects include lights and cameras.
Since Light 1 is not the top object in its branch, the tabs in the Object menu appear as follows. In the following schematic, light 1 is moved to the top of the branch. The tabs in the Object menu appear as follows. The image1 tab appears in light blue to signify that multiple objects are connected down to it. Use the tabs to switch between menus within the Object menu.
NOTE The Camera tab appears in orange as the first tab on the right side of the Object menu, and is exempt from the tab population rules. If a camera node is selected in the schematic, the special Camera tab does not appear, and the normal tab population rules apply. Using the Object Menu for Multiple Selections You can select multiple nodes to change some of the settings in the Object menu for all objects of the same type.
Connecting Action Nodes In Action, you can create complex animations where movements applied to one node are passed down to all connecting nodes. You can add an axis to the scene by itself, then make it the parent of another node. Use this method of parenting additional axes to create complex animations. For example, create a cube of surfaces by parenting three additional axes to the same surface. Each axis that is parented to a surface places an additional surface in the scene.
Inserting a Node Between Connected Nodes 1 Do one of the following: ■ If Auto Insert is enabled in the Setup menu Schematic settings, drag a node and navigate to the link between two connected nodes. The link is highlighted in orange. ■ If Auto Insert is disabled in the Setup menu Schematic settings, press Shift then drag a node and navigate to the link between two connected nodes. The link is highlighted in orange. 2 Release the node.
Duplicating Objects To duplicate objects: 1 In the schematic, select a node, or group of nodes. 2 Click Duplicate, or right-click the selection, and choose Duplicate. A duplicate of the node or nodes (with all node settings) appears in the schematic. Copying Objects To copy objects: 1 In the schematic, select a node, or group of nodes. 2 Right-click the selection, and choose Copy. A copy of the node or nodes (with all node settings) is added to the clipboard.
As you move away from that frame, notice that the connection line is dimmed, signifying that you can then add another connection from the same parent to a different node at another frame. 4 To delete a look-at link, make sure that Look At is selected in the Tools box, and return to the frame where the link is active (orange dotted line), then swipe through the line. 5 If an Axis node is a look-at parent, you can set which axis is pointed to the look-at child object, in the Axis menu.
3 Enable Solo (on the right side of the Action menu). All other objects in the scene are hidden, regardless of whether they are set to Hide or not. When Solo is disabled, the Hide settings are restored. TIP You can leave Solo enabled and select different objects in the schematic to view each object separately. To solo a branch: 1 In the schematic, select the parent of the branch that you want to solo. 2 From the Selection Mode box, choose Branch. 3 Enable Solo (on the right side of the Action menu).
Rendering Tab Certain settings in this menu, such as the Resolutionsettings, are unavailable if you accessed Action from the timeline. Resolution Settings You can set the rendering resolution of clips that are output in Action. For example, if you are working in an NTSC 8-bit project, the default output is NTSC 8 bits. However, if you want to change the output resolution to HD (1920x1080), use the Resolution menu to change the values so the final outcome will be 1920x1080.
Select: To: Apply + Scale Specify the output resolution and scale a scene to the defined resolution. Use this option if you are working with a low resolution of an Action setup from a previous version of the software. The scaling is applied to geometries, axes, lights, and cameras, as well as their coordinates. Their positions are scaled accordingly. Smoke automatically scales textures and images.
This is useful if interaction with Action becomes slow because of many surfaces and 3D models. Convert objects to wireframe when you want to speed up processing or rendering times. Because lighting and textures are not computed in wireframe mode, interaction time and rendering times are reduced. Clamp Colours button Enable to clamp colour and luminance in the 16-bit floating point processing pipeline.
The jagged lines that often occur along the edges of diagonal or curved lines when processing high-frequency images such as text are the result of aliasing. You can increase or decrease the anti-aliasing sampling level (up to 64 samples). Higher values yield smoother results at the expense of processing time. Anti-Aliasing Softness field Displays the softness value of the software anti-aliasing sample. Editable. Accumulation Settings Use the Accumulation settings to define motion blur properties.
Preferences Tab Surfaces Settings Default Resolution field Displays the default geometry resolution (number of polygons) of surfaces. You can also change the geometry resolution of specific surfaces in the Surface menu. Editable. The lower the value, the better the resolution and the greater the processing time required to interact with the image. A value of 1 creates one polygon per pixel on a surface, affording accurate displacement and lighting.
Shift-Snap button Enable to use the Shift key as a snap-to-surface modifier key. Hold the Shift key when selecting an axis to snap the selected axis to the surface of the underlying geometry. Not available when in Top, Front, or Side views. Display Settings Icons box Select object icon (axes, borders, control points) display options. The selected option displays icons only for the object currently selected in the scene.
Ruler Length field Displays the length and measuring unit (feet, metres) to use in Action. When you enter a length, click Define again to apply the new scale to the ruler and all pertinent fields, such as position, rotation, and scale. Editable. TIP Hold the Ctrl key and click Define to reset the ruler’s scale. Grid Colour pot Displays the custom colour for the grid. Editable. Grid box Select the type of grid to display in the scene. Use to position objects in the scene more accurately.
Proxy Update button Enable to automatically update proxies in the schematic. Interaction is slower when enabled. When disabled, Action updates proxies when you switch views. You can also update proxies by clicking Update. Output Naming Settings Output Name button Enable to allow newly created outputs in the Output List to inherit the name of the node. If disabled, it will use a default output [number] for additional outputs.
NOTE The Particles options are available in Smoke since you can load an Action setup with particles that can be viewed in the image window. Shading Degrade box Select whether to degrade shading selections in the image window when changing any Action settings. Shading Update box Select whether to always degrade shading selections, or on manipulation only. Shadows Degrade box Select a shadow quality display setting.
Saving and Loading Action Setups You can save, load, and delete Action setups. When importing a setup that contains non-supported objects (such as particles and deformations in Smoke), these objects are displayed as greyed out nodes in the schematic, and greyed out menus in the Object menu. These greyed out objects are read-only objects that can be viewed (in the image window and the Object menu), but not modified or linked to or from.
Select: To save: is selected that is mimicked from a non-selected node, though, the animation channels are copied from the node before saving. Raw Selected animation channels as a user-readable ASCII file. In the file, each line corresponds to one frame, and each column consists of one frame number and the value of the animation curve at that frame. All saved information starts at frame one. A file with the extension .raw is saved in the .../action directory by default.
Select: To: empty slots in the Media list. Remaining media from the setup file is appended to the end of the Media list. Enable Load Cameras if you want to include the cameras saved with the setup. Add Nodes Add only the nodes from the setup file. This option appends the schematic from the setup file to the current schematic. Enable Load Cameras if you want to include the cameras saved with the setup. Raw Load raw animation data to a selected channel in the Channel Editor.
NOTE If you accessed Action from the timeline, the output consists of a single Render Layer with Comp and Matte enabled. Action Output Workflow When using the Action Output menu, you usually follow the options from left to right. Step: Action: 1 Use the Render Layers list (page 482) to add, copy, delete, and rename render layers. 2 Set Outputs Options (page 483): select the Primary output type, the camera to output, and any render passes per render layer.
Step: Action: 3 Set Rendering and Ambient Occlusion Options (page 484), as necessary. 4 Select objects (page 486) to output. 5 Render your outputs from Action (using the options in the Render button and dropdown list). To access the Output menu, click the Output button. Render Layers List Settings Use the Outputs List to organize the outputs you want to render from Action. You must have at least one output in the Outputs List.
Outputs Options For each item in the Render Layers List, you can refine the parameters using the Outputs tab. Primary Output Section Primary Output box Select a primary output type. Render Passes options change based on the primary output type. NOTE If you accessed Action from the timeline, a single Render Layer is available with Comp and Matte enabled. Camera box Select which camera or stereo rig to assign to the render layer. Mode box Select a render mode.
Ambient Occlusion button Enable to process a Comp output with the ambient occlusion (AO) effect. Other AO settings appear in the Ambient Occlusion tab. Matte Background box Select whether the object's matte is rendered on top of a black (default) or white background. Use Gmask box Select whether to use the garbage mask transparency or render the GMask colour. Available for Matte render passes.
GMask button Enable to process the output with garbage mask effects. Anti-Aliasing box Select an anti-aliasing processing option for the output. You can select to apply anti-aliasing to RGBA outputs only (Comp, Matte, Albedo, Emissive, Reflection, Shadows, and Specular), or to all outputs that support it. Motion Blur button Enable to include motion blur processing in the output. Depth of Field button Enable to process the selected output with the Depth of Field settings defined in the Action Setup menu.
Selecting Objects to Output You can select objects to include in your output by using the Object Options and Object List, or the Edit Output mode. Objects that are part of an output are displayed in the Object List. For each selected object, you can decide if you want it to be visible in the final render or not. Non-renderable objects, such as cameras, are always included in outputs. TIP When you create a new output in the Outputs list, it is empty by default.
To add or remove an object from the Object List: 1 From the Tools box, select Edit Output. NOTE In Edit Output mode, All Objects in the Object Options is disabled when you remove objects from the selected output. 2 Add or remove objects from the output by doing one of the following in the schematic: ■ Click an object. The complete tree of the object in the schematic must either be selected or grayed out for it to be included or excluded from the output.
The clips you load for each media appear in the Media list. The back clip you selected to access Action appears in the first row of the Media list and is assigned the letter B in the # column. The second row in the Media list contains the first front and matte clips you selected when accessing Action. The length of each clip appears in parentheses beside the clip name. A new line is added to the Media list each time you add media. For stereoscopic projects, you can apply media to the left and right eye.
NOTE If you are looking for Shadow Softness settings in the Media list, they can now be found directly in the Shadow (page 521) menu, allowing you to set shadow softness by object, instead of by media. The effects and tools in the Media list appear from left to right in the order that Action processes them: Lock and Slip Use Slip to create a timing offset for your clip and Lock to lock media at a certain frame. 1 In the Media list, drag the slip field for your chosen media.
2 As you work in the Blur editor, select Action Context from the View box to preview the result. 3 Click Exit to return to Action. You do not have to click Render; the modifications are automatically applied to the media in Action. If you applied a blur type other than Gaussian, notice that the X and Y blur fields are not editable, and display as black.
(a) Softness area of Crop field (b) Crop area of Crop field TIP Alt-drag over one of the fields to change all four values proportionally. To crop gesturally in the image window: 1 Double-click the Crop field to enable Crop and Softness. 2 In the View box, select Media Front or Media Matte. The clip appears in the image window with a red outline, which indicates the Crop box, and a green outline, which indicates the Softness box.
Media Menu Settings NOTE If you access Action from the timeline, you are limited to one front/matte media. Therefore, some Media menu settings are not available. Media List box To add media directly to the Media list, select New Media. To add an indirect layer to the Action node, select New Input. Image Proxy Displays a proxy of the currently selected media. Apply button Applies the selected media in the Media list to the selected surface in the scene.
Front Clip box Select an option to edit the front clip's visibility. Select: To: Front On Display the front clip for the selected media. Front Off Hide the front clip for the selected media. Back Clip box Select an option to edit the back clip's visibility. Select: To: Back On Display the back clip. Back Off Hide the back clip. Matte Clip box Select an option to edit the matte clip's visibility. Select: To: Matte On Display the matte clip for the selected media.
All transformations that you apply to the selected axis are applied to the objects connected to the axis. For example, if the position of a surface's axis is set to 500, 100, 0, then its surface is placed at 500 on the X-axis, 100 on the Y-axis, and 0 on the Z-axis. (a) Surface is placed in the scene at 500, 100, 0 You can also add an axis manually to the scene from the node bin. Action Views Front, top, and side view are orthographic views used to position an object's axis in the scene.
■ Display the Channel Editor and select the Axis folder or one of its channels. ■ Use the Prev and Next buttons in the Axis menu to select the previous or next axis. Moving and Rotating Axes in the Scene You can move and rotate an axis directly in the scene. You can do this when viewing the scene in Camera, Top, Side, or Front view. The selected mode remains in effect until you select a different mode. To select a mode, use the Tools box.
The axis and its object rotate in the image window. If the Axis menu is displayed while you rotate, you can see the Rotation fields update after the axis is rotated to its new position. You can also rotate the axis by dragging any of the Rotation fields in the Axis menu. Changing the Plane When you move an object in the scene, the object moves on a 2D plane. By default, an axis is moved gesturally on all three planes. You can change the orientation of the plane by selecting an option in the Plane box.
8 Click Analyze to generate the translation data. NOTE You can fine-tune the tracking data if necessary. See Tracking Difficult Shots and Correcting Errors (page 735). 9 Once the analysis is complete, click Return. When you exit the Stabilizer, the X and Y Shift values for the reference position are automatically copied into the X and Y translation channels for the selected axis in Action.
Axis Tab X Position field Displays the position of the X axis. Editable. Y Position field Displays the position of the Y axis. Editable. Z Position field Displays the position of the Z axis. Editable. Motion Path button Enable to animate the position of the axis using a spline drawn in the scene. Disable to animate the position of the axis using explicit animation. X Rotation field Displays the rotation of the X axis. Editable. Y Rotation field Displays the rotation of the Y axis. Editable.
Autoscale option box Select whether to autoscale when Position settings are changed relative to the camera (On Position Changes), or when Position, Rotation, Shear, or Centre settings are changed (On All Transforms). Select: To: Off Not use autoscaling on the image. On Position Changes Preserve the projected size of the image by automatically scaling when changing any Position parameters that affect the depth of the image relative to the camera.
A surface is used to place a media in the scene. To use media that you load into Action, you must add a surface to the scene for that media. A surface has the following characteristics: ■ A surface type can be flat, bilinear, or extended bicubic. ■ The same media can be applied to multiple surfaces. Any cropping, blurring, or re-colouring that you apply to one media is applied to all the surfaces for that media. For example, if you blur a media, all of the surfaces using that media are blurred.
The Object Image menu appears with the Image controls for the selected surface displayed on the right side of the menu. Some of the tabs for the Surface menu are contextual, and are available depending on the circumstance. NOTE When accessing Action as a Timeline FX, you have access to a quick menu with some of Surface settings. To see the full Surface menu, click the Editor button to enter Action. Surface Tools From the Tools drop down menu, you can select additional tools to modify surfaces.
See Specular Highlights (page 538). Lighting box Select Ambient or Diffuse lighting so that the surface can reflect incidental light. See Incidental Light Reflection (page 539). Surface Section Shape box Select a shape for the selected surface. For Stereo Objects, you are limited to using a Flat surface. For shapes other than flat, you have access to the Vertices and UV Points settings. Shape Description Flat This is the simplest surface.
Linear extrapolation Smooth extrapolation Auto Expand button Enable to automatically resize the surface when an attached diffuse map's Axis settings are changed. Only available for Flat surfaces, and when a diffuse map is a child of the surface. Always available for stereo objects. Vertical Size Offset field Displays the vertical size offset (expansion or restriction) of the surface while respecting the surface shape. Editable.
Horizontal Size Offset field Displays the horizontal size offset (expansion or restriction) of the surface while respecting the surface shape. Editable. Proportional button Enable to change the size offset fields proportionally. Extrapolation box Available for extended bicubic surfaces only, and when the size offset fields are not at 0. Select Linear to extrapolate the surface in a straight direction. Select Smooth to extrapolate smoothly based on the position of the vertices of the surfaces.
Sort button Enable to sort non-flat surfaces where overlapping transparent regions are causing artefacts. Vertices Settings Vertices settings are available for all surface shapes, except for flat. Merge button Click to merge the extended bicubic surface sections (can be clicked multiple times). Subdivide button Click to subdivide the extended bicubic surface into more sections (can be clicked multiple times). See Subdividing an Extended Bicubic (page 516).
Stabilizer button Opens the Stabilizer menu to apply stabilizing data to selected surface vertices. Available for Bilinear surfaces only. Tracking Mode box Select wether to track each selected vertex or UV point individually (Each Point) or grouped via two proxy trackers, and from which parameters from the proxy trackers extrapolate the movement (Pos/Scale, Pos/Rot, Pos/Rot/Scale). ■ Each Point: Perform the tracking using a tracker for each selected vertex or UV point.
Y Position field Displays the position of the selected surface points along the Y axis. Editable. Z Rotation field Displays the rotation of the selected surface points along the Z axis. Editable. X Scale field Displays the scale of the selected surface points along the X axis. Editable. Y Scale field Displays the scale of the selected surface points along the Y axis. Editable. Proportional Scale button Enable to scale the surface points proportionally.
Blend Curves option box Select whether to work with the surface blend curves or view the existing keyer blend curves. Matte box Select the matte curve you want to adjust. Selecting a curve in the curve editor automatically sets the correct curve in this box. Keyframe Option box Select an option to Set, Delete, or Reset keyframes. If Auto Key is enabled, a keyframe is added automatically when you adjust the blending curve. Home button Click to reset the curve view.
Centre Y field Displays the vertical position of the centre of the lens. Editable. Magnitude field Displays the magnitude of radial distortion or rectification. Editable. Adjustment field Displays the level of secondary adjustment of radial distortion or rectification. Editable. Anamorph field Displays the ratio of radial distortion or rectification along the X or Y axis. Editable. Sources Settings If a source node is parented above a surface node in the schematic, the Source tab is available.
(a) Vertices and tangent handles on an extended bicubic surface To move a handle on a bilinear or extended bicubic surface, click the handle that you want to edit. The selected handle appears in red. Use the cursor to drag the handle to its new position. Each corner has two tangent handles. Lengthen or move the tangents to change the shape of the bicubic between corners. All of the animation modifications you make to a shape are saved.
2 In the Surface menu, change the Surface Offset X and Surface Offset Y fields accordingly. (a) Surface Offset fields The following figure illustrates the difference between rotating a surface that has not been offset and a surface offset using the Surface Offset X field. Rotated image with no offset. Notice that the axis is in the centre of the image. Rotated image with an offset along the X-axis. Notice that the axis is offset from the image centre.
(a) upper_left (b) horz_tan_right (c) horz_tan_left (d) upper right (e) vert_tan_ down (f) vert_tan_ up (g) lower_right (h) lower_left Extended bicubics have additional vertex channels that appear in the Channel Editor for subdivided vertex channels. These channels appear only when you create a keyframe for the channel and its value changes. These vertex channels are named vertex_0.1, vertex_1.0, vertex_2.1, and so on, according to their position on the surface.
Blending Curves You can adjust the blending curves of each surface separately. The blending curve is similar to the Keyer luminance blending curve, but you can adjust it per surface. When you create a matte for the front clip, a matte for the back clip is automatically created to specify which part of the back clip is used for the composite. By default, the back matte is the inverse of the front matte. You can adjust the luminance of the front matte and back matte separately in the Action blending curve.
(a) 255 (White) (b) Output (remapping of luminance values) (c) 0 (Black) (d) 0 (Black) (e) Input (current luminance values) (f) 255 (White) In Select edit mode, click a point to display its tangent handle and drag the handle to adjust the curve. Use other modes in the Tools box (Add Points or Break Tangent, for example) to further adjust the curve, adding or deleting points, or breaking tangent handles as needed. 4 Use the options in the Keyframe option box to Set, Delete, or Reset keyframes.
(a) vertex 1 (b) tangents of vertex 1 (c) tangents of vertex 2 (d) vertex 2 (e) Reference point Image courtesy of Topix Extended bicubics have three types of points: vertices, tangents, and the reference point. Vertices and tangents are collectively called surface points. Vertices lie on the surface and its tangents determine the curvature of the deformation at each vertex. The reference point indicates the axis of origin for applying rotation and scaling to surface points.
Subdividing an Extended Bicubic Subdivide the bicubic surface up to eight times to increase the number of vertices and tangents. Then translate the vertices for a smaller region of the image for more precision. You should warp the surface with a small number of subdivisions to obtain the best results. After applying some deformations to a large portion of the surface, subdivide the surface further and perform deformations on a more localized region of the surface.
There are two ways to transform points with the magnet. You can use the magnet to select a range of points and transform them gesturally. Or, you can use the invisible magnet in conjunction with the Translation, Rotation, and Scale fields to transform selected points numerically. Before you can use the magnet, you must set the polarity of the magnet and the magnet area of focus.
The following example illustrates a magnet that has a strong negative polarity near the centre and a strong positive polarity near the edges. Magnetic Curve Editor The following example illustrates a magnet whose positive polarity decreases from the centre and whose negative polarity increases toward the edges. When you transform points, the direction and size of the transformation is determined by the weighted polarity of the magnet at the location of the points.
Drag the point: To: Down Increase the negative polarity. To the middle Assign no polarity. 3 Click the right-most handle on the curve and drag to define the polarity for the edge of the magnet. Drag the point: To: Up Increase the positive polarity. Down Increase the negative polarity. To the middle Assign no polarity. 4 Click the middle handle on the curve and drag to define the transition of polarity from the centre to the edge of the magnet.
Transforming Unselectable Points Use the invisible magnet to transform points you cannot select with the magnet. The centre of the magnet is determined by the centre of the selection and the radius is determined by the distance from the centre to the farthest selected point. Any transformations to the selected points are affected by the magnet. To transform unselectable points: 1 Use the Magnet Curve Editor to determine the polarity for the magnet. 2 From the Tools box, choose Select.
To add a drop shadow: 1 Select the surface that you want to use. 2 Do one of the following: ■ Drag the shadow node from the node bin and place it in the schematic. An axis and a shadow are created and linked together. ■ Drag the shadow node from the node bin to the Result view, so you can see its effect on the scene before placing it exactly where you want. ■ Double-click the shadow node. An axis and a shadow are created and linked together.
Using Shadow Mix Use Shadow Mix to render shadows and surfaces according to their order in the Priority Editor, independently of their position in Z-space. This option makes it possible to have the shadow of one media on top of the shadow of another media. Shadow Mix is an option in the Z-Buffer box in the Rendering section of the Action Setup menu. Shadow Menu Settings Shadow Active button Enable to turn the shadow on. Shadow Transparency field Displays the transparency level of the drop shadow. Editable.
Step: Refer to: 3. Output various passes of your work. About Rendering Outputs from Action (page 480). NOTE Since Action as a timeline FX uses only one front/matte media, stereo clips are not supported. If you need to work with stereo clips, access Action from ConnectFX. Starting a Stereoscopic Session You can start a stereoscopic session in Action by loading stereo clips and using the Stereo Startup mode. This creates a stereo camera.
2 Create a stereo object for the media by doing one of the following: ■ Drag the Stereo Object node from the node bin and place it in the schematic. ■ Drag the Stereo Object node from the node bin and place it where you want it in the Result view. ■ Double-click the Stereo Object node. You do not need to be in Schematic view to add a node in this manner. The stereo object is added to the scene.
Select: To: farther from the camera. This preserves the same visual aspect while scaling the textures up or down accordingly. NOTE The result camera must be set to the stereo camera. AutoScale Change the left and right texture parameters when the Position Z or a Scale parameter is changed. When you create a stereo object, it is automatically oriented towards the camera and automatically scales. That is, the apparent size of the images scale to compensate when you move the stereo object along the Z axis.
Interaxial Offset Right Eye field Displays the offset distance between the right eye compared to the 3D camera. Editable. Interaxial Offset Current Camera field Displays the interaxial offset of the selected camera. Non-editable. FOV Offset Left field Displays the offset field of view between the left eye compared to the 3D camera. Editable. FOV Offset Right field Displays the offset field of view between the right eye compared to the 3D camera. Editable.
X Position field Displays the position of the X axis. Editable. Y Position field Displays the position of the Y axis. Editable. Z Position field Displays the position of the Z axis. Editable. X Rotation field Displays the rotation of the X axis. Editable. Y Rotation field Displays the rotation of the Y axis. Editable. Z Rotation field Displays the rotation of the Z axis. Editable. X Scale field Displays the scale of the X axis. Editable. Y Scale field Displays the scale of the Y axis. Editable.
You can switch between the stereo surface blend curves and the keyer blend curves. This gives you a good comparison to luminance curve work you have already done in the Keyer. The Blending tab settings are the same as in the Object Image menu for non-stereo objects. See Applying Blending Curves per Surface (page 513). One extra setting is available for stereo objects, allowing you to select which eye to apply blending curves. Eye Selection box Select which eye to apply the blending curves.
whether any adjustments are properly scaled and oriented in your clip. Objects can be placed anywhere on this plane. Aligning objects to the perspective grid has multiple benefits: ■ You can perform a 4-corner pin with a surface or geometry that respects the perspective. ■ Aligning the grid establishes the orientation of the plane in 3D space and the Field of View (FOV) of the camera that shot the scene. ■ You can straighten the perspective of attached objects in 2D mode.
5 From the Perspective Grid menu's Grid tab, select whether you want a 3D or 2D grid mode. 6 While in Action Object Solo view, drag each of the four corners of the rectangle to the desired location. The grid automatically aligns to the new perspective. TIP If the Magnifier button is active in the Display tab of the Perspective Grid menu, each corner is magnified as you drag it, helping you to find the exact location to place it. 7 Set other Grid Settings (page 531), as needed.
Perspective Grid Menu Settings Grid Tab Transform Mode box Select either 2D (homographic planar projection of the perspective) or 3D (full 3D perspective transformation) mode. Some settings are not available depending on the mode chosen. NOTE Perspective Grids contained in Action setups from a previous release appear in 3D Legacy mode, maintaining the previous grid position. Invert button Enable to remove the animated perspective of the object parented to the grid. Available only in 2D mode.
FOV Adjustments box Select an FOV camera adjustment mode. Select: To: Static Use all corner keyframes to compute an overall FOV and set the camera to non-animated during tracking of the perspective grid. By using multiple keyframes of corners, this is a better estimate of FOV (for sequences where FOV does not change). Dynamic Allow adjustments of the target camera FOV and position during tracking of the perspective grid. Use when the FOV changes over the length of the sequence.
Adding a Light Source When you enter Action, the scene is lit by global scene ambient lighting. This global scene ambient lighting can be enabled or disabled in the Rendering section of the Action Setup menu or in individual Light menus. You can also add individual light objects in Action. When you add a light to a scene, it is applied to all objects. Before adding another light, you may want to position the light and modify its attributes.
(a) Light sources in the scene. To work with global scene ambient lighting in the scene: 1 Enable the Scene Ambient button in the Rendering section of the Action Setup menu, or in an individual Light menu. This is a global setting for the Action scene, and is enabled by default. 2 In the Action Setup menu, you can also adjust the intensity and shading levels of this global scene ambient light.
Using the Light Bevel Curve The bevel curve allows you to create unique lighting effects in conjunction with the Spread field. Since a spread value of 90° or less creates a spotlight, you can then create a bevel curve to act as a multiplier of the spotlight intensity. You have two falloff model options for working on the bevel curve in the Light Profile tab. Different settings appear depending on the model selected.
Applying Selective Lighting When you add a light source to a scene, the light is applied to all surfaces. You may want a light source to only illuminate an individual or specific group of surfaces, or prevent a light source from illuminating an individual or specific group of surfaces. To apply selective lighting: 1 Add multiple surfaces to the scene. 2 Add a light to the scene. All surfaces are illuminated. 3 Select Light Link from the Tools box.
(a) Light inclusion link 5 To exclude a surface, hold the Alt key while clicking and dragging from the light source to the surface you do not want illuminated. Excluded surfaces are connected to the light source by a red dotted line with an “X”, and they are not illuminated. In the following example, all surfaces are illuminated, except for image3, which is excluded.
TIP To remove the inclusion or exclusion link, while still in Light Link mode, click and drag over the line that connects the light source to the axis or image. Modifying Surface Lighting After you set the parent-to-child relationships between lights and surfaces, you can set specific surface lighting properties. You control a surface's lighting and adjust the surface's specular highlight in the Surface menu.
Incidental Light Reflection Set how a surface reflects incidental light by applying ambient or diffuse lighting. The actual colour of the reflection depends on both the colour value of each pixel and the colour of the incidental light. The intensity of the reflection depends on the orientation of the light source relative to the surface; it is greatest where the incident light strikes the object perpendicular to its surface. The intensity of the reflection is independent of the camera eye position.
Basics Tab Light Type box Select the type of light to apply to the scene. Light Type: Description: Point / Spot Example: A point light radiates light uniformly in all directions. A spotlight radiates a cone of light centred along the spotlight direction. Use the Spread field to change the spread angle. A spread of 90° or less creates a spotlight. Directional A directional light shines evenly in one direction only. The light icon in the scene displays an arrow showing the direction of the light.
Shade field Displays the percentage of ambient light applied. Editable. Light Mode box Select Free to light the scene in the direction that you aim the light, or Target to aim the light at a target object in the scene based on a point of interest. Light Intensity field Displays the intensity of the selected light. Available in the Light menu Basics and Profile tabs. Editable. Light Spread field Displays the spread angle. A value of 90° or less creates a spotlight.
Profile Tab Settings for controlling the light bevel curve are located in the Light Profile tab. Light Intensity field Displays the intensity of the selected light. Available in the Light menu Basics and Profile tabs. Editable. Light Spread field Displays the spread angle. A value of 90° or less creates a spotlight. Available in the Light menu Basics and Profile tabs.
Adding a Shadow Cast to a Light Lights in the scene are able to cast shadows. You can parent a Shadow Cast object to multiple lights at once. This allows you to control the overall attributes of the shadow (for example, colour, softness, and transparency). To add a shadow cast to the scene: 1 Add and position a light to your scene. 2 Do one of the following: ■ Drag the shadow cast node from the node bin and place it in the schematic. ■ Double-click the shadow cast node.
Shadow Output Type box Select the type of shadow to output. This setting is repeated in the Render Passes section of the Output menu for a Shadow Output Selection. NOTE When set in the Output menu, this becomes the default Shadow Type for any new Shadow Cast nodes. Source Shadow Type box Select the type of shadow cast for the source node. This setting is available in the Shadow Cast menu only if the shadow cast node is a child of a source node, and is repeated in the Source menu.
Red Colour field Displays the amount of red in the shadow (based on the colour of the attached light). Editable. Green Colour field Displays the amount of green in the shadow (based on the colour of the attached light). Editable. Blue Colour field Displays the amount of blue in the shadow (based on the colour of the attached light). Editable. Shadow Colour pot Displays the colour of the shadow (based on the colour of the attached light). Editable.
Relighting: Lens Flares Use lights in your scene to generate procedural lens flares with built-in 3D occlusions. With lens flares in Action, you can control: ■ How lights change as they move behind 2D or 3D layers. ■ How flares behave when a light exits or enters the camera field of view. Lens Flares in Action are comprised of a Lens Flare object, attached to one or more Border FX objects, and any number of texture components, such as irises, streaks, and glows.
A default lens flare (including a Lens Flare object, Border FX object, and multiple component texture objects) is added to the schematic. In Result view Live Preview mode, you can see the lens flare (you may need to move the light in the scene to see the full lens flare effect). If there is only one light in the scene, the lens flare node is automatically connected to it.
Component: Description: Lens Texture Lens "defects" such as hair, scratches, or fingerprints. Ring Texture Rings with multi-coloured loops. Streak Texture Lines streaking across the image. Example: In the Action schematic, the components are attached to a Border FX object that is itself attached to the Lens Flare object. You can use multiple Border FX objects to achieve the lens flare look you want.
Re-Texturing Components Since the components are textures, you can also re-texture a component using a Diffuse Map with your own texture media applied. To do so, select the component in the schematic, then select the media you want to use from the media list, and double-click the Diffuse Map node in the node bin.
Save button Click to open the preset browser in order to save the current lens flare (including all components attached under the lens flare node). Occlusion Tab Occlusion curve Displays the occlusion profile of the lens flare. Use to set the behaviour of the lens flare components when behind other objects in the scene. Occluder Size field Displays the size of fade in/out of occluded lens flare components. Editable.
Inner Border Margin field Displays the position of the inner border. Editable. Outer Border Margin field Displays the position of the outer border. Editable. Border Scale field Displays the scale of the border that controls where the lens flare effect occurs. Editable. Pivot Radius In field Displays the inner radius of the pivot point. Editable. Pivot Radius Out field Displays the outer radius of the pivot point. Editable.
Rotation Value field Displays the level of rotation of the component. Editable. Rotation Variance field Displays how much the rotation varies. Available when the Number field value is greater than 1. Editable. Rotation Seed field Displays the random rotation seed value. Available when the Number field value is greater than 1. Editable. Ratio Value field Displays the aspect ratio of the component. Editable. Ratio Variance field Displays how much the ratio varies.
Centre X Variance field Displays how much the centre position varies along the X axis. Available when the Number field value is greater than 1. Editable. Centre X Seed field Displays the random centre X seed value. Available when the Number field value is greater than 1. Editable. Centre Y Position field Displays the position of scaling and rotation of the component along the Y axis. Editable. Centre Y Variance field Displays how much the centre position varies along the Y axis.
Spread Gain field Displays the amount of gain applied to the spread. Editable. Spread Variance field Displays how much the spread varies. Editable. Pattern Tab(s) Use the pattern settings to control the texture before it is applied to the lens flare or ray. The settings in the Pattern tabs vary depending on the component type. You can get a quick description of each setting by viewing its tooltip. Relighting: Rays Use rays to simulate volumetric effects. You can attach a Rays object to a light in Action.
NOTE Since a Rays object is considered a post-processing effect in Action, make sure that your image window is set to Live Preview mode to be able to see the results. 3 To display the Rays menu, double-click the Rays object in the schematic, or follow the tab population rules for the Object menu. See Populating Menu Tabs of Selected Objects (page 459). Similar to the workflow of the Lens Flare, you can add texture components (page 547) to a rays node to enhance the effect.
Spread field Displays the shape of the ray cone. Editable. Falloff field Displays the amount of smoothness applied to the borders of the ray cone. Editable. Length field Displays the amount of softness applied to the ray. Editable. Samples field Displays the quality of the ray based on the radial distance to the attached light. Editable. Active button Enable to use shimmering settings to modulate the ray with noise particles.
To add a bloom to the scene. 1 Add and position a light to your scene. 2 Do one of the following: ■ Drag the blooming node from the node bin and place it in the schematic. ■ Double-click the blooming node. A Blooming object is added to the schematic. In the Result view, you can see the bloom effect. If there is only one light in the scene, the blooming node is automatically connected to it.
Blooming Tab Red Colour field Displays the amount of red in the effect and in any attached components (based on the colour of the attached light). Editable. Green Colour field Displays the amount of green in the effect and in any attached components (based on the colour of the attached light). Editable. Blue Colour field Displays the amount of blue in the effect and in any attached components (based on the colour of the attached light). Editable.
Red Colour field Displays the amount of red in the effect and in any attached components (based on the colour of the attached light). Editable. Green Colour field Displays the amount of green in the effect and in any attached components (based on the colour of the attached light). Editable. Blue Colour field Displays the amount of blue in the effect and in any attached components (based on the colour of the attached light). Editable.
NOTE Sample 3ds Max and FBX model files are located in the usr/discreet//models/(FBX or 3DS) libraries. All models are textured with an identical image. The library consists mostly of geometric primitives such as cubes, cylinders, and spheres. Importing 3D Models You can import a 3D model into one or several geometry nodes. You can also import multiple 3D models into a single animated geometry node.
To import a PSD file into Action: 1 From the Action Node bin, double-click the Import node. The file browser appears. 2 From the Import Type box, select the Photoshop format. 3 Select a .psd format file. 4 Click Load. The Photoshop file is loaded into Action. Each layer is parented by an axis, and blend modes are maintained. Import Settings Geometry Import Settings Depending on the type of import, some of the options differ. Import Type box Select the 3D model type to import.
Timing Settings Animation Mode box Select the animation mode to use for multiple 3D geometries imported into a single animated geometry node. Select: To: Loop Play in a continuous loop. Once Play once. The 3D geometry is no longer displayed. Last Still Play once, and hold the last frame. Timing Animate according to the timing in the animation channel. Hold field Displays the number of continuous frames for Loop, Once, or Last Still Animation modes. Editable.
Frame Timing field Displays the value for the frame in the timing curve. Available when Timing is selected in the Animation Mode box. Editable. About 3D Data in the FBX Format The FBX standard format provides a means for exchanging 3D data—3D polygonal models, cameras, lights, keyframe animation—for scene compositions between tools and packages developed by different manufacturers.
You cannot create new Object Group nodes, and their link to the Geom node is unbreakable; they have no editable attributes. Object Group nodes details how faces were applied to the FBX model, and allow you to texture differently the components of the FBX model. In the following examples, one imported FBX model has a single face, while the other has three faces, one for each sides of the cylinder.
(a) FBX model with a single face: one texture map for the whole model (b) FBX model with multiple faces: a different texture for each face Importing the FBX Format To import FBX format data in Action: 1 Do one of the following: ■ Drag the Import node from the node bar and place it in the schematic. ■ Drag the Import node from the node bar and place it where you want it in Result view. ■ Double-click the Import node. You do not need to be in Schematic view to add a node in this manner.
FBX Import Type box Select an FBX import type. Select Link to Original File to keep a live link to the original FBX file, but without control over the components of the scene. Select Create Local Copy to have control over the elements of the scene, but lose the link. Keep FBX Frame Rate button Enable to use the frame rate of the FBX file as the frame rate in Action.
Sort button Enable so the 3D models contained in the FBX Scene are drawn according to their normals. Consider using this option if the scene contains semi-transparent 3D models to ensure they are correctly drawn. FBX File Path field Displays the path to the FBX file. This field is displayed in red if the linked FBX file can no longer be found. Click to open the browser to locate a moved FBX file, or to replace the currently displayed FBX scene with another one.
Force 2-Sided button Enable to have lights in the scene light both the inside and outside of the geometry (when shading is turned on). Shadow Casting box Select how the selected geometry object will be affected by a Shadow Cast object in the scene. See Surface and Geometry Shadow Casters (page 543). Polygons Settings Polygons field Displays the number of polygons in the 3D model. Non-editable. Subdivide button Enable to create high-quality shading for polygon models.
When a Displace node is attached to a geometry, you may need a UV mapping type other than Default for the displace pattern to have any effect on the geometry. NOTE When a Diffuse node is attached to a geometry, you must select Wrap from the Mapping box in the Diffuse menu to be able to use the UV mapping settings. See Diffuse Mapping (page 606). Use GroupId button Enable to respect GroupId information in an FBX file created in 3ds Max.
Material Node Menu Settings Lighting Settings Red Specular field Displays the red specular highlight value. Editable. Green Specular field Displays the green specular highlight value. Editable. Blue Specular field Displays the blue specular highlight value. Editable Specular colour pot Displays the colour of light reflected by the 3D model's surface. To enable the specular highlight, the Shine value must be larger than 0. Editable.
Adjusting Normals When using transparency with 3D models, you may sometimes see the back polygons, giving the model a shattered or broken look. This happens when the drawing priority of the normals is not sorted properly. Enable Sort and select an option from the Sort Order box to sort the drawing priority back to front or front to back. Drawing order of the 3D model's polygons is incorrect. Back polygons are drawn through when the model is transparent. Select Front to sort the polygons front to back.
You can animate the Subdivide channel in the Channel Editor; however, expect a longer rendering time when the Subdivide value changes over several keyframes. Creating a Specular Highlight on a Model Change the specular colour by entering values in the Specular red, green, and blue channel fields or using the colour picker. For example, if the specular colour is red and the light source is white, the specular highlight is also red.
Using 3D Text Presets A number of 3d text presets are included in Action, such as rotating or fading text to add to your scene. These presets can help you add complex text effects with just a few clicks. To add a 3d text preset: 1 Do one of the following: ■ Drag the Presets node from the node bin and place it in the schematic. ■ Drag the Presets node from the node bin and place it where you want it in Result view. ■ Double-click the Presets node.
Rotation X=duration of the In effect; Y=start weight; Z=end weight. The Y and Z Rotation fields represent the shape of the “S” curve of the In effect, if applicable. The combined Y and Z values should equal 100. Scale X=duration before the start of the In effect; Y=duration between the end of In effect and the start of the Out effect. Shear X=duration of the Out effect; Y=start weight; Z=end weight. The Y and Z Shear fields represent the shape of the “S” curve of the Out effect, if applicable.
Proxy Name/Description/Comments 3DRotate_Transition Transition between two text strings rotating on a circular path. Edit timing using the Animation Track Editor. Behind_Camera_3D Characters coming from behind the camera. Edit timing using transition_ctrl settings. Bounce Characters falling and bouncing. Edit timing using transition_ctrl settings. Set duration and amplitude of the bouncing. Break_and_Fall Characters breaking in two parts and falling down. Edit timing using the Animation Track Editor.
Proxy Name/Description/Comments Chop_Sticks Characters arriving one after the other with a scale and rotation effect. Edit timing using transition_ctrl settings. Circle Characters moving along a circular path. Edit timing using the Animation Track Editor. Circle_Transition Transition between two text strings, in which characters are moving along a circular path with a banking effect. Edit timing using transition_ctrl settings. Climber Characters climbing from the bottom to the top of the frame.
Proxy Name/Description/Comments Colour_Flasher Moving coloured flashing text. Edit timing using transition_ctrl settings. Colour_offset sets the time offset between red, green, and blue channels. Counter Incremental counter with numbers 000 to 999. Diagonal Characters dispersing diagonally in the frame. Edit timing using transition_ctrl settings. Dispersion Characters dispersing randomly. Use time_stretch.scaling.X to slow down or speed up the effect.
Proxy Name/Description/Comments DNA Animated double helix structure using two text strings of the letter “T”. Dominos Characters falling one after the other. Edit timing using transition_ctrl settings. Fade_In_Flicker Fade in of randomly flickering characters. Edit timing using transition_ctrl settings. Fade_In_From_Centre Fade in from the centre to the extremities of the text. Edit timing using transition_ctrl settings. Set characters.rotation.X to the number of characters in the Text field.
Proxy Name/Description/Comments Fade_In_Out_By_Character Fade in and out one character after the other. Edit timing using transition_ctrl settings. Set characters.rotation.X to the number of characters in the Text field. Fade_In_Random Use time_stretch.scaling.X to slow down or speed up the effect. Fade_In_To_Centre Fade in from the extremities to the centre of the text. Edit timing using transition_ctrl settings. Fade_Out_From_Centre Fade out from the centre to the extremities of the text.
Proxy Name/Description/Comments Fade_Out_Random Use time_stretch.scaling.X to slow down or speed up the effect. Fade_Out_To_Centre Fade out from the extremities to the centre of the text. Edit timing using transition_ctrl settings. Fast_Beam Characters arriving from the right side of the frame, with scaling and flickering. Edit timing using transition_ctrl settings. Customize the flicker effect using flicker settings. Flasher Customize the flashing using period_offset settings.
Proxy Name/Description/Comments Flip_Transition Transition between two text strings, with characters rotating on the Y axis. Edit timing using transition_ctrl settings. Flutter Characters arriving one after the other with a scale and rotation effect. Edit timing using transition_ctrl settings. Flying_Transition Transition between two text strings in which characters are flying out from the centre and coming back to it. Edit timing using transition_ctrl settings.
Proxy Name/Description/Comments From_Camera_3D Characters arriving from behind the camera and turning towards the camera. Edit timing using transition_ctrl settings. Ghost Text arriving toward the camera, reflecting, and fading. Edit timing using the Animation Track Editor. Ghost_Cascade Similar to Ghost, with a cascade applied. Edit timing using the Animation Track Editor. Ghost_Rotation Similar to Ghost with an animated ParticleDraw axis. Edit timing using the Animation Track Editor.
Proxy Name/Description/Comments Insertion Text is revealed frame after frame in insert mode. Edit timing using transition_ctrl settings. Use offset.rotation.X to set the starting value of the path. Kern Characters arriving and leaving the frame with kerning and rotation. Edit timing using transition_ctrl settings. Mirror Text on path with a mirror effect. Edit timing using the Animation Track Editor. Negate Text revealed using a negate blending effect. Edit timing using transition_ctrl settings.
Proxy Name/Description/Comments Ocean_Tide_Transition Transition between two text strings moving slowly as if characters were floating on the sea. Edit timing using transition_ctrl settings. Use period and amplitude axes to customize the wavy effect. Path_Warp Text on animated path producing a warping effect. Edit timing using the Animation Track Editor. Pendulum Characters moving as if attached to a pendulum Edit timing using transition_ctrl settings.
Proxy Name/Description/Comments Quick_Twist Characters scaled on their Y axis. Edit timing using transition_ctrl settings. Random_Display Random letters with a specific starting and ending text string. Edit timing using transition_ctrl settings. Type the start text in text_1 and the stop text in text_2. Random_Hide Characters disappearing randomly. Clipping Plane modified. Use time_stretch.scaling.X to slow down or speed up the effect. Random_Letters Letters displayed randomly.
Proxy Name/Description/Comments Replace_Transition Transition between two text strings with rotation. Edit timing using transition_ctrl settings. Reverse Transition between two text strings in which characters reverse direction. Edit timing using the Animation Track Editor. Rubber Characters are stretched and released like rubber. Edit timing using transition_ctrl settings. Set period and amplitude of the bouncing. Rubber_Transition Transition between two text strings using a rubber effect.
Proxy Name/Description/Comments Shiver_Transition Transition between two text strings with a shiver-like effect. Edit timing using transition_ctrl settings. Increase or decrease the turbulence using noise_amplitude. Shuffle_In_Out Characters arriving from the left, stopping in the centre, and leaving to the right. Edit timing using transition_ctrl settings. Spin_Compress Characters revealed with rotation, and leaving with a compression effect. Edit timing using the Animation Track Editor.
Proxy Name/Description/Comments Spinning_Letters Characters thrown with a spinning effect. Edit timing using transition_ctrl settings. Experiment with transition_ctrl.scaling.Y and transition_ctrl.scaling.Z. Spiral Text on a spiral path. Edit timing using the Animation Track Editor. Spiral_Transition Transition between two text strings with a spiral effect. Edit timing using transition_ctrl settings. Spring_Transition Transition between two text strings with letters springing left and right.
Proxy Name/Description/Comments Star Text moving along a star path. Edit timing using the Animation Track Editor. Stretch Text arriving from the left of the frame with a stretching effect. Edit timing using transition_ctrl settings. Subtract Text revealed using a subtract blending effect. Edit timing using transition_ctrl settings. Text_Falling Characters moving along a line, then falling down. Edit timing using the Animation Track Editor.
Proxy Name/Description/Comments Titles_Stairs Three text strings revealed with a spinning effect. Edit timing using transition_ctrl settings. Track_In Characters appear and disappear with scaling. Edit timing using transition_ctrl settings. Tremor Characters appear as if shaking. Increase or decrease the turbulence effect using noise_amplitude. Twist Characters arriving and leaving with a twisting effect. Edit timing using transition_ctrl settings.
Proxy Name/Description/Comments Typewriter_Cursor Text is revealed frame after frame with a cursor preceding characters. Edit timing using transition_ctrl settings. Use transition_ctrl.rotation.X and transition_ctrl.shearing.X to set the fade in duration of characters. Set as many white squares as characters in the text node. Adapt cursor kerning if needed. Vertical_In_Out Characters arriving from the left side of the frame and moving vertically before going out to the right of the frame.
Proxy Name/Description/Comments Whip_Transition Transition between two text string with characters whipped by a rotating effect. Edit timing using transition_ctrl settings. Whirlwind_Transition Transition between two text string with characters circulating by a rotating effect. Edit timing using transition_ctrl settings. White_Background Characters revealed on a white background. Edit timing using transition_ctrl settings. Change the background using white_bkgd_ax settings and white_bkgd kerning value.
To add a 3D Text node to the scene: 1 Do one of the following: ■ Drag the 3D Text node from the node bin and place it in the schematic. ■ Drag the 3D Text node from the node bin and place it where you want it in Result view. ■ Double-click the 3D Text node. You do not need to be in Schematic view to add a node in this manner. A Geometry object, called Text1 by default, and parent axis appear in the schematic. In Result view, the default Text string appears.
Separating Text Rather than create a separate pivot point for each letter, you can separate words or sentences so that each letter can be individually manipulated by its own axis in the schematic. To separate text: 1 Select the text to separate. 2 From the Text tab, click Separate. Each letter of the text geometry is now an independent geometric object, and has its own axis and offset (to separate the letters). Each word is also given its own axis. The original 3D Text node is hidden in the schematic.
Animating 3D Text You can animate the 3D text property and geometry channels in the Channel Editor. However, you cannot animate the text string or its profile curve. The 3D text channels are contained in the text folder. 3D Text Menu Settings 3D Text Tab Text field Displays the current text string. Click to display the keyboard to enter your text. Font field Displays the current font. Click to open the font library to select a different font for the text.
Depth Centre field Displays the position of the extruded geometry along the Z axis, as a percentage. Editable if Custom is selected in the Depth Mode box. Size field Displays the font size for the text string. Editable. Kerning field Displays the kerning value for the text string. Editable. Italic field Displays the level of italics for the characters in the text string. Editable.
Reset button Resets the selected curve viewer to the default curve. Keyframe Option box Select an option for working with keyframes in the profile curve. Interpolation Status field Displays the interpolation type for the selected area of the curve. Non-editable. Interpolation Type box Select an interpolation type to define the shape of the profile curve between keyframes. Character Axis Tab You can change the axis properties of your 3D text string characters.
X Shear field Displays the shear of the offset along the X axis. Editable. Y Shear field Displays the shear of the offset along the Y axis. Editable. Z Shear field Displays the shear of the offset along the Z axis. Editable. X Centre field Displays the centre of the offset along the X axis. Editable. Y Centre field Displays the centre of the offset along the Y axis. Editable. Z Centre field Displays the centre of the offset along the Z axis. Editable.
With this method, there are several options for fine-tuning the tessellation further. Min Angle field Displays the smallest value of angle that the polygons can have. If a triangle contains an angle that is smaller than this value, it gets replaced by better-shaped ones. Eliminating small-angled triangles gives a more uniform shading and is more suited for deformations. Min Angle = 20 Max Area field Displays the largest value of area that the polygons can have.
Use this option as a precaution against accidentally setting the other options to values that would create huge amounts of geometry with long processing times. It is not recommended that you rely on this option to control the final number of vertices because it can force the tessellation to stop before the process is completed, thereby giving an unpredictable combination of polygon shapes and sizes. Boundary Split box Select an option to control tessellation along boundaries.
Loops = 2 Adaptive button Enable to set the Loops field as the average number of medial axes drawn and to keep the distance between them fairly constant. Disable to set the Loops field as the exact number of medial axes drawn per boundary (rounded to the nearest integer). Backtrack Length field Displays the tessellation value at the extremities. Editable.
Displacement Mapping Use displacement mapping to create a 3D model from a 2D surface. The values of a selected colour channel in the displacement source clip are used to create a displacement map. Displacement mapping uses the media’s matte clip, so you can turn the matte on or off to get the desired effect. You have the choice of applying hardware or software displacement mapping. Hardware displacement mapping is GPU-accelerated and allows you to create a normal map if none exists.
To specify different media as the displacement source, select the media in the Media menu, then click Apply. NOTE If you accessed Action as a Timeline FX, you are limited to one front/matte media, and therefore may not get the desired result. In this case, you can access Action from ConnectFX. 5 Double-click the Displace node in the schematic, or follow the tab population rules for the Object menu (see Populating Menu Tabs of Selected Objects (page 459)). The Displacement menu appears.
Displace Direction box Select the direction in which a displace occurs when a displacement map is attached to a surface. Geometries parented to a displacement map always use Normal Displace as the direction. Select: To Displace: Flat Displace In the X, Y, and Z directions. Normal Displace Bilinear and bicubic surfaces according to their normals. Camera Displace In the direction of the camera selected in the Displace Camera box. Offset field Displays the offset to the displacement of X and Y.
Controls Tab Channel box Select a colour channel to calculate the displacement map. Softness X field Displays the amount of X-axis blur applied to the map. Editable. Softness Y field Displays the amount of Y-axis blur applied to the map. Editable. Displace Direction box Select the direction in which a displace occurs when a displacement map is attached to a surface. Geometries parented to a displacement map always use Normal Displace as the direction.
Texture Tab Repeat mode box Select how the map pattern is repeated on the surface. Fit Method box Select a fit method option to be applied to the map. Keep Aspect button Enable to preserve the aspect ratio of non-square pixels (not available for the Fill fit method). Use Cropped Size button Enable to replace the map with the cropped size of the media. Disable to use the cropped media as is. Mapping box Select the type of texture mapping.
3 In the Media menu, select the media you want to use for the diffuse map texture (you can change this texture later). A diffuse map uses the front and matte of the media. If you do not want to apply transparency to your diffuse map, turn its matte off. 4 Do one of the following: ■ Drag the Diffuse Map node from the node bin and place it in the schematic. ■ Drag the Diffuse Map node from the node bin and place it where you want it in Result view. ■ Double-click the Diffuse Map node.
Diffuse Menu Settings The Diffuse menu is divided into two tabbed sections: Controls and Texture. Controls Tab Effect field Displays the amount of diffuse colour. Editable. Softness X field Displays the amount of X-axis blur applied to the diffuse map. Editable. Softness Y field Displays the amount of Y-axis blur applied to the diffuse map. Editable. Regen button Enable to dynamically refresh the image as changes are made to the settings.
Plane Planar mapping applies the diffuse map without distorting the front plane of the 3D model, similar to a movie projector casting an image onto a screen. All 3D coordinates of the geometry are mapped to this plane to generate the diffuse values. Planar mapping positions the lower-left corner of the diffuse map on the 3D model’s axis.
Load Texture button Click to open the Import Media browser to select an external single-frame image file to be used as the diffuse map texture. This file is not added to the Media list. NOTE When a diffuse map is connected to a flat surface, you can enable Auto Expand in the Surface menu to automatically resize the surface when the diffuse map’s Axis settings are changed. Reflection Mapping Reflection mapping simulates a mirrored surface by using the specular reflection values in the map.
NOTE If you accessed Action as a Timeline FX, you are limited to one front/matte media, and therefore may not get the desired result. In this case, you can access Action from ConnectFX. 5 Double-click the Reflection node in the schematic, or follow the tab population rules for the Object menu (see Populating Menu Tabs of Selected Objects (page 459)). The Reflection menu appears. Reflection Menu Settings The Reflection menu is divided into two tabbed sections: Controls and Texture.
Action 3D Paths A 3D path is an animatable 3D spline that you attach to other Action objects, such as surfaces, geometries, 3d text, cameras, or lights. The attached objects then follow the spline based on the path normals, allowing you to create effects, such as a 3D roller coaster. Adding a 3D Path Node When you add a 3D Path node to your Action schematic, the node is added with an axis.
Creating 3D Path Splines You can draw open or closed splines to use as your 3D path. To create a spline: 1 Make sure that the Tools box is in Draw Shape mode (this is the default when you first add a 3D Path node). 2 In the image window, click to add vertices. TIP Shift-drag to add freehand segments to the spline. Vertices are added where you drag, and appear when you release Shift.
Lasso Fit field Displays the number of points in the segments of the spline that are drawn freehand. Use a lower number to simplify the curve by removing vertices and tangents, resulting in a smoother curve. Editable. X Vertex field Displays the position of the selected vertices on the X axis. Editable. Y Vertex field Displays the position of the selected vertices on the Y axis. Editable. Z Vertex field Displays the position of the selected vertices on the Z axis. Editable.
Offset field Displays the amount of offset to apply to the object on the 3D path. Use to animate the attached object along the path. Editable. Offset box Select whether to offset the object from the path in a relative (expressed as a percentage of the path) or absolute mode (expressed in pixels). NOTE These settings are repeated in the 3D Path and Banking tabs to make it easier for you not to have to switch tabs to change the settings. The same settings are reflected in both tabs.
Select: To: Look At Point the attached object to a look-at object, such Example: as a light. You can then select which axis is pointed to the look-at object in the Point Axis box, and use the banking controls. See Applying a Look-At Connection (page 616). Orientation Axis box Select which axis is aligned to the path. Available when Align to Path is selected in the Alignment option box. Point Axis box Select which axis is pointed to the attached look-at object.
(a) Look-at connection 3 Select which axis looks at the attached object in the Point Axis box. 4 Optional: Use the banking curve to orient the attached objects. Using the Banking Curve When Align to Path or Look At is selected in the Alignment option box, the Banking tab becomes available. Banking uses the normals of the path to orient objects attached to it. Use the banking curve and settings to control the torsion effect of the object as it travels along the 3D path.
Banking Curve Adds twists and torsion to the normals of the 3D path. Use the options in the Tools box to add, select, delete, or move keyframes on the Banking curve. The horizontal axis represents the length of the path, and the vertical axis displays the orientation, expressed in degrees. Normals Offset Angle field Displays the angle of rotation of all normals, applied to the entire banking curve. Editable. NOTE Changes made to the banking curve and Angle field are cumulative.
2 To display the Camera menu, double-click the selected camera in the schematic, or follow the tab population rules for the Object menu. See Populating Menu Tabs of Selected Objects (page 459). The result camera always appears as the first tab on the right side of the Object menu. To allow you to easily access the camera without losing your place in the scene, this special camera tab (appearing in orange) does not follow the tab population rules.
Z Position field Displays the position of the camera eye on the Z axis. Editable Motion Path button Enable to animate the camera eye on a motion path. See Moving the Camera Eye and Point of Interest (page 622). X Rotation field Displays the level of camera rotation along the X axis. Available when Free is selected in the Camera Type box. Editable. Y Rotation field Displays the level of camera rotation along the Y axis. Available when Free is selected in the Camera Type box. Editable.
(a) Camera eye (b) Near clipping plane (c) Far clipping plane (d) Camera interest point or look-at point If you place a surface within the frustum, it is visible in the final animation. If the surface is located outside the scope of the frustum, it is not visible at that frame in the animation. Viewing the Camera and Frustum To see the camera and frustum: 1 From the View box, select Side. 2 In the image window controls, click to zoom out from the scene.
To move the clipping planes: 1 From the View box, select Side, Front or Top depending on how your camera is positioned. Ideally, you will want a view that profiles the camera so the near and far planes are visible. 2 In the Camera menu, enter a value in the Near field to edit the near clipping plane's position. The value in the Near field corresponds to the position of the near clipping plane. The default value is 1.
FBX Cameras Smoke supports the import and export of 3D data saved in the FBX 3D format. This format provides a means for exchanging 3D data for scene compositions—such as cameras—between tools and packages developed by different manufacturers. To export a camera to FBX format: 1 Select the camera you want to export. 2 In the Camera menu, click Export. The Export Camera file browser appears. 3 From the Export Type box, select FBX. 4 Set the FBX Scale and Export Options, as needed.
To export a camera to 3ds Max format: 1 Select the camera you want to export. 2 In the Camera menu, click Export. The Export Camera file browser appears. 3 From the Export Type box, select 3DS. 4 If needed, enable Rotate Axis to rotate the exported camera by -90° on the X-axis so that it is compatible with the coordinate system of the 3D application. 5 Navigate to the location where you want to export the camera animation. 6 Enter a name for your exported camera in the file field. 7 Click Save.
The following figures illustrate the different angles by which the scene can be viewed. The scene in this example contains a grey back clip and the 3D model of an apple. Front view Camera view Side view Top view Setting Camera, Working, and Orthographic Views To set camera, working, and orthographic views: 1 From the View box, select Camera, Working, or an orthographic view (listed under Action 3D Views). Select: To: Camera View the scene in Camera view.
Select: To: Front View the scene as if your line of vision is directed into the camera eye. This is an orthographic view; there is no perspective deformation. Working View the scene just as in Camera view. Try out different positions and adjustments without affecting the camera settings. 2 If you have multiple cameras in the scene, use the Camera box that appears (below the left-side Action menu buttons) to define which camera is used for the Camera view in the image window.
Select: To: Roll Rotate the camera on the Z-axis. This option only modifies Target cameras. Orbit Rotate the camera lens around the look-at point. Dolly Move the camera lens towards (zoom in) or away from (zoom out) the look-at point. 2 Drag the cursor in the image window. The camera is modified. Related Camera menu controls are updated to reflect the changes. Zooming In and Out Use the Zoom option to move the camera eye toward or away from the point of interest.
See Accumulation Settings in Rendering Tab (page 469). Blurring a Single Object You can apply motion blur to an object rather than to the entire scene. To use the per object motion blur, you must apply Motion Blur globally, and then disable motion blur per object. NOTE The motion blur curve in the Action Setup menu is global. It cannot be set per node. When motion blur is enabled, all surfaces have the same blur characteristics but not necessarily the same animation.
As with the Channel Editor, you can add keyframes to the motion blur curve using Add mode, move keyframes with Move mode, and modify the curve's shape using tangent handles. The original animation with Motion Blur disabled. Motion Blur is enabled using a custom motion blur curve and phase set to 100. Motion Blur is enabled using the same motion blur curve as above. Phase is set to -100. TIP You can preview your motion blur effect by clicking Preview.
Simulating Motion Blur on a Still Object You can add motion blur to an object that has no axis movement, by adding a second axis to simulate the motion. To simulate motion blur on a still object: 1 From the View box, select Schematic. 2 From the Node bin, drag an Axis node to the schematic. 3 Press Shift and drag the original Axis node over the new Axis node.
To add a stereo camera to a scene: 1 Do one of the following: ■ Drag the Camera 3D node from the node bin and place it in the schematic. ■ Drag the Camera 3D node from the node bin and place it where you want it in the Result view. ■ Double-click the Camera 3D node. You do not need to be in Schematic view to add a node in this manner. A new 3D camera is added to the scene. An icon representing the camera is added to the schematic. 2 Select the 3D Camera node to make it the active camera in the scene.
Select: For: Aim Slightly more complex animations (along a path, for example), such as a camera that follows the erratic path of a bird. The Aim camera ensures the camera is specifically aimed at a target object in the scene. Use the Roll and Aim fields in conjunction with the Aim camera. Aim and Up Complex animations, such as a camera that travels along a looping roller coaster. Use the Aim and Up camera to specify which end of the camera must face upward.
Camera Scale field Displays the size of the camera relative to the scene, independently for either Left or Right camera views. For example, if Camera Scale is set to 0.5, the camera's view covers an area half as large, but objects in the camera's view are twice as large. If Focal Length is set to 35, the effective focal length for the camera would be 70. Editable. Reset button Resets the 3D Camera menu to its default settings. FBX Unit Scaling field Not shown.
Y Aim field Displays the position of the aiming target of the camera on the vertical (Y) axis, in pixels. Editable. Z Aim field Displays the position of the aiming target of the camera on the perpendicular (Z) axis, in pixels. Editable. X Up field Displays the up direction on the horizontal (X) axis, in pixels. Editable. Y Up field Displays the up direction on the vertical (Y) axis, in pixels. Editable. Z Up field Displays the up direction on the perpendicular (Z) axis, in pixels. Editable.
NOTE In general, your object should be behind the zero parallax plane. In other words, the camera distance should be greater than the zero parallax plane value. The zero parallax value, the camera separation, and focal length are all used to determine the shift that must be applied to film back on the respective left and right cameras. The zero parallax distance is enabled only when Stereo Mode is set to Off-Axis or Toe-In. Zero Parallax Plane button Enable to display the zero parallax plane.
Lens Squeeze Ratio field Displays the amount horizontal compression that is applied to the image. Used with some cameras (for example, anamorphic cameras), which compress the image horizontally to record a wider aspect ratio image onto a square area on film. Editable. Film Roll Value field Displays the amount of rotation applied to the film back. The rotation occurs around the specified pivot point. Used to compute a film roll matrix, which is a component of the post-projection matrix. Editable.
Film Y Translate field Displays the artificial 2D vertical camera pan. Used in 2D effects. Editable. Film Roll X Pivot field Displays the horizontal pivot point from the center of the film back, which is used during the rotating of the film back. Used to compute the film roll matrix, which is a component of the post projection matrix. Editable. Film Roll Y Pivot field Displays the vertical pivot point from the center of the film back, which is used during the rotating of the film back.
(a) Camera (b) Near clipping plane (c) Far clipping plane (d) Aiming target If you place a surface within the frustum, it is visible in the final animation. If the surface is located outside the scope of the frustum, it is not visible at that frame in the animation. To see the camera and frustum: 1 From the View box, select Side. 2 In the image window controls, click to zoom out from the scene. 3 Enable the Pan button, and pan around the scene until you see the camera icon.
The safe viewable volume of the frustum, and the zero parallax plane area appear and are denoted with a transparent colour. The aiming target is centered at zero parallax. 8 Change the position of the near and far clipping planes to alter the depth of the frustum. See Moving the Near and Far Clipping Planes (page 640). 9 Change the position of the camera to alter the orientation of the frustum. See Moving the 3D Camera (page 640).
Moving the Near and Far Clipping Planes To move the near and far clipping planes: 1 From the View box, select Side or Top, depending on how your camera is positioned. Either of these views profiles the camera so that the near and far clipping planes are clearly visible. 2 From the Camera menu, on the Basics tab, enter a value in the Near field to edit the position of the near clipping plane.
Adjusting the Field of View For every shot, you can decide how big an object appears in the frame, for example, whether a shot includes an entire character or just its head and shoulders. This is directly controlled by adjusting the field of view. The field of view is the amount of a scene (measurable in terms of area) that can be viewed by the camera. The field of view can be altered by changing the angle of view or the distance between the camera and the subject. See Moving the 3D Camera (page 640).
The object's size in the frame is directly proportional to the focal length. If you double the focal length (keeping the distance from the camera to the object constant), the subject appears twice as large in the frame. The size of the object in the frame is inversely proportional to the object's distance from the camera. If you double the distance, you reduce the size of the object by half in the frame.
3 Set the FBX Scale and Export Options, as needed. 4 Navigate to the location where you want to export the camera animation. 5 Enter a name for your exported camera in the file field. 6 Click Save. Export FBX Cameras Settings Pixels to FBX Units field Displays the scaling factor to apply to the exported FBX file to be used in the 3D application. Use the Units box to select the unit of measurement. Editable. Units box Select a unit of measurement to apply to the exported FBX file.
Side view Top view Setting Camera, Working, and Orthographic Views To set camera, working, and orthographic views: 1 From the View box, select Camera, Working, or an orthographic view (listed under Action 3D Views). Select: To: Camera View the scene in Camera view. This is the scene as viewed by the camera eye. In other words, your field of vision in world space is equivalent to the viewing frustum of the camera. The size of objects depends on their distance from the camera eye.
NOTE The Ortho Views parameters in the Action Setup menu are only for viewing objects, and cannot be animated or saved. The Near and Far fields in the Camera menu are used to set clipping planes. See Moving the Near and Far Clipping Planes (page 640). Modifying the Camera You can gesturally modify the camera directly in the scene using options in the Tools box. A mode remains in effect until you select a different mode. To gesturally modify the camera: 1 Make a selection in the Tools box.
2 Place the cursor in the image window. The cursor changes to a magnifying glass. 3 To zoom in, drag the cursor to the left. To zoom out, drag the cursor to the right. Action Analyzer Use Action's Analyzer to compute the path of live-action camera and object motion in 3D space. Using the calculated position and motion of the virtual camera, you can match image sequences perfectly, placing any element in the scene.
Camera Tracking (page 651) Step 3 Fine-Tune and recalibrate or refine the camera tracking analysis. This step is optional depending on the results of your initial analysis. Fine Tuning the Analysis (page 659) Step 4 Create a Point Cloud of selected points after the analysis. Converting the Camera Analyzer Results (page 662) Step 5 Perform Object Tracking. If needed, after camera tracking, you can track moving objects in the scene.
Object Tracking (page 663) Preparing to Analyze A good analysis result is often footage dependant, therefore you may need to perform object tracking after the initial camera tracking. Here are some things to keep in mind that can improve your analysis: ■ The Analyzer works best when tracking an image sequence that has a moving camera or environment. Action GMasks or mattes should be used to isolate the background and the objects in the scene that have different motions.
When tracking, the more track points you have in each frame, the smoother and more accurate the tracking results. As you place the trackers on the image, consider the following guidelines: ■ Scatter the trackers by placing them on markings, corners, and shadows in the widest area possible. For example, avoid placing all trackers on the floor; place them on walls and other objects in the scene, as well as on the floor.
NOTE If you accessed Action as a Timeline FX, Analyzer Stereo is not available. The image window automatically switches to an analyzer view to help you view the interactive result of your analysis. In the schematic view, you can see that an Analyzer node is added to the scene. The number in brackets next to the name of the Analyzer node indicates the media used for the analyzer (a zero (0) indicates Back media).
Select: To Display: Analyzer 3D Left or Analyzer 3D Right 3D points from the left or right eye perspective after a stereo analysis. The F7 keyboard shortcut is a toggle keyboard shortcut; each time you press it, the view changes from Analyzer 2D to Analyzer 3D Left to Analyzer 3D Right. Analyzer Working The Analyzer Working view.
3 Enable Forward & Backward to track the image sequence backward after the forward tracking has completed. This option takes longer, but you may get better results. 4 If needed, adjust the size and number of trackers. Smaller trackers can speed up the calculation, while larger trackers make the analysis more robust with regard to image noise and variations. A general rule is to increase the size of the trackers when tracking high-resolution footage (2K or larger) that contains more noise. 5 Click Analyze.
Image courtesy of Behavior Communications Inc. The 3D camera connected to the analyzer node synchronizes to the results of your 3D tracking, and any further changes you make to the 3D track are reflected in this camera. 6 If you are satisfied with the results of the tracking analysis, proceed to Converting the Camera Analyzer Results (page 662). If you want to tweak your track results, see Fine Tuning the Analysis (page 659). NOTE As a general rule, a Refine field value between 1 and 1.
A perspective grid appears in the view with the selected media. 3 While in Analyzer 3D view, drag each of the four corners of the rectangle to the desired location to form a rectangular grid. The rectangle automatically aligns to the new perspective. The Range Error, which displays the error estimate for the focal length, should be small relative to the focal length (should be less than 10% of the focal length).
NOTE When dragging one of the corner points of the rectangle, if your desired location cannot be computed (for example, if a point goes past another point on the plane), the location is remembered with a dotted line and red circle. Once you move other corners, your original location may now become viable, and the rectangle and grid align properly. (See Perspective Grid (page 529) for specific details on placing the corner points.) 4 If you want to add manual trackers pre-process, do so now.
Refine button Click to use the current results of the track analysis as a starting point, and refine from this point. Click Refine again to stop the process. Pixel Error Value field Displays a representation of the distance of 2D tracks from repositioned 3D points. Non-editable. Forward & Backward button Enable to track the image sequence backward after the forward tracking has completed. Size field Displays the size of the trackers. Editable.
NOTE The Action grid is independent from the global grid in the Grids and Guides menu. You can change the display of the perspective grid with the following settings (available when Perspective Based is selected in the Focal Length box in the Analysis tab): Show Perspective button Enable to display the grid corners in the Analyzer view. Grid button Enable to display the perspective grid in the Analyzer view. Grid Colour pot Displays the colour of the grid lines. Click to change the colour.
Camera Settings Before analysing the 3D motion, define your camera properties. The camera represents the device used to acquire the sequence of images you are tracking. For each camera parameter, you can choose to let the auto 3D tracker calculate the value automatically, you can specify the value yourself, or you can set a perspective grid (page 653) to estimate the focal length. This information can help the automatic 3D camera tracker calculate better results.
Lens Correction Mode box Select Manual and set the Magnitude and Adjust fields if you want to apply lens correction during analysis. Magnitude field Displays the magnitude of lens correction. Editable. Adjust field Displays the level of secondary adjustment of lens correction. Editable. Stereo Analysis Settings The Stereo Analysis settings display information about the 3D camera after a stereo analysis is performed. These are locked fields, and are meant as informational only.
To define real world units in your analyzed scene: 1 In the Real World Measures section of the Fine Tuning tab, enable Define. 2 Select a point in the image, then press Alt and select a second point. A red line is drawn between the two points. 3 Disable Define. 4 In the Length field, enter a measurement of the length between the two points, in the unit of your choice (centimeters, inches, etc.). The Action scene scales to the distance you enter.
To fine-tune the track analysis: 1 Use the Quality slider to adjust the number of good trackers kept. The higher the quality setting, more low quality trackers are selected, such as trackers that drift off their initial reference point. Click Delete to delete the selected trackers. Trackers of lower quality may hinder the accuracy of the camera tracking.
Click Refine again to stop the process once an acceptable pixel error value is reached. The pixel error value is a representation of the distance of the 2D tracks from the computed 3D points. TIP The refine process is footage-dependant, so your acceptable pixel error value may change depending on what is tracking. Since the refine process continues until you stop it, as a general rule, if the pixel error value does not change for a length of time (for example, 30 seconds), you can stop the refine process.
TIP Press ctrl and draw a rectangle over multiple points to select them. If any points are already selected, they become unselected. 2 Enable Fixed Camera if you want to generate a fixed camera and a moving 3D point cloud. Typically, 3D tracking results in a moving camera and fixed points, but you also can set the camera to be fixed and the points to move. 3 Do one of the following: ■ Click Create Point Locators. Selected point are converted to a point locators object with a parent axis.
3 From the Object Motion box, make a selection about the object you are tracking in relation to the camera. Select: To: Free 3D Motion Track an object moving independently from the camera. Orbit Around Cam Track an object rotating around the camera, or far away from the camera. Auto Detect Motion Automatically detect the motion type of the object and track accordingly. For small objects, Auto Detect may not be able to establish the proper motion.
7 Click Analyze. You can see a progress indicator beside the Track button. You can interrupt the analysis and resume it by clicking Track again. After tracking has completed and you press Confirm, the Track button changes to Update, and you can see the 2D tracks and 3D points in your image. Filtering Trackers to Fine Tune the Track Analysis Use the Filter settings to delete lower quality trackers. To fine-tune the track analysis: 1 Use the Quality slider to adjust the number of good trackers kept.
Setting the Scale After tracking has occurred, you can set the scale of the tracked object. Since you are tracking a specific object as part of an image, setting the relative scale of the object in relation to the image helps you to position objects in the reconstructed scene when you convert the 3D points into a point cloud or axes. Refining or Updating the Track Once you are satisfied with your fine tuning changes, you can refine or update your Analyzer.
To create a point locators object or axes from the 3D object tracking results: 1 In the Analyzer view, select the points in the image that you want converted. Selected points are displayed as green squares with red crosses. TIP Press ctrl and draw a rectangle over multiple points to select them. If any points are already selected, they become unselected. 2 Do one of the following: ■ Click Create Point Locators. Selected point are converted to a point locators object with a parent axis.
NOTE If the point locators object is moving (that is, you performed object tracking), you'll need to parent the point locators object to the object you want to position, so that it can properly follow the movement of the point locators. To access the Point Locators menu, double-click the point locators object in the schematic. Point Locators Menu Settings Point Locators Display box Select how the point locators are displayed in the image. You can choose between spheres, boxes, and crosses.
Transparency field Displays the transparency level of the point locators. Editable. Delete Selected button Click to delete selected points. Snap To Point button Enable to snap an object automatically to a point in the point locators object. Use Shift and drag the object towards the point locator. Snap Tolerance field Displays the minimum distance between the object and the point locator for snapping to occur. Editable.
■ Drag the Source Matte or Source Front node from the node bin directly to the image window. The view switches to Source view automatically. A source node branch is created in Schematic view that parents an axis and a surface, as well as a camera and a light. This light is an ambient type, and appears at half the distance of the source camera. To view the contents of the source node in the image window, see Viewing a Source Node (page 673).
Parenting and Redrawing Source Nodes A source cannot be parented by other objects in the schematic. If you attempt to parent a source, the connection is refused. You can, however, parent objects inside a source node and they appear in your scene based on the Source Type settings in the Object Image menu. NOTE Be careful when you unparent or delete a source. Surfaces or other objects that were parented by the source are added to the scene. See Connecting Action Nodes (page 464).
You can also change the source type in the Object Image menu for an image parented by a source node. The source type set in the Object Image menu is independent of the source type set in the Source menu for the parent source node or nodes. 5 If you selected Custom, select the clip to use as the front and matte from the image parented by the source. You can select Front, Matte, or White for each.
Viewing a Source Node There are different ways to view a source node while working in Action. For example, a 2-up view with Schematic and Source views allows you to view the complete scene and the interactive result of your source node. From the View box (on the viewing/layout toolbar under the viewports), select Result, Front, and Matte views (grouped under Action Sources). Press F6 to cycle through these three views.
Select: To: Z-Buffer Off Not consider the distance from the camera eye when arranging sources. Shadow Mix To render each shadow in the correct Z order with its corresponding source. Camera Selector box Select the child camera under a parent source node. Shadow Type Settings Source Shadow Type box Select the type of shadow cast for the source node. This setting is available in the Shadow Cast menu only if the shadow cast node is a child of a source node, and is repeated in the Source menu.
If you have multiple child cameras under a selected parent source node, you can switch from one camera to another from the Camera Selector box.
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Chroma Keying and Working with Green Screens 16 The Modular Keyer is a schematic environment, like ConnectFX, that is designed specifically for keying. Within the Modular Keyer, you can choose different Start Modes or presets, which generate node schematics adapted to the different keys you want to pull, such as chroma keys.
■ Adjust your blacks and your whites in the 2D Histogram node; ■ Refine your matte in the Matte Edge node; ■ Mask out troublesome areas of your matte in the GMask node; ■ Perform colour correction of the front clip in the Master Keyer node or the Colour Curves node; ■ View the result in the Result node. Because it is node-based, you have a lot of flexibility with the Modular Keyer. You can: ■ Choose a different Start Mode to start with a different default keying pipeline.
5 In the Viewing panel, click on the clip you want as your back. You are taken back to the ConnectFX schematic and your back clip is connected to the back input of the Modular Keyer node. 6 Double-click the matte (blue) input of the Modular Keyer node. You are taken to the Viewing panel and the cursor becomes a blue arrow, prompting you to select a matte clip. 7 In the Viewing panel, click on the clip you want as your matte.
2 Click in the right-side viewer to select it. A white frame appears around the viewer to show that it is selected. 3 From the View box, select Result. The result of your key, in its current state, is displayed in the right-side viewer. Using Blend Nodes Blend nodes include the Colour Blend (CBlend) and Matte Blend (MBlend) nodes. A blend node is essentially a container that you can use to create a “mini-composite” at different parts of the pipeline.
How the CBlend Node Works The Front pipe of the CBlend node is designed to result in a colour image. This is represented visually by a red box at the right of the Front pipe. You can place any node on the Front pipe that results in a colour image. These include the Colour Curves, Colour Correct, RGB Blur, Degrain, and Regrain nodes. The Matte pipe is designed to result in a matte. This is represented by a blue box at the right of the pipe.
NOTE The Degrain node results in a colour image; however, it is often useful to place it on the Matte pipe before the MasterK node (which uses a colour image for its input). For this reason, it can be placed on the Matte pipe. The Front and Matte pipes of the MBlend node constitute one layer. (a) One layer (b) Front pipe (c) Matte pipe (d) Blue box of Front pipe (e) Blue box of Matte pipe The two pipes together, along with a back component, constitute one layer.
Image courtesy Behavior Communications Inc. 2 Use the node menu to create the matte. 3 Add other nodes you want to use to refine the matte. Blending the Front and Back Images of a Layer There are two different methods you can use to blend the front and back images of a layer: Basic Blend and Curve Blend. Basic Blend is appropriate for layers that do not have a matte component. It allows you to add the front and back images, and adjust the colour and opacity of the result image.
(a) Layer Name field (b) Blend box By default, if the layer does not have a matte component (that is, there are no nodes in the Matte pipe), the Basic Blend option is selected in the Blend box, and the Basic Blend controls are displayed at the right of the menu. NOTE If Curves Blend was previously selected, then it is displayed. To display Basic Blend, select it from the Blend box. 2 Display the Result view. This displays the result for the entire blend node.
For MBlend nodes, if the layer has a matte component (that is, there are nodes in the Matte pipe), the Curves Blend option is selected in the Blend box and the Matte Curves graph is displayed at the right of the menu. NOTE If Basic Blend was previously selected, then it is displayed. To display Curve Blend, select it from the Blend box. The Blend box does not appear for CBlend nodes, since Curve Blend is the only option. 2 Display the Result view. This displays the result for the entire blend node.
button to move the selected layer up a layer, or the button to move it down a layer. To rename a layer: 1 Select the layer by clicking on the red or blue box to the right of the layer. 2 Click the Layer Name field in the blend node menu. The on-screen keyboard appears. 3 Press Esc to remove the previous name and type a new name. 4 Press Enter to save the name.
(a) Primary Sample colour pot (b) Secondary Sample colour pot (c) Edge Balance trackball (d) Sampling box (e) Reset button The following procedure is a recommended workflow for keying a clip with the Master Keyer. You may not need to complete all the procedures. You may also revisit procedures as you develop the key. To create a complete key: 1 Generate and refine a matte using the Matte controls. 2 Remove any colour spill. 3 Improve the blend between the front and back clips.
TIP You can adjust the mix at any time as you develop the key. 6 Gesturally refine the matte. In the image window, click an area of the matte that you want to refine—only those parameters that pertain to the area you click appear. Parameters are displayed in order of importance, from top to bottom (those that are brightest and at the top have the greatest effect on the image). You can then modify a parameter by dragging its highlighted slider. ■ To add softness, drag a slider to the right.
3 Enable Auto CC to apply the Spill settings to the front clip. 4 Remove any colour spill. Click anywhere in the image window, and then modify the parameters that appear by dragging the sliders—you do not need to click a specific area. Drag: To: Range Set the range for the removal of colour spill along the edges of the key. Drag right to soften the edge and remove colour spill further into the key. Drag left to harden, or create a thinner, edge.
(a) Spill Colour pot (b) Auto CC button in Range menu (c) Spill fields When you sample an image to generate a key from a Range menu, the sampled colour in the Spill colour pot is also updated. However, the inverse is not true—if you sample a colour using the Spill colour pot, sampled colours used to generate keys are not updated. You can therefore sample colour spill without affecting the original sample. NOTE To apply these settings to the key, the Auto CC button must be enabled.
NOTE You can reset the Spill parameters, Blend parameters, and the Edge Balance trackball by clicking Reset, located to the right of the Hue field. When you are satisfied with your colour spill removal, move on to blending your front and back clips (page 691). Blending Front and Back Clips After you remove colour spill (page 688), you can use the Blend parameters in the Master Keyer to gesturally modify the luminance at the edge of the key so that it blends with the luminance in the background clip.
Drag: To: Edge Size Set the range for the blend. Drag right to soften the edge and blend further into the key. Drag left to harden, or create a thinner, edge. Edge Size affects both the Luma field and the Edge Balance trackball. TIP To drag faster, apply more pressure with the pen, or hold Option+Spacebar while you drag. The red indicator shows the original value and the yellow indicator shows the current value. The values also appear in the Blend fields.
NOTE To reset Blend parameters, click the Reset button, next to the sampling box. All blend parameters are reset, except the Edge Balance trackball. Command-click the Edge Balance trackball to reset it. After you have set your blend parameters for the front and back clip, remove grain from your clips (page 693). Removing Grain After you have set your blend parameters for the front and back clips (page 691), you may want to remove grain from your clips.
4 Drag in the Degrain fields to modify the grain size and restore edge sharpness. (a) Size field (b) Edges field Drag: To: Size Estimate the size of the grain in the image. Edges De-sharpen the edge of the image. By default, Degrain sharpens the edges. Use the Edges field to restore the natural look of the edges in the image. 5 If you are not satisfied with the result, you can start over with a new sample, and then adjust the Degrain fields.
There are three types of patches in the Master Keyer, that are applied to different areas of the image. Selected patch: Is applied to: Black Areas of the image to be included in the black part of the matte. White Areas of the image to be included in the white part of the matte. Edge Analysis Areas of the image that are along the edge of the key. Edge Analysis is useful when there is a specific edge you want to erode but cannot do so with the Matte parameters.
6 To manually select a patch type, select it from the Patch box. NOTE If you want to reset the patch so that you can automatically select the patch type, you must disable the patch and set the patch type to Off. You can then resample an area in the image and generate a patch type. 7 To improve the patch, use the Patch controls. Drag: To: Range Increase or decrease the colour range that is included in the patch. Soft Soften the edge.
Extracting a Custom Colour Use the Custom colour channel option in the Channel Keyer to select the colour to be extracted from the key-in clip. This option can give good results when keying transparencies, particularly by experimenting with the Softness and Colour Spread values. To create a key by extracting a custom colour: 1 From the Start Mode dropdown list, select Reset to Channel and click Confirm. The Channel keyer processing pipeline is displayed in the schematic view.
the front clip within the softness range become grey in the matte. The key should have the greatest possible softness value. After setting the softness range, you set a range of colours to be keyed out in the key-in clip. This is called the tolerance range. All pixels in the front clip within the tolerance range become black in the matte. The tolerance range must not be too large or the edge of the composite will be too hard and the subject in the front clip will appear to be pasted into the back clip.
The average colour sampled by the colour picker appears in the Average Colour pot. In each channel of the colour model, the channel value of the average colour appears as a white line. All pixels in the key-in clip with the selected colour value are keyed out. The yellow lines in the colour model channels indicate the limits of the softness range. The pixels in the front clip with colour values at the centre of the range are black (transparent) in the matte.
TIP As a reference, when setting softness and tolerance ranges, you can display the colour value for any pixel in the key-in clip using the Plot tool. You can then adjust the tolerance or softness range so the pixel falls within one of the ranges. For example, plot pixels at the edges of the matte to check for softness, or plot pixels in the background to check for tolerance. To plot a pixel's colour values: 1 Click Plot. The cursor changes to a colour picker. 2 Select a pixel in the image area.
TIP As a reference, when setting softness and tolerance ranges, you can display the colour value for any pixel in the key-in clip using the Plot tool. You can then adjust the tolerance or softness range so the pixel falls within one of the ranges. For example, plot pixels at the edges of the matte to check for softness, or plot pixels in the background to check for tolerance. To plot a pixel's colour values: 1 Click Plot. The cursor changes to a colour picker. 2 Select a pixel in the image area.
represents the range of luminance values in the matte and spans from 0 (black) to 255 (white). The vertical axis shows the number of pixels at each luminance value. Setting the Range of the Luminance Values Use the List and Gain fields with the Input Level controls, in the 2D Histogram node in the schematic, to set the range of luminance values in the matte. You can darken black areas of the matte or remove grey from white areas of the matte.
You can set the Minimum Input level by dragging the black triangle, or by setting a value in the Minimum Input Level field. The matte before adjusting the Input levels The matte after lowering the Minimum Input level Removing Grey from the White Areas of the Matte The Maximum Input level sets the end of the range of luminance values. Pixels with luminance values greater than the Maximum Input level are mapped to white (255).
(a) Minimum Output level (b) Maximum Output level Brightening the Matte The Minimum Output level sets the luminance value of all black (0) pixels in the matte. Black pixels in the matte are mapped to the luminance value set by the Minimum Output level. You can set the Minimum Output level by dragging the black triangle, or by setting the value in the Minimum Output Level field.
You can set the Maximum Output level by dragging the white triangle or by setting the value in the Maximum Output Level field. The matte before adjusting the Output levels The matte after lowering the Maximum Output level Boosting the Luminance of the Key Using Gain and Lift You can remove grey from the key by increasing the gain and lowering the lift values in the 2D Histogram node in the schematic.
(a) Front matte curve (b) Back matte curve (c) Front/Back box 2 Use the Viewing box to select the image you want to view as you adjust the curves. Select: To view: Result The composite clip. Matte The front matte. You cannot see changes made to the back matte when this view is selected. Bmatte The back matte. You cannot see changes made to the front matte when this view is selected. Comp The composite with a coloured background. The default colour is black.
4 Click a point to display its tangent handle and drag the handle to adjust the curve. Use other modes in the Tools box to further adjust the curve, adding or deleting points or breaking tangent handles, as needed. Modifying the Edges of the Key Use the Shrink, Erode, and Blur controls in the Matte Edge node in the schematic, to enhance the edge of the keyed image. Use: To: Edges Detect the edges of your matte and fine-tune the edges with tolerance controls.
This value specifies the width of the border, in number of pixels, that is removed from the edge of the matte. The matte before enabling the Shrink filter The matte after setting the shrink width value to 1.00 To erode the edge of the matte: 1 In the Edge Matte menu, enable Erode. 2 Set a value in the Erode Width field.
This value specifies the width of the matte border, in number of pixels, that will be softened. The matte before enabling the Erode filter The matte after setting the erode width value to 1.00 To blur the edge of the matte: 1 In the Edge Matte menu, enable Blur. 2 Set values in the Blur Width and Height fields.
These values specify the width and height of the Blur filter applied to the edge of the matte. The matte before enabling the Blur filter The matte after setting the blur width and height values to 1.00 Adjusting Spill Controls with the Colour Curves Node After you create a key and key out any trouble areas, some of the background colour may have spilled over at the edge of the key. Colour spill suppression in the component keyers is done through the Colour Curves node.
The Colour menu displays colour curves over a hue spectrum. When you modify the shape of a curve over a region of the spectrum, only those colours are affected. 3 Click Supp to modify the Suppression curve. 4 The colour pot next to the Suppress button displays the colour that will be suppressed in the clip when you modify the curve. By default, the blue colour is displayed.
4 Select a pixel within the spill in the Result image. A red vertical bar appears in the hue spectrum identifying the colour to be shifted. 5 Click the colour pot next to the Hue button. The colour picker appears. 6 Select or pick the colour you want to shift the spill to. 7 Use the cursor to move the points along the Suppression curve. 8 On the Hue Shift curve, drag the point closest to the plotted colour down to a value of 75, intersecting the plotted colour.
(a) Result box (b) Front matte curve (c) Matte box (d) View box (e) Back matte curve 2 Select Result view from the Result box. This allows you to select a particular image to view as you adjust the curve. 3 From the Result box, select the image you want to view as you adjust the curves. Select: To view: Result The composite clip. Matte The front matte. You cannot see changes made to the back matte when this view is selected. Bmatte The back matte.
In Move edit mode, click a point to display its tangent handle and drag the handle to adjust the curve. Use other modes in the Tools box (Add, Delete, or Break, for example) to further adjust the curve, adding or deleting points, or breaking tangent handles as needed. Viewing a Key with a Solid Colour Background The following optional technique can help you create cleaner keys more quickly. While creating the key, you can view the composite using a solid colour for the background in place of the back clip.
■ The minimum and maximum Tolerance and Softness values ■ The Lift, Gain, Shrink, and Erode values ■ The blur factors for the matte and key-in clip ■ The Maximum and Minimum Input and Output level values for the histogram To display the Animation controls in the Keyers, click Animation to the left of the keyer menus. Using the Channel Editor, animate the parameters. Resetting Your Key You can reset the individual node within the Modular Keyer processing pipeline.
2 In the ConnectFX view, click EXIT CFX to return to the timeline. Your key is displayed in the timeline. A dotted line is displayed on the segment and you cannot view the result, as the segment needs to be rendered. 3 From the Editing panel, click the Render Combo box and select Render. If the Render option is already displayed, simply click Render. The rendering starts. A progress bar appears at the bottom of the screen.
17 Stabilizing and Tracking Use the Stabilizer to remove camera instability and motion jitter, and to track reference points in your clips. You can also use the Stabilizer to produce 2D or, in the context of Action, 3D motion, anchor a surface to the clip's background or anchor the UV points of the surface to features of a clip. With tracking, a point or points on the clip are tracked as they move through the scene.
How the Stabilizer Works The Stabilizer uses trackers to generate tracking data. Each tracker consists of a solid box, called the reference box, and a dashed box, called the tracker box. The reference box establishes the reference point (the feature to track or stabilize) in any frame of the sequence. The tracker box indicates to the Stabilizer where to locate the reference point. The tracker box follows the frame-to-frame movement of the reference point.
When the analysis is complete, you fine-tune it if a tracker box has strayed from the reference it was supposed to follow. Once you are satisfied with the results, you can apply the data to the clip. To track, the Stabilizer applies the Shift values “as is.” To stabilize, the Stabilizer inverts the X and Y Shift values in each frame of the sequence, and moves the image according to these values. This gives the impression that the reference point stays in the same position throughout the sequence.
Working with Trackers This section provides information that is common to many procedures. It is recommended that you first read the procedure you want to perform in Selecting a Stabilizer Method (page 724), and then consult this section when needed. Selecting a Reference Point A good reference point is a high-contrast pattern that has good definition both vertically and horizontally. Selecting a good reference point is a process of trial and error.
sequence, if the pattern you want to use as a reference is subject to a lot of rotation or scaling. In most cases, you will position the reference box over the reference point in the first frame of the sequence. Selecting a Tracker You can use any of the following methods to select a tracker: ■ Select any tracker Select Tool, from the Stabilizer Tools menu and click the tracker box, the tracking path, or the reference box of the tracker in the viewer.
4 To position the tracker box on a different frame from the reference box, go to that frame and move the tracker box over the pattern to track. To move only the tracker box, click anywhere outside the reference box. Resetting the Reference and Tracker Boxes You can reset the Reference, Tracking or Shift values independently for the selected tracker or all these values simultaneously, by selecting the appropriate option in the Reset box.
■ To use the menu to move or resize the reference or tracker box for the current tracker, enter values in the Reference or Track fields. You can also set the position of the offset the position of the reference, via the Offset X and Y fields. See Offsetting the Tracking Motion of the Reference (page 732). TIP Use the image window Zoom command to get a closer view of the tracker and reference boxes.
(a) Tracker Selection box Choose: To affect: Selected Only the selected tracker while still showing all trackers in the image window. Solo Only the selected tracker and hide all other trackers. Gang All the active trackers, except when changing the colour of the trackers. Selecting a Stabilizer Method Use the stabilizer to remove unwanted shaky motion and to smooth out the camera motion.
Simple Stabilization Use simple stabilization to stabilize a clip where there is no pan or tilt. To stabilize when there is no pan or tilt with the Stabilizer: 1 Position Tracker1 over a pattern that you want to stabilize. 2 Click Analyze to generate the stabilization data. 3 Fine-tune the data if necessary. See Tracking Difficult Shots and Correcting Errors (page 735). 4 Adjust the framing options as you need (Roll, Fill, Crop Edges, Letterbox, Shift).
3 Position Tracker 1 over a pattern that you want to stabilize. 4 Click Analyze to generate the stabilization data. 5 Fine-tune the data if necessary. See Tracking Difficult Shots and Correcting Errors (page 735). 6 Once you are satisfied with the stabilization, exit back to 2D Transform. 7 Enable the Components (Position X, Position Y) that you want to stabilize. 8 Adjust the framing options as you need (Roll, Fill, Crop Edges, Letterbox, Shift) .
NOTE The default reference frame is the first frame of the clip. You can change the reference frame of the analysis by defining a new reference point. To define a new reference point: 1 Position the positioner to the desired frame. 2 Click the Set Frame button. The analysis will readapt the timing of the transformation; stabilization will occur before and after the set frame. 2D Transform is accessed either from the Tools tab or from Connect FX.
3 Enable Rotation, Scale or both, as needed. 4 In the Tracking Mode box, select Stabilize and click the Enter Tracker button. The media is automatically loaded into the Stabilizer and the Stabilizer menu appears. 5 In the Stabilizer menu, enable Context to use the Action scene as the reference. 6 In the Stabilizer, position Tracker1 over the reference point that you want to track.
(a) Keyframe tab (b) Curve option box (c) Curve Value field 6 Select Jitter from the Curve option box. 7 Enter a value in the Curve Value field. The transformation is applied to the curves. The curves show the amount of motion that the Stabilizer will remove. They should wrap around the zero point and should not be entirely flat; otherwise, the Stabilizer will not remove any jitter.
To smooth out camera motion: 1 Position the tracker(s) on your image and click Analyse. 2 Click Animation to open the Channel Editor and expand the Shift folder for the track(s). 3 Do one of the following: ■ To affect the the X and Y Shift values simultaneously, select the Shift folder. ■ To affect the X Shift value, select the X parameter. ■ To affect the Y Shift value, select the Y parameter. 4 Select the Keyframe tab from the Animation Controls tabs 5 Select Average from the Curve option box.
two-point tracking, you use a second tracker to generate rotation and/or scaling information. The Stabilizer obtains this information by comparing the position of Tracker2 to that of Tracker1. ■ Tracker1 follows the horizontal and vertical translation of the reference point. You should position Tracker1 over a point on the pattern that you want to track. NOTE The position of the axis is synced with the position of Tracker1. Therefore, any existing animation on the Axis is overwritten by the tracking data.
NOTE The Position, Rotation and Scale settings of the vertices or UV points in Z are reset when entering the Stabilizer. 7 Do one of the following: ■ Position the trackers on the background clip (Vertice tracking). ■ Position the trackers on the surface texture (UV points tracking). 8 Gang the trackers. 9 Enable Auto Update Reference. 10 Click Analyze to generate the tracking data. 11 After the analysis is complete, click Return. The Surface menu in Action reappears.
To resolve this, we can offset the reference. To do this, proceed as follows: 1 From the Stabilizer Tools menu, select Offset Reference. This enables you to place the tracker on a proper anchor point, but apply the tracking data to the original portion of the image, which does not have an adequate anchor point. 2 Place the trackers on adequate anchor points.
The motion is tracked. The reference is the anchor point on which the tracker was placed, but the motion is applied to the offset target. 6 Exit the Stabilizer. The tracking data is applied to the offset targets. The corners of the replacement image are still at their original position, where there were no adequate anchor points, but the motion and the positioning is correct.
Looking at the user shape channel, in the Animation Editor, we see that only one keyframe is added, at frame 63. The adjustment or deformation persists after the last keyframe of the user shape channel and does not interfere with the existing tracking animation. Tracking Difficult Shots and Correcting Errors If the tracker box strays from the reference point that it is supposed to be tracking, incorrect shift keyframes result.
This section covers the different strategies you can use to track difficult shots. After trying any of the strategies, you will need to redo the analysis. Click Analyze to generate new keyframes based on the updated information you provide. Adjusting the Size of the Tracker Box If the Stabilizer cannot find the reference point within the boundaries of the tracker box during analysis, the tracker box will stray from the reference point and produce incorrect keyframes.
To lock keyframes in place: 1 Zoom in on the image until you can see the points clearly and select the point you want to lock on the tracking path. The tracking path becomes white when you click it, and the frame that corresponds to the keyframe appears in the image window. NOTE If the tracking path does not appear in the image window, enable Path in the Setup menu. (a) The inside of locked keyframes are filled (b) The tracker box appears when you select a keyframe 2 Click Lock Key.
4 Using the Select tool from the Stabilizer Tools menu, drag the reference box and position it on the new reference point. 5 Go to the first frame of the sequence and click Analyze. Finding the Best Tolerance Value The Tolerance value determines how much discrimination the Stabilizer uses in matching the reference point from frame to frame and in setting a keyframe for that frame. At 100% tolerance (no discrimination), almost anything is considered as a match and a keyframe is set.
3 Position the reference and tracker boxes. 4 Click Analyze. Manually Tracking a Pattern that Disappears Track manually when the pattern you are tracking disappears behind an object for several frames, moves out of the frame, or is difficult to track. To track a pattern that disappears: 1 Go to the last keyframe before the reference point disappears. 2 Click Snap to redefine the reference point on this frame.
Editing the Stabilizer Channels on the Image You can edit the tracker channels directly on the image instead of editing them in the Channel Editor. Note that the curve on the image shows the X and Y components together and not separately like in the Channel Editor. The tracking path on the image shows the actual displacement of the tracker box. To edit the curve directly in the image window, Path must be enabled in the Setup menu.
Pretracking a Clip Before analyzing, you can use the Pretracking option in the Setup menu to preview the motion path for a specified number of frames. You can then adjust the tracker position, if necessary, to find the best reference point. The Pretracking option applies only to the selected tracker, regardless of whether you selected Solo, Selected, or Gang in the Tracker Selection box. If you move or resize a tracker with Pretracking enabled, the next frames are analyzed.
The tracking data specifies the X and Y position of the tracker box in relation to the origin point of the image; these are absolute coordinate values. The origin point has coordinates (0,0), and is located at the lower-left corner of the image. The shift data specifies the difference between the position of the reference box (0,0) and the position of the tracker box in the current frame. These are relative coordinate values.
Masking and Rotoscoping 18 GMask When pulling a key, use garbage masks (GMasks) to isolate particular areas of an image to include with, or exclude from, the opaque area of the matte. Garbage masks are spline-based objects you draw directly on a clip or image. Depending on what you want to accomplish, you can set the area inside each garbage mask to be either opaque (white), transparent (black), or semi-transparent (any shade of grey).
An advanced gradient adds two splines around the garbage mask. By moving points on these splines, you can control the gradient according to how far the surrounding spline is offset from the garbage mask. Advanced gradient varies softness for different parts of the garbage mask Softness applied around edge of garbage mask spline Image courtesy of Behavior Communications Inc. Image courtesy of Behavior Communications Inc.
Colour field Sets the blend value between the front and back image in the area that the mask is affecting (that is, either outside or inside the mask). A value of 50% is a 50/50 blend between the front and back clip. A value of 100% is the front clip. A value of 0% is the back clip. Mask with 25% colour Mask with 75% colour Opacity field Sets the opacity of the matte in the area affected by the mask (that is, either inside or outside the mask).
only the current frame. It also removes any existing keyframes and applies the shape of the current frame to the rest of the clip. Splines button Enable the display of softness, borders and pickers. Borders button Enable the display of borders. The Border button is active when the Advanced Gradient and Tracer menus are displayed. Pickers button Enable the display of pickers.
Spline Keyframing box Determines under what conditions keys are set, and for which parameters, when you are animating a garbage mask spline. See Animating Masks Using Spline Keyframing (page 756). Motion Blur settings Controls motion blur applied to garbage masks that can be used to match the movement of objects in a clip. See Applying Motion Blur to Garbage Masks (page 761). NOTE There are additional setup options to do with animating garbage masks.
To draw a garbage mask: 1 Access the Garbage Mask menu. 2 Select the view where you want to draw the mask from the View box. Which view you use depends on the context of your key and why you are drawing the mask. For example, if you want to crop the edges of a clip by drawing an opaque mask around the subject and then turning on Outside, try drawing the mask using the Matte view. Or, if you are rotoscoping a subject that has not been shot on a blue or green screen, try either the Front or Result view.
(a) Vertices are temporarily hidden while holding Shift ■ Click-drag to control the tangency of any vertex as you are drawing the mask. When you release, you can continue to add vertices. Tangency handles extend as you drag from a vertex ■ Shift-drag to add freehand segments to the mask. The vertices and tangents of the mask you are drawing are temporarily hidden. Vertices are added where you drag, and appear when you release Shift.
Segments of garbage mask drawn freehand NOTE If you are drawing the mask with Auto Tangents turned off, freehand segments are drawn with broken tangents. See Breaking Tangents (page 753). 5 To close the mask, do one of the following: ■ Click Close. ■ Click the first vertex. ■ Drag to the first vertex. TIP You can also close the mask by pressing the keyboard shortcut for the edit mode you want to use next: spacebar+M for Move, spacebar+S for Select, or spacebar+B for Break.
The Lasso Fit parameter loses its influence over freehand segments of a mask if you have edited points as follows: ■ Added or deleted points using the Add or Delete Edit modes ■ Saved and loaded a garbage mask ■ Started a new session with the application To adjust the number of vertices using Lasso Fit: 1 If necessary, select the garbage mask you want to affect. 2 Drag the Lasso Fit field. Increase the value to decrease the number of points in the freehand segments of the mask.
2 Click Push to move the mask down a layer; click Pop to move the mask up a layer. NOTE You cannot animate the priority by setting Push and Pop at different frames. When you set a mask's priority with Push or Pop, it is set for the entire clip. Transforming the Mask You can apply transformations such as translation, rotation, scaling, shearing, and centre changes to a garbage mask. The transformation data for the mask is stored in its Axis node.
■ To select multiple vertices using the pen, press the pen button and drag a selection box over a series of vertices. ■ To add another vertex to a multiple selection, Shift-click the vertex. ■ To add several more vertices, press Shift+Ctrl and drag a selection box over the additional vertices. ■ To deselect all vertices, click anywhere outside the mask. Selecting Pickers and Softness Vertices You can select pickers or softness vertices using the following techniques.
Removing and Adding Tangents You can also use the Break option to remove tangents from vertices by clicking the vertex while in Break mode. When you remove a tangent, the curve defined by the tangent is removed. The shape of the border line differs depending on whether adjacent vertices are broken: ■ If adjacent vertices are unbroken, the border line curves as it approaches the vertices. If adjacent vertices are broken, the border line is straight as it approaches the vertices.
Press: To: G Create right-angled vertices of selected vertices. Animating Garbage Masks You can animate a garbage mask using the Shape channel in the Channel Editor or using spline keyframing, which animates individual Vertex channels. Vertex channels correspond to the vertices—or handles—that appear along the perimeter of the garbage mask. The Vertex channel names are contained in the Spline folder in the Channel Editor. You can apply tracking data to a mask's axis to animate a garbage mask.
(a) Shape channel with 4 keyframes NOTE Enabling Shape Animation disables the Vertex Keyframing and Channel Selecting boxes in the Garbage Mask Setup menu. These contain options for animating individual vertex channels. See Animating Masks Using Spline Keyframing (page 756). 6 Depending on how you want to animate the garbage mask, use the Linear Interpolation and Constant Shape buttons as follows. Enable: To: Linear Interpolation Make the garbage mask trajectory linear.
Before you start to animate the mask, set the Spline Keyframing options in the Garbage Mask Setup menu. In the GMask node in ConnectFX, these options are located in the Node Setup menu. Use these options to specify which elements will get a keyframe as you animate the mask. As you adjust the mask, you can opt to apply keyframes to selected vertices or to all vertices. To quickly animate a mask, keyframe all vertices every time you adjust a single vertex.
Select: To: Off No keyframes are set. Vertex Keyframing box Sets the conditions under which parameters are applied to specified vertices in the mask. NOTE The Vertex Keyframing box is only available if you disable Shape Animation from the Garbage Mask menu. Select: To: All Vertices Set a keyframe for the parameter you are animating for all the vertices of the mask. Related elements, such as tangents, also all get a keyframe when you animate a parameter on the mask.
(a) Active vertices (b) Inactive vertices Use the options in the Tools box to add and delete vertices from the mask, and to control which vertices are active and inactive. To add a vertex to the entire mask: 1 Select Add from the Tools box. 2 On any frame in the clip, click the mask where you want to add the vertex. The new vertex is added and is active throughout the clip. It does not affect the existing mask animation, regardless of where in the clip you add the vertex.
To delete a vertex from the mask: 1 At any frame, switch to Delete mode. 2 Click the vertex. It becomes inactive. 3 Click the vertex a second time. It is removed from the mask for the duration of the clip. NOTE You cannot delete the last three vertices of a mask, as they are the minimum necessary to define it. If you want to delete the mask, you delete its Geom node in the Garbage Mask Schematic. Animating Masks Using Tracking You can animate a mask by applying tracking data to it.
NOTE The first tracker is for position data and the second tracker is for rotation and scaling data. If rotation and scaling were not selected, the second tracker has no effect. 10 Click Analyse. Fine-tune your analysis if necessary. For more information, see Stabilizing and Tracking (page 717). 11 Click Return. The Garbage Mask menu reappears. The tracking data is applied to the mask. 12 Fine-tune your mask if necessary.
applying motion blur to the mask, which has animated position and rotation values to match the car's movement, appropriate blurring of the car's edges into the background clip occurs. TIP Besides the practical use of blurring a garbage mask, that is, to match the movement of an object you are keying, you can try blurring masks for artistic effects in multi-layered composites. To apply motion blur to a garbage mask: 1 Access the Garbage Mask Setup menu. 2 Set the motion blur as follows.
NOTE Motion blur settings are applied uniformly to all garbage masks in the setup. 4 To reset all motion blur settings back to their default settings, click Reset and then click Confirm. 5 To apply motion blur to a garbage mask, access the Garbage Mask Shape controls, select the garbage mask, and then enable MBlur. The settings specified in the Garbage Mask Setup menu will be used to create the motion blur effect on the garbage mask. You can select one garbage mask at a time.
Using Multiple Garbage Masks Use the Region of Interest feature on clips containing multiple garbage masks that each hide a portion of the matte. Region of Interest ensures that multiple overlapping or non-overlapping garbage masks all respect the areas defined by one another. Furthermore, you can individually modify the opacity of each mask. Region of Interest is only available when accessing the Garbage Mask menu from the GMask node in ConnectFX.
2 Draw the first garbage mask. 3 Switch to Result view. 4 Enable Region of Interest. Outside is enabled and the Colour is set to 0.0 for the mask. NOTE Disabling Region of Interest toggles the Colour setting back to what it was before. 5 Adjust offsets and softness as required. 6 To adjust the individual opacity for each mask, select the mask and then adjust the value in the Opacity field. 7 Draw any other garbage masks as needed.
(a) Outer Softness border (b) Inner Softness border (c) Softness vertices (d) Mask border Some potential uses for the advanced gradient are: ■ Creating compositing effects when using Action ■ Removing wires ■ Pulling a key on areas of the mask where pickers are not needed When using the Tracer in the GMask node in ConnectFX or the Modular Keyer, you can work in two modes: advanced gradient and pickers. Individual vertices can be set to either of these modes.
Once gradient transparency and offset have been determined, the degree of smoothness can be set using the Inner Edge and Outer Edge fields. You can then use the Distance field to determine the area where Inner Edge and Outer Edge settings have an effect. To apply uniform softness: 1 Access the Garbage Mask menu. 2 Select a mask in the image window. 3 If necessary, toggle the Edge Softness box to Softness. 4 Set the border of the softness gradient using the Offset field.
(a) Pickers—Colour analysis is done in the area inside the pickers. The area that each picker affects extends halfway towards the two adjacent mask vertices, and up to the two softness borders, as shown in the following example. (a) Borders of area of pickers' influence. Using pickers, you can key objects that otherwise would be extremely difficult to key. Imagine a golden horse with a very fine mane on an unfocused background of various colours.
■ To convert a section of a mask from pickers to advanced gradient, select one or more vertices with pickers and disable the Picker button. ■ To toggle selected vertices between the two modes, use the 0 (zero) keyboard shortcut. To completely remove gradient (for hard edges): 1 Select the mask vertices in the area of the mask border where you want to remove the gradient. 2 Click any one softness vertex corresponding to one of the selected mask vertices (either an inner or outer vertex).
4 Draw a garbage mask around the subject and close it by clicking the first vertex drawn. Use as many vertices as required to adequately enclose the subject, but try to avoid excessive vertices. This will minimize unnecessary tweaking and manipulation later. TIP Place more vertices in areas with variation in the background. To assign pickers to selected vertices: 1 From the Edge Softness box, select Tracer. The Tracer menu appears, and two softness borders (the green lines) are added to the mask.
To fine-tune the matte: 1 Adjust the softness borders and mask border by moving the vertices and tangents: ■ The mask border should follow the general contour of the subject as closely as possible. ■ The outer softness border should completely surround all details that you want to include in the matte—all wispy details and edges must be within this line. ■ The inner softness border should be well within the area where softness control is needed.
The following figure illustrates the Matte view result of the pickers placed in the previous figures. Animating a Tracer Mask When using the Tracer, you can animate the basic vertex parameters, as well as the following additional parameters. Parameter Channel Folder and Name(s) The position of the two softness vertices relative to the mask vertex. border: upper = outer vertex* bottom = inner vertex* Whether pickers are linked to tangents or not. Linked—Pickers move with tangents.
*Channel Editor designations for “upper” and “bottom” assume the mask was drawn clockwise. Animating Picker Values Two options are available to control how picker values (that is, the sampled colour values) are animated: Sample On and Interpolation mode. (a) Sample box (b) Interpolation button Sample box Active resamples picker values at every frame (the default). Passive disables resampling for one or more frames.
2 Starting at the first frame sampled, examine your results frame by frame (either forward or backward through the clip). 3 When you come to an unsatisfactory result, select the pickers you want to re-sample and select Active. 4 Adjust the picker position and size until you get a good result. 5 Go to the next frame and select Passive from the Sample box. 6 Continue verifying frames until you come to one that needs to be adjusted. 7 Repeat steps 3-5. 8 Repeat for the remainder of the clip.
Tracking with the Tracer Tracking with the Tracer is done using the same method as with regular garbage masks. See Animating Masks Using Tracking (page 760). NOTE When animating selected vertices with the Stabilizer, the vertices do the tracking, not the pickers. Once you obtain the tracking data, you will need to go back through your clip from frame 1 onwards, making adjustments to the pickers where necessary.
Solution 1 Try the Clean algorithm by clicking the box labelled Clean. You may want to try several different percentages to find the optimal level of cleaning that doesn't effect your edges (the default percentage is 70%). The Clean algorithm works only with the Tracer and pickers on. If you have advanced gradient segments, they will be unaffected. The Clean command works on all vertices with pickers, whether or not they are selected.
In the GMask node in ConnectFX and the Modular Keyer,you also have the option of using the Tracer with an advanced gradient. The Tracer is an additional softness tool you can use to pull a key from scratch. This allows you to key images with a lot of detail at the edges. It uses a system of localized keys, called pickers, which analyse the colour information both inside and outside the mask to derive a key for the mask edge. You can use both the Tracer and the advanced gradient within the same garbage mask.
2 From the GMask Type box, select Save GMask. 3 Type the name of the setup, and click Save. Loading Garbage Mask Setups In the file browser, when loading garbage mask setups, you can quickly navigate to either the default gmask directory or a custom directory for the current project. To navigate to the default or custom directory when loading garbage mask setups: 1 Select Default or Custom from the GMask Directory box. NOTE The custom directory is updated every time you navigate to a new directory.
3 From the file browser and select the name of the setup to load. If the GMask setup you are loading was created in a different resolution than the current project, click Scale Setup to scale the GMask. NOTE The Scale Setup button is available on the GMask Setup menu only when accessed from the GMask node in ConnectFX or the Modular Keyer. Preset Garbage Mask Setups A library of preset garbage mask setups is available.
To export a raw setup file: 1 In the Garbage Mask menu, click Save to open the file browser. 2 From the GMask Type box, select Export RAW. 3 Type the name of the file to be exported, and click Save. To import a raw setup file: 1 In the Garbage Mask menu, click Load to open the file browser. 2 From the GMask Type box, select Import RAW. 3 Navigate to the appropriate directory and select the raw setup file to import. The raw setup file is imported into the Keyer.
Creating Customized Wipes with Garbage Masks Use masks on the incoming clip to create a customized transition that wipes into the outgoing clip. Setting the Mask Drawing Options Before you create a mask, set how the points of the mask are drawn. To set the drawing options: 1 From the Wipe Editor, click Setup. 2 Specify the setup options. Enable: To: Auto Tangents Create tangents for every new point you set. Show Border View the border defined in the Offset field of the Shape menu.
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Colour Correcting 19 About Colour Correcting The Colour Corrector includes tools that provide precise control over colour values. You can modify luma ranges in a clip (shadows, midtones, and highlights), sample colours, and adjust the colour balance. You can rewire colour channels and suppress colours, as well as animate a colour correction by manipulating the animation curve in the Channel Editor. When working with large images, you can free up additional screen space with the Overlay user interface.
To access the Colour Corrector from the Modular Keyer: 1 Double-click on, or drag, the Colour Correct node from the node bar to the schematic. 2 Double-click the Colour Correct node. You are in the Colour Correct editor. To access the Colour Corrector from Action: 1 From the Media menu, select the media containing the clip you want to colour correct. 2 Double-click the CC field for the media you want to colour correct. The clip is loaded into the Colour Corrector.
■ Reference: displays any referenced clips. ■ Tracks: displays when an effect is used in the timeline ■ Info: lists the channel, components, any related values, and the number of keys used in each effect in the clip. To display a clip: 1 From the View box, select the clip you want to view. For example, select Result to view the result clip. TIP Use the controls below the image window to change the frame displayed in the image window.
2 Enable Invert Matte. Changing the Background Brightness You can adjust the brightness of your work area background. Changing the background brightness is a global setting. Changing the brightness through the Colour Corrector menu has the same effect as changing it through the Smoke Preferences menu. To change the background brightness: 1 Click Setup in the Colour Corrector menu. 2 Enter a value in the Background field.
Viewing Reference Clips You can use the split bar to view and sample a reference clip while you work. Reference clips are particularly useful when you want to match colours or compare colour corrections. Carefully selecting a suitable reference clip will help you make your colour corrections quickly and efficiently. For example, you can use a reference clip from the ConnectFX schematic to match saturation, whites and blacks, or colours.
Resetting Colour Corrections You can reset colour corrections created with the Colour Corrector. You can also reset the corrections you make inside the Colour Corrector using the Reset Basics button, or by using the Range, Histogram, or Curve graphs. To reset a colour correction: 1 Do one of the following: ■ In the Colour Corrector Timeline FX or Tools editor, click Reset All. Click Confirm. ■ In ConnectFX, right-click the Colour Correct node in the schematic, and select Reset.
Colour Sampling You can sample colours from the front and back clips, and instantly see how the front clip will be affected by the colour correction. Colours are sampled using colour patches. The sampled colours appear in the patches with their colour values. You can display the RGB, HLS, or Y (luma) values for the sampled colours. You can choose to display numerical sample data as either RGB bit values or percentages. To sample a colour: 1 Below the colour patches, select the sample option you want to use.
The sampled colour appears in the colour patch. The sampled colour also appears in each menu. In the: A sample is displayed: Colour Wheel As a reference point on the colour wheel. A black reference point indicates the colour you sampled from the front clip. A white reference point indicates the sample from the back clip. Histogram menu As a red vertical line on the gradient bar, indicating the luma value. Only the front sample is displayed.
3 Click the Curves tab to display the Curves menu. 4 Click the Front colour patch. The colour picker appears. 5 Using the colour picker, select a colour in the front clip to be corrected. The colour is added to the Front and Result colour patches. 6 Click the Back colour patch. The colour picker appears. 7 Using the colour picker, select a colour in the back clip to use as a reference colour. 8 Click Match.
The reference colour is applied to the result clip. The reference colour is also added to the Result colour patch and points are added to the colour curves. When you use Match, a number is displayed in the numerical field beside the Rematch button. The first match you perform is indicated by a 1 in the field, the second by a 2, and so on. To revert to a previous match, click the numerical field and type the number of the match you want to recall.
Midtones Midlevel areas in the image. Highlights Light areas in the image. Master The entire image. Modification made in the Master range are applied after individual range modifications. Rewiring the RGB Channels Use the Red, Green, and Blue Channel Rewiring fields to rewire the red, green, and blue channels of an image. Use the Rewire option box to create a monochrome or negative image. When you rewire a channel, the values for the current colour channel are replaced with those of the new channel.
Select: To: Replace colour values of the red channel with its inverse. For example, 1 corresponds to the maximum value of the given colour channel. In 8 bits, this value is 255. NOTE The green and blue channels are rewired in the same way as the red channel (described in the previous table). Creating a Negative or Monochrome Image You can convert a colour image into a monochrome or negative image using the Rewire option box.
NOTE Chroma suppression can only be applied to the Master tonal range. 2 Enable the appropriate button for the colour to suppress. Enable: To suppress: R Red G Green B Blue C Cyan M Magenta Yw Yellow The status box on the button is light blue when the button is enabled. NOTE Suppression of RGB and CMYw always reduces luma. Adjusting the Colour Balance You can adjust the colour balance in an image using the colour wheel or the Balance Tools Hue and Gain fields.
(a) Colour wheel (b) Hue field (c) Gain field Pure red is the 0-degree point for hue on the colour wheel. When you increase the Hue value, you move counterclockwise on the colour wheel. When you decrease the Hue, you move clockwise on the colour wheel. The centre of the colour wheel represents 0 Gain. As you increase the value of Gain, you move towards the edge of the colour wheel and add more of the selected colour to the image.
(a) Current colour balance point (b) Hue shift/saturation comparison (outside ring is Result; inside ring is Source) (c) Balance tools Colour balancing is performed in RGB colour space. The luma of the image is not changed. For example, if Hue (tint) is set to 0 and Gain (strength) is set to 100%, pure red is added to the image. However, a black pixel remains black since it keeps the same luma value.
When working with 16-bit floating point images, the values of the histogram are represented on a logarithmic scale. When working with integer images (8, 10, or12-bit), the values of the histogram are represented on a linear scale. To access the Histogram menu: 1 Click the Histogram tab. The Histogram menu options are described as follows.
(a) Channel Selection box (b) Out Range Option box (c) Frame Selection box (d) Source View Option box (e) Destination View Option box Select To Frame: Min / Max Based on the minimum and maximum slider values. Full Range The complete range of histogram values. Plot Colour The plot and reference colours. Home Based on a [0:1] horizontal and vertical range. Increasing Image Contrast The slider controls directly below the histogram are the Input Level controls.
The value of the lower limit for the colour range appears in the Minimum Input field. 5 Position the cursor on the white triangle below the histogram. Drag left to brighten in the highlight areas in the image. The value of the upper limit for the colour range appears in the Maximum Input field. NOTE If you are in Luminance, you can invert the image by reversing the order of the black and white triangles. 6 To cancel the changes, click Reset Basics.
To access the Ranges menu: 1 Click the Ranges tab. The Ranges menu options are described as follows. (a) Shadows curve (b) Midtones curve (c) Highlights curve The X-axis is luma and the Y-axis is weight. The Shadow curve is labelled “S”, the Highlight curve is labelled “H”, and the Midtones curve is not labelled. (a) Frame Selection box (b) Source View option box (c) Destination View option box Frame Selection box Choose how you want to frame the Ranges Histogram.
To see the effect of adjusting these curves: 1 Adjust the colour balance for each of the Shadows, Midtones, and Highlights channels. Note the effect that this setup has on the image. 2 Display the Ranges menu. Adjust the curves using the tangent handles. You should see that the resulting image is different from that in step 1. The difference is the result of the changes you made to the luma curves for the shadows, midtones, and highlights.
Animating a Colour Correction Use the Animation controls to animate a colour correction that has been applied to a clip. You can animate any value in the Colour Corrector. To access the Animation controls: 1 In the Colour Corrector menu, click Animation. About the Colour Warper When you colour correct an image or clip, use the Colour Warper to perform advanced colour corrections and create artistic colour effects.
(a) Clamped colour (a) Colour information restored When working with large images, you can free up additional screen space with the Overlay user interface. This feature is exclusive to the Colour Corrector and the Colour Warper. The Colour Warper's Overlay user interface is not available when accessing the Colour Warper as a ConnectFX node. For details on using the Overlay user interface, see Overlay User Interface (page 321).
■ Tools, then select from the menu (See Accessing Tools (page 391)). ■ Modular Keyer, Action or Paint tool. Setting Up Your Work Environment Set up your work environment to streamline the colour correction process. Use the tools provided to examine the clip or image and efficiently perform advanced colour corrections. As your work progresses, you can modify the Colour Warper environment to suit the task at hand. You can: ■ Display multiple viewports. ■ View reference clips.
(a) Focus clip (b) Split bar (c) Reference clip TIP If the Overlay user interface is enabled, the split bar can extend beneath the Overlay user interface. To access it, grab from an area where there are no menu elements. Viewing Colour Information with a Vectorscope In the Colour Warper, you can use a 2D or 3D vectorscope to help match colours, adjust shadows and highlights, view colour distribution, and ensure that broadcast standards are met.
you see it in terms of hue and saturation. The size and placement of the colour squares in the 2D vectorscope show the distribution of all the colours in the clip—like a colour wheel; the distance from the centre to the perimeter of the scope maps colour saturation, with the outside edge of the scope delineating pure colour. 3DDisplays the 3D vectorscope. Use the 3D vectorscope to both analyse the colour content of the clip and to locate specific colours in terms of their chroma and luma values.
Enable: To: Lines Show the vectorscope outline. 5 Set the following histogram options to show clip colour information. Enable: To: Source Show a histogram of the colour values in the front, or source clip. The source colour values are obtained from the current frame. If you input both front and matte clips, the colour values in the front clip that are defined by the white part of the matte are displayed. Destination Show a histogram of the colour values in the result clip.
Select: To match: Bars 100% 100% SMPTE bars. The parameters of the histogram of the 2D vectorscope update accordingly. 8 To toggle between the vectorscopes, double-click the vectorscope in the image window. Use these other shortcuts to interact with the vectorscopes. Press: To: Alt-drag Move the 2D or 3D vectorscope Shift-drag Zoom the 2D or 3D vectorscope Ctrl-drag Rotate the 3D vectorscope. If you Ctrl-drag the 2D vectorscope, the 3D vectorscope appears and rotates.
To view luma information in the 2D luma histogram: 1 In the Colour Warper menu, click Basics. The 2D luma histogram appears in the Basics menu. R, G, and B values that are modified by the Midtones trackball are displayed as curves in the histogram. (a) RGB curves (b) Midtone triangle 2 Set the following options to show clip luma information. Enable: To: Source Show a histogram of the luma values in the front, or source, clip. The source luma values are obtained from the current frame.
(a) Work On box To colour correct all or part of a clip: 1 Select an option from the Work On box. Select: To: Master Use the Basics menu to modify the entire image. In Master mode, you cannot output a matte. Sel. 1, Sel.2, or Sel. 3 Generate a matte from the front clip selective colour correction. You can then use the Basics menu to modify the range of colour defined by the matte. In a selective mode, you can output the matte, selective, or result.
Resetting Colour Warper Effects Resetting the Colour Warper You can reset colour effects created with the Colour Warper. To reset a colour correction: 1 Do one of the following: ■ In the Timeline FX or Tools Colour Warper editor, click Reset All. Click Confirm. ■ In ConnectFX or the Modular Keyer, right-click the Colour Warper node and select Delete. Resetting and Clearing Values You can clear or reset several Colour Warper values in the Basics menu using individual Clear/Reset boxes.
clips using the same efffect. You can also save or load colour correction or colour warper preferences using the Load or Save button. ■ To save setups or preferences, click Save. ■ To load setups or preferences, click Load. TIP Click Revert to revert to the last saved setup. All changes made since the previous Save operation are undone. Using Undo and Redo Use the Undo and Redo boxes to remove or redo colour modifications. To undo or redo a modification, click a box and select an option from the list.
(a) Reference colour (yellow vertical line) (b) Plotted colour (red vertical line) In the vectorscope, the Plot sample is outlined in red and the Ref sample is outlined in yellow. (a) Plotted colour (outlined in red) (b) Reference colour (outlined in yellow) You can use Plot to get more information on colours you want to change. When you are adjusting colours and levels and are not sure which controls to use, click Plot and select a colour in the image.
2 Do one or both of the following: ■ Enable Plot and then sample the result clip. You can: To: Click-drag Sample a single pixel in the image. You can drag through the image until you locate the pixel you want to sample. Ctrl-drag Sample an average taken from a range of colours in the image. A red vertical line appears in the 2D luma histogram indicating the luma of the sample. The sampled colour is also outlined in red in the 2D or 3D vectorscope.
TIP To get the best key, make sure you have enough processing speed to see the result in real time while interacting with the Tolerance and Softness boundary handles. In the Modular Keyer, you can use the Crop feature to improve interaction. To generate a matte for selective colour correction: 1 Enable Plot and then sample the image. A black dot representing the sample appears on the hue cube. A red line also appears in the luma range and the sample is outlined in the 2D or 3D vectorscope.
Click: To define: Shadows, Midtones, Highlights The tolerance range based on the selected luma range. These buttons expand the tolerance and softness boundaries to include all ranges of colours in the image. The initial softness and tolerance is set for the matte. The range you use to define the matte becomes visible through the greyscale image. The unselected colours remain greyscale. (a) Original colour visible through the greyscale display.
(a) Plotted colour (black dot) (b) Hue cube (c) Tolerance range (d) Softness range (e) Luma range TIP Select Home from the Frame Options box to reset the hue cube to its original size and position. 6 To view the matte while you refine it, select Matte from the Selective View box. (a) Work On box (b) Selective View box The matte appears in the image window. The black and grey areas of the matte can be colour corrected. The white areas will remain unaffected.
Select: To: -Softness Remove softness from the matte. ■ Adjust softness and tolerance by selecting Move from the Move/Zoom box and then moving the handles of the tolerance or softness outlines on the hue cube. The Tolerance and Softness buttons must also be enabled. (a) Adjusting box (b) Tolerance handle (c) Softness handle (d) Move/Zoom box TIP You can zoom the hue cube by selecting Zoom in the Move/Zoom box and then dragging the cube. Alternatively, Ctrl+spacebar-drag to zoom.
10 Continue fine-tuning the matte until you are satisfied. You can select the selective in the Work On box from any menu in the Colour Warper to perform advanced colour corrections on the range defined by the matte. You can also change the view in the Selective View box. TIP When you switch from the Selective menu to any other menu in the Colour Warper, Result appears in the Selective View box. Select Result to view the result clip.
To delete a colour correction at the current frame: 1 Select a matte or the entire image from the Work On box (Master, Sel 1, Sel 2, or Sel 3). 2 Select C from the C/R box next to the Work On box. The colour correction is cleared at the current frame and a keyframe is set. If you selected a matte (Sel 1, Sel 2, or Sel 3) from the Work On box, the matte is unaffected and its keyframes are not cleared.
surface such as a window or metal surface as they are often too bright. Enable Plot and then sample the whites in the result clip. In the Basics menu, a red plot line is displayed in the 2D luma histogram indicating the luma value of the sampled whites in the result clip. 2 While viewing the 2D luma histogram and the image, adjust the white level to modify the luma value and set the white point—drag left to darken the highlights and right to lighten them. The Plot sample is updated as you drag the field.
(a) Trackballs NOTE To make the trackballs respond to changes in pressure, use the Pointer preferences in the Preferences menu. Shadows trackball Modifies the chroma in the low luminance area without affecting the luma. Midtones trackball Modifies horizontal RGB curves in the 2D luma histogram. These curves represent the amount of chroma tint you apply to the image.
NOTE You can animate the curve using the Shape channel under Midtone in the Channel Editor. Click Animation to view the Channel Editor. Highlights trackball Modifies the chroma in the high luminance area without affecting the luma. To remove unwanted colour using the Shadows, Midtones, and Highlights trackballs: 1 Click Basics to display the Basics menu. 2 Enable Plot and then sample the image's highlights. The sample (outlined in red) appears in the 2D or 3D vectorscope.
To remove unwanted colour using the Suppression trackball: 1 Click Basics to display the Basics menu. 2 Select Suppress from the Trackball option box. 3 To sample the colour you want to suppress, enable Plot and then sample the image. The sample (outlined in red) appears in the 2D or 3D vectorscope. 4 While monitoring the 2D vectorscope and image, drag the Suppress trackball towards the colour you want to suppress to move it closer to the centre of the 2D vectorscope.
To adjust the shadows and highlights to improve contrast: 1 Click Basics to display the Basics menu. 2 Enable Plot and then Ctrl-drag the cursor over the portion of the result clip containing black or white. In the Basics menu, a red plot line is displayed in the 2D luma histogram indicating the luma value of the sampled blacks. In the vectorscope, you can view the saturation and hue.
To saturate specific hues of an image: 1 Click Basics to display the Basics menu. 2 Select Saturate from the Trackball option box. 3 Drag the Saturate trackball towards the colour you want to saturate while monitoring the 2D vectorscope. Drag until the colour is closer to the edge of the 2D vectorscope. For example, to saturate reds, move the trackball towards red. NOTE To make the trackballs respond to changes in pressure, use the Pointer preferences in the Preferences menu. 4 Release the trackball.
(a) Trackball option box (b) Gamma curves (c) Reset box (d) Luma range To improve contrast using gamma: 1 Click Basics to display the Basics menu. 2 Select Gamma from the Trackball option box. 3 Display the gamma curve(s) you want to adjust. Enable: To display: RGB The R, G, and B gamma curves at the same time. Red, Green, or Blue The R, G, or B gamma curve individually. Luminance The Luminance curve. Use this curve to modify luminance levels locally without affecting the overall luminance.
(a) Red channel's gamma curve (b) Red channel's adjustment curve (c) Added control points on adjustment curve 4 While monitoring the 2D vectorscope and image, make a minor adjustment to the gamma curves by doing one of the following: ■ To modify R, G, and B gamma values individually across the entire luma range (from black to white), click and drag in the Gamma R, G, and B fields. Drag left to increase contrast or right to decrease contrast. You can also enter a value directly in these fields.
TIP To smooth the contrast, you can increase the gamma (raise the curves) and then adjust the Black and White levels in the Basics menu. ■ To modify part of the RGB gamma or luminescence range rather than the entire range, use the Tools box to modify the adjustment curves. Select: To: Add Points Add control points to an adjustment curve. With Add Points selected, click either the red, green, blue, or luminance adjustment curve to add a control point.
The gamma curve value is cleared for the current frame, and the gamma curve is updated without affecting its adjustment curve. A keyframe is set with the reset values. ■ To clear RGB adjustment or luminance curve values for the current frame, click one of the channel buttons (RGB, Red, Green, or Blue) or the Luminance button to display the curves you want to affect, then select Clear in the Reset box. The values for the displayed adjustment curves or luminance curve are reset for the current frame.
6 Use the necessary controls to modify the clip until the plotted sample is aligned with the reference colour in the 2D luma histogram and 2D vectorscope. If necessary, increase or decrease the saturation as well as shift the hue. TIP View the sample in the 3D vectorscope to make more refined modifications. Matching Shadows, Highlights, or Overall Saturation Use the Match feature to match a range of colours in the result clip to a range of colours in a reference clip.
Performing Hue Shifts You can use the Hue field in the Basics menu to perform hue shifts on the entire image or a range in the image defined by a selective's matte. Perform hue shifts when you want to change the colour of an object or create other artistic effects. Hue shifts do not affect the luma. You can also perform hue shifts when you want to suppress colour spill. See Removing Colour Spill (page 835). To perform a hue shift: 1 If necessary, create a matte for the range of colour you want to change.
(a) Trackballs (b) Midtones triangles TIP You can determine the colour of an existing cast by dragging right in the Saturation field to temporarily increase the saturation while monitoring the sample in the 2D vectorscope. Click Undo once you determine the colour of the cast. 2 To add a colour cast to the entire image, drag the midtones triangles so that they span the entire luma range.
(a) Trackball option box (b) Source Colour pot (c) Destination Colour pot (d) Luma field 2 Select Warp from the Trackball option box. 3 Click Pick and then sample a colour in the clip you want to modify. The colour you select is outlined in white in the 2D or 3D vectorscope. A cyan bar representing the colour appears in the 2D luma histogram. The Src Colour pot displays the colour. 4 Click the Src Colour pot to set the source colour. The Dst (destination) Colour pot is updated to match the source colour.
2 Select Suppress from the Trackball option box. NOTE To make the trackballs respond to changes in pressure, use the Pointer preferences in the Preferences menu. 3 Move the Suppress trackball towards the colour that you want to suppress. For example, to remove a blue background, move the trackball so that the blue colours appear in the centre of the 2D vectorscope. NOTE The colour you are suppressing appears in the middle of the 2D vectorscope at full suppression.
6 It may be necessary to adjust colours in the image using the Suppress and Saturate trackballs several times to achieve suitable results. Continue adjusting the trackballs until you are satisfied with the result. Creating Subsetups Subsetups are Colour Warper setups selected at a specific moment at a specific frame. Subsetups are for the current frame only and do not include entire animations. You can select up to ten subsetups and compare colour corrections in other subsetups.
To name a subsetup: 1 Click in a subsetup field, type in a name or description, and press Enter to store the setup. Replacing Subsetups You can replace or override a setup. To replace an existing setup: 1 Click and hold a subsetup button to overwrite and replace an existing subsetup. A keyframe is set and the new subsetup is saved. Comparing Subsetups The current setup is accessed with the Current button and contains the most recently committed setup.
Painting 20 Paint Node The Paint node is a system that provides a scalable matte painting, retouching, or restoration workflow in ConnectFX. Due to its underlying technology, the Paint node automatically scales strokes when changing the resolution, ratio, or bit depth of input clips, or when switching from Full Resolution to Proxy mode. The Paint node supports “clipless” setups, which can be applied to any image input, while accurately reproducing the sequence of painted strokes.
In the Paint Node menu, all sources appear in the Sources list. The Sources list allows you to select sources to be hidden, cleared, or displayed as an overlay. The first entry in the list is the front clip and matte clip. In the schematic, source clips are connected to a Paint Node through a source node, which accepts a source front and source matte input. A source can be a clip or the result of any process, and can include a front and/or matte clip.
4 To help identify source nodes in the schematic, select a source in the Sources list to automatically highlight in orange the corresponding source node and link to the Paint Node. Conversely, selecting a source node also highlights the corresponding source in the Sources list. To add a source node only: 1 Hold Ctrl and click Add to add a source node. The source node is added and connected to the Paint Node.
To clear the strokes associated with a source: 1 In the Sources list, select the source used to create the strokes you want to clear. 2 From the Selection Mode box, select Current Frame or Sequence. 3 Click Clear Strokes. Hiding Strokes You can hide a group of strokes that were created from the same source clip. Hiding strokes is useful when you need to focus on a particular component of your image: hide strokes on the canvas that do not require attention.
2 In the Sources list, click Hide Strokes (H). A check mark appears in the H column of each source. 3 Click Hides Strokes again to make the strokes visible. Restricting Strokes with the Source Matte You can limit the sections of the source that are painted onto the canvas using the source's matte. To limit painting on the canvas using the matte. See Restricting Brush Strokes (page 851). To limit source brush strokes using a source matte: 1 In the Paint Modes box, select Reveal (E).
To lock a source: 1 Select the source you want to lock. 2 Using the playback controls, choose the frame at which you want to lock the clip. 3 In the Source Front option box, select Front Lock. A check mark appears in the L column of each selected source. 4 In the Source Front option box, select Front On to unlock the source. Displaying Sources Paint Node offers an intuitive way of previewing the effects of a Reveal operation.
(a) Brush Attribute fields Opacity Affects the transparency of the brush. A value of 100% applies a fully opaque colour. Use a lower value to apply a more transparent colour. Size Determines the size of the brush, which is indicated by the diameter of the green dashed circle surrounding the cursor brush. To increase the brush size, press Q and drag the brush to the right on the canvas. To decrease it, press Q and drag to the left. Rate Determines the rate at which brush strokes are applied to the canvas.
attribute in that you can set the Pressure attribute mode so that the paint transparency varies according to the pressure applied to the pen or the direction of the brush. Pressure attribute value at 100% Pressure attribute value at 50% Jitter Randomizes the brush strokes applied to the image. A high value produces a greater dispersion of paint, while a low value produces a greater concentration.
value of the Direction attribute causes the brush strokes to rotate by 90 degrees for each increment of 25 percent. Direction attribute value at 75% Direction attribute value at 100% Direction attribute value at 25% Direction attribute value at 50% Roll Rolls the brush around the X-axis. The effect of the roll is most noticeable when used with one of the non-symmetrical brushes. For each increment of 25 percent, the Roll attribute value creates a rolled brush stroke of 90 degrees.
Roll attribute value at 50% Roll attribute value at 25% Setting Brush Attribute Modes The value of a brush attribute depends on the selected attribute. (a) Brush Attribute Mode boxes Off Disables the brush attribute. Constant Keeps the brush attribute values constant. Pressure Uses the pressure exerted on the pen as the reference value. The harder you press on the pen, the greater the brush attribute value. The softer you press, the lower the brush attribute value.
the effect on brush direction. Drag right to use 100% of the brush attribute value, left to use 0%, up to use 25%, or down to use 75%. Direction attribute value at 100%, Direction attribute mode Direction attribute value at 15%, Direction attribute mode Fade Uses the percentage value entered in the Fade field to determine the length of time that elapses before the brush stroke fades. The greater the percentage, the faster the stroke fades.
area and, therefore, over the person. If you then limit brush strokes to the existing strokes, new paint strokes are applied only over strokes that have already been applied. Applying Brush Strokes You can paint with either a pen or a mouse, and access various pressure settings. To apply a brush stroke: 1 Select an option from the Paint Tools box. 2 Select an option from the Paint On box to apply the stroke to the current frame, all frames in the sequence, or the current frame and subsequent frames.
If you are using a stylus, remove brush strokes manually by using the back of the stylus to “erase” strokes. If the result is displayed, erasing reveals the front clip on the canvas. If the output matte is displayed, erasing reveals the matte. Restricting Brush Strokes You can limit the area where brush strokes are applied on the canvas. Use the matte paint mode controls to limit painting on the canvas to the matte. You can also invert the matte to limit paint to only the areas outside the original matte.
(a) Aspect Ratio Presets box (b) Project Resolution Presets box Project Resolution Presets box Provides preset aspect ratio options and an option to use a custom resolution. Set this option to indicate the previous resolution of the clip. Width and Height fields Displays the frame width and height of the selected resolution preset. If you select Custom from the Project Resolution Presets box, use these fields to enter the values you want to use.
Using Paint Modes You can select the type of special effects you want to apply to the brush from the Paint Modes box. Strokes applied with these brushes are processed by the graphics hardware, improving interactive performance. To paint sources onto images, see Revealing Sources (page 856). To select a brush: 1 Switch to either Result (F4) or Output Matte (F4 F4) view. 2 From the Paint Modes box, select a brush. Refer to the sections that follow for instructions on using each brush.
Image courtesy of Buzz Image Group, Inc., and Les Films Stupefiants Image courtesy of Buzz Image Group, Inc., and Les Films Stupefiants To use the Impression brush: 1 From the Paint Modes box, select Impression. 2 Set the brush size. 3 Paint on the image. Smear The Smear brush smudges areas of the image, creating a fingerpainting effect. Original image After using the Smear brush To use the Smear brush: 1 From the Paint Modes box, select Smear (T).
To clone an image: 1 Select Clone from the Paint Modes box. The Clone Offset parameters appear. 2 Set brush attributes. See Brush Attributes and Attribute Modes (page 844). 3 To limit the cloned regions to the areas delimited by the matte, select an option in the Matte Source box. 4 To transform the reference image, do one of the following: ■ To manually offset the image, enable the Overlay button (Tab), then hold down Ctrl+Shift and drag the overlaid reference image.
Recursive Clone Use the Recursive Clone brush to paint the contents of the result image to another position on the result. Unlike the Clone tool, when brush strokes created while using the Recursive Clone tool are used as a reference when the tool is applied elsewhere, the updated image data will be used. Original image Image courtesy of Buzz Image Group, Inc., and Les Films Stupefiants After using the Recursive Clone medium Image courtesy of Buzz Image Group, Inc.
To reveal a front or matte input: 1 Select Reveal from the Paint Modes box. The Reveal Offset parameters appear. 2 Set the brush attributes. See Brush Attributes and Attribute Modes (page 844). 3 In the Sources list, select the source you want to reveal. NOTE You can reveal sources that are marked as hidden in the Sources list. You will only be able to view the strokes created with a source when you disable Hide Strokes.
Square Use the Rectangle tool. Hold Shift and click to make the lower left anchor point of the square. Drag until you reach your desired shape. Click again to complete the square. Ellipse Click the canvas and drag until you reach your desired shape. Click again to complete the shape. Circle Use the Ellipse tool. Hold Shift and click to determine the centre of the circle. Drag until you reach your desired shape. Click again to complete the circle. Triangle Click the canvas to make your first point.
LED Colour: Meaning: None The Selection tool is not in use. Making Selections Make a selection to define the objects or area of the selected layer that you want to affect. To make a selection: 1 Click Add Shape. 2 Enable the Selection button to turn on the selection mode. The blue enabled LED is displayed. If the blue LED is not displayed, click the Selection button again until it is. 3 From the Shape box, select a shape for the selection. NOTE Use the Bezier option to draw an irregular shape.
Painting with Selection Masks Use selection masks in layer-based Paint to paint shapes or to isolate a selection of the front or matte clip that you want to paint. To paint inside or outside a selection mask: 1 With your selection mask enabled, select Paint from the Paint Tools box. 2 Optional: Enable Invert to paint outside of the selection mask. 3 Paint a stroke. The stroke is only applied in the selection mask (or outside the selection mask if Invert is selected).
Lighten Increases the RGB channel values of each pixel of the brush stroke. Darken Reduces the RGB channel values of each pixel of the brush stroke. Exclusion Adds the RGB channel values of the brush stroke, then subtracts twice the product of these channels. Hard Light Multiplies or screens the selected colour of the brush stroke onto the image, depending on the colour. The effect is similar to shining a harsh spotlight on the image, and greatly reduces the contrast levels in the image.
2 Select a brush and colour. 3 Draw a stroke. The stroke with the selected blend is applied. The current blend mode only affects new strokes. However, if you draw over existing strokes, the blend is created using the pixel values for the two different strokes. Using the Canvas Use the canvas controls to control clearing and wiping of the image. Clearing the Canvas You can clear all strokes from the result image and output matte at the current frame or all frames.
(a) Clear Canvas option box The strokes are removed from the result image. Wiping the Canvas You can wipe the result image when you want to apply a uniform colour at the current frame in a single brush stroke. Alternatively, you can use a source, to wipe over an image. To wipe the result image with a colour or a source: 1 From the View box, select Result (F4). 2 Do one of the following: ■ Pick the wipe colour by clicking the colour pot to the right of the Wipe button.
Rotating the Canvas During the painting process, you can rotate the canvas, making it easier to paint on any part of your image. To rotate the canvas: 1 Do one of the following: ■ Set the angle of rotation in the Rotation field. ■ Press Alt+spacebar and drag in your image. (a) Rotation field Previewing a Reveal Operation Using a Reference Image Overlaying a reference image on the result offers an intuitive way of previewing paint operations.
(a) Overlay button (b) Reference button (c) Transparency field The reference image appears by default at 50% transparency. 2 Select the reference image you want to display from the Reference box. 3 If you selected Source Matte or Source Front, select an image from the Sources list. 4 With the reference image, you can: ■ Hold down Ctrl+Shift and drag the source front or source matte to offset it to preview a Reveal operation. ■ Scale the image, by entering a value in the Scale field.
Saving Setups and Preferences Paint Node setups are saved as XML files with the .bpaint extension. The procedures for saving and loading Paint Node setups are the same as for other setups.
Loading Clips into Paint When accessing the Paint Tool, you first select the clips that you want to use. Any of the following combinations of clips can be used in Paint: ■ A front clip only ■ A front clip and a back clip ■ A front clip and a matte clip ■ A front clip, a back clip, and a matte clip ■ None (a blank canvas) The front clip appears on the Paint canvas, which you can use to apply colours and effects to the clip. The matte clip delimits the area of the front clip affected by painting.
To access the Paint menu with a blank canvas: 1 Select Tools ➤ Paint. The cursor changes to Pick Front. 2 From the Input Mode box, select None. The Resolution Parameters controls appear. The cursor changes to Render Here. 3 Choose a resolution, width, height, pixel aspect ratio, bit depth, and scan mode to apply to the background in Paint. NOTE The default parameters are the project resolution parameters. 4 Set the frames per second and drop-frame values for the clip from the Frame Code Mode box.
A frame is added. You can continue to add frames in the same manner with Extend Clip enabled. TIP To maintain the length of the original clip, disable Extend Clip. No frames are added to the clip when you click Next Frame. Using the Mouse You can use either the mouse or the tablet and pen to paint. Press and hold the right mouse button to apply paint at 80% pressure, the middle button to paint at 40% pressure, and the left button to paint at 20% pressure.
Grid Controls You can set the behaviour of the grid so that paint strokes snap or lock to points on the grid. Use the Grid controls to configure the appearance and behaviour of the grid. (a) Grid Behaviour box (b) Style buttons To toggle the grid on and off, click Pixel Grid. When Pixel Grid is on, use the following controls to configure the appearance and behaviour of the grid.
C, R fields Set the number of columns and rows respectively in the grid. Using the Player in the Paint Tool You can access the Player from the Paint Tool. To do so, click Render in the Paint Tool and then click Play once the clip is processed. Each time you access the Player, a clip is created in the Viewing Panel. This clip cannot be removed from the Paint tool. You must delete it from the Viewing Panel instead. Selecting Colours In Paint, you select colours using the colour picker.
3 Click a colour pot in the colour palette and hold the cursor down momentarily. The colour is saved in the colour pots. Using the Scratch Pad Use the scratch pad to mix colours selected from the image or colour pots and to test the selected brush type. You can also paste cutouts into the scratch pad to use when mixing colours. (a) Scratch pad To mix colours on the scratch pad: 1 Click the Pot button. The scratch pad appears. 2 Paint on the scratch pad.
2 Click either the upper or lower colour pot on the gradient bar. NOTE You must hold the cursor down for a moment to set the Gradient colour pot. To set the current colour using the colour gradient bar: 1 Click and drag the cursor across the gradient bar. The selected colour appears in the Current Colour pot. 2 Select a colour. The selected colour becomes the current colour. Previewing an Animation Use the Flipbook command to preview an animation by playing a sequence of either five or nine frames.
Painting on Full-Resolution Film Images Use the Zoom Mode box to paint on a film resolution image at full resolution from a zoomed out perspective. With this feature, you can perform complex operations like full-frame rotoscoping without having to constantly zoom in and out from the image on which you are painting. In the Paint menu, the Zoom Mode box shows the zoom mode in which you are working. This mode is set automatically.
Exiting Paint When exiting Paint, you may keep or discard the changes you have made to the front clip. Click Exit and select an option. Select: To: Exit Keep the changes you made to the front clip. The modified front clip appears in the Viewing panel. Keep One Keep only the current frame of the front clip. When this option is selected, a Confirm button appears to the right of the canvas. Click Confirm to keep only the current frame of the front clip. The current frame appears in the Viewing panel.
Each brush has its own icon in the Brushes window. The white portions of the brush icon indicate where the paint will be applied on the image. See Creating a Custom Brush (page 955). To select a brush: 1 Scroll through the Brushes window. To scroll the selections, click the Brushes window and drag left or right. 2 Click the brush icon you want to use. The selected brush is highlighted by a blue outline. NOTE Only one brush can be active at a time.
(a) Coordinate fields 3 Zoom in on the image if necessary. 4 Drag the image using the pan cursor. You can also enter the roll values in the Coordinate fields. 5 To recentre the frame, click Reset. NOTE The frame is automatically recentred when you go to another frame or exit Paint. Painting with Geometry Use the Geometry feature to draw lines, rectangles, circles, and triangles on the canvas. Painting with geometry is different from drawing objects in Graphics mode.
(a) Geometry box (b) Multiple button (c) Line Type box 3 Select the type of line you want to draw from the Line Type box. Select: To: Angle Paint a line at a specific angle. This option displays a field in which you enter the angle in degrees. Vertical Paint vertical lines. Horizontal Paint horizontal lines. FreeForm Paint lines at any angle with no constraint. 4 If you selected Angle, enter a degree in the field. 5 To draw single lines, move to the canvas and click, drag, and release.
(a) Geometry box (b) Equal Sides button 3 To draw a square, enable Equal Sides or press and hold P. 4 Press the cursor on the canvas to anchor the first corner of the rectangle. Drag the cursor to size the rectangle. 5 When the rectangle is the required size, release the cursor. A brush stroke is painted along the sides of the rectangle. Painting Circles Use the Circle option to draw circles of any size. To paint a circle: 1 Click Geometry to display the Geometry menu.
(a) Geometry box (b) Equal Sides button 3 To draw an equilateral triangle, enable Equal Sides or press and hold P. 4 Move to the canvas and click to anchor the first vertex of the triangle. 5 Click to place the second vertex and then again to place the third vertex. If you are drawing an equilateral triangle, drag the cursor until the triangle is the required size. A brush stroke is painted along the sides of the triangle.
Brush Attributes The Brush Attribute fields set the size of the brush, the distribution of the paint, and the rate and direction of the paint application. Brush attributes are listed as follows: ■ Size ■ Jitter ■ Rate ■ Direction ■ Pressure ■ Roll ■ Opacity Brush Opacity The brush opacity affects the transparency of the brush. A value of 100% applies a fully opaque colour. Use a lower value to apply a more transparent colour. Enter a value in the Opacity field.
NOTE You can use any attribute mode with the Rate attribute. Rate attribute value = 100 Rate attribute value = 25 Brush Pressure The brush pressure affects the transparency of the paint applied to the image. To apply opaque paint, use a high percentage value. For more transparent paint, use a low value.
NOTE You can use any attribute mode with the Jitter attribute. Jitter attribute value at 10 Jitter attribute value at 100 Brush Direction The Direction attribute causes the brush to rotate around the Z-axis and can be used to produce a calligraphy effect. The effect of the Direction attribute is most noticeable when used with one of the elliptical or star brushes. The value of the Direction attribute causes the brush strokes to rotate by 90 degrees for each increment of 25 percent.
Direction attribute at 50% Direction attribute at 25% Brush Roll The Roll attribute rolls the brush around the X-axis. The effect of the roll is most noticeable when used with one of the non-symmetrical brushes. For each increment of 25 percent, the Roll attribute value creates a rolled brush stroke of 90 degrees. NOTE You can use any attribute mode with the Roll attribute.
Brush Attribute Modes The value of a brush attribute depends on the selected attribute mode. You can choose Constant, Off, Front, Back, Result, Saved, Pressure, or Direction. (a) Brush Attribute fields (b) Attribute Mode controls In Constant mode, the brush attribute values remain constant. In Off mode, the attribute is disabled. The Front, Back, Result, and Saved modes use the colour values in a reference image to vary the brush attribute value.
Direction of the Brush The Direction mode uses the direction of the brush stroke as the reference. When used with the Direction mode, the Direction attribute causes the brush strokes to follow the trajectory of the brush. Increase the percentage value to enhance the effect on brush direction. Drag: To: Right Use 100% of the attribute value. Left Use 0% of the attribute value. Up Use 25% of the attribute value. Down Use 75% of the attribute value.
This option sets a uniform distance between paint strokes. No matter how fast you move the brush, the brush spreads the paint evenly. TIP Use a high brush rate when using stamps with the Spacing option enabled. See Using the Stamp Medium (page 895). Applying Filters When applying filters, it is important to try different brush types and change the brush attributes to create different effects. Apply filters to the canvas using the brush, Wipe command, or Wash and Shade media.
You are returned to the Paint menu and the filter name appears in the Filter field. 3 Click Filter to enable the selected filter. 4 Set the brush opacity. The opacity determines the level of filtering. Reduce the opacity value to reduce the level of filtering. 5 Paint on the image. Original image After using the emboss filter Using Special Effects Media Special Effects media can be brushed onto the image in Canvas mode.
Use: To: Clone Copy a portion of the image to a new location. See Cloning the Image (page 890). Drag Create an image trail from a selected region of the screen. See Dragging the Image (page 891). Impressionist Paint on colours from a reference clip. See Using the Impressionist Medium (page 892). Recursive Clone Make a number of copies of a selected area of the image. See Using the Recursive Clone Medium (page 893). Reveal Brush a reference image onto the current image.
3 Set the brush size according to the size of the area you want to blur. 4 Select either a Box or Gaussian filter from the Filter Type box. 5 Set the density of the Blur brush from the Blur Strength box. You can choose Light, Medium, or Heavy. 6 Drag the brush on the image. Original image After using the Blur medium Cloning the Image Use the Clone medium to copy a region of the image and paint it on a destination point. The result image is used as the source for the Clone medium.
A tracking circle appears at the offset co-ordinates you specified; this is the destination point for the cloned image. TIP Press Ctrl and drag the cursor to set the destination point. 6 Paint on the image. The image contained within the red circle brush is copied to the region defined by the green circle. Original image After using the Clone medium Dragging the Image Use the Drag medium to drag a selected area of the image across the canvas.
The selected region is painted onto the image as you drag. The pressure of the brush determines the density of the image trail. See Brush Pressure (page 882). Original image After using the Drag medium Using the Impressionist Medium Use the Impressionist medium to brush on colours from a reference clip. The brush opacity determines how much colour is taken from the reference clip. When the opacity value is set to 100%, all the colour is taken from the reference image.
Revealing a Reference Image Use the Reveal medium to reveal portions of an image or an entire reference image. You can reveal specific areas using the brush or the entire image using the Wipe command. The opacity of the brush determines how much of the reference image is revealed on the image. When the opacity is set to 100%, the reference image applied is completely opaque. At 50%, the reference image applied is a 50/50 blend of the reference image and the result clip.
(a) Offset fields 2 Click Canvas. 3 Set the offset between the origin point and the destination point in the Offset fields. A red tracking circle appears around the destination point. 4 Paint on the image. The image contained within the green circle brush is copied to the region defined by the red circle. Original image After using the Recursive Clone medium Smearing the Image Use the Smear medium to smudge portions of the image.
3 Drag the brush over the area you want to smear. Original image After using the Smear medium Using the Stamp Medium Use the Stamp medium to capture a portion of the image and apply it to the canvas. To capture and apply a stamp: 1 Click Custom and select Stamp from the Custom Media box. The Stamp window appears beneath the Brush Size field. (a) Brush Size field (b) Stamp window 2 Click Canvas. 3 Set the brush size. Use a small brush to isolate a specific detail of the image.
(a) The captured stamp (a) Stamp applied using a circular brush (b) Stamp applied using an air brush (c) Stamp applied using a chalk brush Saving and Loading Stamps You can save a stamp and load it in another session to use with a different clip. See Saving Setups (page 952). Warping the Image Use the Warp medium to stretch and distort regions of the image. To warp the image: 1 Click Custom and select Warp from the Custom Media box. 2 Click Canvas. 3 Set the brush size.
4 Select a portion of the image and hold down and drag the cursor to warp the selection. Original image After using the Warp medium Washing and Shading the Image Use the Wash medium to apply a transparent wash of the current colour to the image. Use the Shade medium to darken or lighten the image. You can wash or shade specific areas using the brush or the entire image using the Wipe command.
To use Wash or Shade: 1 Click Custom, and select Wash or Shade from the Custom Media box. 2 Click Canvas. 3 Set the current colour. 4 Set the brush opacity. 5 Paint on the image. A paint stroke using the Paint medium, current colour red. A paint stroke using the Wash medium, current colour red. A paint stroke using the Shade medium, current colour red. Wiping an Image Use the Wipe command to apply colours, filters, and Special Effects media to the entire result image in a single stroke.
(a) Wipe colour pot NOTE You can also wipe an image with the AutoPaint Wipe mode. See Wiping the Canvas in AutoPaint (page 905). Wiping Using a Colour Use the Paint medium to wipe the image with a selected colour. The colour used is set in the Wipe colour pot. To wipe the image using a colour: 1 Set the current colour you want to use for the wipe. See Selecting Colours (page 871). 2 Click the Wipe colour pot. The current colour is transferred to the wipe colour. 3 Set the brush opacity.
3 Set the brush opacity. A value of 100% wipes the image with the full effect of the Special Effects Media or filter. 4 Enable the Wipe Using Paint Mode button. 5 Click Wipe. Using the Wipe Command in Graphics You can also use the Wipe command in the Graphics menu. The Wipe command wipes over any objects tacked down on the image. Objects not tacked down are not part of the image and are not wiped over.
Filling a Region with a Colour You can choose to fill an image with the current colour. To fill a region of the image with a colour: 1 Click Fill. The Fill controls appear. (a) Colour Model box NOTE To fill a matte, click From Matte. When this button is enabled, the pixels in the matte are used for the colour comparison. If this button does not appear at first, click Matte on the right side of the menu panel. 2 Select a colour model from the Colour Model box.
The pixels that fall within the specified range are filled with the current colour. Original image Fill with range 75 and softness 100 Fill with range 75 and softness 50 Fill with range 50 and softness 100 Filling a Region with an Image You can fill a region of an image with a reference image instead of a colour. The front, back, or result image can be used as the reference image. The Wash, Shade, Clone, or Reveal media can also be used to perform the fill.
(a) Colour Model box 2 Select the colour model and channels you want to work with. 3 Set the range and softness in the Range and Softness fields. 4 Select the Special Effects medium you want to use (Clone, Reveal, Wash, or Shade). See Using Special Effects Media (page 888). 5 Set the Reference box to Front, Back, Result, or Saved, and set the brush opacity. A value of 100% fills the area completely with the reference image. 6 Enable Medium. 7 Select a point in the area you want to fill.
2 Select the colour model and channels you want to work with. 3 Set the range for the fill in the Range field. 4 Enable Boundary. The Pick button is no longer greyed out. 5 Click Pick. The cursor changes to a colour picker when dragged over the image. 6 Drag the colour picker over the canvas without clicking. The various colour channel values in areas of the image are displayed as you move the colour picker around the canvas. 7 Click a point to select the colour for the boundary.
Wipe Wipes the entire canvas with the current colour or medium. Wiping the Canvas in AutoPaint Use Wipe mode to automatically apply paint strokes from left to right, top to bottom, or diagonally across the entire canvas. You can use a filter or any of the Special Effects media except Warp, Drag, and Smear. The size of the brush determines the number of strokes applied. Use a small brush to apply several strokes or a large brush to apply fewer strokes.
(a) Wipe Mode box 5 Enable Animation to display the Channel Editor. If the Channel Editor is not visible, swipe the bar below the menu. You can animate all brush attributes as well as the current colour. 6 Enable Wipe if you are using a filter or colour. 7 Click the image to apply the paint strokes only to the current frame. Click Render to apply the paint strokes to each frame in the front clip.
(a) Samples field 2 Enter the number of strokes you want to apply in the Samples field. 3 Set the current colour. 4 Select the Special Effects medium, and set the brush attributes. See Using Special Effects Media (page 888), and Brush Attributes (page 881). 5 Enable Animation to display the Channel Editor. If the Channel Editor is not visible, swipe the bar below the menu.
recording the strokes. You can, however, change or animate these parameters after you finish recording and before you play back the strokes. TIP You can also play paint strokes created by converting objects (write-ons). To record a series of brush strokes: 1 Click AutoPaint and select User from the AutoPaint Mode box. 2 Set the brush characteristics so that you can see the recorded brush strokes on your image. NOTE The strokes you paint are recorded as a series of points or stamps of the brush.
Playing Recorded Brush Strokes After recording brush strokes, you can apply them to the front clip using the Play option, which is activated automatically when you finish recording the paint strokes. To play recorded strokes: 1 Enable Play. The Play options appear. 2 Define the brush characteristics using the Brush Attribute fields. 3 Define the duration of the stroke sequence using the second timebar. Drag the indicator to modify the duration.
(a) Animation Type box (b) Frequency field 6 Enable Wireframe to preview the path(s) of the painted strokes. (a) Width field (b) Wireframe colour pots The wireframe preview shows the complete path(s) of the painted strokes. It also shows what will be painted in each frame as set using the second timebar. You can set the width of the wireframe using the Width field. You can also change the colour of the path and progression wireframes using the colour pots beneath the Width field.
You can animate the following parameters: ■ Sampling amount ■ X and Y values ■ Brush size, rate, pressure, jitter, direction, roll, opacity, and colour ■ Tracker translation NOTE The Channel Editor only appears if Animation is enabled. Also, animation data in the Channel Editor is not erased when you record new strokes. 8 To apply the paint strokes, click Render. NOTE If you are zoomed in on the image and are in the Raster zoom mode, only the visible portion of the image will be processed.
To view the matte: 1 Load the matte into Paint. 2 Enable Show. 3 Select Matte in the Reference box. The matte appears. Changing the Matte Colour If the colour used to display the matte blends with the image, you can change its colour. NOTE The matte is always created using shades of grey. To change the matte display colour: 1 Set the current colour. 2 Click the Matte colour pot. The matte colour display changes to the current colour.
NOTE The transparency value only affects the display of the matte. It does not affect how the matte is used. (a) Invert Lock button (b) Transparency button Inverting the Matte Clip Click Invert to invert the matte in the current frame. Enable Invert Lock in the Setup menu to invert the matte in every frame of the clip. Creating or Modifying Mattes You can create or modify a matte by painting directly on the matte using any brush, Special Effects media, or graphic tool.
(a) Matte button (b) Matte Opacity field 3 Set the paint transparency in the Matte Opacity field. The value in the Matte Opacity field determines the transparency of the paint applied to the matte. Use a value of 100 to apply fully opaque paint or objects to the matte. Reduce the Matte Opacity value to increase the transparency of the paint. 4 Paint or place graphics or cutouts on the matte. The paint and graphics are applied to the matte.
Creating High-Contrast Mattes Use the Auto command to create a high-contrast matte. The minimum and maximum luminance values for the matte are set using the two colour pots in the AutoMatte menu. Any pixel with a luminance value below the minimum is set to black, and any pixel with a luminance value above the maximum is set to white. Unwanted grey areas can be removed from the matte by increasing the percentage in the Auto Gain field in the Setup menu.
4 Set the Auto Gain for the matte. The Auto Gain field is in the Setup menu. 5 Click Auto to generate the matte. 6 Click Use to enable the generated matte. Using Graphics in Paint Accessing the Graphics Menu To access the Graphics menu, click the Graphics button in the Paint menu. Some options may be hidden if the colour palette is open. Swipe the cursor across the bars at the bottom of the screen to hide the colour palette.
11 Click the Tack button to permanently place the object on the result clip. Once the object has been tacked down, it cannot be moved, rotated, deleted, resized, or copied. See Tacking Down Objects (page 941). Auto Edit After Add After you add an object to the image, Paint automatically switches from Add mode to Edit mode. You can turn off this default setting by disabling the Auto Edit After Add button in the Setup menu. You can then add objects one after another without interruption.
Drawing a Line Use the Line object tool to draw a single straight line or a multi-line object (a series of lines joined end-to-end). To draw a line or a series of lines: 1 In the Graphics menu, click Add. 2 Select the Line tool in the Object Tools window. The Create Multiple Lines button appears. 3 Click Create Multiple Lines. 4 To draw multiple lines, move to the canvas and click to place the start point of the first line. Click again to draw the end point. Continue clicking to draw more lines.
Drawing a Triangle Use the Triangle object tool to draw a triangle or equilateral triangle. The vertices are located at the three corners of the triangle. To draw a triangle: 1 In the Graphics menu, click Add. 2 Select the Triangle tool in the Object Tools window. 3 Position the cursor and press to anchor the first vertex on the image. Do not release the cursor. 4 Drag the cursor horizontally to draw the base of the triangle.
4 Drag the cursor horizontally to establish the radius of the circle. Notice that there are two vertices at the edge of the circle, as there are for an ellipse. 5 Release the cursor and the E key to anchor the second and third vertices. The circle is drawn on the image.
(a) Polygon Mode box (b) Sides field 3 Select an option from the Polygon Mode box to set the type of curve used to join the vertices of the polygon. Select: To: Linear Use straight lines to join the vertices of the polygon. Cardinal Use a smooth curve that passes through the vertices of the polygon. Bspline Use a very smooth curve that passes on the inner side of the vertices of the polygon. Bezier Use Bezier curves. Each vertex of the polygon has a tangent with two tangent handles.
The minimum number of vertices for a polygon depends on the type of interpolation used. A polygon should have at least three vertices when using Linear interpolation, or four when using Cardinal or Bspline interpolation. The maximum number of vertices is 255. A polygon can be concave. 4 To create an open-ended polygon, click Opened Shape. 5 Position the cursor at one vertex of the polygon, and click to anchor that point on the image.
Drawing a Fill Object Use the Fill object tool to fill areas of an image with colour. While this is similar to using the Fill command in the Paint menu, you can only use this tool with colour, Shade, and Wash, and not to fill areas with a reference image. However, you can edit fill objects after you draw them. NOTE A fill object cannot have a gradient. To draw a fill object: 1 In the Graphics menu, click Add. 2 Select the Fill object in the Object Tools window. The Fill object controls appear.
(a) Text field (b) Font field 3 Click the Font field and select a new font from the font library. 4 Click the Text field, type the text string, and click Enter. 5 Click the image to place the text object. You can adjust the size, kerning, and italics of the text in Edit mode. Use: To: Size Adjust the size (in pixels) of the text. Italic Incline the text. Enter a positive value to slant the text to the right, and a negative value to slant it to the left.
You can also click the < and > buttons beside the Selected field to move through the sequence. 2 When the selection box outlines the object, release the cursor. You can now edit it. Selecting More than One Object To select an additional object, hold down Shift and click another object. Repeat this step for each object you want to select. Deselecting Objects To deselect an object or objects, select a different object or click the Add button.
Deleting Objects Use the Delete command to remove one or more objects from the image. To delete one or more objects: 1 Select the objects you want to delete. Click an individual object or use the Selected box to select an object. To select multiple objects, click an object, press Shift, and click any other objects you want to delete. 2 Click Delete. All selected objects are removed from the image. To delete all objects from the image: 1 Enable All. 2 Click Delete. All objects are deleted from the image.
Setting the Object Resolution and Display Use the Object Resolution box to set the resolution while drawing or editing objects. The objects are regenerated at high resolution once you release the cursor at the end of each editing operation. Use the options in the Setup menu to affect the display of the graphics before they are tacked down onto the image. To set the object resolution: 1 Select an option from the Object Resolution box.
Enabling and disabling the Thick Line and Solid Line buttons affects the wireframe as follows: ■ When Thick Line is enabled, the wireframe has a thickness of 2 pixels. ■ When Thick Line is disabled, the wireframe has a thickness of 1 pixel. ■ When Solid Line is enabled, the wireframe is unbroken. ■ When Solid Line is disabled, the wireframe is dashed. Increasing Editing Speed To speed up editing, disable the Graphic Regen button in the Setup menu.
Setting the Object Attribute Use the Object Attribute box to set the display mode for the object you add to the image. To change the object attribute: 1 In the Graphics menu, click Edit. 2 Select the object you want to edit. 3 Click Attributes. 4 Select an option from the Object Attribute box. Select: To: Solid Draw a filled object with a well-defined edge. Use the Brush Opacity field to set the object's transparency. No other brush attributes or types are available. Line objects cannot be set to Solid.
Setting Brush Attributes and Modes In the Graphics menu, you can only change brush attributes and modes when using the Outline or Fuzzy attribute. See Brush Attributes (page 881). If the Brush Attribute controls are not visible, swipe the bar at the bottom of the menu. Use the Current Colour pot to set the graphic's colour, and the Opacity field to set the opacity of the object, or the effect a graphic has on the image.
5 Set the colours for the gradient. See Using the Colour Gradient Bar (page 872). 6 To eliminate banding, enable Anti Band. Banding normally appears only if you are working at 8-bit colour depth and if the gradient that you apply is stretched. TIP You can also set a noise level to the anti-band function. Noise may help when colour bands are very large. Set the value in the Noise Level field to 7 to apply the maximum noise, or lower it to apply less dither/noise.
In a rectangular gradient, this affects the gradient orientation. For example, the default orientation for a rectangular gradient is top to bottom. If you drag one of the handles left or right, you change the orientation to diagonal. If you drag the handles so the gradient bar is horizontal, you get a rectangular gradient with the colours blended from side to side. If you select the centre colour handle in a circular gradient, you can move the gradient's centre inside the object or even outside it.
Using the Transformation Controls Use the transformation controls to translate, rotate, and resize a selected object. To display the transformation controls, select an object and click the Transform button. X (Position) Move the object along the horizontal axis (X-axis). Y (Position) Move the object along the vertical axis (Y-axis). X (Scale) Change the size of the object along the horizontal axis. Y (Scale) Change the size of the object along the vertical axis.
2 Select the polygon or line you want to edit. The vertices for that object are selected. 3 Press A. 4 Press on one of the existing vertices and drag outward. A vertex is added counterclockwise to the selected point. To add a point clockwise to the selected point, press Ctrl+A. 5 Repeat steps 3 and 4 for each vertex you want to add to the object. To delete a vertex from a polygon or line: 1 In the Graphics menu, click Edit. 2 Select the polygon or line you want to edit.
(a) Tangent (b) Vertex (c) Handle Use Edit mode to move a tangent handle and adjust the slope of the adjacent side of the polygon. When you move one tangent handle, the tangent's reciprocal handle moves in the opposite direction because handles A and B are joined to keep the joint at the intersection of the two edges smooth. (a) Edge A (b) Tangent A (c) Handle B (d) Edge B (a) Edge A (b) Handle B (c) Edge B To adjust the slope on one side of the vertex only, press B and click the vertex.
(a) Edge A (b) Handle A (c) Handle B (d) Edge B Converting Graphics to AutoPaint Strokes Use the Convert command to convert objects to AutoPaint strokes. (a) Convert button You can play the paint strokes using the AutoPaint controls in the Paint menu. See Using AutoPaint (page 904). The following shows how a hexagon is drawn over six frames. One edge is drawn in each frame.
Animating Graphics Use the Channel Editor and Shape Animation controls to animate Paint graphics. You can animate the position, display, and shape of a graphic. To display the Channel Editor, click the Animation button and swipe the cursor across the bottom of the screen.
This original shape becomes shape keyframe 1 in the Channel Editor. 2 Advance to another frame in the clip. 3 Select the object, and change its shape. To change its shape, you must move, add, or delete a vertex on the object. This new shape is shape keyframe 2 in the Channel Editor. Shape Interpolation Use the Shape Interpolation box in the Setup menu to specify the interpolation between shapes in the animation.
Deleting Keyframes Use Delete to delete a shape keyframe from the animation. To delete a shape keyframe: 1 Select the object. 2 Click Shapes. The Shapes menu appears. 3 Select the keyframe you want to delete. 4 Click Delete. The selected shape is deleted. Adding Keyframes Use Add to create a shape keyframe. This can be useful for creating animations that start and end with the same shape. To add a shape key using Add: 1 Select the object you want to animate.
5 Click to expand each Colour folder. Use: To: x Move colour origin left or right. This is the same as moving the gradient bar handle. y Move colour origin up or down. This is the same as moving the gradient bar handle. r Change percentage of red in the colour. g Change percentage of green in the colour. b Change percentage of blue in the colour. a Change percentage of the colour's alpha channel. Use this channel to create a gradient matte or to change the opacity of the colour.
The Store and Recall Commands To save the selected graphic in the buffer, click Store in the Graphics menu. The current object replaces the graphic saved in the buffer. The Store command does not save the result image. This means that if you tacked the objects onto the image, they are not saved using the Store command. To restore the geometry to the image, click Recall. (a) Store button (b) Recall button TIP Use Store and Recall to add graphics to clips loaded at a later time.
(a) Tack Mode box 2 In the Rendering area, select an option from the Tack Mode box. Select: To: Vector Explicitly tack down the objects using the Tack command. Edit Last Edit the last object drawn until the next object is added to the image. As soon as the next object is added, the last object is tacked down. Raster Tack down an object as soon as it is added to the image.
To tack down all objects on the image: 1 In the Graphics menu, Enable All. 2 Click Tack. All objects are tacked down on the image. Cutting and Pasting in Paint Accessing the CutOut Menu To access the CutOut menu, click the CutOut button in the Paint menu. Some options may be hidden if the colour palette is open. Swipe the cursor across the bar at the bottom of the screen to hide the colour palette. Creating a Cutout Creating a cutout is similar to creating a graphic.
The Shadow Type box determines how the cutout will be pasted onto the result clip. See Pasting Cutouts (page 947). 5 Click Attributes. 6 To create a cutout that spans the entire clip, enable Sequence. 7 Click one of the four Cutout commands. See Using the Cutout Commands (page 944). NOTE To use the GeoCut option, select all the objects you want to use in the cutout in the Graphics menu before clicking the GeoCut button. 8 Draw the cutout on the image.
The FrameCut Command Use the FrameCut command to make a cutout of the entire frame. To create a cutout of an entire frame: 1 Click Add in the CutOut menu. 2 Click FrameCut. The entire frame is cut out and pasted onto the image. The RectCut Command Use the RectCut command to cut and paste a single rectangular area of the image. To use the RectCut command: 1 Click Add in the CutOut menu. 2 Click RectCut. 3 Draw a rectangle over the area of the image that you want to cut out.
The GeoCut Command Use the GeoCut command to create a cutout with objects you selected in the Graphics menu. To create a cutout using GeoCut: 1 Click Graphics in the Paint menu. 2 Create any number of objects. 3 Select all the objects you want to use to make the cutout. 4 Set the opacity of the object(s) using the Brush Opacity field. The opacity of the object(s) used in the cutout determines the transparency of the cutout. Use objects with a low opacity value to create an opaque cutout.
(a) Texture Cut/Paste button (b) Graphic Regen button Texture Cut/Paste and Texture Button Enable Texture Cut/Paste in the Setup menu or Texture in the CutOut menu to speed up cut and paste operations. These preferences are designed for platforms that support fast texture mapping. (a) Texture button in CutOut menu The Filtering button can be used when Texture is enabled. Use Filtering to avoid image degradation as a result of recursive cutting and pasting.
Select: To: Shadow Add a drop shadow to the cutout. See The Drop Shadow Option (page 950). The Emboss Option The Emboss option makes the cutout appear etched into the image. Shadows and highlights are added to simulate the effect of light shining on a raised object. Three layers are used to produce this effect: ■ The top layer is a copy of the cutout in which the luminance values are increased by 50%. The top layer adds the highlights to the cutout. ■ The middle layer is the cutout.
The Extrude Option The Extrude option makes the cutout appear to pop out of the image by redrawing the cutout one layer on top of another. Each layer in the stack is offset slightly from the one below so only the edges of the layer are visible. Editing the Layers When you create a cutout using the Extrude option, two layers are created to produce the effect. There are vertices at the centre of each layer for manipulating the layer.
NAdd Max Compares the brightness values of corresponding pixels in the cutout and the result image, and uses the pixel with the greater value in the tacked down cutout. Multiply Multiplies the RGB values of corresponding pixels in the cutout and the result image. The value is normalized by dividing the result by 255. The Drop Shadow Option You can add a drop shadow to a cutout by selecting the Drop option from the Paste Mode box. The drop shadow's colour is taken from the Current Colour pot.
(a) Colour Correction field Animating Cutouts Use the Channel Editor to animate cutouts. To display the Channel Editor, click Animation and swipe the cursor across the bottom of the screen. The following parameters can be animated for every cutout: ■ Position, rotation, and shearing ■ Brush attributes ■ Colour (red, green, and blue channels) ■ Emboss options ■ Shadow options Loading and Saving Cutouts Use the Cutout Library to load and save cutouts.
in saving Paint setups and preferences differ slightly from those involved in saving setups in most other tools NOTE Custom brushes, brush sets, colour pots, and palette setups that you create in Paint are stored in your user directory. These resources are loaded when you specify a user in the Project Management menu. Saving Setups You can save pictures, preferences, mattes, palettes, brush groups, brushes, and stamps.
Cropping a Setup Use the crop box to limit the area of the picture, matte, cutout, or paint graphics to be saved in the setups directory. To save a cropped matte, image, or cutout: 1 In the Paint menu, click Save. 2 Click Picture, Matte, or CutOut to specify the element from the image you want to save. 3 Draw the crop box on the canvas by pressing and dragging the cursor diagonally across the screen. Alternatively, use the left, right, top, and bottom Crop fields to set the boundaries of the crop box.
2 Enable Delete. 3 Select the type of item you want to remove from the Load option box. A list of existing setups appears in the file browser. 4 Click the title or proxy of the setup you want to remove and click Confirm. Creating and Saving Brush Setups Within a given brush set, there are five individual brushes. You can create and save five brush setups using the buttons numbered 1 to 5 in the Paint menu.
Creating a Custom Brush With Paint, you can create your own custom brushes for specialized applications. You can modify an existing brush, draw your own brush shape, or grab a part of the image to use as a custom brush. Use the Custom Brush menu to create your own brush. To display the Custom Brush menu, double-click one of the brush icons in the Brushes window. An enlarged view of the selected brush appears in the editing panel.
Move: To: Point A right Harden the outer edge of the brush. Point B left Soften the middle of the brush. To move the points only on the X-axis, select the Xscale option from the Profile box. To move the points only on the Y-axis, select the Yscale option. To break a point and manipulate its tangent, select the Break option and click on a point. Adding Points to the Curve To add points to the curve, select the Add option from the Profile box and click on the curve.
Invert brush curve Ring-shaped brush curve Drawing and Updating a Brush Shape You can draw a new brush shape or update the current brush shape in the editing panel. The new shape is drawn using the brush that you selected to open the Custom Brush menu. (a) Editing panel (b) Gradient bar NOTE You cannot use the Undo command when drawing or updating a custom brush.
To draw a brush shape: 1 To create a new shape, erase the existing brush shape by painting over the editing panel. 2 Draw the new shape. 3 To invert the brush shape, click Invert. 4 To blur the brush shape, click Blur. Each time you click Blur, a 3 x 3 filter is applied to the brush image. Selecting an Area of the Image You can select an area of the image to use as the custom brush. The brush created from the selected area will be a square monochrome brush.
(a) Profile box (b) Pressure curve (c) Brush/Pressure box You use the options in the Profile box to change and add points to the pressure curve. Click Load to load a Pressure profile. Click Save to save a custom pressure profile. To edit the pressure profile: 1 Toggle the Brush/Pressure box to Pressure. 2 Double-click a brush icon in the Brushes window to display the Custom Brush menu. 3 Click the Brush/Pressure box to display the pressure profile. 4 Select Move from the Tools box.
(a) Point A: Low paint at low pressure (b) Point B: Full paint at full pressure Maximum Pressure Curve If you move point A in the previous figure to the maximum position on the Y-axis, the curve results in full paint applied all the time, no matter how much or how little pressure you use. Soft Airbrush If you move Point B in the previous figure to a point midway on the vertical axis, the curve gives you a soft airbrush, even at full pressure.
(a) Point A: Low paint at low pressure (b) Point B: Soft paint at full pressure Using Colour Correction Setups Use the Colour Correction Setup menu to apply colour correction setups to the clip loaded into Paint. You can bring the clip into the Colour Corrector or you can load a setup from the Colour Correction setups directory into Paint. To load a clip into the Colour Corrector: 1 In the Paint menu, click Setup. The Colour Correction menu appears.
The Colour Corrector appears. 3 Use the Colour Corrector as described in About Colour Correcting (page 783). 4 Save the setup to the Colour Correction setups directory. 5 Click Exit. The name of the Colour Correction setup appears in the Setup Name field beside the clip label for the selected clip. To load a setup directly from the Colour Correction setups directory: 1 Click the Setup Name field for the clip you want to colour correct.
Text and Titling 21 Text is comprised of layers, paragraphs, and characters. You can make text spin, dance, and change colour over time. You can also create effects such as a text roll of credits, text crawls, bumpers, and text that moves on a motion path. You can use logo images in a text roll so that the logo of a sponsor appears in the credits list. You use the Text Tool to add text and text effects to a clip.
Software anti-aliasing values can range from 1 to 64. A higher value increases the sampling rate, but also increases processing time. An anti-aliasing of 1 means no anti-aliasing is performed and the result is a hard edge. TIP A higher anti-aliasing value is usually needed with outlined text. Softness box Defines the softness of the anti-aliasing samples. Blur box Sets Gaussian Blur or Box Blur. Gaussian Blur uses subpixel resolution and creates a subtle effect with the Blur Shadow attribute.
5 Set other options as required. 6 Position the clip at the first frame or the specific frame where you want to start processing. 7 Click Preview. TIP You can zoom (Ctrl+spacebar) or pan (Ctrl+Shift+spacebar) the image window while in Preview mode. To disable Preview, make a modification to the text or processing options, or click anywhere in the image window. 8 Make modifications to the text and rendering options and preview until you are satisfied with the result.
Select: To: Defaults Override the default menu options in the Setup menu and replace them with your specifications. Preferences Save Setup menu specifications only and omit text and text attributes. Selected Path Save any selected text paths. Selected Logos Save any selected logos. Selected Layers Save selected layers, their text, text attributes and Setup menu options. Text Save text files with text attributes and Setup menu options.
Select: To load: Preferences Setup menu options that you have saved. Path Previously saved text path setups. Setups between text paths and garbage masks are interchangeable. Therefore, you can also load a garbage mask shape as a path. NOTE Preset paths are available in the user/discreet//path/default directory. Logo Previously saved logos. Text File Text files. When you select Text File, you can select the encoding of the loaded file.
Adding Text to Clips You add text to a clip by first creating a layer for entering the text, setting the layer attributes, and then typing the text. You can create several layers of text that overlap each other. Creating a Layer Text is contained in a layer called a text layer. When you create a text layer, a coloured border called the crop border appears in the image window indicating the region the text will occupy. To create a layer: 1 Click New Layer.
Entering Text The text you type may be as short as one letter or word or as long as several paragraphs. If the text is long or exists in a word processor, you can load the text file into the current layer. You enter and edit characters much like in a word processor. You type characters using the keyboard and many known text editing conventions, such as Shift+arrow keys to select text lines.
(a) Blue indicates paragraphs in text layer (b) Red indicates currently selected paragraph, which has a paragraph boundary (c) Layer boundary is shown in red 4 In the Paragraph and Font menus, set properties. Using the Text Keyboard When you use the on-screen keyboard, consider the following: ■ Special characters use the ISOLatin1 encoding vector. You specify the encoding vector in the init.cfg configuration file using the FontMapping keyword. ■ The extended keyboard uses the Standard encoding vector.
■ Asian character sets may not display all characters on the on-screen and extended keyboards. Use the numeric keypad or load an ASCII file that contains unavailable characters for the selected font. See Loading Text Files (page 966). To use the Text keyboard: 1 In the Text menu, click Keyboard. 2 On the on-screen keyboard that appears, enable Up ASCII to display extended characters contained in the selected font set.
Press: To: Shift+right arrow Extend the selection one character to the right. Shift+Home Extend the selection to the beginning of the current line. Shift+End Extend the selection to the end of the current line. Ctrl+Shift+PgUp Extend the character selection to the beginning of the text layer. Ctrl+Shift+PgDn Extend the character selection to the end of the text layer. Insert Toggle between Insert and Overwrite text entry modes.
Use the Character controls in the Axis menu to view and position the axis of each character. You can use the position, rotation, scale, and shear settings for each character in a layer to create an effect of scrambled letters. To edit text characters, you must be in Move or Edit mode and some text must be selected. The Layer and Character controls are described as follows. Layer Order box (in the Layer Attributes section) Moves a layer in front of or behind another layer.
Select: To move the layer: Top To the top of the stack in front of all other layers. Aligning Layers Use Align Sel mode to align multiple layers and specify the direction for the alignment. To align text layers: 1 In the image window, select two or more layers to be aligned. To select multiple layers, Ctrl-click the layers (or click the pen button). 2 In the Text Mode box, select Align Sel.
Resizing Text Use Resize mode to change the font size of all the characters in a selection in relative proportion to the current font sizes. Use this mode if you have several font sizes represented in a selection. The Size field allows you to apply an absolute font size value to selected text. To resize text: 1 Select the string of characters you want to resize. 2 In the Text Mode box, select Resize. The Size field you used to specify the original size of the text changes to the Resize field.
3 Select the text to which you want to paste the attributes or transformations. 4 Click Paste. Grouping Text Layers You can group two or more layers together to create a montage of text and move text layers together. Grouped layers can be saved and loaded as one unit. You can add more text layers to an existing group, resulting in a new single group. NOTE When a group of layers is selected, you cannot switch to Edit mode. To create a text layer group: 1 In the Text menu, select Move from the Tools box.
You can select and save multiple logos. 2 Click Save. 3 From the Save box, select Selected Logos. 4 Use the File field to name the logo. 5 Click Save. The logo is saved as a .tif file. Tabulating Text You can organize text into columns by setting tabs in the Tabulation menu. In a text layer, you can also set tab stops to align text at specific locations in a paragraph. To access the Tabulation menu: 1 Create a text layer. 2 In the Text menu, click Tabulation. The Tabulation menu appears.
Once you set tab stops for a paragraph, press Tab in subsequent paragraphs to type text in the location of the next tab stop. In a text layer, each time you press Enter, the tab stops you set in the previous paragraph are carried to the next paragraph. Spell Checking In the Spell Check menu, you can check the spelling of the text in a text layer. When spelling errors are encountered, a red line is drawn through words not in its dictionary.
To access the Roll/Crawl menu: 1 In the Text menu, click Roll/Crawl. The Roll/Crawl menu appears. The Roll/Crawl controls are described as follows. To create a text roll or crawl: 1 In the Text Setup menu Rendering section, enable PreRender, and then select Interlaced from the Render box. 2 In the Text menu, select Interlaced from the Render box. 3 Enable Auto Key. 4 Click Roll/Crawl to enter the Roll/Crawl menu. 5 Go to the first frame of the clip, and enable Roll or Crawl.
6 Click New Layer and add the text you want to use for the text roll or crawl. A shaded layer appears in the image window with a vertical scrollbar for a roll or a horizontal scrollbar for a crawl. The shaded area represents the crop box area. The following is an example of a text roll.
9 If you want to calculate the ideal number of frames for the text roll, choose a roll speed: 1X, 2X, 3X, or 4X. The suggested duration appears in the Best Roll Duration field. You can either change the number of frames in your clip to match the one in the Best Roll Duration field, or you can leave the clip as is. 10 If the suggested duration is acceptable, enter it in the Duration field and then click Fit Best Speed.
2 Go to the first frame in the clip. 3 With the Attribute controls, set the attributes and transformation properties. 4 Navigate to another frame in the clip and add more attributes and transformation properties according to the effect you want to produce. 5 Click Preview. 6 Make modifications as required. 7 Click Play to view the result. When you play the clip, the animation moves from the first frame to the last.
(a) Paragraph folder contains all the characters, including spaces between words (b) You can animate specific channels for each character To animate paragraph channels: 1 In the Text menu, click Animation to display the Channel Editor. 2 From the Paragraph Channel View box, select the paragraph channels you want to view in the Channel Editor.
Select: To view: Current The channels for the selected paragraph—the current cursor location. Layer The channels for all paragraphs in the selected layer. All All channels for all paragraphs in all layers. 3 Animate the selected channels as required. Animating Text on a Motion Path You can create a text layer on a spline and animate it over time. In this way, you create marquee text that twists and turns over an image or in time with other objects in the scene.
You can set custom colours for the text path wireframe and vertices in the Text Setup menu. See Setup and Rendering Options (page 963). To animate text on a motion path: 1 Create a layer or select a layer in the image window. 2 From the Text On Path section of the Text menu, enable On Path. By default, the text appears on a path with three vertices. 3 Adjust and animate the shape of the path using the Text On Path controls. The Text On Path controls are described as follows.
Select: To: Auto Connect broken tangents automatically. Click a tangent to reconnect it. In the Channel Editor, the Path group contains a Shape channel to animate the path and an Offset channel to animate the offset value. Saving and Loading Path Setups You can use a garbage mask spline as a shape for the motion path of text on a path. You can save and load the Shape channel as a list in raw shape data (.raw file), which is compatible with garbage mask raw data.
Defining Styles Styles are sets of text attributes and specifications that can be replicated when you need to use the same format again. You create and modify styles, and save and load them from the file browser using the Styles menu. The following character attributes are saved with the style: font, colour, outline, shadow, blur, scaling, rotation and shear. In addition, the layer's background colour and opacity are saved as well. To access the Styles menu, click the Styles button in the Text menu.
3 Click Name and enter a name for the style. Then click the style button to which you want the name to apply. The new name appears on the button. NOTE You can use Ctrl+Shift and F1 to F9 to assign text attributes to Style buttons 1 through 9 from any menu. To modify a style: 1 Select the character with the attributes you want to save. 2 From the Style Option box, select Define Style and then click the style button to which you want to assign the style.
To load a style: 1 Select an option from the Style Mode box. Select: To: All Styles Load files saved with multiple styles. The file browser lists setups saved with multiple styles. One Style Load files saved with one style only. The file browser lists setups saved with a single style. 2 Click Load Style. The Load Styles menu and file browser appear. 3 Navigate to the appropriate directory and select the style(s) you want to load. 4 If necessary, click Exit Load Text to exit the file browser.
The font library appears. (a) Font Type box (b) Font Preview window 2 In the Font Type box, select the font type you want to load. Type Description Type 1 A single-byte font type designed for Roman language fonts. Soft-links to the Adobe® Postscript® Type 1 fonts installed with the system or supplied by Autodesk are contained in /usr/discreet/font directory.
The sample text can be the text you selected in the text layer, or text that you enter by clicking the Font Preview window to display the on-screen keyboard. ■ In the Proxies/Titles box, select Proxies to preview fonts. If no proxy appears, click Generate Proxies to generate a font proxy. This process may take a while, but once you create the proxies, the settings are retained.
Entering Non-Latin Text When entering non-Latin text characters, consult your operating system documentation to make sure how to install and access the required input method packages. The following example illustrates entering Japanese text in a text layer on a Linux Red Hat system. To enter Japanese text in a text layer: 1 Open the Linux IM Chooser in Applications ➤ Settings ➤ Input Method. 2 Select Use IBus as the Input Method, then click Input Method Preferences.
(a) Message bar 9 Type text, as required. 10 Press Enter to accept the characters and add them to the text layer. 11 To revert back to Latin input mode, press the Input Method keyboard shortcut again.
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Using Shaders to Create Your Own Effects 22 Matchbox is an interactive development tool that allows you to run generic OpenGL Shading Language (GLSL) shader code, to add specific functionality, or create custom effects. GLSL is a high-level shading language that is part of the OpenGL specification. You can create your own Matchbox shaders to use in Smoke. You can also create preset looks for your shaders by exporting settings into a shell directly from Smoke.
■ Timeline, then add Timeline FX from the Effects ribbon (see Adding Timeline FX (page 373)). ■ The Modular Keyer, then select a node from the Node bin. NOTE In ConnectFX and the Modular Keyer, the Matchbox node's input tab colours are based on the type of input (for example, yellow for composite, blue for matte). For some Matchbox shaders, you may need to connect all inputs before you can see a result.
Effects and Tools Reference 23 This section provides information about the effects and tools that you can use on your media. 2D Histogram Use the 2D Histogram to display the luminance distribution of the matte. To access the 2D Histogram menu, use: ■ Timeline, then use ConnectFX (see Creating ConnectFX (page 394)). ■ The Modular Keyer, then select a node from the Node bin. This node accepts a front clip, and outputs a result.
Gain field Displays the value that the resulting pixel values are multiplied by to create the final matte. Editable. Histogram Displays a bar graph that is used to adjust the luminance values of the image. In the Ranges menu, the curves for the three luma ranges are also displayed. Minimum Input field Displays the lower limit of the luminance values. Pixels with lower values are mapped to black. Minimum Output field Displays the lower limit of the luminance values for black pixels.
To access the 2D Transform menu, use: ■ Timeline, then use ConnectFX (see Creating ConnectFX (page 394)). ■ Timeline, then add Timeline FX from the Effects ribbon (see Adding Timeline FX (page 373)). ■ Tools, then select from the menu (See Accessing Tools (page 391)). ■ The Modular Keyer, then select a node from the Node bin. This node accepts a front and a matte clip, and outputs a result and an outmatte.
General Settings Transform Type box Select Perspective to modify all available settings, or Pan & Scan to modify only Position and Scale. In Pan & Scan mode, some Axis and Camera Shake settings are unavailable. Camera Shake button Enable to simulate camera shake in the image. Show Icons button Enable to display the vertex editing tool in the image window. Scan Mode box Select the scan mode of rendered clips. Axis Settings Position X field Displays the X-axis offset applied to the clip. Editable.
Shear X field Displays the offset value for the horizontal edges of the clip. Available when Transform Type is set to Perspective. Editable. Shear Y field Displays the offset value for the vertical edges of the clip. Available when Transform Type is set to Perspective. Editable. Shear Z field Displays the depth value of the horizontal edges of the clip. Available when Transform Type is set to Perspective. Editable. Centre X field Displays the centre point value of the clip along the horizontal axis.
Camera Shake Settings Translate X Amount field Displays the amount of horizontal movement applied to the clip. Editable. Translate Y Amount field Displays the amount of vertical movement applied to the clip. Editable. Rotation Z Amount field Displays the degree of rotation on the Z axis. Available when Transform Type is set to Perspective.Editable. Scale Amount field Displays the amount of scaling applied to the clip. Editable.
Invert Stabilization button Enable to apply an inverse of the stabilization data to recreate the original camera shake. Framing Mode box Select a method to fill or remove the area where the image has been shifted after stabilization. Position X button Enable to include the X-axis position in the stabilization. Position X field Displays the amount of stabilization data found in the animation channel for the X position. Position Y button Enable to include the Y-axis position in the stabilization.
Filter box Displays available filters to control the quality of resize operations. The list of filters changes when you switch between Perspective and Pan & Scan Transform Types. Precision field Displays the frequency cut-off point used during resize. Editable only when doing a pan and scan with Shannon or Lanczos filters. Crisp/Soft field Displays the amount of blurring used during resize. Editable only when doing a pan and scan with Mitchell, Shannon or Lanczos filters.
Motion Blur button Enable to apply a motion blur to a selected clip. Samples field Displays the number of frames to sample when creating the blur. The samples include the current frame, and an equal distribution of past and future frames. Editable. Phase field Displays the level of softness of the samples. Editable. Shutter field Displays the number of frames for which the shutter stays open. For example, when the shutter value is set to 3, every third frame is a sample. Editable.
Image courtesy of Optimus To access the Auto Matte menu, use: ■ Timeline, then use ConnectFX (see Creating ConnectFX (page 394)). ■ Tools, then select from the menu (See Accessing Tools (page 391)). This node accepts a front clip as input, and outputs a result. Auto Matte Menu Settings General Settings Minimum field Displays the minimum luma value considered to be part of the opaque area of the matte. Editable.
To access the Auto Stabilize menu, use: ■ Timeline, then use ConnectFX (see Creating ConnectFX (page 394)). ■ Tools, then select from the menu (See Accessing Tools (page 391)). This node accepts front and matte clips, and outputs a result and an outmatte.
Auto Stabilize Menu Settings Analysis Settings Analyze button Click to run the stabilization analysis. During analysis, the viewport defaults to the Front view, and the frame advances as the stabilization is calculated. Progress can be monitored by the keyframes that have been created during analysis and the percentage of completion displayed next to the Analyze button. Track points are displayed on the clip to indicate how the stabilization was tracked.
Auto button Enable to automatically track motion within the region of interest. At each frame, the position of the region of interest is updated based on the motion within the area. If this button is disabled, and the region of interest was not previously tracked, the region of interest remains static. Stabilization Settings Position X button Enable to include the X-axis position in the stabilization.
Delete and Update button Click to delete selected track points and update stabilization curves. Selected points are displayed in red in the image. Offset Settings Position X field Displays the X-axis offset applied to the clip. Editable. Position Y field Displays the Y-axis offset applied to the clip. Editable. Rotation field Displays the rotation offset applied to the clip. Editable. Scaling field Displays the scaling offsets applied to the clip. Editable.
Select: To: Tile Repeat Wrap the image around to fill the area. Mirror Repeat Repeats the source pixels both vertically and horizontally. Repeat Off Use a colour to fill the area. Use the adjacent colour pot to pick the colour. You will lose texture and will fill the rest of the image with a black border. Resize Fit Mode box Select whether to resize the clip with width and height values. Same As Input The output resolution remains the same as the input resolution.
To access the Average menu, use: ■ Timeline, then use ConnectFX (see Creating ConnectFX (page 394)). ■ Tools, then select from the menu (See Accessing Tools (page 391)). This node accepts a front clip, and outputs a result. Average Menu Settings The Average Node processes frames based on data from preceding and subsequent sample frames. A frame set to No Media with missing media may include a sample.
To access the Blend & Comp menu, use: ■ Timeline, then use ConnectFX (see Creating ConnectFX (page 394)). ■ Tools, then select from the menu (See Accessing Tools (page 391)). ■ The Modular Keyer, then select a node from the Node bin. This node accepts up to two front and matte clips, as well as a back clip, and outputs a result and outmatte.
Blend and Comp Menu Settings General Settings Blend Type box Select the set of blend mode operations available in the Blend Mode box. Blend Mode box Select a blend operation. Options determined by Blend Type box. Swap Inputs button Enable to switch the rendering order of the inputs. Input Settings NOTE Input 1 and 2 settings are identical. Activate and use based on inputs selected for Blend & Comp. Active button Enable to activate the input. Clamping box Select a clamping option.
Saturation field Displays level of colour purity in the image. Editable. Gamma field Displays the gamma level. Editable. Offset field Displays a value that modifies all of the colour parameters. Editable. Red Gain field Set the percentage of colour values in the red channel. Editable. Green Gain field Set the percentage of colour values in the green channel. Editable. Blue Gain field Set the percentage of colour values in the blue channel. Editable.
Blend Type box Select the set of blend mode operations available in the Blend Mode box. Clamping box Select a clamping option. Blend Mode box Select a blend operation. Options determined by Blend Type box. Transparency field Displays the transparency value. Editable. Gain Trackball Adjusts the gain of the input. Saturation field Displays level of colour purity in the image. Editable. Gamma field Displays the gamma level. Editable. Offset field Displays a value that modifies all of the colour parameters.
To access the Blur menu, use: ■ Timeline, then use ConnectFX (see Creating ConnectFX (page 394)). ■ Timeline, then add Timeline FX from the Effects ribbon (see Adding Timeline FX (page 373)). ■ Tools, then select from the menu (See Accessing Tools (page 391)). ■ The Modular Keyer, then select a node from the Node bin. ■ The Action Media list (see Adding Effects to Media (page 488)). This node accepts a front and a matte clip, and outputs a result and outmatte.
Bias field Displays the direction of a blur. Enter a positive value for forward, a negative value for backward, or 0 for a blur that moves in both directions. Available when Directional or Radial Stamp is chosen as the blur type. Radial Mode box Select whether a radial blur or glow moves in one circular direction (Spin) or two rotating directions (Twist). Available when Radial is chosen as the blur type. Samples field Displays the quality of a Radial Stamp blur or glow. Editable.
Front Settings Width field Displays the width of the blur.Increasing the blur increases the render time. Editable. Height field Displays the height of the blur.Increasing the blur increases the render time. Editable. Proportional button Enable to affect the width and height proportionally. Pixel Ratio button Enable to blur the image using the same proportion as its aspect ratio. Gain field Displays a value by which pixel colour values are multiplied.
Matte Settings Matte Settings for Gaussian, Defocus, or Box Matte Settings for Radial or Radial Stamp Matte Settings for Directional Matte Width field Displays the width of the blur for the matte. Editable. Matte Height field Displays the height of the blur for the matte. Editable. Matte Length field Displays the radius amount of a directional blur for the matte. Editable. Matte Angle field Displays the angle of a direction blur of the matte. Editable.
YUV Colour box Select whether to affect Luma or Chroma only, or include both when blurring in YUV colour space. Blending Settings Screen option box Select a logical operation that can be used to blend the front clip and the result clip. Transparency field Displays the percentage of blending when the result is composited on the front clip. Editable. Use Matte button Enable to apply the blur with the areas defined by the matte.
Curvature field Displays the amount of curvature applied to a round bokeh kernel shape. Editable. Bump Displace Use the Bump Displace effect to create displacement-like emboss effects using light and surface bumps. You can select Front or Front/ZDepth or Front/ZDepth/Matte from the Input Mode box. To access the Bump Displace menu, use: ■ Timeline, then use ConnectFX (see Creating ConnectFX (page 394)). ■ Tools, then select from the menu (See Accessing Tools (page 391)).
Maximum Bumps field Displays the upper limit of the bump depth. Editable. Bump Height field Displays the height value for the effect. Positive numbers create an embossed look. Negative numbers create an engraved look. Editable. Bump Softness field Displays a blurring value for the effect. Editable. Light Settings Light X Position field Displays the horizontal position of the light. Editable. You can also use the light icon in the image window to change the position of the light.
Specular field Displays a value for the reflectiveness of the image. Editable. RGB Distortion Settings Red Distortion field Displays the amount of distortion in the red channel. Editable. Green Distortion field Displays the amount of distortion in the green channel. Editable. Blue Distortion field Displays the amount of distortion in the blue channel. Editable. Repeat Mode Settings Repeat Mode Settings Select an option to fill the empty portions of the frame.
■ Timeline, then use ConnectFX (see Creating ConnectFX (page 394)). ■ Tools, then select from the menu (See Accessing Tools (page 391)). This node accepts a front clip, and outputs a result. Burn-in Letterbox Menu Settings General Settings Aspect Ratio box Select a preset or custom aspect ratio. Offset field Displays the vertical offset. Drag left or right to apply the letterbox to a lower or higher portion of the image. Editable. Border colour pot View the current border colour. Editable.
Burn-in Metadata Menu Settings General Settings Rendering Mode box Select Automatic to render using the scan format of the input, or render in Progressive or Interlaced mode. On Screen Icons button Enable to display layer positioners in the viewport. Use the icons to move the layer in X and Y, or rotate in Z. Alignment options allow you to affect only the selected layer or every layers. Displayed Information list Lists all of the added information layers.
Background colour pot Displays the current background colour. Select to open the colour picker. Background Opacity field Displays the opacity of the background. Editable. Font field Displays the font used for the burned-in text. Editable. Alignment Layer Selection box Use Selected Layer to modify only the selected layer. All Layers modifies all the layers at once, but the modifications are treated as offsets for each individual layer.
Date/Time Date/Time Text field Displays the layer's text to burn-in. Use Add Token to insert predefined information. Values of the tokens only update when Update is clicked. Editable. Add Token box Adds a token to the Text field at the insertion point. Update Field button Updates the tokens in the text field to current values. Frame Rate Displays the frame rate.
Label button Enable to display as a label the contents of the Label field below. Label field Displays the layer's label to burn-in. Enabled by Label. Editable. First Frame box Sets how frames are counted. Segment restarts the count at each segment, with Max Frame as the segment duration. Timeline/Clip count starts with the timeline or clip, with Max Frame as the duration. Source Media counts from the source absolute start frame, with Max Frame as the source duration. Not available in ConnectFX.
Label field Displays the layer's label to burn-in. Enabled by Label. Editable. Include Filename button Enable to display the name of the media file Custom Level button Enable to truncate the displayed file path. Truncate box Sets the directory levels to keep in the displayed path. Keep Last preserves the end of the file path. Remove First removes the beginning of the file path. Directory field Sets the number of directory levels to preserve or remove, according to the Truncate box. Editable.
Segment Name Displays the contents of the Timeline segment's Segment Name field. Not available in ConnectFX. Label button Enable to display as a label the contents of the Label field below. Label field Displays the layer's label to burn-in. Enabled by Label. Editable. Name Displays the clip Name if you use Burn Metadata from the Timeline or the Tools tab. Displays the Node Name if you use Burn Metadata as a node in ConnectFX. Label button Enable to display as a label the contents of the Label field below.
When working with large images, you can free up additional screen space with the Overlay user interface. This feature is exclusive to the Colour Corrector and the Colour Warper. The Colour Warper's Overlay user interface is not available when accessing the Colour Warper as a ConnectFX node. For details on using the Overlay user interface, see Overlay User Interface (page 321). Accessing the Colour Corrector To access the Colour Corrector, you must load clips of the same resolution.
Reset Basics Resets colour correction controls. Hue field Displays the colour range. Editable. Saturation field Displays level of colour purity in the image. Editable. Pivot field Displays the percentage value of the colour range around which the contrast pivots. The default value is 50% for integer input and 18% for floating point input. Editable. Hue field Displays the colour range. Editable. Gain field Drag left or right to increase or decrease light greys from the white area of the image.
Sample Data Type box Select the type of measurement to use for RGB values of sampled colours. Histogram Menu Histogram tab Displays the Histogram menu where you adjust the red, green, blue, and luminance channels of the image. Histogram Displays a bar graph that is used to adjust the luminance values of the image. In the Ranges menu, the curves for the three luma ranges are also displayed. Minimum Input field Displays the lower limit of the luminance values. Pixels with lower values are mapped to black.
Move button This setting is available when you access the Colour Corrector via the Timeline. Select an option to work directly in the image window or schematic. Match button Matches colours in the front and back colour patches, and assigns a number to the current match. Match field Displays which match is currently displayed. ReMatch button Overrides the selected match operation with current settings.
Colour Curves Menu Settings General Settings Curve Channel button Enable this button to select the colour curve for a specific channel. Only one Curves button can be enabled at a time. Each Curves button is active when you modify its curve in the graph. Hue colour pot Displays the colour to shift toward when the curve is modified. Editable. Suppression colour pot Displays the colour to suppress in the clip. Editable. Home button Reverts to the original view. Reset box Resets the curve view.
When working with 16-bit floating point images in the Colour Warper, you can plot colours outside of the 0 to 1 range. Even when working with integer images, clamped colour information (colours that go beyond the RGB range) can be retrieved using the Colour Warper controls. (a) Clamped colour (a) Colour information restored When working with large images, you can free up additional screen space with the Overlay user interface. This feature is exclusive to the Colour Corrector and the Colour Warper.
■ Timeline, then add Timeline FX from the Effects ribbon (see Adding Timeline FX (page 373)). ■ Tools, then select from the menu (See Accessing Tools (page 391)). ■ Modular Keyer, Action or Paint tool. Color Warper Menu Settings Timeline FX Quick Menu Settings To see the full Colour Warper menu, click the Editor button. Use Mask button Enable to use the matte to delimit the Colour Correct or Colour Warper effect.
Clear /Reset box Select whether to clear the value at the current frame or reset the value for the entire animation curve. Blue Gamma field Displays the gamma level in the blue channel. Clear /Reset box Select whether to clear the value at the current frame or reset the value for the entire animation curve. Select button Activates the pick cursor. Use to sample an area to adjust. Activate the cursor again and select the area to match. Plot button Activates the pick cursor.
Midtones Define the tolerance range based on the midlevel areas in the image. Highlights button Define the tolerance range based on the light areas in the image. Adjusting box Select Tolerance to add tolerance to the matte, +Softness to add softness to the matte, or -Softness to remove softness from the matte. Sharpness field Displays the percentage of sharpness of the matte. Editable. Tolerance button Enable to apply the grey tolerance indicator on the hue cube.
Name field Displays the name of the subsetup. Editable. Subsetup C LED button Indicates the subsetup is stored. Subsetup C button Apply an active subsetup to the current frame. Hold down to replace an existing subsetup. Name field Displays the name of the subsetup. Editable. Subsetup D LED button Indicates the subsetup is stored. Subsetup D button Apply an active subsetup to the current frame. Hold down to replace an existing subsetup. Name field Displays the name of the subsetup. Editable.
Colour Source Use Colour Source to generate a colour bar, noise, gradient, or colour clip that can be used as the clip for other nodes. To access the Colour Source menu, use: ■ Timeline, then use ConnectFX (see Creating ConnectFX (page 394)). ■ Tools, then select from the menu (See Accessing Tools (page 391)). ■ The Modular Keyer, then select a node from the Node bin. This node outputs a result.
Luminance box Select whether to apply 75% or 100% luminance to the colour frames. Combine Use Combine to combine the individual color space channels of three different source clips (RGB, YUV, or HSL). To access the Combine menu, use: ■ Timeline, then use ConnectFX (see Creating ConnectFX (page 394)). ■ Tools, then select from the menu (See Accessing Tools (page 391)). ■ The Modular Keyer, then select a node from the Node bin. This node accepts a front, back and matte clip, and outputs a result.
To access the Comp menu, use: ■ Timeline, then use ConnectFX (see Creating ConnectFX (page 394)). ■ Timeline, then add Timeline FX from the Effects ribbon (see Adding Timeline FX (page 373)). ■ Tools, then select from the menu (See Accessing Tools (page 391)). The Timeline FX pipeline uses: ■ The upper track as the primary clip and matte (optional) that comprise the foreground of the composition. ■ The lower tracks as the secondary clip and matte (optional) that comprises the background.
Comp Menu Settings Timeline FX Quick Menu Settings To see the full Comp menu, click the Editor button. Input Settings NOTE Input Front and Input Back settings are identical. Matte box Select how the matte is used when blending. Clamping box Select a clamping option for colour and luminance values on input in the 16-bit floating point rendering pipeline. Premultiplication box Select whether the colour values in the input are premultiplied by the matte or not.
Compound Use Compound to combine the contents of several frames into a single frame. To access the Compound menu, use: ■ Timeline, then use ConnectFX (see Creating ConnectFX (page 394)). ■ Tools, then select from the menu (See Accessing Tools (page 391)). This node accepts a front clip, and outputs a result. Compound Menu Settings General Settings First Rendered Frame field Displays the first frame at which output is rendered from the node. Unrendered output does not display any media.Editable.
To access the Damage menu, use: ■ Timeline, then use ConnectFX (see Creating ConnectFX (page 394)). ■ Tools, then select from the menu (See Accessing Tools (page 391)). This node accepts a front clip, and outputs a result.
Damage Type box Select an option for the media type of damage effects to use. Selecting one of the effects groups from the Damage Type box will display a menu of options for this effect. Random Seed field Displays the number used to generate random variations in the damage effects. Editable. Timing Offset field Displays the number used for timing offset in the damage effects. Editable. Damage Effect buttons Enable to display options for an effect. Click LED to switch between On (blue) and Off (grey).
Blotches Settings Blotches button Use this effect to simulate blotches on old film. Blotch Amount field Displays the amount of blotches applied to the image. Editable. Blotch Transparency field Displays the percentage of transparency applied to the blotches. Editable. Blotch Transparency Variation field Displays the percentage of variation for the transparency applied to the blotches. Editable. Blotch Size field Displays the average size of the blotches. Editable.
Colour Gain trackball Drag to adjust the colour gain. This is an alternate control combining the Red Gain, Green Gain, Blue Gain, and Luma fields. Colour Saturation field Displays the level of colour purity in the image. Editable. Colour Gamma field Displays the amount of gamma correction applied to the image. Editable. Colour Offset field Displays the amount by which all the colour parameters are modified. Editable. Red Gain field Displays the amount of gain applied to the red channel. Editable.
Dust Transparency field Displays the percentage of transparency applied to the dust particles. Editable. Dust Transparency Variation field Displays the percentage of variation in transparency applied to the dust particles. Editable. Dust Size field Displays the average size of the dust particles. Editable. Dust Size Variation field Displays the percentage of variation applied to the size of the dust particles. Editable. Dust Softness field Displays the percentage by which the dust is out of focus. Editable.
Scratch Amount field Displays the amount of scratches applied to the image. Editable. Scratch Width field Displays the average width of the scratches. Editable. Scratch Width Variation field Displays the percentage of variation in the width of the scratches. Editable. Scratch Length field Displays the average length of the scratches. Editable. Scratch Length Variation field Displays the percentage of variation in the length of the scratches. Editable.
Scratch Travel Variation field Displays a percentage of variation that the scratches travel. Editable. Scratch Angle Variation field Displays the angle at which the scratches occur. Editable. Scratch Spread field Displays the area of the frame over which the scratches are spread. Editable. Scratch Horizontal Offset field Displays the horizontal offset of the scratches. Editable. Scratch Duration field Displays the duration in frames of the scratch effect. Editable.
Splice Projector Roll field Displays the amount of space that the frame will travel as a percentage. Editable. Splice Motion Blur field Displays the amount of motion blur applied to the splice effects. Editable. Splice Jitter field Displays the amount of jitter applied to the splice effects. Editable. Splice Defocus field Displays the amount of defocus applied to the splice effects. Editable. Splice Spacing field Displays the spacing in frames between splice effects. Editable.
Defocus Amount field Displays the amount of defocus applied to the image. Editable. Defocus Amount Variation field Displays the percentage of variation in the amount of defocus applied to the image. Editable. Defocus Spacing field Displays the spacing in frames between defocus effects. Editable. Defocus Spacing Variation field Displays the percentage of variation in the spacing between defocus effects. Editable. Defocus Duration field Displays the duration in frames of the defocus effects. Editable.
Hairs Settings Hairs button Use this effect to simulate hairs on old film. Hair Amount field Displays the amount of hairs applied to the image. Editable. Hair Transparency field Displays the transparency applied to the hairs. Editable. Hair Transparency Variation field Displays the percentage of variation in transparency applied to the hairs. Editable. Hair Size field Displays the average size of the hairs. Editable. Hair Size Variation field Displays the percentage of variation in size of the hairs.
Jitter Spacing field Displays the spacing in frames between jitter effects. Editable. Jitter Spacing Variation field Displays the percentage of variation in the spacing between jitter effects. Editable. Jitter Duration field Displays the duration in frames of the jitter effects. Editable. Jitter Duration Variation field Displays the percentage of variation in duration for the jitter effects. Editable. Vignette Settings Vignette button Use this effect to simulate vignetting on old film.
When you select Analog Video from the Damage type box, the Analog Video Damage Effects are displayed, along with the most useful adjustment box to the right of each. Analog Drop Settings Analog Drops button Use this effect to simulate analog drops causing noise or shash when playing back old tapes on VTRs. .
Drop Type box Select an option for the type of noise. Drop Amount field Displays the amount of shash applied to the image. Editable. Drop Amount Variation field Displays the percentage of variation in the amount of shash applied to the image. Editable. Drop Transparency field Displays the percentage of transparency applied to the shash. Editable. Drop Transparency Variation field Displays the percentage of variation in the transparency applied to the shash. Editable.
Edge Distortion Transparency field Displays the percentage of transparency applied to the edge distortion effect. Editable. Edge Distortion Transparency Variation field Displays the percentage of variation in transparency applied to the edge distortion effect. Editable. Edge Distortion Coverage field Displays the percentage of vertical spread for the edge distortion effect. Editable. Edge Distortion Scale field Displays the size scaling applied to the edge distortion effect. Editable.
Interference Vertical Offset field Displays the vertical offset applied to the electromagnetic interference effect. Editable. Interference Spacing field Displays the spacing in frames between electromagnetic interference effects. Editable. Interference Spacing Variation field Displays the percentage of variation in spacing between electromagnetic interference effects. Editable. Interference Duration field Displays the duration in frames of the electromagnetic interference effects. Editable.
Lines Speed field Displays the speed at which the noise artifact lines move around. Editable. Lines Speed Variation field Displays the percentage of variation in the speed of the noise artifact lines. Editable. Lines Speed Variation Period field Displays the time period in frames within which the noise artifact lines occur. Editable. Play Effects Settings Play Effects button Use this effect to simulate play effects caused by misaligned or dirty tape heads when playing back old tapes on VTRs.
Vertical Offset Settings Vertical Offset button Use this offset to simulate vertical rolls when playing back old tapes on VTRs. Vertical Offset Roll Amount field Displays the amount of vertical roll applied to the image. Editable. Vertical Offset Roll Amount Variation field Displays the percentage of variation in the amount of the vertical roll. Editable. Vertical Offset Jitter field Displays the amount of jitter applied to the vertical roll. Editable.
Colour Settings Colour button Use this effect to simulate analog colour degradation, shift and variations from poor signal reception. Analog Colour Degrade Amount field Displays the amount of colour degradation applied to the image. Editable. Analog Colour Degrade Amount Variation field Displays the percentage of variation in the amount of the colour degradation. Editable. Analog Colour Contrast Transparency field Displays the amount of contrast applied to the image. Editable.
Analog Colour Red Channel X Shift field Displays the amount of horizontal offset applied to the red channel. Editable. Analog Colour Green Channel X Shift field Displays the amount of horizontal offset applied to the green channel. Editable. Analog Colour Blue Channel X Shift field Displays the amount of horizontal offset applied to the blue channel. Editable. Analog Colour Red Channel Y Shift field Displays the amount of vertical offset applied to the red channel. Editable.
Ghosting Spacing field Displays the spacing in frames between ghosting errors. Editable. Ghosting Spacing Variation field Displays the percentage of variation in spacing between ghosting errors. Editable. Ghosting Duration field Displays the duration in frames of the ghosting errors. Editable. Ghosting Duration Variaton field Displays the percentage of variation in the duration of ghosting errors. Editable.
Snow Sparseness field Displays the density of the snow. Editable. Snow Width field Displays the width in pixels of the snow particles. Editable. Snow Height field Displays the height in pixels of the snow particles. Editable. Snow Proportional button Enable to effect the width and height proportionally. Editable. TV Distort Settings TV Distort button Use this effect to simulate TV lens distortion from a poor video camera.
When you select Digital Video from the Damage type box, the Digital Video Damage Effects are displayed, along with the most useful adjustment box to the right of each. Chroma Errors Settings Chroma Errors button Use this effect to simulate chroma errors in badly encoded digital video transmissions.
Chroma Amount box Displays the value representing the change to the chroma channel. Editable. Luma Amount box Displays the value representing the change to the luminance channel. Editable. Variation Amount box Displays the percentage of variation applied to the Chroma and Luma channels. Colour Artifacts Settings Colour Artifacts button Use this effect to simulate digital colour artifacts and degradation appearing in badly encoded digital video transmissions.
Compression Amount field Displays the amount of the digital compression effect applied to the image. Editable. Compression Amount Variation field Displays the percentage of variation in the amount of digital compression applied to the image. Editable. Compression Edges Active button Enable to activate edge detection errors in compression. Compression Edges Minimum field Displays the minimum threshold value used to detect edges. Available when Active button is enabled. Editable.
Digital Drops Settings Digital Drops button Use this effect to simulate digital drop errors in badly encoded digital video transmissions. Digital Drops Amount field Displays the amount of digital drop errors applied to the image. Editable. Digital Drops Coherence field Displays the amount of coherence to digital drop errors in the image. Editable. Digital Drops Amount Variation field Displays the percentage of variation in the amount of digital drop errors applied to the image. Editable.
Play Effects Shuttering field Displays the amount of shuttering during playback that is applied to the image. Editable. Play Effects Spacing field Displays the spacing in frames between play effects errors. Editable. Play Effects Spacing Variation field Displays the percentage of variation in spacing between play effects errors. Editable. Play Effects Duration field Displays the duration in frames of the play effects errors. Editable.
Pixelation Size Variation field Displays the percentage of variation in the size of pixels during playback. Editable. Deal Use Deal to deal out the frames of a single clip evenly to any number of destination clips. To access the Deal menu, use: ■ Timeline, then use ConnectFX (see Creating ConnectFX (page 394)). ■ Tools, then select from the menu (See Accessing Tools (page 391)). This node accepts a front clip, and outputs a result.
To access the Deform menu, use: ■ Timeline, then use ConnectFX (see Creating ConnectFX (page 394)). ■ Tools, then select from the menu (See Accessing Tools (page 391)). This node accepts a front and a matte clip, and outputs a result and an outmatte. Deform Menu Settings General Settings Deform Type button Select the type of deformation you want to create. The available effect parameters change based on the selection.
Deform Ripple box (not shown) Select how you want the ripples created. Pond Ripples create ripples with a 45 degree offset. Out from Center pushes the ripples away from the center, extending the first half, and compressing the second half of each ripple. Around Center rotates the crest of each ripple in a clockwise direction around the center. Repeat Mode box Select an option to fill the empty portions of the frame.
Radius field Displays the size of the affected area. You can also drag the circle in the image window to change the size of the radius. Editable. Amount field Displays the amount of the deformation. Editable. Damping box Select how the effect is applied within the radius. Select None to apply no damping, Linear to decrease the effect linearly to 0, or Quadratic to decrease the effect quadratically to 0. NOTE The following settings are available when Ripple is selected from the Deform Type button.
Radius field Displays the size of the affected area. You can also drag the circle in the image window to change the size of the radius. Editable. Twirl Angle field Displays the direction of the twirl. Editable. Damping box Select how the effect is applied within the radius. Select None to apply no damping, Linear to decrease the effect linearly to 0, or Quadratic to decrease the effect quadratically to 0. NOTE The following settings are available when Wave is selected from the Deform Type button.
NOTE Transform settings for Input, Deform and Output are identical. Transform X Position field Displays the horizontal position of the transformation. Enable the Icons button to change the position by dragging the vertex tool in the image window. Editable. Transform Y Position field Displays the vertical position of the transformation. Editable. Enable the Icons button to change the position by dragging the vertex tool in the image window. Editable.
Degrain Menu Settings General Settings Render Method box Select whether you are removing grain from progressive or interlaced media. Red Average slider Displays the amount of blur applied to the red channel. Red Average field Displays the amount of blur applied to the red channel. Editable. Green Average slider Displays the amount of blur applied to the green channel. Green Average field Displays the amount of blur applied to the green channel. Editable.
To access the Deinterlace menu, use: ■ Timeline, then use ConnectFX (see Creating ConnectFX (page 394)). ■ Tools, then select from the menu (See Accessing Tools (page 391)). This node accepts a front clip as input, and outputs a result. For each frame of the clip, the result clip contains one frame with odd scanlines (Field 1) and one frame with even scanlines (Field 2).
To access the Denoise menu, use: ■ Timeline, then use ConnectFX (see Creating ConnectFX (page 394)). ■ Tools, then select from the menu (See Accessing Tools (page 391)). The Modular Keyer, then select a node from the Node bin. This node accepts a front clip, and outputs a result clip. Denoise Menu Settings Setup Settings Image Type box Select the type of image data that is input into the node or tool. This determines the type of transformation applied to the input clip.
Grain Analysis Settings Add Bounding Box button Adds a new sub-region. Click and drag the bounding box in the image window to set the location. Remove Bounding Box box Select an option to remove the currently selected bounding box or all the bounding boxes. Analyze button Click to determine the grain structure. Reference frame field Displays the frame number that is analysed. You can use this frame analysis as a reference that can be edited and applied to the clip.
Proportional button Enable to change gain values proportionally for all three colour channels. Grain Size field Displays a value in pixels that is proportional to the size of the grain. The default value is 3, but may be higher for 4K images. Editable. Smoothing Radius field Displays the blur radius. For smoother results, a higher value will add more pixels to the blur, but increase rendering time. Editable.
Median Filtering Settings The Median Filter removes noise by calculating the median value for each pixel (the most probable pixel value) and applies an edge-preserving smoothing filter. Median Filtering button Enable to use the median filter. Type box Select the filtering mode. Options are: ■ Standard: Applies the standard fitering algorithm. ■ Advanced: Applies a more advanced filtering algorithm, but is more resource intensive. Use the Advanced Filter Mode on particularily noisy shots.
To access the Depth of Field menu, use: ■ Timeline, then use ConnectFX (see Creating ConnectFX (page 394)). ■ Tools, then select from the menu (See Accessing Tools (page 391)). This node accepts a front, Z-depth and matte clip, and outputs a result, out Z-depth and outmatte clip. The output matte clip can have a different level of depth of field than the result clip. Depth of Field Menu Settings Blur and Blooming Settings Blur Width field Displays the horizontal blur amount in pixels. Editable.
Basic/Additive Blooming button Switch between basic blooming and additive blooming bokeh effects. The basic blooming mode displays the gain applied to highlights in non-HDR images, to allow the creation of bokeh patterns without affecting colour integrity. The additive blooming mode allows you to create higher intensity bokeh patterns from any source image, using minimum and maximum thresholds for highlight segregation.
Slices and Edge Artifacts Settings Slices Number field Displays the number of slices to blend to determine the Z-Depth interpolation of a depth-of-field focus blur. You can see the slices in the depth-o-gram to allow a better understanding of the focus plane behaviour, and to help define the number of slices required, depending on your Z-depth colour information. Editable. Slices Overlap field Displays the amount of blending overlap between adjacent slices. Editable.
Max Blur Field Displays the maximum total horizontal and vertical blur amount to clamp the value and avoid unnecessary rendering. The cumulative effect of the high blur amount (Basic tab), and gamma and gain correction applied to the Depth map (Depth tab) may result in very large values, which greatly increases the rendering time. Editable. Slopes field Displays the gamma value. Applies a gamma curve to the Z-depth map before it is used. Editable.
(a) Plot Value Plane (b) Near Focus Offset Plane (c) Focus Offset (d) Focus Plane (e) Far Focus Offset Plane (f) Focus Range Bokeh Profile Settings Use the Bokeh Profile tab to edit the blur kernal pattern. The kernel is the basic blur shape. The shape of the kernel is determined by its number of sides, its rotation, and the shape of its S-curve. This curve represents the shape of the pattern, from its centre to the outside. The default S-curve defines the softness of the blur.
Difference Matte Use the Difference Matte to generate a matte clip from two source clips with the same background but different foreground elements. To access the Difference Matte menu, use: ■ Timeline, then use ConnectFX (see Creating ConnectFX (page 394)). ■ Tools, then select from the menu (See Accessing Tools (page 391)). This node accepts a front and back clip as input, and outputs a result. The Difference Matte allows you to remove an image from one context and add it to another.
Red Softness field Displays the softness value applied to the red channel to create the matte. Editable. Green Softness colour pot Displays the softness value applied to the green channel to create the matte. Editable. Green Softness field Displays the softness value applied to the green channel to create the matte. Editable. Blue Softness colour pot Displays the softness value applied to the blue channel to create the matte. Editable.
To access the Edge Detect menu, use: ■ Timeline, then use ConnectFX (see Creating ConnectFX (page 394)). ■ Tools, then select from the menu (See Accessing Tools (page 391)). ■ The Modular Keyer, then select a node from the Node bin. This node accepts a front and matte clip, and outputs a result and an outmatte. Edge Detect Settings General Settings Colour Type box Select the colour space that you want to use to isolate the edge.
Result Output box Select Result to output the composite of the input image, input matte, and the matte generated by the edge detection. Or, select Edge Only to output only the result of compositing the input image with the matte generated by the edge detection. Matte Output button Select Input to output the input matte or Edge Matte to output the matte generated by the edge detection. Edge Detection Settings Red Weight field Displays a value for the relative intensity of red used to detect edges.
Edge Effects Settings Double Edge button Enable to do a second edge detection pass and create twice as many edges. Minimum Edge Detection Threshold field Displays the lower limit for edge detection. Editable. Maximum Edge Detection Threshold field Displays the upper limit for edge detection. Editable. Softness Width field Displays a value for the width of the edge. Editable. Softness Gain field Displays a value for the softness of the edge. Editable.
Green Gain field Set the percentage of colour values in the green channel. Editable. Blue Gain field Set the percentage of colour values in the blue channel. Editable. Luma Gain field Set the percentage of luma gain value to display. Editable. Proportional button Enable to adjust the gain of the colour values proportionally.
Field Merge Menu Settings General Settings Level field Enter the percentage of blending between fields, or drag on the field to modify its value. Filter Use Filter to apply different effects to a clip, including textures, blurring, edge detection, embossing, and sharpening. To access the Filter menu: ■ Timeline, then use ConnectFX (see Creating ConnectFX (page 394)). ■ Tools, then select from the menu (See Accessing Tools (page 391)). This node accepts a front clip, and outputs a result.
Filter 4 button Modifies the set of image operations in the fourth filter element that is applied in the final composite filter. Filter 5 button Modifies the set of image operations in the fifth filter element that is applied in the final composite filter. Use Filter button Enable to apply the filter element to the final composite filter. Effect field Displays the level of filtering required. Editable. Bypass Chroma button Enable to ignore hue and saturation channels of an image.
Width field Displays the height of the blur. Editable. Height field Displays the width of the blur. Editable. Sobel button Enable to apply an edge-detection filter that uses the Sobel operator. Sobel Direction box Select the direction in which the filter is applied. Prewitt button Enable to apply an edge-detection filter that uses the Prewitt operator. Prewitt Direction box Select the direction in which the field is applied. Flip Use Flip to generate a mirror image of a clip.
To access the Garbage Mask menu, use: ■ Timeline, then use ConnectFX (see Creating ConnectFX (page 394)). ■ Timeline, then add Timeline FX from the Effects ribbon (see Adding Timeline FX (page 373)). When you access the GMask as a Timeline FX, you can enable Use Matte to use the matte input as part of the effect processing. ■ Tools, then select from the menu (See Accessing Tools (page 391)). ■ The Modular Keyer, then select a node from the Node bin.
X Rotation field Rotate the X axis. Y Rotation field Rotate the Y axis. Z Rotation field Rotate the Z axis. X Scale field Scale the X axis. Y Scale field Scale the Y axis. Z Scale field Scale the Z axis. Proportional button Enable to constrain proportions while scaling. X Shear field Shear the X axis. Y Shear field Shear the Y axis. Z Shear field Shear the Z axis. X Centre field Centre the X axis. Y Centre field Centre the Y axis. Z Centre field Centre the Z axis.
Colour field Set the blend between the outgoing and incoming image inside the mask. Opacity field Set the transparency of the mask. Lasso Fit field Set the number of points used in the freehand part of the mask. Edge Softness box Select an edge softness method. Select Softness to create a uniform gradient around the mask edge, or select Tracer to key out details around the mask edge. Different settings appear based on the selection. Alpha field Set the transparency of the gradient from the mask edge.
Object Node Name field Displays the name of the selected object node. Previous Node button Click to scroll to the previous similar node. Next Node button Click to scroll to the next similar node. Garbage Mask Node Setup Settings Spline Keyframing box Select the parameters to use when animating a Garbage Mask spline. When Shape Animation is disabled in the Garbage Mask general settings, then the Spline & Tracer, Spline and Item options become available.
Transparency field Displays the transparency of garbage mask splines and axes. Editable. Show Border button Enable to display the Softness Offset wireframe border, defined in the Shape menu. Show Border colour pot Select the colour for the Softness Offset wireframe. Wireframe colour pot Select the colour of garbage mask splines. Control Points colour pot Select the colour of garbage mask control points. Pickers Display colour pot Select the colour of the pickers.
To access the Glow menu, use: ■ Timeline, then use ConnectFX (see Creating ConnectFX (page 394)). ■ Tools, then select from the menu (See Accessing Tools (page 391)). ■ The Modular Keyer, then select a node from the Node bin. This node accepts a front and matte clip, and outputs a result an outmatte. You can add a Glow node to any part of the pipeline except to the Front and Matte pipes of MBLend nodes and the Matte pipes of CBlend nodes.
Glow Type Settings Glow Type for Gaussian Glow Type for Directional Glow Type for Radial Glow Type for Radial Stamp Glow Type box Select the type or shape of glow filter to apply to the clip. For example, a Box blur has rectangular edges.Depending on the glow type, some of the other glow settings vary. Radial Mode box Select whether a radial blur or glow moves in one circular direction (Spin) or two rotating directions (Twist). Available when Radial is chosen as the blur type.
Offset Y field Offsets the centre along the Y axis (or press Ctrl and gesturally move the red circle in the image). This field is useful to apply changes to the centre after tracking has been performed. Editable. NOTE You can also press Ctrl and move the red circle on the image to set the offset of the centre of the glow. The Offset X and Y fields update accordingly. Input Settings Hue field Displays the colour range in the image before the glow effect is applied. Editable.
Height field Displays the height of the blur.Increasing the blur increases the render time. Editable. Proportional button Enable to affect the width and height proportionally. Pixel Ratio button Enable to blur the image using the same proportion as its aspect ratio. Amount field (Radial, Radial Stamp) Displays the amount of radial blur. Editable. Rotation field (Radial, Radial Stamp) Displays the angle of rotation for a radial blur. Editable.
Colour Settings Colour 1 box Enable to define the first colour used for the glow. If two colours are used, they are combined in additive mode to create the glow effect. Colour 1 Colour pot Displays the hue and saturation colour of the first glow colour. Click to open the colour picker to select a different colour. Colour 1 Trackball Adjusts the hue and saturation of colour 1. Colour 1 Hue field Displays the colour range of colour 1. Editable.
Channels Settings Weight field Displays the weighted value of the channel. Position X field Displays the horizontal offset of the channel. Position Y field Displays the vertical offset of the channel. Blending Settings Screen option box Select a logical operation that can be used to blend the front clip and the result clip. Transparency field Displays the percentage of blending when the result is composited on the front clip. Editable. Use Matte button Enable to include the matte in the blending.
Gradient Use the Gradient to create an effect based on colours and patterns of your choosing. To access the Gradient menu, use: ■ Timeline, then use ConnectFX (see Creating ConnectFX (page 394)). ■ Tools, then select from the menu (See Accessing Tools (page 391)). ■ The Modular Keyer, then select a node from the Node bin. This node accepts a front and matte clip, and outputs a result and outmatte.
Gradient Menu Settings Setup Settings Resolution Presets box Select a resolution for the new clip. Select Custom to specify a non-standard resolution. Width field Displays the custom width resolution of the clip. Editable. Height field Displays the custom width resolution of the clip. Editable. Aspect Ratio Presets box Select a standard frame aspect ratio. Select the Set to w:h option to set the clip to use square pixels. Select Custom to define a custom frame aspect ratio in the Aspect Ratio field.
Type Settings Gradient Type box Select the type of gradient to apply. Some of the gradient settings differ based on the gradient type you choose. Select: To create a gradient based on: Directional A single straight line spline. Radial Two circular geometries. Spline A spline that can be manipulated with vertices and tangents. Point Multiple coloured points. For each gradient type, you can gesturally create your gradients in the image window with various widgets, such as splines and vertices.
Rotation field Displays the degree of rotation of the gradient. Editable. NOTE You can also manipulate the position and rotation of the gradient directly in the image window if Show Widgets is available. Scale field Displays the scale of the gradient. Editable. Centre field Directional gradient only: Displays the offset value of the centre of the spline as a percentage of its position on the spline. Editable. Amplitude field Directional gradient only: Displays the pixel length of the spline.
Colour Add button Adds a new colour triangle to the right of the currently selected triangle. Press Ctrl while clicking add to clone the selected triangle colour. Colour Delete button Deletes the selected triangle. Colour Ramp Copy list Select whether to copy the Colour ramp information to the Alpha ramp, or to preserve the Colour ramp information when switching gradient types.
Radial Shape Settings Use these settings if you wish to further affect the shape of a radial gradient. NOTE Radial Shape settings are available when Radial is selected from the Gradient Type box. Inner Width field Displays the width of the inner radial circle. You can also gesturally drag the red square on the inner circle. Editable. Inner Offset X field Displays the offset along the X axis of the inner radial circle. You can also gesturally drag the + inside the inner circle. Editable.
Spline Shape Settings Use these settings if you wish to further affect the shape of a spline gradient. All of these settings have gestural equivalents in the image window. Ensure that Icons is enabled in the Gradient Setup menu.) NOTE Available when Spline is selected from the Gradient Type box. Vertex X Position field Displays the position along the X axis of the selected vertex. Editable. Vertex Y Position field Displays the position along the Y axis of the selected vertex. Editable.
NOTE Available when Point is selected from the Gradient Type box. Points List Use the rows to set the colour, position, and other settings for each color of a Point gradient. Points Column Displays the number of the point. By default, four points are added to a gradient; however, you can add more. Colour Column Displays the colour of the point. Click the colour pot to open the colour picker to select a different colour. Alpha Column Displays the alpha colour of the point.
Alpha Output Settings Alpha Output box Select whether to output the combined alpha result, or only the gradient effect itself. Interlace Use Interlace to connect the odd and even scanlines of a clip. To access the Interlace menu: ■ Timeline, then use ConnectFX (see Creating ConnectFX (page 394)). ■ Tools, then select from the menu (See Accessing Tools (page 391)). The Interlace node accepts a front clip as input, and outputs a result.
To access the Keyer Channel menu, use: ■ Timeline, then use ConnectFX (see Creating ConnectFX (page 394)). ■ The Modular Keyer, then select a node from the Node bin. This node accepts a front clip, and outputs a result. Keyer Channel Menu Settings General Settings Image Type box Select the type of image data that is input into the node or tool. This determines the type of transformation applied to the input clip. Channel Mode box Select a predefined or custom colour channel.
To access the Keyer HLS menu, use: ■ Timeline, then use ConnectFX (see Creating ConnectFX (page 394)). ■ The Modular Keyer, then select a node from the Node bin. This node accepts a front clip, and outputs a result. Keyer HLS Menu Settings General Menu Settings Image Type box Select the type of image data that is input into the node or tool. This determines the type of transformation applied to the input clip. Regen button Enable to get dynamic updating of the image as you make changes.
Softness button Activates the pick cursor. Use to select the maximum and minimum values for the softness range in the image window. Master Softness field Displays the value added to the existing softness of each channel. Resets to 0 after each use. + Increases softness values. - Decreases softness values. Colour Control Settings Hue button Enable to extract hue values for the key. Minimum Softness field Displays the minimum hue value of the softness range. Editable.
To access the Keyer Luma menu, use: ■ Timeline, then use ConnectFX (see Creating ConnectFX (page 394)). ■ The Modular Keyer, then select a node from the Node bin. This node accepts a front clip, and outputs a result. Keyer Luma Menu Settings General Settings Image Type box Select the type of image data that is input into the node or tool. This determines the type of transformation applied to the input clip. Master Tolerance field Displays the value added to the existing tolerance of each channel.
To access the Keyer RGB menu, use: ■ Timeline, then use ConnectFX (see Creating ConnectFX (page 394)). ■ The Modular Keyer, then select a node from the Node bin. This node accepts a front clip, and outputs a result. Keyer RGB Menu Settings General Settings Image Type box Select the type of image data that is input into the node or tool. This determines the type of transformation applied to the input clip. Regen button Enable to get dynamic updating of the image as you make changes.
- Decreases softness values. Colour Control Settings Red Channel button Enable to extract red channel values for the key. Minimum Softness field Displays the minimum red channel value of the softness range. Editable. Minimum Tolerance field Displays the minimum red channel value of the tolerance range. Editable. Maximum Tolerance field Displays the maximum red channel value of the tolerance range. Editable. Maximum Softness field Displays the maximum red channel value of the softness range. Editable.
■ The Modular Keyer, then select a node from the Node bin. This node accepts a front clip, and outputs a result. Keyer RGBCMYL Menu Settings General Settings Image Type box Select the type of image data that is input into the node or tool. This determines the type of transformation applied to the input clip. Regen button Enable to get dynamic updating of the image as you make changes. Picking Controls Settings Key Colour colour pot Activates the pick cursor.
Colour Control Settings Red Channel button Enable to extract red channel values for the key. Minimum Softness field Displays the minimum red channel value of the softness range. Editable. Minimum Tolerance field Displays the minimum red channel value of the tolerance range. Editable. Maximum Tolerance field Displays the maximum red channel value of the tolerance range. Editable. Maximum Softness field Displays the maximum red channel value of the softness range. Editable.
Minimum Softness field Displays the minimum yellow channel value of the softness range. Editable. Minimum Tolerance field Displays the minimum yellow channel value of the tolerance range. Editable. Maximum Tolerance field Displays the maximum yellow channel value of the tolerance range. Editable. Maximum Softness field Displays the maximum yellow channel value of the softness range. Editable. Luminance button Enable to extract luminance values for the key.
Keyer YUV Menu Settings General Settings Image Type box Select the type of image data that is input into the node or tool. This determines the type of transformation applied to the input clip. Regen button Enable to get dynamic updating of the image as you make changes. Picking Controls Settings Key Colour colour pot Activates the pick cursor. Use to sample an area of the image to display the average colour value. Tolerance button Activates the pick cursor.
Colour Control Settings Y Channel button Enable to extract luminance channel values for the key. Minimum Softness field Displays the minimum luminance value of the softness range. Editable. Minimum Tolerance field Displays the minimum luminance value of the tolerance range. Editable. Maximum Tolerance field Displays the maximum luminance value of the tolerance range. Editable. Maximum Softness field Displays the maximum luminance value of the softness range. Editable.
To access the LUT Editor menu, use: ■ Timeline, then add Timeline FX from the Effects ribbon (see Adding Timeline FX (page 373)). ■ Timeline, then use ConnectFX (see Creating ConnectFX (page 394)). ■ The Modular Keyer, then select a node from the Node bin. ■ You can also access the LUT Editor when importing (page 43) or exporting (page 47) media. This node accepts a front clip, and outputs a result.
Basic button Enable to display the basic conversion LUT curve. Advanced Editing button Enable to display advanced editing curves for each colour channel. RGB curves use blending to distinguish overlapping curves. Final button Enable to display the final conversion LUT curve. Edit Curve box Select to display the editing curve for the selected colour channel. Zoom field Displays the zoom percentage of the histogram. Editable. Home box Select whether to recenter the graph or center the frame.
Blue Reference Black field Displays the upper limit at which blue channel values are considered black. Editable. Red Highlight field Displays the value at which greater red channel values are clamped. Editable. Green Highlight field Displays the value at which green channel values are clamped. Editable. Blue Highlight field Displays the value at which blue channel values are clamped. Editable. Red Shadow field Displays the value at which lower red channel values are clamped. Editable.
Red Defog field Displays the value to be subtracted from red color values to reduce fogging of the image. Editable. Green Defog field Displays the value to be subtracted from green color values to reduce fogging of the image. Editable. Blue Defog field Displays the value to be subtracted from blue color values to reduce fogging of the image. Editable. Red Knee Low field Displays the lower limit of the compressed pixel range for the red channel. Editable.
PhotoMap Settings Invert button Enable to apply the inverse of the tone-mapping parameters function to convert video media to scene-linear media. Red Exposure field Displays the luminance level of the red channel for the display image. Editable. Green Exposure field Displays the luminance level of the green channel for the display image. Editable. Blue Exposure field Displays the luminance level of the blue channel for the display image. Editable.
Colour Transform Settings Import button Use to browse and select a colour transform. See LINK for a list of supported colour transforms. Invert button Invert a chain of one or more colour transforms, to convert from the original destination back to the original source. You can select this only when Custom is enabled. To invert an individual transform in a chain, click in the Invert column to toggle it. Custom button Apply a custom chain of color transforms.
To access the 2D Transform menu, use: ■ Timeline, then use ConnectFX (see Creating ConnectFX (page 394)). ■ Tools, then select from the menu (See Accessing Tools (page 391)). ■ The Modular Keyer, then select a node from the Node bin. This node accepts a front and matte clip, and outputs a result an outmatte. Map Convert Menu Settings Input and Output Format Settings Input Format box Select the type of image you want to convert.
Cubic Type box Select horizontal or vertical to identify the type of cubic image you are inputting. Select Spliced Faces to stitch together multiple images to create a horizontal cubic image. Available when Cubic is selected in the Input Format box. Output Format box Select the output format for the image you are converting. The Map Convert effect accepts the following format types: Type: Description: Spheric Sometimes referred to as a chrome ball or mirrored ball.
In addition to the common transform settings, a Cubic (Spliced Faces) input format also contains the following settings: Sequence Length field When creating a cubic map from spliced images, indicate how frequently images change in the sequence. Each change in the sequence gets mapped to a different face of the cube. Face Assignments fields These locked fields display the order that the face assignment follows when creating the cubic map.
Radius Offset field Displays the offset of the radius for a cartesian to polar conversion. Editable Angle Scale field Displays the scale of the angle for a cartesian to polar conversion. Editable. Angle Offset field Displays the offset of the Angle Scale for a cartesian to polar conversion. Editable. Angular Repeat Mode box Select an option to fill the empty portions of the frame.
(a) Select Output box The Master Keyer node processes gaps in clips set to No Media based on the input tab receiving the information. Input Result Front No media Back Black frames Matte White frames Master Keyer Menu Settings MasterK Settings Primary Sample colour pot Activates a pick cursor. Use to sample an area of the image. Mix field Displays the mix between the primary and secondary sample. Drag right to include more of the secondary sample or left to include less.
Patch box Select the areas of the matte to which the patch is applied. Patch Range field Displays the colour range value. Editable. Patch Softness field Displays the softness value. Editable. Patch3 button Enable to isolate a range of colours to be included in, or excluded from, the key. This button is active when an area of the image is sampled and Patch3 is selected in the Sampling box. Patch box Select the areas of the matte to which the patch is applied.
Result Output Result Output button Select the output mode for the result. Matte Curves Use Matte Curves to adjust the luminance of input mattes. To access the Matte Curves menu, use: ■ Timeline, then use ConnectFX (see Creating ConnectFX (page 394)). ■ The Modular Keyer, then select a node from the Node bin. This node accepts a front, back and matte clip, and outputs a result. NOTE The Matte Curves node is the same as the Modular Keyer Matte Curves node.
Matte Curves Menu Settings General Settings Result box Select the type of clip you want to process. Home button Reverts to the original view. Reset box Resets the curve view. Matte box Select the matte curve you want to adjust. Set Key button Sets a keyframe at the selected frame. Delete Key button Deletes the selected keyframe. Reset Key button Resets the curves at the selected keyframe.
To access the Matte Edge menu, use: ■ Timeline, then use ConnectFX (see Creating ConnectFX (page 394)). ■ Tools, then select from the menu (See Accessing Tools (page 391)). ■ The Modular Keyer, then select a node from the Node bin. This node accepts a front and matte clip as inputs, and outputs a result. You can add the Matte Edge node to any part of the pipeline except the Front pipe of the CBLend node. The Matte Edge node is not appropriate for this pipe because its result is a matte.
Basic Settings Width field Displays the value that affects how the edge-detection algorithm determines whether each pixel forms part of the edge. Editable. Minimum Input field Displays the lower limit of the luminance values. Pixels with lower values are mapped to black. Editable. Maximum Input field Displays the upper limit of the luminance values. Pixels with higher values are mapped to white. Editable. Advanced Settings Minimum Input field Displays the lower limit of the luminance values.
Smooth Settings Smooth Minimum field Enter a lower limit for the edge detection. Editable. Smooth Maximum field Enter the upper limit for the edge detection. Editable. Smooth Softness field Enter a value for softness of the edge. Editable. Smooth Gain field Enter a value for the softness gain of the edge. Editable. Shrink Settings Shrink button Enable to remove pixels from the edge of the matte. Shrink Mode box Select whether to use shrink in a single pass or iterative mode.
Blur Settings Blur button Enable to apply a softening Gaussian blur filter to the edge of the matte. Blur Width field Displays the width of the blur applied to the edge of the matte. Editable. Blur Height field Displays the height of the blur applied to the edge of the matte. Editable. Proportional button Enable to constrain blur amount proportions. Matte Luminance Curve Settings Matte Luminance Curve Controls the blending of the edges.
Noise Settings Noise button Enable to add noise to the transparent areas of the matte. Noise Mode box Select the mode of noise to apply throughout the length of the image. Static adds noise as a still frame; Impulse adds noise that changes at each frame. Select: To add noise: Static As a still frame. You can move the static noise using the Position X and Y fields. Impulse Changing at each frame, but always starting from the same seed. Weight field Displays the level of noise in the clip.
■ The Modular Keyer, then select a node from the Node bin. This node accepts a front clip, and outputs a result. Mono Menu Settings General Settings Luminance box Select the channel you want to use to create the monochrome clip. Motif Use the Motif node to create a tiled symmetrical texture. To access the Motif menu, use: ■ Timeline, then use ConnectFX (see Creating ConnectFX (page 394)). ■ Tools, then select from the menu (See Accessing Tools (page 391)).
Front and Result views in radial symmetry mode In Radial mode, you can also reuse the pixel on the edge of a sector to pad the space between outer tiles. Result views with the repeating disabled and enabled The region of interest (ROI) effect uses a user-defined rectangular or triangular selection as the originating tile to create a basic mirrored texture.
Front and Result views in region of interest symmetry mode Image courtesy of The House Motif Menu Settings Motif Node The Motif node displays 2D Texture Transform controls that allow you to simultaneously change the position, scaling, rotation, and type of image padding. The Symmetry Mode controls display a colour pot for the original tile selection. 2D Texture Transform settings X Position field Displays the horizontal offset in pixels of the input and matte clips. Editable.
Symmetry Mode box Select between a square or triangle region of interest mode. Proportional button Enable to effect Scale X and Scale Y proportionally. NOTE The following settings are available when the Symmetry Mode button is set to Radial. Order field Displays the order of symmetry and indicates the number of sectors or sides of the polygonal widget.An order of 2 creates a basic mirrored image. An order of symmetry can have an odd number as a value.
Display settings Show Widgets button Enable to display the widgets in the clip. Widget colour pot Select the colour used to highlight the originating tile. Editable. Gestural Modifications Modifications to the originating tile and symmetry mode parameters can be made gesturally in any view. Drag: To: Outer edge of the region of interest Change the width or height of the selection. Corner of the region of interest Change the width and height of the selection.
Motion Analysis Menu Settings General Settings Quality box Select Use Full Resolution to render the image at the current resolution, or an option with decreased motion analysis accuracy and increased rendering speed. Motion Blur Use Motion Blur to simulate the blur created by fast moving objects. To access the Motion Blur menu, use: ■ Timeline, then use ConnectFX (see Creating ConnectFX (page 394)). ■ Tools, then select from the menu (See Accessing Tools (page 391)).
Motion Blur Menu Settings Vector Input Type Settings Vector Input Type button Select whether the vector inputs are Absolute or Normalized. Max Dispersion field Displays the level of motion displacement in the image. Set to the same value that was set in the 3D application. Editable. Blue Channel Magnitude field Enable to use the blue channel as a magnitude multiplication of the maximum displacement value. Black As No Movement button Enable to set black pixels as no movement in the motion vector.
Blur Type Settings Blur Type button Enable this button to select between trails and samples. Choose trails for a pixel-based motion blur. Choose sample for an accumulation-based motion blur. Blur Type amount field Displays the amount of motion blur applied to the image. Editable. Blur Type softness field Displays the amount of softness applied to the trails. Only available when trails is selected as the blur type. Editable.
Home button Reverts to the original view. Reset box Resets the curve view. MUX The MUX (multiplexer) node is a tool that helps you create cleaner schematics by allowing you to have multiple RGBA inputs feeding your outputs. The selection of the active input can be changed over time, therefore MUX also acts as an animated switcher. To access the MUX menu, use: ■ Timeline, then use ConnectFX (see Creating ConnectFX (page 394)). ■ The Modular Keyer, then select a node from the Node bin.
MUX Menu Settings Hide Links Settings Input button Enable to hide all input links to the MUX node. Click the MUX node to display semi-transparent hidden links. Output button Enable to hide all output links to the MUX node. Click the MUX node to display semi-transparent hidden links. Input Switcher Settings Amount field Displays the number of inputs on the node. Editable. Selection field Displays the number of the input that has its output displayed in the Result window. Editable.
Optics Use Optics to add a glow effect to the clip in the process tree. To access the Optics menu, use: ■ Timeline, then use ConnectFX (see Creating ConnectFX (page 394)). ■ Tools, then select from the menu (See Accessing Tools (page 391)). This node accepts front, back, and matte clips, and outputs a result. The Optics node processes gaps in clips set to No Media based on the input tabs receiving the information.
Interior colour pot Select a colour for the interior of the glow effect. Exterior Colour pot Select a colour for the exterior of the glow effect. Paint Node About the Paint Node The Paint node is a system that provides a scalable matte painting, retouching, or restoration workflow in ConnectFX. Due to its underlying technology, the Paint node automatically scales strokes when changing the resolution, ratio, or bit depth of input clips, or when switching from Full Resolution to Proxy mode.
Paint Node Menu Settings Source Controls Displays the front clip, matte clip, and sources. The Sources list manages the sources attached to the current node. A source is composed of a front source and a matte source. See Using Sources (page 839) . Add button Click to add a new source node, and select the source front and source matte. Ctrl-click to add a source node only. Source Front option box Select Front Lock to use the current frame for the duration of the source front clip.
Paint Mode Sets the type of paint operation that is applied to the brush. Some brushes paint in a colour; others use contents of the result or a source. See Using Paint Modes (page 853) and Using Blending Modes (page 860). Paint Modes box Select the type of effect you want to apply to the brush. Opacity field Displays the opacity of the brush. Use a lower value to apply a more transparent colour. Editable. Fade field Displays how quickly the stroke fades when the Fade brush attribute mode is selected.
Wipe colour pot Select the wipe brush stroke. Editable. Use Source button Enable to use the current source to wipe over the image. Rotation field Displays the angle of rotation used to rotate the canvas in the image window. Editable. Node Setup Active Enable to activate smooth filtering of pixels for enhanced display. Pixel Spread Use Pixel Spread to create a stretching effect from the image edges delimited by a matte.
Pixel Spread Menu Settings Type Settings Spread Type box Select the type of pixel spread distortion effect to apply to the clip. Spread Mode box Select whether to have the distortion effect work in expansion mode or contraction mode.Active when Spread Type is set to Stretch, Parallax, or Interpolate. Spread Settings The following settings are available when Interpolate is selected from the Spread Type box. Interpolation Softness Amount field Displays the amount of softness applied. Editable.
Parallax Y Bias field Displays the amount of vertical offset applied to the parallax distortion effect, in pixels. Editable. Parallax Rotation field Displays the degree of rotation applied to the pixel distortion. Editable. Edges Width field Displays the width of the distortion edge, in pixels. Editable. Edges MidPoint field Displays the offset of the distortion edge from the middle. Editable. Spread Blur Amount field Displays the amount of blur applied to the clip following the direction of the edge.
Red Y Gain field Displays the amount of gain used from the red channel to augment the vertical motion of the distortion effect on the image. Editable. Green X Gain field Displays the amount of gain used from the green channel to augment the horizontal motion of the distortion effect on the image. Editable. Green Y Gain field Displays the amount of gain used from the green channel to augment the vertical motion of the distortion effect on the image. Editable.
NOTE ■ Proxies must be enabled in the project for the Proxy Extract tool to be available. ■ The proxy resolution is determined by the proxy settings in the Project and User Settings. Proxy Regeneration The Proxy Regeneration tool is available from the Tools tab, under Clip. Use the Proxy Regeneration tool to regenerate updated proxy media for a single or multiple clips in your project, overwriting the original proxies.
Proxy Regeneration Menu Settings General Settings Proxy Scale Field Displays the proxy scale ratio. For example, a value of 0.50 generates proxies that are 50% of the clip's resolution. This parameter is set in the Project and User Settings. Proxy Bit Depth field Displays the bit depth for generated proxies. This parameter is set in the Project and User Settings. Proxy Quality box Set the quality of the proxy image.
Additionally, the Pulldown node supports the following: ■ 2:3 pulldown, also known as standard pulldown ■ 2:3:3:2 pulldown, also known as advanced pulldown ■ 24-to-25 fps conversion, also known as PAL pulldown Pulldown Menu Settings Pulldown Settings When removing a pulldown, you can analyse the clip to automatically detect the type of pulldown and the A frame.
To access the Recursive Ops menu, use: ■ Timeline, then use ConnectFX (see Creating ConnectFX (page 394)). ■ Tools, then select from the menu (See Accessing Tools (page 391)). This node accepts front and matte clips, and outputs a result and outmatte. Recursive Ops Menu Settings Regen button Enable to dynamically refresh the image as changes are made to the settings. Repeat Mode Settings Repeat Mode options box Select an option to fill the empty portions of the frame.
Effects Settings Crumple Distortion button Enable to activate the crumple settings. Amplitude field Displays the amount of distortion. Increase the value to increase the crumple effect. Editable. Time Offset field Displays the time offset interval of the crumpling. Editable. Octaves field Displays the number of layers summed in the operation, from 0 to 10. Increase the value to increase the fractal crumple effect. Editable. Blur button Enable to activate the blur settings.
Rotation field Displays the rotation of the transformation. Editable. Colour Correction Settings Activate button Enable to activate the color correction settings. Clamping box Select a clamping option. Gain Trackball Adjusts the gain of the input. Saturation field Displays level of colour purity in the image. Editable. Gamma field Displays the gamma level. Editable. Offset field Displays a value that modifies all of the colour parameters. Editable.
Rendering Settings Clamp Render box Select a clamping option for colour and luminance values on output in the 16-bit floating point rendering pipeline. Matte Output Settings Matte Output options box Select an matte output option. Choose Selective to select the colour you wish to keep. Selective Tolerance field Displays the tolderance level of the selected colour of the matte output. Editable. Available when Selective is chosen in the Matte Ouput options box.
Regrain Menu Settings General Settings Image Type box Select the type of image data that is input into the node or tool. This determines the type of transformation applied to the input clip. fstop field Displays the relative exposure offset. Use to compensate for under or over exposure. Editable. Grain Signature box Select a film stock grain to add to the clip. Red X Radius slider Displays the value of the radius on the x-axis for the red channel. Editable.
Proportional RGB Gain button Enable to adjust the grain on the red, green, and blue channels proportionally. NOTE The following options are available when Mono or Custom are selected from the Grain Signature box. Curves Display the curves for the luminance and each RGB channel. Histogram box Select to display the red, green, blue, or luminance histogram in the graph. Select Current Curve to display the histogram for the currently selected Curves Channel.
Position/Scale Settings X Position field Displays the horizontal position from the centre of the crop box relative to the centre of the source frame, in pixels. Drag left or right, or click to enter a new X Position value. Y Position field Displays the vertical position from the centre of the crop box relative to the centre of the source frame, in pixels. Drag left or right, or click to enter a new Y Position value.
Source Pre-Rendering Source Pre-Rendering buttons Select a conversion method to use for the resize. Use the Both Fields button when both source and destination formats are interlaced or progressive. Use the Field Merge button to combine the two fields of the source clip. Use the Deinterlace button to select one field, in which case the Source Pre-Rendering Field box is enabled. Source Pre-Rendering Field box Select a field to use for the resize.
Resolution Presets box Select a resolution for the new clip. Select Custom to specify a non-standard resolution. Width field Displays the custom width resolution of the clip. Editable. Height field Displays the custom width resolution of the clip. Editable. Aspect Ratio Presets box Select a standard frame aspect ratio. Select the Set to w:h option to set the clip to use square pixels. Select Custom to define a custom frame aspect ratio in the Aspect Ratio field.
■ In the Timeline, select a clip and add a Sparks Timeline FX to it. Once you have loaded a Sparks plug-in using one of these methods, the Sparks file browser will appear. NOTE An L on a Sparks button indicates that you can load a Sparks plug-in. An E on a Sparks button indicates that there are settings for the plug-in. An S on a Sparks button indicates that you can enter the module using the same media from the previous session. 2 Navigate to usr/discreet/sparks.
Stabilizer Stabilizing and Tracking Use the Stabilizer to remove camera instability and motion jitter, and to track reference points in your clips. You can also use the Stabilizer to produce 2D or, in the context of Action, 3D motion, anchor a surface to the clip's background or anchor the UV points of the surface to features of a clip. With tracking, a point or points on the clip are tracked as they move through the scene.
Animation button Opens the channel editor, where you can animate the various Stabilizer settings. Expand/Collapse box Select whether to expand or collapse selected animation channels. View box Select an option to set the view in the image window. Auto Key button Enable to set a keyframe automatically each time you change a value at any frame. Set Key button Sets a keyframe at the selected frame. Delete Key button Deletes the selected keyframe.
Remove Horizontal Jitter button Enable to remove horizontal jitter. Reference X field Displays the position of the reference box along the X axis. Editable. Reference Y field Displays the position of the reference box along the Y axis. Editable. Reference Width field Displays the width of the reference box. Editable. Reference Height field Displays the height of the reference box. Editable. Offset X field Displays the offset X axis value. Editable. Offset Y field Displays the offset Y axis value. Editable.
Pretracking field Displays the number of frames to pretrack. Editable. Auto Pan button Enable to allow the part of the image that is selected to stay in the image window when zoomed in. Opacity field Displays the opacity of the reference image. Editable. The reference image (the image where you placed the reference box) appears in transparency when you select a keyframe. Adjust the opacity of the image to make it more or less transparent. When the opacity is set to 0, the reference image does not appear.
To access the Stereo Filter menu, use: ■ Timeline, then use ConnectFX (see Creating ConnectFX (page 394)). ■ The Modular Keyer, then select a node from the Node bin. This node accepts a left eye mono clip and a right eye mono clip, and outputs an anaglyph, interlaced or dual image stereo clip. You can add a Stereo Filter node to any part of the pipeline except to the Front and Matte pipes of MBlend nodes and the Matte pipes CBLend nodes.
Select: To: Interlace Render an interlaced RGB clip. Dual Image Render a clip containing adjacent images. Method box Depending on the selected Stereo Mode, you have different options for modifying the effect. Anaglyph Settings Anaglyph Method box Select a method for your anaglyph result. For example, select Dubois to reduce the ghosting between the left and right eyes. Select: To: Custom Customize the RGB left and right gain factor values.
Left and Right Custom Gain Factor Fields Displays the gain factor in the colour channel for the left eye and right eye. Enabled when Custom is selected in the Method box. NOTE This option is available in ConnectFXand the Modular Keyer. Dual Image Method box Select whether your dual image result outputs the left eye and right eye so that they are adjacent to each other in the same clip, either in a left and right or top and bottom orientation.
The controls allow you to position the corners of the floating window in Z-space. It also allows one, two or all four corners to be manipulated simultaneously. There are 3 sets of parameters in the Floating Window menu: 1 The first set of controls consists of the Convergence slider. The convergence slider is used to set the initial horizontal offset between the left and the right eye. A higher convergence value results in a 3D scene with more depth along the Z-axis.
Convergence Settings Convergence field Set the initial horizontal offset between the left and the right eye. A higher convergence value results in a 3D scene with more depth along the Z-axis. A lower convergence value results in a 3D scene with less depth along the Z-axis. Editable. Floating Windows Settings Top/Left field Affects the displacement value of the Top/Left corner of the Floating Window.
Stylize includes a collection of 10 core effects that are stacked and blended together as layers. The core effects fall into four major categories: canvas texture, patterns, colour fillings, and outlines.
Layer Table Settings Use the Layer Table to organize the layers that make up your Stylize effect. The top layer in the Layer Table has the highest priority in the overall effect. Selecting a preset populates the Layer Table with the necessary layers and settings. Visibility column Displays the visibility of each layer. Click the eye icon to change a layer from visible to invisible or vice-versa. Name column Displays the name of the layer. Click the Rename button to change the name of a selected layer.
Pattern Type box Select a pattern type to apply to the image. Transparency field Displays the percentage of transparency applied to the Canvas effect. Editable. Position X field Displays the position of the pattern along the horizontal axis. Editable. Position Y field Displays the position of the pattern along the vertical axis. Editable. Scale X field Displays the change in size of the pattern along the horizontal axis. Editable.
Tolerance field Displays the tolerance level applied to the colour selection of the effect. Editable. Colour Selection option box Select an option to apply a colour to the image. Colour Selection colour pot Displays the colour applied to the image. Click to change the colour. Only active if User Colour or User GrayScale is selected. Blur field Displays the amount of blur applied to the input image before other effects are applied. Editable.
Colours field Displays the number of colours applied to the Palette Reduction effect. Editable. Palette box Select between Single Palette to display image stability by using a single colour palette as a reference, and Dynamic Palette to display image transition by using a new colour palette at each frame. Frame field Displays the frame selected when Single Palette is enabled in the Palette box. Editable. Softness field Displays the amount of softness applied to the Palette Reduction effect. Editable.
Transparency field Displays the percentage of transparency applied to the paint strokes. Editable. Style Type box Select the style type of the paint strokes. Density field Displays the amount of density applied to the paint strokes. Editable. Length field Displays the length applied to the paint strokes. Editable. Length Variation field Displays the amount of variance applied to the length of the paint strokes. Editable. Thickness field Displays the amount of thickness applied to the paint strokes.
Selective Drawing Effect Settings These settings are available when a layer is selected in the Layer Table with Selective Drawing as the effect. NOTE Most of the settings in the Paint Strokes section are the same as for the Drawing effect. Selective Drawing also has two extra settings. Paint Strokes colour pot Displays the colour applied to the paint strokes. Click to change the colour. Front Mix field Displays the amount of colour from the source image that is visible.
Sketched Outlines Effect Settings These settings are available when a layer is selected in the Layer Table with Sketched Outlines as the effect. Minimum Threshold field Displays the minimum amount of colour restraint applied to the outline edges. Editable. Maximum Threshold field Displays the maximum amount of colour restraint applied to the outline edges. Editable. Softness Width field Displays the amount of softness applied to the width of the edges. Editable.
Smallest Details field Displays the amount by which the smallest outlines will be filtered out. Editable. Longest Outlines field Displays the amount by which the length of the longest outlines will be increased. Editable. Straight Lines field Displays the amount of the straightest outlines that are visible. Editable. Pressure field Displays the variation in the pressure applied to the outlines. Varies with the style of the outline. Editable.
Text is compromised of layers, paragraphs, and characters. You can create effects such as a text roll of credits, text crawls, bumpers, and a text that moves on a motion path. You can also use logo images in a text roll so that the logo of a sponsor appears in the credit list. Text Menu Settings Timeline FX Quick Menu Settings To see the full Text menu, click the Editor button. Alpha Rendering Mode box Select whether a front clip, matte, or both are used to create the text layer.
Result button Select an option to set the view to either the composited text, the matte of the text, or the original back clip. Reset box Select an option to reset the selected text layer, the layer axis, the roll/crawl, or the style templates. Reset All Click to reset the text tool to the default values set in Preferences. Edit button Opens the Edit menu. Resolution Presets box Select a resolution for the new clip. Select Custom to specify a non-standard resolution.
Sets fill colour, transparency, and softness. Set fill softness using the Soft field. To increase the softness, enter a value close to the maximum of 100. To decrease the softness, enter a value close to the minimum of -100. Enter 0 for no softness. Fill colour pot Displays the colour of the fill. Editable. Fill Transparency field Displays the transparency level of the fill. Editable. Fill Softness field Displays the softness level of the fill. Editable.
Shadow colour pot Displays the colour of the shadow. Editable. Shadow Transparency field Displays the transparency level of the shadow. Editable. Shadow Softness field Displays the softness level of the shadow. Editable. Shadow X field Displays the shadow position along the X-axis. Shadow Y field Displays the shadow position along the Y-axis. Blur Shadow button Enable to apply a blur effect to a drop shadow created with the Shadow button.
Character Channels Copy Attributes button Copies attribute settings from the selected text character. Copy Transformations button Copies transformation settings from the selected text character. Copy All button Copies both attribute and transformation settings from the selected text character. Paste button Pastes any copied text character channel information. Text on Path On Path button Enable to place the selected text on a motion path.
Show Axis button Enable to display the axis in the image window. This button is only available when the Character Axis menu button is selected. Position X field Moves the layer or selected characters along the X-axis.By default, the value is 0 (for characters). Increase the value to move right and decrease it to move left. Editable . Y Position field Moves the layer or selected characters along the Y-axis.By default, the value is 0 (for characters).
Roll/Crawl Settings NOTE The Roll/Crawl settings are available when the Roll/Crawl button is enabled in the Insert settings. Roll/Crawl Settings New Layer button Creates a layer to contain a text roll or text crawl. Roll button Enable to create text that scrolls vertically over an image. Crawl button Enable to create text that scrolls horizontally across an image. Scrollbar Scrollbar X field Displays the X position of the roll or crawl layer inside the crop box.
Crop Box Y field Displays the Y position of the crop box inside the image window. The crop box determines the Y coordinates of the text roll or text crawl on the clip. Editable. Width field Displays the width at which to crop the text within the text roll or crawl layer. Editable. Height field Displays the height at which to crop the text within the text roll or crawl layer. Editable. Styles Settings NOTE The Styles settings are available when the Styles button is enabled in the Insert settings.
Tabulation Settings NOTE The Tabulation settings are available when the Tabulation button is enabled in the Insert settings. Add button Adds a tab stop on the text layer ruler. By default, tab stops are set at every 100 pixels. Delete button Removes the selected tab stop. Previous button Selects the previous tab stop on the text ruler. Tab stops appear in yellow when selected. Tab ID field Display the tab number in the current paragraph.
Error Navigation Settings Previous button Navigates to the previous misspelled word. Next button Navigates to the next misspelled word. Add To Custom Dictionary button Adds a word that the spell checker has flagged to the custom dictionary. The next time the spell checker encounters this word, it will be ignored. Setup and Processing Options Auto-Softness box Sets the auto-softness and software sampling level.
Points colour pot Displays the colour of the vertices on a text path. Editable. See Animating Text on a Motion Path (page 984). Global/Layer Blur box Select whether to apply blurring globally or on a per layer basis. Global Blur makes all shadows appear together, blurred with a single unique colour, on top of the background of all layers. Layer Blur blurs each layer individually according to its priority—background, blurred shadow, and fill.
X Scale field Displays the scale of the text layer along the X axis. Editable. This value is a percentage, so entering 50 means 50 percent. Use a larger value to increase the scale along the X-axis. Use a negative value to create a mirror image on the X-axis. Enter 0 to make a layer or selected characters disappear. The default is 100. Y Scale field Displays the scale of the text layer along the Y axis. Editable. This value is a percentage, so entering 50 means 50 percent.
Timing Info Settings These settings are only available if you accessed Timewarp as a Timeline FX, and entered the full editor. They are informational settings only, to give you information about the segment on the timeline. Source In field Displays the frame or timecode of the In point of the source segment. Non-editable. Source Out field Displays the frame or timecode of the Out point of the source segment. Non-editable.
Duration field Displays the duration of the timewarp in frames or timecode. Editable. Duration Speed field This locked field displays the speed value corresponding to the duration set in the Duration field. Non-editable. Strobe Settings Repeat field Displays the number of frames or fields to be repeated to create a strobe effect. The strobe effect is applied after the timewarp effect, so any speed or timing animations are respected when applying the strobe effect. Editable.
Frame Interpolation Settings Frame Interpolation Type box Select which type of interpolation to use to blend timewarped frames. Different settings appear below depending on the type selected. Type: Description: Mix When mixing frames, you are combining multiple frames together to create one blended frame using an additive mix. Each result frame is a blend of an equal number of frames from both sides of the given frame. Trails With Trails blending, you have more control than in a simple mix.
Post amount field Displays the value to mix the frames that follow the current frame with the current frame. Editable. Post Weight field Displays the fall-off value for the posttrail. When the value is 0%, the image in the current frame is at 100% intensity and the first image in the trail is at 0% intensity. When the value is at 100%, there is no fall-off. Editable. Motion Analysis Quality box Select the level of motion analysis accuracy and rendering speed.
Select: To: Half Interpolation Interpolate only on displaced fields. Full Interpolation Interpolate on all fields. Note that this option has the least aliasing, but you may notice some softening of the image due to the blending of the fields. Shift Up Shift the image up by a single line. This may help reduce artefacts that appear in reverse timewarps of 100%. Shift Down Shift the image down by a single line. This may help reduce artefacts that appear in reverse timewarps of 100%.
Animating Keyframes 24 You can build animations simply by editing the values of parameters in any effect editor or menu. When you animate a parameter, you create an animation channel that you can use to control the values of the parameter over time. To use auto key to build animations automatically in the editor for an effect or tool: 1 Enable Auto Key. 2 Go to the frame where you want to add the keyframe. 3 Change the value of the parameter.
Select: To: Reset Channel (Current Value) Reset the value of the entire channel to the current value. Reset Channel (Default Value) Reset the entire channel to the original value. Keyframe Indicator Reference A number of colours are used in numeric fields to indicate that keyframes are set for a parameter. Indicator Example An asterisk in a field indicates that a value has changed from the default, but a keyframe is not set. Once a keyframe is set, the asterisk disappears.
The Animation Channel Editor is displayed in the bottom area of the window. To display the Animation Channel Editor in a viewport: 1 Click the View box. 2 Select one of the following from the Animation menu: Select: To display: Channels Animation curves. Tracks Animation channels as tracks. This view can help you visualize and align keyframes. Info A table displaying keyframe values in text format.
Adding Keyframes to Channels in the Animation Channel Editor To add keyframes automatically: 1 In the Animation Channel Editor, enable Auto Key. 2 Select the channel you want to add keyframes to. 3 Click the value next to the channel name to open the calculator. 4 Enter a value and click enter to close the calculator. A keyframe is added to the channel you selected. To set keyframes manually: 1 In the Animation Channel Editor, disable Auto Key. 2 Select the channel or channels you want to add keyframes to.
3 Click Insert Key. The Insert Key button behaves differently depending on the current frame: ■ If the current frame is the last keyframe, a new keyframe is created number of frames after the last keyframe (duration is the value in the Duration field). The current frame advances to the new keyframe. ■ If the current frame is a keyframe other than the last keyframe, a new keyframe is created number of frames after the present keyframe.
To copy and paste a selection of keyframes: 1 Select keyframes on a channel, and click Copy. TIP Keyframes do not have to follow one another to be copied and pasted to another channel. 2 Drag the positioner to a new frame. 3 Select the channel and the frame where you want to paste the keyframes, then click Paste. The keyframe values for the selected channels are pasted and set in the current frame. To copy and paste a curve: 1 From the Channel View box in the Keyframe tab, select Channels.
(a) Original animation curve (a) XScale used to compress curves To scale a channel in the Track Editor: 1 From the Channel View box, select Tracks. 2 From the Tools box, select Select. 3 Select the channels you want to scale. 4 Drag the last handle to the left to decrease the duration, or to the right to increase the duration. NOTE To avoid adding keyframes between frames when scaling, press Option-Z while scaling.
(a) Original animation track (a) Dragging handle used to compress a track from 40 to 20 frames TIP You can move the handle of a folder to scale all channels in the folder. For example, moving the handle of the Scene folder (the top level folder) causes all the folders and channels in the hierarchy to be scaled by the same amount. To change the number of frames between the current and next keyframe: 1 Select a keyframe.
(a) Original animation curve (a) YScale used to scale the curve based on a selected keyframe To change the values of keyframes proportionally: 1 In the Animation Channel Editor, select a channel or group of keyframes. You can select more than one channel or a group of keyframes from more than one animation curve. 2 From the Tools box, select Y Scale. 3 Click the keyframe that will determine the centre of the Y Scale.
To offset a channel: 1 Select the channel or keyframes to offset. 2 From the Curve Functions box in the Keyframe tab, select Translate X to offset the channel horizontally or Translate Y to offset vertically. 3 Enter a value in the Curve Value field. A negative value offsets the channel or group of keyframes to the left (Translate X) or down (Translate Y). A positive value offsets to the right (Translate X) or up (Translate Y).
(a) The Y curve after applying Simplify with a simplification value of 20. To simplify a channel or a group of keyframes: 1 Select a channel or group of keyframes. 2 From the Curve Functions box in the Keyframe tab, select Simplify. 3 In the Curve Value field, enter a simplification value. Use a large number to simplify the curve or group of keyframes. Use a small number to increase the number of keyframes. The value in the Curve Value field produced by the drag returns to zero after release.
The selection is copied to the clipboard. 3 Select the second channel to swap. 4 From the Curve Functions box in the Keyframe tab, select Swap. The selected channel is swapped with the channel in the clipboard. 5 Select the first channel and click Paste. The two channels are swapped. Flipping Channels and Keyframes Select Negate in the Curve Functions box to flip a channel or a group of keyframes vertically. Select Reverse to flip a channel or a group of keyframes horizontally.
3 In the Curve Value field, specify a value. The jitter is removed from the spline animation. 4 From the Tools box, select Break. 5 Click a keyframe on the speed channel. The keyframe breaks into two tangents. (a) Keyframe tangents 6 From the Tools box, select Move. 7 Adjust the tangents. In this example, the speed curve makes the apple accelerate rapidly until it reaches frame 29, where it stops and continues moving slowly. You can also apply the preceding procedure to a group of keyframes.
Changing the Value of a Tangent Handle by a Specific Amount You can modify the shape of an animation curve by rotating its keyframe tangent handles to control the smoothness and speed of the animation. To rotate a keyframe's tangent handles: 1 Select a channel or group of keyframes. 2 From the Curve Functions box in the Keyframe tab, select Tangent R to rotate each right tangent handle or Tangent L to rotate each left handle.
Setting Display Preferences in the Animation Channel Editor Use the options in the Filter tab to control the display preferences in the Animation Channel Editor. The Animation Channel Editor display preferences can help you focus on the channels you are working on in the editor when many channels are displayed. You can go in and out of the same tool in one session, and your display preferences are remembered. But if you restart, the your display preferences are not remembered.
Select: To: Hide Group Show only the animated or selected channel, its parent folder, and all channels in the same group, where a group includes all folders in the same parent folder. All other parent folders and groups are hidden. NOTE If multiple channels are animated or selected, all corresponding parent folders and groups are shown. Show All Show all animated or selected channels. 5 From the Auto Frame box, select an option for framing your view of the Animation Channel Editor.
To load display preferences: 1 Open the Animation Channel Editor from the tool where you saved your display preferences in. 2 On the User tab, click Load Prefs. 3 Click the Filter tab. Display preferences you saved are now activated on the Filter tab. Using Selection Sets to Control the Channels and Folders You Want to Display With a selection set, you can control the channels and folders you want to display in the Animation Channel Editor.
5 Do one of the following: ■ Click Use Sel to save the channels and folders you selected to a selection set. ■ Click Add Sel To, to add the selection to an existing selection set. 6 Disable Define. To switch between selection sets: 1 Select the User tab. 2 Select a selection set from the Selection Set box. To modify a selection set: 1 Select a selection set from the Selection Set box. 2 Enable Define. 3 Select the channels and folders you want to display in the selection set. 4 Click Add Sel To.
If there is more than one audio clip associated with your choice (for example, Front, Back, or Matte), you can choose which one to use in the Name box. If only one audio clip is available, the name of the clip appears in a locked field. If you select File, click Import to open the Import Audio browser, and select an audio file to import. 3 In the Channel hierarchy, select the channel or channels you want to link the audio to.
6 Use the settings in the Mapping submenu to determine how the audio track is mapped to the selected channel. Keyframes are adjusted automatically as changes are made to the settings. 7 Use the settings in the Filtering submenu to filter the exact frequencies you want to analyse. Keyframes are adjusted automatically as changes are made to the settings. 8 Disable Link To Channel or exit the module when you are satisfied with the analysis.
Media Submenu (a) Media Source box Media Source box Select whether to analyse the current audio clip (audio attached to the front, back, or matte clips, for example), or the imported audio file. Import button Opens the import audio browser to load a file. Clip Name box If multiple audio clips are available, select which clip to use as source media. If only one audio clip is available, the name of the clip appears in a locked field. W+ button Displays the selected media's waveform in the Channel Editor.
Listening Mode box Choose between Pre Filter (audio as it was imported) and Post Filter (audio with any changes made) monitoring when playing back audio media. Does not affect the analysis. Link to Channel button Enable to map the tracked audio to the selected animation channel. An 'a' appears in the channel list next to the name of the linked channel. Multiple channels can be selected simultaneously.
Filtering Submenu (a) Audio Level Indicator (b) Tracking Mode box (c) Frequency Graph (d) Listening Mode box Frequency Graph A visual frequency representation of the audio signal being tracked. The audio display is always Pre Filter. Frequency Range Preset box Select a frequency range preset to determine the cutoff frequencies for Low and High filters. Low field Displays the lowest frequency of the input signal used in the analysis (also represented by a triangle under the frequency graph).
Common Settings Regen button Enable to automatically update the scene when an animation change is made. Channel View box Select a view of Channels, Tracks, or Info to control and coordinate your animation. Auto Select button Enable to select the channel automatically when you modify a channel value in the field for an effect or tool. Set Key button Sets the current values for the selected channels in the current frame (when Auto Key is disabled). Delete Key button Deletes the selected keyframes or curve.
Tangent Mode Tangent Behaviour Smooth Legacy setting to ensure compatibility with previous versions of a setup. Tangents are not locked like when using the Auto setting: they are affected by the movement of adjacent keyframes. There are no other benefit from using this setting. Interpolation box Select an interpolation type to define the shape of an animation curve between keyframes.
Advanced Animation: About Expressions Use expressions to apply animation dynamically to one or more channels. For example, use expressions to easily simulate real-world forces such as gravity, momentum, and centrifugal force. Expressions save time since you can animate one channel, and then refer other channels to the first channel so that the other channels automatically behave in relation to the first one.
3 Select the channel to which you want to apply an expression. 4 In the Animation controls, click Expression. The Expression field appears below the Channel Editor. (a) Expression field 5 Enter an expression according to the guidelines described in Operator Reference (page 1247) and Function Reference (page 1249) and press Enter. The letter 'e' appears next to the channel in the channel hierarchy, indicating that this channel contains an expression.
3 In the Animation controls, click Expression. The Expression field appears below the Channel Editor. 4 Modify the expression in the field and press Enter. The modified expression appears in the table. TIP When you are in the Expression field, you can press Up one or more times to retrieve its previous contents. This can be useful if you want to correct an invalid expression that you recently entered. To remove an expression: 1 Click Animation to display the Animation controls.
3 Select a source channel from which to link and click Copy. For example, copy the x position of axis1 and link it to the x blur value of a layer. 4 Select the destination channel and click Link. The x blur value of layer1 is linked to the x position value of axis41, so as the position increases, so does the blur. This is shown in the following illustration.
TIP To select a range of channels, click the first channel that you want to include in the range. Then click the last channel to include in the range while holding Shift. To add to a range of files, hold Ctrl or the stylus button while selecting the channels from the Channel Editor. 4 Enter an expression that includes the keyword SelectionOrder.
Expression Content An expression is composed of numeric values, constants, channel references, or combinations of these used with arithmetic operators. Expressions are calculated from left to right, according to a specific order defined in Operator Precedence (page 1248). For example, the following expression contains channel references and multiplies the transparency value of image1 by 2 to affect the transparency of image2 across all keyframes. Channel Expression image2.material.transparency image1.
Examples The following expression uses the noise function to create a random positioning effect for axis1. Channel Expression axis1.position.x noise(frame)*5 The following expression uses the eval function to make the position of axis2 the same as that of axis1, but delayed by 10 frames. Channel Expression axis2.position eval(axis1.position, frame - 10) The following expression uses the eval function to make the animation of axis3 the same as that of axis1, but at half the speed.
are valid when applied to the specified channel. The fully qualified versions of the expressions are also provided. Channel Simplified Expression Fully Qualified Expression axis1.position.y x + 50 axis1.position.x + 50 axis1.rotation position / 2 axis1.position / 2 image1.material.diffuse specular * 3 image1.material.specular * 3 References to other channels also work when referring to the siblings of any parent. For example, consider the following structure.
Operator Description (x, y, z) Vector where x, y, and z are scalar values Comparison Operators Use the following operators to compare two values with each other. When two values are compared using these operators, the result is 1 if the comparison is true and 0 if the comparison is false.
Order Operator Description 8 || Boolean OR When operators with the same precedence are encountered, operators are evaluated from left to right. However, when part of a formula is enclosed in parentheses, it is evaluated first. Function Reference You can easily create very complex expressions by using the available functions. This function reference provides detailed information about each function. Function arguments in square brackets are optional.
Arguments: Examples: ■ TargetPos is the vector of an object's position channel that you want the rotation vector to point towards. ■ ObserverPos is the vector of the position channel from which you are looking. ■ AlignVector is the vector of the direction that you want to have looking at the target, by default the Z-axis (0,0,1). ■ UpVector is the vector of the direction that you want to be pointing upwards, by default the Y-axis (0,1,0).
■ if(frame < 10 || frame >20, 100, 200) returns 100 when the current frame is less than 10 or above 20, and 200 otherwise. ■ if(axis.position.x, 6, 7) returns 6 when axis.position.x is something other than 0, and 7 when it is 0. ■ if(axis.position.x == 100 && axis.position.y != 200,8, 9) returns 8 when axis.position.x is 100 and axis.position.y is not 200, and 9 otherwise. ■ The next four examples all equivalently return 5 when neither axis.position.x nor axis.position.
bell Returns a set of values representing a bell (normal distribution) curve over time. You can specify the centre frame number and height and width characteristics of the curve. Syntax: bell(CentreFrame, Height, Width) Arguments: ■ CentreFrame is the frame number at which the bell curve will reach its maximum height. ■ Height is the maximum height of the bell curve. ■ Width specifies the horizontal distribution of the curve.
Slip Functions Use the following functions to slip the starting frame of a clip backwards or forwards using the slip channel. In effect, the displayed frame in a layer's clip will be the animation's current frame number plus the slip value. For example, a slip value of -15 holds the clip at the first frame and repeats it 15 times before the clip begins. In this way, you can create a freeze frame effect with one layer while animating another layer. A slip value of 10 begins the clip at frame 11.
repeatback Returns a slip value that makes a clip continuously repeat backwards. The result should usually be assigned to the slip channel of a layer. Syntax: repeatback(length) Arguments: ■ length is the number of frames from the beginning to display backwards before repeating. This is usually the length of the original clip. Examples: ■ repeatback(10) returns a slip value that makes a clip repeat backwards from frame 10 to frame 1.
Simple Mathematical Functions The following functions are useful for performing various simple mathematical calculations. abs Returns the absolute value of a given number. The absolute value is the positive value of any number. Syntax: abs(Number) Arguments: ■ Number is the number of which you want the absolute value. Examples: ■ abs(3) returns 3. ■ abs(-3) returns 3. sign Returns the sign of a given number.
Arguments: Examples: ■ Number is the base number to be raised. ■ Power is the exponent to which the base number is raised. ■ pow(3, 2) returns 9. ■ pow(4, 3) returns 64. ■ pow(5, 0) returns 1. ■ pow(-2.5, 4) returns 39.0625. sqrt Returns the square root of a given number. Syntax: sqrt(Number) Arguments: ■ Number is the non-negative number of which you want the square root. Examples: ■ sqrt(25) returns 5. ■ sqrt(abs(-25)) returns 5. ■ sqrt(0) returns 0.
■ min(-14, -32) returns -32. ■ min(axis1.position.x, axis2.position.x) returns the smaller of axis1.position.x or axis2.position.x. mod Returns the integer remainder from dividing one number by another. This function is useful for repeating an animation every given number of frames. Syntax: mod(Number, Divisor) Arguments: ■ Number is the number to divide. ■ Divisor is the number by which you want to divide Number. ■ mod(8, 3) returns 2 because 8 divided by 3 is 2 with 2 as the remainder.
Examples: ■ rand(frame % 10) * 50 + 50 returns a set of random values between0 and 100 that repeats every 10 frames. ■ rand(frame) * 100 returns a random value between -100 and 100for every frame in the animation. The following curve shows the result of this function: truerand Returns a truly random value between two given numbers. The sequence of returned values will constantly change, never reproducing past results.
noise3 Returns a random vector for all elements in a vector between -1 and 1. If the parameter varies smoothly, this function will return a vector of continuously changing values that also vary smoothly. Syntax: noise3(Position) Arguments: ■ Position is a vector used as a seed for the returned random vector. Examples: ■ noise3(frame) * 5 returns a vector of continuous random values between -5 and 5. ■ (noise3(axis1.
■ fnoise(axis1.position) * 100 yields the following curve: turbulence Returns a random value between -1 and 1, based on a given vector and with the ability to control the level of smoothness for the resulting curve. Syntax: turbulence(Position, Level) Arguments: ■ Position is a vector used as a seed for the returned random value. ■ Level is a positive integer where the greater the value, the greater the jitter applied to the resulting curve.
turbulence3 Returns a random vector for all elements in a vector between -1 and 1, along with the ability to control the smoothness of the resulting curve. If the position parameter varies smoothly, this function will return a vector of continuously changing values that also vary smoothly. Syntax: turbulence3(Position, Level) Arguments: ■ Position is a vector used as a seed for the returned random vector. ■ Level is a positive integer used to control the level of jitter of the resulting curve.
round Returns a number rounded to the nearest integer. Syntax: round(Number) Arguments: ■ Number is the number to round. Examples: ■ round(2.8) returns 3. ■ round(-2.8) returns -3. ■ round(2.3) returns 2. ceil Rounds a number up to the next integer value regardless of its value. Syntax: ceil(Number) Arguments: ■ Number is the number to round up. Examples: ■ ceil(2.8) returns 3. ■ ceil(-2.8) returns -2. ■ ceil(4) returns 4.
Examples: ■ trunc(3.8) returns 3. ■ trunc(-3.8) returns -3. ■ trunc(PI) returns 3. Trigonometric Functions The following functions are useful for working with angles and performing various trigonometric calculations. degrees Converts angle units from radians into degrees. Syntax: degrees(Angle) Arguments: ■ Angle is the angle in radians that you want to convert. Examples: ■ degrees(PI) returns 180. ■ degrees(PI/2) returns 90. radians Converts angle units from degrees into radians.
sin Returns the sine of a given angle. Syntax: sin(Angle) Arguments: ■ Angle is the angle in radians of which you want the sine. Examples: ■ sin(0) returns 0. ■ sin(PI / 6) returns 0.5. ■ sin(frame / 10) * 100 yields the following curve: tan Returns the tangent of a given angle. Syntax: tan(Angle) Arguments: ■ Angle is the angle in radians of which you want the tangent. Examples: ■ tan(0) returns 0. ■ tan(PI / 4) returns 1. ■ tan(PI / 3) returns 1.7321.
acos Returns the arccosine—the inverse function of the cosine—of a given number. The returned angle is given in radians within the range 0 to PI. Syntax: acos(Number) Arguments: ■ Number is the cosine of the angle you want and must be between-1 and 1. Examples: ■ acos(0.5) returns 1.0472 (PI/3 radians). ■ degrees(acos(0.5)) returns 60. asin Returns the arcsine—the inverse function of the sine—of a given number. The returned angle is given in radians within the range -PI/2 to PI/2.
atan2 Returns the arctangent of y/x, using the signs of both arguments to determine the quadrant of the return value. The arctangent is the angle from the origin to the vector (x,y). The returned angle is given in radians within the range -PI to PI. Syntax: atan2(x, y) Arguments: ■ x and y are the components of the vector to be used in the function. Examples: ■ atan2(1, 1) returns 0.7854 (PI/4 radians). ■ atan2(-1, -1) returns -2.3562 (-3*PI/4 radians). ■ atan2(1, 0) returns 1.
Arguments: ■ V1 and V2 are the vectors of which you want the dot-product. Examples: ■ dot((1, 1, 0), (0, 0, 1)) returns 0. ■ dot((2, 0, 0), (0.5, 0, 0)) returns 1. ■ dot((0, 2, 0), (0, -0.5, 0)) returns -1. ■ dot((2, 0, 1), (4, 5, 5)) returns 13. cross Returns the vector cross-product of two given vectors. The cross-product is the vector perpendicular to the plane containing the two vectors.
log10 Returns the base-10 logarithm of a given number. Syntax: log10(Number) Arguments: ■ Number is the positive number of which you want the base-10logarithm. Examples: ■ log10(1) returns 0. ■ log10(10) returns 1. ■ log10(100) returns 2. log1p Returns the natural logarithm of 1 plus a given number. The log1p function is the inverse of the expm1 function. Syntax: log1p(Number) Arguments: ■ Number is the positive number less 1 of which you want the natural logarithm.
exp Returns the constant e (the base of the natural logarithm) raised to the power of a given number. The exp function is the inverse of the log function. Syntax: exp(Number) Arguments: ■ Number is the exponent applied to the base e. Examples: ■ exp(0) returns 1. ■ exp(1) returns 2.7182. ■ exp(2) returns 7.3890. ■ exp(log(5)) returns 5.
NOTE You should have a good understanding of how to use functions in expressions before you define your own functions. The Functions File There are two text files in which you can enter user-defined functions: ■ Project-specific file: /usr/discreet/project//expressions/userfun.expressions ■ Template file: /usr/discreet/presets//expressions/userfun.expressions To define a function for your current project, add it to the project-specific file.
NOTE Errors in the functions file will be reported when it is first read. This file is read every time that an unknown function is used in an expression. Comments You can include comments in the functions file by starting the line with a number sign ( # ). The comments extend through the end of the line on which they appear and are ignored by Smoke when the user-defined functions file is interpreted. Comments are useful for describing the purpose of a function and adding any notes you feel are pertinent.
Each letter's position and rotation are created through the expressions in the following folder. The letter 'o' rotates its X-axis towards the direction of its movement. The align function is used to generate the rotation vector. Each preceding letter sets its position and rotation an increasing number of frames behind the letter 'o'. The channel dummy_axis.position.x is used here to store a value determining the distance between each letter. The eval function is used to determine the values of the o_axis.
Channel Expression n2_axis.rotation eval(o_axis.position, frame - dummy_axis.position.x * 1) r_axis.rotation eval(o_axis.position, frame - dummy_axis.position.x * 2) e_axis.rotation eval(o_axis.position, frame - dummy_axis.position.x * 3) f_axis.rotation eval(o_axis.position, frame - dummy_axis.position.x * 4) n_axis.rotation eval(o_axis.position, frame - dummy_axis.position.x * 5) i_axis.rotation eval(o_axis.position, frame - dummy_axis.position.
The dagger's rotation is created through the dagger's rotation of its negative Y-axis towards the direction of its movement and the rest of the dagger spins one full rotation around this same axis every 32 frames. The align function is used to generate the rotation vector. Channel Expression dagger_axis.rotation align(dagger_axis.position, (0,-1,0), frame * 2 * PI / 32) Dagger, Apple, and Cherry To see this example, load the setup named expressions_dagger_apple_cherries into Action.
Dampened Pendulum To see this example, load the setup named expressions_dampened_pendulum into Action. This examples involves a pendulum (a ball attached to a rope) that swings freely back and forth under the force of gravity until it comes to a stop. The ball oscillates in a dampened harmonic motion that is created by animating the position of the ball and the rotation of the rope.
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Colour Management 25 Colour management enables the desired colour values to be represented as accurately as possible throughout the finishing process. It is different from colour correction in that its intention is not to change colours but instead to preserve the perceived colour in different situations.
This changes the underlying colour values of the clips' pixels. You should do this when you want the changes to flow though the pipeline to the final output. If you want to apply colour management to the display only, see Applying Colour Management to Displayed Images (page 1294) instead. Accessing the LUT Editor To access the LUT Editor menu, use: ■ Timeline, then add Timeline FX from the Effects ribbon (see Adding Timeline FX (page 373)).
5 Enable Active to apply the current LUT settings to the front clip. NOTE Active is always enabled if the bit-depth needs to be changed. The LUT Editor menu is displayed. Specifying a Colour Management Operator To apply colour management to a clip, you must first specify the type of operation to perform in the LUT Editor (page 1277). You can: ■ Apply a preset LUT and then modify its values. ■ Choose an operator type.
The Conversion LUT Type and the field values are all updated with preset conversion parameters. In ConnectFX, a note is added with a description of the preset's usage. 3 If desired, modify the curve values as described in Modifying Basic Conversion LUT Curves (page 1282) and Advanced Editing of the Conversion LUT Curve (page 1289). TIP To make your own preset available, save a setup to the /lut/presets subfolder of the application home directory. This does not work with 3D LUTs.
Select: To: PhotoMap Begin with a default curve for tone mapping. 3D LUT Import a 3D LUT. Note that 3D LUTs are not available for floating-point values. 1D LUT Import a 1D LUT. Note that some 1D LUTs are intended for integer values and others are intended for floating-point values. EXR Display Begin with a default curve for tone mapping. Gamma Begin with a default curve for modifying linear data. Lin to Log Begin with a default curve for converting linear or video data to logarithmic data.
1 In the LUT Editor, set the LUT type box to Colour Transform. 2 Enable the Custom button. 3 Click Add to insert an empty row. 4 Click in the Type column and select a type: ■ Shared: The location for shared custom colour transforms (available to all applications that use Autodesk Colour Management). ■ Project: The project transform folder (saved and archived with the project). ■ Autodesk: The default location for preset colour transforms supplied with the application.
■ The gamma of the conversion curve ■ The gamma of the incoming film negative ■ The degree to which the shoulder at the upper end of the conversion curve is softened When you modify these values, the basic LUT curves are updated to reflect the changes. For all procedures, you can monitor the R, G, and B channels independently while modifying the LUT.
(a) Ref White/Black fields and Prop (Proportional) buttons To modify reference white or black values using the LUT Editor graph: 1 Do one of the following: ■ To set proportional R, G, and B values, select All from the Edit Curve box, and then drag the vertical reference white or reference black line left or right. ■ To set independent R, G, or B values, select Red, Green, or Blue from the Edit Curve box, and then drag the vertical reference white or reference black line left or right.
To modify highlight and shadow values using the Highlights and Shadows fields: 1 Do one of the following: ■ To set proportional R, G, and B values, enable Prop and enter a value in one of the (left-to-right) R, G, and B Highlights and Shadows fields. ■ To set independent R, G, or B values, disable Prop and enter the value in the corresponding (left-to-right) R, G, or B Highlights and Shadows fields.
(a) Gamma Correction fields (b) Gamma Correction box Select: To: Video Display Set video gamma correction presets. Custom Enter custom gamma values. 2 If you selected Custom, do one of the following: ■ To set proportional custom R, G, and B gamma correction values, enable Prop, and then enter the value in one of the (left-to-right) R, G, and B Gamma Correction fields.
(a) Gamma correction curve Modifying the Gamma of the Incoming Film Negative The values in the Film Gamma fields affect the gamma correction curve inversely to the Gamma Correction fields. This is because the gamma correction performed using these controls is based on the gamma of the original film negative. Typically, the gamma of a film negative is 0.6. Only adjust this value if your film negative is of a non-standard gamma. You should not have to modify this value by very much.
Adjusting the Softclip Values You can soften the shoulder of the gamma correction curve by adjusting the Softclip values. When you soften the shoulder of the conversion curve, you soften the transition of colours toward the reference white value. This results in less harsh highlights in your clip.
(a) Softened shoulder Advanced Editing of the Conversion LUT Curve NOTE The procedure in this section does not apply to colour transforms or 3D LUTs. After you modify the basic conversion curves in the LUT Editor (page 1277), you may want to further refine the final result. To do so, you can use advanced editing tools. With advanced editing, you modify additional curves for the red, green, and blue channels to fine-tune the final conversion LUT and bring out or hide detail in specific areas.
Additional advanced editing curves appear for the red, green, and blue channels. RGB curves use blending to distinguish overlapping curves. For example, when all RGB curves overlap, a white curve is produced, whereas green and blue overlapping curves produce a cyan curve.
(a) Color channel selected in Edit Curves box (b) Color channel's advanced editing curve 3 To modify the advanced editing curves, use the Tools box. Select: To: Add Add control points to an advanced editing curve. With Add selected, click either the red, green, or blue advanced editing curve. Delete Delete control points from an advanced editing curve. With Delete selected, click a point on the red, green or blue advanced editing curve. Move Move control points.
Comparing Colour Values Using Colour Patches NOTE The procedures in this section do not apply to 3D LUTs. While using the LUT Editor (page 1277), you may want to sample image channel values in the source, result, and reference clips to compare values of similar colours, or even corresponding pixels. The colour patches appear to the right of the LUT Editor graph. To sample colours in the LUT Editor accessed from the Import Image menu: 1 Click the Source or Result Colour patch.
The cursor changes to a colour picker. 2 Click the image. Both source and result colours are sampled simultaneously. The RGB values for the selected pixel are displayed, and the sampling boxes take on the corresponding colour. Roundtripping Clips Between Colour Spaces In ConnectFX, and the Modular Keyer, you can use the Shift+T+click combination to copy Colour Transform settings from one node to another while toggling the Invert option.
The LUT is exported to the specified location. Exporting a Colour Transform 1 Access the LUT Editor. 2 Click Export. The file browser appears. 3 Type a file name in the Export field. The .ctf extension is added automatically. 4 If desired, type a nickname for the colour transform in the Nickname field. The nickname is displayed in the metadata panel of the LUT editor, and is also shown in the Viewer Colour Management pop-up (in the lower left of image windows) when loaded in your LUT preferences.
Making 1D LUTs Available for Display 1 Go to Preferences ➤ LUT. 2 On the 1D LUT tab at the right, click in a slot. 3 Do one of the following: ■ Select Gamma in the LUT Type box, and set a value. ■ Select LUT File in the LUT Type box, then click Import and select a 1D LUT file. Making 3D LUTs and Colour Transforms Available for Display 1 Go to Preferences ➤ LUT. 2 On the 3D LUT tab at the right, click in a slot. 3 Click Import and select a native 3D LUT (.3dl) or Colour Transform (.ctf) file.
Applying 1D LUTs to the Monitor Applying a Gamma or 1D LUT to the monitor affects all images displayed on the workstation. Any 3D LUTs or colour transforms that are being used to display specific viewports become deactivated automatically. The last-used 1D LUT is displayed at the bottom right of the Player or Viewport, and is highlighted when the LUT is in use. NOTE You can also apply a 1D LUT to the monitor from the LUT preferences.
Applying 3D LUTs and Colour Transforms to Viewports You can apply 3D LUTs and colour transforms to individual viewports, and use different ones in different viewports. Any 1D LUT that is being used on the monitor becomes deactivated automatically. The file name of the last-used 3D LUT or colour transform is displayed at the bottom right of the viewport, and is highlighted when in use.
Applying 3D LUTs and Colour Transforms to a Viewport Using the Keyboard 1 If multiple image views are displayed, click in the one you want to affect. 2 Press one of the following keys. Press: To apply: Option+Shift+1 The first 3D LUT or colour transform defined in the 3D LUT & Colour Transform list. Option+Shift+[2-9] The second through ninth 3D LUT or colour transform defined in the 3D LUT & Colour Transform list.
Controlling the Look in Viewports When some transforms are applied as viewing transforms in a viewport, you can toggle portions of the transform on and off interactively. This can be helpful when working with looks. Looks are basic colour grades that are created by a cinematographer to establish a visual mood for a scene during principal photography. However, the look must not be baked into the raw footage or visual effects because it is only the starting point for the final grading.
You can use the location shortcut button at the lower left of file browsers to switch between the standard file locations. You can use files located anywhere on your file system, but it is recommended to store your custom LUTs and colour transforms in either the Project or Shared location. 1D LUTs All 1D LUT files have the .lut extension. They are stored in the Project (/usr/discreet/project//lut) location. 3D LUTs All standard 3D LUT files have the .
an extension of the Academy/ASC XML color transform format. You can combine multiple files to create complex transformations, and in addition you can author your own files for custom purposes. The color engine supports a wide variety of color operations, including 1D look-up tables (LUTs), 3D LUTs, gamma, log/antilog, exposure-contrast, matrix multiplication, and more. In addition to native .
Primary Values The primary values can be thought of as the coordinate axes used to define a color "point" in a color space. Device-independent color spaces define their primaries with reference to CIE colorimetry values — in that respect, CIE colorimetry provides a kind of universal reference frame or "world" coordinate system for converting between color spaces. In a given viewing environment, two colors with the same colorimetry will look the same to a typical human observer.
To prepare a scene-linear image for display, you need to do more than simply apply a gamma encoding. Because the scene-linear image has a high dynamic range and will be viewed on a device with a limited dynamic range in a different viewing environment, you need to apply a tone map before the gamma encoding to produce an image that looks correct. Conversely, to convert a video image to scene-linear, it is not sufficient to simply remove the gamma encoding.
In order for the characterization to remain valid, a device must be calibrated. Calibration involves adjusting the device to meet the "aim" (that is, the intended primaries, white point, and gamma) corresponding to that characterization. This process must be repeated periodically because devices' responses drift with use over time. For more information, see Calibrating Your Monitor (page 1312). Color Management Workflow Color management involves converting color values between color spaces.
For example, to directly convert back and forth between 4 color spaces, you would need 12 different transformations. Adding a fifth color space would require 8 more, or 20 in total. In general, adding an Nth space requires an additional 2(N – 1) transforms, or N2 – N transforms in total. However if you use a connection space, you only need 8 transformations to convert back and forth between 4 color spaces. Each additional color space requires only 2 additional transforms, or 2N transforms in total.
The ACES color space, the ADX color space, and the constrained OpenEXR container specifications are published in the 2065 family of SMPTE standards. The ACES Workflow The ACES workflow uses standardized input and output transforms for each device. A Inputs from different sources may use different color spaces and encodings. B Input Device Transforms (IDTs) convert images to ACES. IDTs may be supplied by device vendors, software vendors such as Autodesk, other third parties, and AMPAS itself.
F The reference rendering transform (RRT) applies a transformation as a first step in preparing the images for viewing. Among other things, the RRT: ■ accommodates for the difference between outdoor and cinema viewing environments. ■ applies color adjustments associated with pleasing image reproduction. ■ corrects for normal amounts of flare in images. There is only one RRT allowed in the ACES 1.0 standard.
ACES in Autodesk Color Management The output transforms supplied with Autodesk Color Management combine the RRT and ODT, as well as the optional LMT, to convert directly to a format suitable for specific devices. A Autodesk Color Management ships with a variety of IDTs. These transforms can be found in the camera and film categories. In addition, you can use IDTs from other sources. B ACES can be used as a working space, or as a connection space for your chosen working space.
Management is able to preserve negative values, but other tools may not. In spite of this drawback, the Rec. 709/sRGB primaries are still the most commonly used for scene-linear working spaces. ACES is an extremely wide-gamut color space that can represent any visible color. It can be used as a working space, but some color operations may give unexpected results because the gamut is so wide. The P3, ProPhoto-RIMM, or UHDTV (Rec. 2020) primaries are good in-between choices.
Operations That Work Best with Scene-linear Colors Some operations work best with scene-linear colors, that is, with code values that are directly proportional to light energy in the scene.
■ video transitions ■ making gradients Operations That Require Video Colors Some operations require video colors, that is, colors that are restricted to the range [0, 1]. These operations include: ■ color inversion ■ converting RGB to HLS, HSV, or YCbCr Common Color Management Scenarios Although there's an unlimited number of possible situations that you may encounter in color management, they can be divided into categories that require similar treatment.
Color Managing Images for Display When working with images, you need to transform them from your working space so that they appear correctly on your display. This involves defining your monitor transform and then converting from your working space. In addition, your monitor should be calibrated periodically.
With respect to calibration, there are two classes of computer monitors: ■ Some high-end monitors have internal calibration circuitry. These monitors can be calibrated to emulate another monitor that uses a different set of primaries. You use the manufacturer's software to adjust these monitors to your desired aim. ■ Other monitors must be calibrated externally using a third-party product to generate an ICC profile that you can use as your monitor transform.
■ Assuming that the content was graded and approved on a projector with a typical P3 gamut, limiting the colors to that gamut assures there will be no unpleasant surprises if the content is later viewed on a device with a wider gamut. To achieve this: 1 Select the RRT+ODT for the device whose gamut you want to limit to, for example, RRT+ODT/ACES_to_P3-D60. 2 Then add transforms to convert to DCI/SMPTE X'Y'Z', for example, display/projector/P3-D60_to_CIE-XYZ followed by display/DCDM/CIE-XYZ_to_DCI-D60.
NOTE The camera/Canon/Technicolor_CineStyle_to_HD-video.ctf is a special transform for viewing and outputting video that was shot using the Canon CineStyle picture style. Camera Black Footage from digital cinema cameras can contain negative values in the noise around black. These negative values can cause problems during image processing, especially when adjusting hue and saturation.
Color Managing Rendered 3D CG Images Images rendered from 3D scenes created in an application such as Maya are typically scene-referred linear RGBA images in a floating-point format such as OpenEXR. To composite these images in a scene-linear working space such as ACES, you typically need to use one of the transforms in the primaries/ directory to convert from the native primaries, for example, from the Rec. 709 primaries.
First, you must ensure that the images are scene-linear: ■ Output-referred images, such as video and sRGB, should have the gamma removed and an inverse tone map applied. These two operations are often combined in one transform. Ideally, you should use the inverse of the tone map that will be used for output and display. For example, if you will be using the ACES RRT tone map, then you can use sRGB_to_ACES from the RRT+ODT/ directory as an inverse tone map. Alternatively, inversePhotoMap_gamma_2.
White Point Conversion The white point determines the color balance of an image. It should be adjusted depending on both the illumination of the original scene and the conditions under which the output is viewed — this process is also variously known as chromatic adaptation, white balancing, gray balancing, or neutral balancing.
■ show_out-of-range highlights pixels with negative color values, and darkens values that are above 1.0. Values in the [0, 1] range are mapped towards middle values. Converting Images Between 12i or 16i and 16f Encodings It is often useful or necessary to convert 12-bit integer (12i) or 16-bit integer (16i) to 16-bit floating-point (16f) encoding or vice-versa. When round-tripping between encodings like this, it's important that the transforms are as lossless as possible to avoid image degradation.
Custom Color Transforms Autodesk Color Management lets you create your own .ctf files to define custom color transforms. Building Custom Transforms In Smoke, Flame, and Lustre, you can use Custom mode to assemble a chain of transforms, either from the installed collection or by importing transforms in ASC CDL or third-party LUT formats. You can then export the whole chain as a single .ctf file for example, to use as a viewing transform or to save time with conversions that you perform frequently.
By default, these transforms will be applied when rendering the output. However, you can edit the XML to add bypass="true" to the reference element (see Common Operator Attributes (page 1334)) so that the look can be toggled for display only but not applied when rendering the output. This gives you complete control over the color space in which the look transform is applied, and allows you to match an arbitrary on-set workflow.
then convert the images to the P3 primaries by applying ACES_to_CIE-XYZ followed by CIE-XYZ_to_P3-D60 from the primaries/ directory. ■ The rendered 3D CG elements are most likely scene-linear images already, but are probably using the sRGB primaries (which are the same as the Rec. 709 primaries). You can convert these images to your working space by applying Rec-709-sRGB_to_CIE-XYZ followed by CIE-XYZ_to_P3-D60 from the primaries/ directory (see Color Managing Rendered 3D CG Images (page 1316)).
Autodesk Color Transform Collection The transforms in the Autodesk Color Management collection are CTF files based on the Academy/ASC XML color transform format. They include several categories for different purposes. The directory location depends on the Autodesk product and operating system.
Category Description primaries Converts between linear color spaces that use different primary colors. tone-map Converts from scene-linear to video color spaces, and vice versa. whitepoint Converts the white point of linear color spaces. Supported Color Transform File Formats In addition to the native CTF format, applications that use Autodesk Color Management can read several LUT and transform file formats. When imported, these formats are converted to native operators.
Autodesk CTF File Format Version 1.3 There are a wide variety of colour transform (also known as "LUT") formats used in the media and entertainment industry. This creates workflow problems since you may receive a LUT which is not supported by one or more of the applications you use. Furthermore, most of these LUT formats are based on out-dated technology and lack the quality, flexibility, and metadata needed to meet today's requirements.
-0.0350000001 -0.0350000001 1.0700000525 0 0 0 0.000669299 0.000704187 0.000766901 0.001848371 0.001297010 0.010368987 0.002599007 0.001144927 0.
OutputDescriptor (page 1333) ? OperatorNode + This is a virtual element — replace it by one of the substitutions below (LUT1D, LUT3D, etc.).
If it is present, the XML declaration must be the first line of the file. Example ProcessList The ProcessList element is the root element of a CTF file. It must contain at least one operator element. Contains In order: ■ Info (page 1329). Optional, no more than one. ■ Description (page 1332). Optional, any number. ■ InputDescriptor (page 1333). Optional, no more than one. ■ OutputDescriptor (page 1333). Optional, no more than one.
1.0110238791 -0.1362526119 0.1252287328 0.1011994481 0.9562196136 -0.0574190766 0.0600766540 -0.1010185331 1.0409418344 Metadata Elements The metadata elements provide information about a color transformation that can be displayed in information panels in applications. Info The Info element is a container for the Copyright and Release elements.
11.798709869 11.798709869 11.798709869 1.8779151440 -0.7941687703 -0.0837463662 -0.1768069863 1.3509995937 -0.1741926372 -0.0262011271 -0.1484222561 1.1746233702 Copyright The Copyright element is intended to contain a copyright notice covering the CTF file. It is an Autodesk extension to the Academy/ASC XML color transform format. Introduced Version 1.2. Contains ■ Text string.
Release The Release element is intended to contain the version of the SynColor library corresponding to an Autodesk-supplied CTF file. It is an Autodesk extension to the Academy/ASC XML color transform format. You should not add this element to color transforms that you author yourself. Introduced Version 1.2. Contains ■ Text string. Use > for >, < for <, and & for &. Contained By ■ Info (page 1329) Attributes None.
Description The Description element allows you to add information about the function or usage of a ProcessList or operator element. It is displayed in the metadata panel of color transforms in products that support Autodesk Color Management. Contains ■ Text string. Use > for >, < for <, and & for &.
InputDescriptor The InputDescriptor element allows you to add a comment describing the intended input color space and encoding for a color transform. It is does not affect the processing, but is displayed in the metadata panel of color transforms in products that support Autodesk Color Management. Contains ■ Text string. Use > for >, < for <, and & for &. Contained By ■ ProcessList (page 1328) Attributes None. Example Example PAGE 1351Contains ■ Text string. Use > for >, < for <, and & for &. Contained By ■ ProcessList (page 1328) Attributes None. Example Example Copyright 2012 Autodesk, Inc. All rights reserved. 2013.1.pr20 F65 Raw integer code values to scene-linear floats with Rec 709 primaries.
name A friendly name for the element. Optional. bypass Introduced in version 1.3. Specifies that the operator should not be applied during color processing. Optional. If this attribute exists, its value must be "true". By using this attribute in combination with a DynamicParameter (page 1362) element that has its param attribute set to "LOOK_SWITCH", you can define operators that will never affect values rendered to file but that can still be toggled on and off for display.
NOTE The IndexMap element is not supported. The most efficient way to achieve the same result is to precede the operator with another LUT1D element, or to combine both LUTs into a single one. Contained By ■ ProcessList (page 1328) Attributes id, name, bypass, inBitDepth, outBitDepth See Common Operator Attributes (page 1334). interpolation Optional. The only currently supported value is "linear". halfDomain Optional. If this attribute is present, its value must be "true".
Array (LUT1D) The Array element specifies an array of values for a LUT or matrix. When it is contained by a LUT1D element, the format of its contents is different than when it is contained by LUT3D or Matrix elements. Contains ■ A series of numeric values specifying the output values of the LUT. The corresponding input values are implied by the inBitDepth (page 1334) of the containing element. For integers, the first value corresponds to an input of 0 and the last to an input of (2bitdepth – 1).
See Also ■ Array (LUT3D) (page 1338) ■ Array (Matrix) (page 1341) LUT3D The LUT3D element specifies a 3D LUT to apply. Contains ■ Description (page 1332). Optional, any number. ■ Array (LUT3D) (page 1338). Required, one only. ■ DynamicParameter (page 1362). Optional, no more than one. The param attribute must be set to "DEFAULT_LOOK". NOTE The IndexMap element is not supported. The most efficient way to achieve the same result is to precede the operator with a LUT1D element.
Contains ■ A series of numeric values specifying the output values of the LUT. The corresponding input values are implied by the inBitDepth (page 1334) of the containing element and the number of entries (uniform distribution). For a 3D LUT, each entry has three values specifying the separate R, G, and B output values. The entries are in order from minimum to maximum with the index of the last column changing fastest and the index of the first column changing slowest.
See Also ■ Array (LUT1D) (page 1337) ■ Array (Matrix) (page 1341) Matrix The Matrix element specifies a matrix for multiplying color values, and optionally applying an offset. Contains ■ Description (page 1332). Optional, any number. ■ Array (Matrix) (page 1341). Required, one only. ■ DynamicParameter (page 1362). Optional, no more than one. The param attribute must be set to "DEFAULT_LOOK".
Array (Matrix) The Array element specifies an array of values for a LUT or matrix. When it is contained by a Matrix element, the format of its contents is different than when it is contained by LUT1D or LUT3D elements. Updated Version 1.3. Contains ■ A series of numeric values specifying the elements of the matrix. In a Matrix, the values specify the entries of the matrix which are serialized row by row from top to bottom and from left to right.
4×4 Matrix Multiplication 4×5 Matrix Multiplication Contained By ■ Matrix (page 1340) Attributes dim Specifies the size of the matrix and the number of channels to operate on. Value Meaning "3 3 3" A 3×3 matrix operating on RGB values. "3 4 3" A 3×4 matrix operating on RGB values. Introduced in version 1.3. "4 4 4" A 4×4 matrix operating on RGBA values. Introduced in version 1.3.
Value Meaning "4 5 4" A 4×5 matrix operating on RGBA values. Introduced in version 1.3. "4 4 3" A 4×4 matrix operating on RGB values. If you use this option, the bottom row of the matrix should be [0 0 0 1]. This option is valid only if the version attribute of the ProcessList element is "1.2". For versions 1.3 and later, use "3 4 3" instead. Example 3x3 Matrix Operating on RGB Values PAGE 1361If both minimum and maximum values are specified, then the formula for Range is: If only minimum values are specified, the formula is: If only maximum values are specified, the formula is: Where: Contains ■ Description (page 1332). Optional, any number. ■ minInValue (page 1345). Optional, no more than one. ■ minOutValue (page 1346). Optional, no more than one. ■ maxInValue (page 1345). Optional, no more than one. ■ maxOutValue (page 1346). Optional, no more than one.
minInValue The minValue element specifies the minimum input value for a Range element. Contains ■ A single numeric value used for all channels. Contained By ■ Range (page 1343) Attributes None. Example 10-bit full range to SMPTE (legal) range. generic RGB generic RGB 0.
1023.0000 64.0000 940.0000 minOutValue The minOutValue element specifies the minimum output value for a Range element. Contains ■ A single numeric value used for all channels. Contained By ■ Range (page 1343) Attributes None. Example 10-bit full range to SMPTE (legal) range.
Example 10-bit full range to SMPTE (legal) range. generic RGB generic RGB 0.0000 1023.0000 64.0000 940.
Value Meaning "basicRev" Applies the power law with the inverse of gamma value. The GammaParams element must not have an offset attribute. "moncurveFwd" Applies a function that has a linear segment near the origin (black) and a power-law segment at higher values. At the junction, the curve is continuous in both value and tangent. This type of curve is used in the Rec. 709, sRGB, and CIE L* equations. The GammaParams element must have an offset attribute.
GammaParams The GammaParams element defines the gamma value and optional offset for a Gamma element. It is an Autodesk extension to the Academy/ASC XML color transform format. Introduced Version 1.2. Contains No content. Contained By ■ Gamma (page 1347) Attributes channel The color channel to apply gamma correction to. Possible values are "R", "G", and "B". Optional. If this attribute is not specified, the gamma correction is applied to all channels.
ExposureContrast The ExposureContrast element simulates adjusting the exposure of an image, and also modifies the contrast between light and dark colors. It is an Autodesk extension to the Academy/ASC XML color transform format.
Value Meaning "log" Example ECParams The ECParams element specifies the parameters for an ExposureContrast element. It is an Autodesk extension to the Academy/ASC XML color transform format. Introduced Version 1.2.
Log The Log operator applies a logarithmic or anti-logarithmic function to convert between linear and Cineon-style encodings. It is an Autodesk extension to the Academy/ASC XML color transform format. Introduced Version 1.3. Contains ■ Description (page 1332). Optional, any number. ■ LogParams (page 1353). Required if the style attribute is "logToLin" or "linToLog".
Value Meaning "antiLog10" "antiLog2" "logToLin" "linToLog" Example All Channels Separate Channels PAGE 1371Introduced Version 1.3. Contains No content. Contained By Log (page 1352) Attributes channel Specifies the channel to apply the parameter values to. Possible values are "R", "G", and "B". Optional. If it is omitted, the values are applied to each of the RGB channels. gamma Combined film and video gamma (contrast in log space). A typical value is 0.6. refWhite Value in log space that maps to highlight in linear space. Specified on a 10-bit scale (e.g. 685 is typical).
ASC_CDL The ASC_CDL operator represents a color transform in the American Society of Cinematographers' Color Decision List format (*.ccc or *.cdl). An ASC CDL transform consists of a slope-offset-power (SOP) function applied individually to each of the RGB channels, followed by a saturation function applied equally to all channels. It is an Autodesk extension to the Academy/ASC XML color transform format. Introduced Version 1.3. Contains ■ Description (page 1332). Optional, any number.
Value Meaning then no power function is applied. "noClampRev" The inverse of "noClampFwd". Example scene 1 exterior look 1.000000 1.000000 0.900000 -0.030000 -0.020000 0.000000 1.2500000 1.000000 1.000000 1.
Example scene 1 exterior look 1.000000 1.000000 0.900000 -0.030000 -0.020000 0.000000 1.2500000 1.000000 1.000000 1.
Offset The Offset element contains the RGB offset values of the slope-offset-power function of an ASC CDL color transform. It is an Autodesk extension to the Academy/ASC XML color transform format. Introduced Version 1.3. Contains Three decimal values representing the R, G, and B offset values. Contained By ■ SOPNode (page 1356) Attributes None. Example PAGE 1376Contained By ■ SOPNode (page 1356) Attributes None. Example scene 1 exterior look 1.000000 1.000000 0.900000 -0.030000 -0.020000 0.000000 1.2500000 1.000000 1.000000 1.
-0.030000 -0.020000 0.000000 1.2500000 1.000000 1.000000 1.700000 Saturation The Saturation element defines the value used by the saturation function of an ASC CDL color transform. It is an Autodesk extension to the Academy/ASC XML color transform format. Introduced Version 1.3. Contains A single decimal value applied to all color channels.
NOTE When exporting a chain of transforms that includes a Reference element, the reference is replaced by the contents of the referred file. Introduced Version 1.2. Contains ■ Description (page 1332). Optional, any number. ■ DynamicParameter (page 1362). Optional, no more than one. The param attribute must be set to "DEFAULT_LOOK". Contained By ■ ProcessList (page 1328) Attributes It is necessary to specify either a path or an alias attribute, but not both.
Example PAGE 1380Value Meaning "LOOK_SWITCH" Allows the operator's effect to be toggled on and off when the transform is used for display in applications that support this ability. This can be used in conjunction with the bypass (page 1334) attribute of the parent element to create operators that will never affect values rendered to file but that can still be toggled on and off for display. Introduced in version 1.3.
■ Linux: /opt/Autodesk/Synergy/SynColor//synColorConfig.xml ■ Mac OS X: /Applications/Autodesk/Synergy/SynColor//synColorConfig.xml Anatomy of the SynColor Configuration File This section shows a sample of a SynColor configuration file. PAGE 1382 [PAGE 1383]SharedHome The SharedHome element specifies the location of the Shared directory. This is a useful location for storing your own custom transforms that can be used by other applications that use Autodesk Colour Management installed on the same computer. Some applications allow you to set this value in their preferences. Contains ■ No content. Contained By ■ SynColorConfig (page 1364) Attributes dir Full path to the shared directory. This can be on the local or a remote computer.
Users can define additional aliases for other transform files as they wish. Contained By ■ SynColorConfig (page 1364) Attributes None. Example [PAGE 1385]Example [PAGE 1386]Artist Control Surfaces 26 Avid Artist Transport Control Surface Layout The Avid Artist Series Color and Transport panels can be used with Smoke on the Mac platform. NOTE To use the Avid Artist Transport, the EUCON utility must be running before launching Smoke. Use the Avid Artist Transport to navigate the clips in the timeline, as well as to mark the clips and the timeline. Use the numeric keypad just like you would a regular keypad.
Standard mapping Alternate mapping accessed using the Shift key. Soft Keys Controls There are two sets of Soft Keys. Switch between sets using the Shift key on the Artist Transport.
Standard mapping Alternate mapping accessed using the Shift key. Avid Artist Color Control Surface Layout Use the Avid Artist Color to navigate or control the timeline, Timeline FX, or control editors such as the Colour Corrector or the Colour Warper. NOTE To use the Avid Artist Color on a Mac system, the EUCON utility must be running before launching Smoke. Timeline Navigation and Timeline FX Use the Artist Color to jog, zoom, and navigate timelines and clips.
(a) Page buttons To enable a Timeline FX: 1 Enable the NAV and Shift keys on the Artist Color. 2 Lightly touch the Timeline FX’s corresponding Soft Knob. To delete a Timeline FX: 1 Enable the NAV and Shift keys on the Artist Color. 2 Press the Timeline FX’s corresponding Soft Knob. To edit a Timeline FX from the Quick menu: 1 Enable the NAV key on the Artist Color. 2 Lightly touch the Timeline FX’s corresponding Soft Knob. 3 Disable the NAV key on the Artist Color, and then edit the Timeline FX.
Main Timeline navigation controls (Page 2) When the NAV button is enabled, you can navigate the Timeline FX pipeline by lightly touching the Timeline FX’s corresponding Soft Knob. Alternate timeline navigation controls accessed using the Shift key. Use the CG to cut and the associated PG buttons to paste Timeline FX form one selected segment to another selected segment. Only the active Timeline FX is copied. Shift key + CG key to clear out the stored Timeline FX.
Triptych Player Navigation When in the Triptych Player, use the Artist Color to jog each panel using one of the assigned trackwheels. Colour Corrector The Colour Corrector controls are accessed over five pages that you navigate, using the Next / Previous Page buttons.
(a) Page buttons Colour Corrector Page 1 Colour Corrector Page 2 Colour Corrector Page 3 Avid Artist Color Control Surface Layout | 1375
Colour Corrector Page 4 Colour Corrector Page 5 (Suppression) Colour Warper The Colour Warper controls are accessed over four pages that you navigate, using the Next / Previous Page buttons.
Colour Warper Page 1 Colour Warper Page 2 Colour Warper Page 3 Colour Warper Page 4 Avid Artist Color Control Surface Layout | 1377
2D Transform The 2D Transform controls are editable using the trackballs and rings of the control surface. Audio Effects Editor Audio Timeline FX are handled in exactly the same way as other Timeline FX. See Timeline Navigation and Timeline FX (page 1371). NOTE Audio effects are only available when an audio segment is selected. EQ Timeline FX Along with the Soft Knobs, some EQ parameters can be controlled with the trackballs and rings.
27 Smoke Keyboard Shortcuts Following is a selection of the Smoke keyboard shortcuts based on the FCP 7 keyboard shortcut set. You can also find keyboard shortcuts by Searching the Keyboard Shortcut Catalogue (page 1388).
Viewing Panel Function Smoke FCP 7 Keyboard Shortcut Thumbnail View Option - ~ (tilde) Standard Player Option - 1 Standard Player Audio Desk Ctrl - E Source/Sequence Player Option - 2 Triptych Player Option - 3 Full Screen Player Ctrl - ESC Trim View Option - 4 1380 | Chapter 27 Smoke Keyboard Shortcuts
Media Panel Function Smoke FCP 7 Keyboard Shortcut Right Side 1 - Up Arrow Tall 1 - Down Arrow Details 1 - Right Arrow Hidden 1 - Left Arrow Timeline Navigation Function Smoke FCP 7 Keyboard Shortcut Go to Clip Start Home (Fn - Left Arrow on keyboards without Home key) Go to Clip End End (Fn - Right Arrow on keyboards without End key) Go to In Mark Shift - I Go to Out Mark Shift - O Next Cue Mark Shift - Down Arrow Prev Cue Mark Shift - Up Arrow Zoom In Command - + Zoom Out Comman
Function Smoke FCP 7 Keyboard Shortcut Cut (Current Version/Track) Ctrl - V Cut (All Versions/Tracks) Ctrl - Shift - V Cut Around Selection (Current Version/Track) Shift - V Cut Around Selection (All Versions/Tracks) Option - Shift - V Remove Cut (Match Frame Edit) Option - Ctrl - V Add Dissolve (All Versions/Tracks) Shift - Command - T Add Dissolve (Current Version/Track) Command - T Mark In I Mark Out O Mark In/Out (Current Shot) X Select Between In-Out (Current Track) Shift - X Se
Function Smoke FCP 7 Keyboard Shortcut Timeline Trim Mode R Trim to Positioner E Trim To In Mark Ctrl - I Trim To Out Mark Ctrl - O Trim 1 Frame Forward . (period) Trim 1 Frame Backward , (comma) Trim Frames Forward Shift - .
Function Smoke FCP 7 Keyboard Shortcut Result View F4 CFX Schematic View Ctrl - ESC Schematic View (All other tools with schematics) ESC 1-Up View Option - 1 2-Up View Option - 2 Pan Ctrl - Command Zoom Ctrl - Alt Previous Keyframe Option - K Next Keyframe Shift - K Action Shortcuts Function Smoke FCP 7 Keyboard Shortcut Select Shift - S Add Shift - A Delete Mode Shift - D Mimic Link Shift - W Schematic Autolink Mimic Shift - W - drag Add Action Media Input Ctrl - N Reset M
Function Smoke FCP 7 Keyboard Shortcut Add Channel to Selection Shift - click Reset Channel (keep current value) Option - Shift - click Playback Controls Function Smoke FCP 7 Keyboard Shortcut Play-Stop Spacebar Play Forward L Play Forward Increase Speed L Play Forward Decrease Speed Shift - L Stop Playback K Play Backward J Play Backward Increase Speed J Play Backward Decrease Speed Shift - J General Shortcuts Function Smoke FCP 7 Keyboard Shortcut Keyboard Shortcut dialog box Op
Determining a Button's Current Keyboard Shortcut You can determine the keyboard shortcut assigned to a button from anywhere within Smoke. To determine the keyboard shortcut for a button: 1 If auto display of tooltips is enabled in the Preferences, hover over the button for which you want to determine the assigned keyboard shortcut. If you have disabled the auto display of tooltips, press and hold Ctrl+Alt+W and hover over the button.
(a) Keyboard Shortcut Catalogue (b) Keyboard Shortcut Manager (c) Search Field (d) Keystroke Editor Keyboard Shortcut Catalogue A catalogue of keyboard shortcuts is maintained for every user. If the user profile was created in the default home directory, the catalogue is found in /usr/discreet/user//hotkey/. If the user profile was created elsewhere, the catalogue is found in /hotkey/.
in the user-modified keyboard shortcut file replace the system keyboard shortcut entries, with the exception of cloned keyboard shortcuts, which are duplicated. Selecting Your Keyboard Type Keyboard shortcuts work best when you access the application from the dedicated account created when you installed Smoke. In this case, the Autodesk dlu keyboard is selected by default. If you start Smoke from a different account, you may notice some keyboard shortcut irregularities.
2 Select the keyboard shortcut in the Keyboard Shortcut catalogue. The keystroke sequence and its description appear in the Keystroke Editor fields. If you select a map-to-button keyboard shortcut, the word “Yes” appears in the Map-to-Button field. 3 Click Clear in the Keyboard Shortcut Manager area to clear the existing keystroke sequence. 4 Enter the new keystroke sequence by clicking keys in the Keystroke Editor or by pressing keys on your computer's keyboard.
2 Select the keyboard shortcut in the Keyboard Shortcut catalogue. The keystroke sequence and its description appear in the Keystroke Editor fields. If you select a map-to-button keyboard shortcut, the word “Yes” appears in the Map-to-Button field. 3 Click Clear in the Keyboard Shortcut Manager area to clear the existing keystroke sequence. 4 Enter the new keystroke sequence by clicking keys in the Keystroke Editor or by pressing keys on your computer's keyboard.
To map a button to a keyboard shortcut: 1 With the Keyboard Shortcut Editor open, click the menu button for which you want to create the keyboard shortcut. NOTE If the button you want to click is hidden by the Keyboard Shortcut Editor, click the Hide Panel button. If the menu button you selected is a map-to-button keyboard shortcut, Yes appears in the Map to Button field, and the name of the menu button appears in the Description field.
Keystroke Editor Section Keystroke field Displays the keystroke sequence. Click keys in the Keystroke Editor or the keyboard to enter a new sequence. Description field Displays the name of the selected menu button. Non-editable. Map to Button field Displays whether the selected keyboard shortcut is a map-to-button hot key (a keystroke sequence that is mapped to a button or a field on the current menu). Non-editable. Value Type box Select a value type for the selected menu button.
Setting Smoke Preferences 28 Customize your working environment using preferences. To open the Preferences dialog box: 1 Click Smoke ➤ Preferences. 2 Select the category of preferences you want to modify. The dialog box opens to the tab with the category of preferences you selected. Audio Preferences Player Monitor Sync box Indicates which monitor will have audio sync when you play back a clip (the broadcast monitor or the high-resolution monitor).
Reference Level field Displays the reference level for custom audio tones. Editable. Tracks Consider Audio Head/Tail button Enable to include audio that extends before or after video when exporting movie files. Supported Playback Tracks field Displays the number of playback tracks supported by your sound card. Non-editable. Supported I/O Tracks field Displays the number of I/O tracks supported by your sound card. Non-editable.
Use Ratio button Enable to maintain the original proportions of the clip. Disable to use the monitor ratio. Active when the Show Selected Item option is selected. Show Clip On Selection button Enable to display in the broadcast monitor the selected thumbnail. Broadcast Multiview Preferences Viewport Monitoring button Enable to send to the broadcast monitor the content of the viewport displaying the "Monitor" symbol.
TIP For a list of supported broadcast monitor timings on Smoke, see Broadcast Monitor Supported Timings on Mac Workstations (page 309). General Preferences Project Information Project Frame rate field Displays the frame rate that corresponds with the current project's default resolution. Non-editable in Preferences, but can be changed in Project Settings. Field Dominance field Displays the current project's field dominance. Non-editable in Preferences, but can be changed in Project Settings.
Rendered Clip Name Rendered Clip Name box Select whether to add an acronym indicating the area of the software that clips were rendered from as a prefix or suffix to a rendered clip name, if a setup name does not already exist for the clip. Stereo Naming Left Eye field Displays the token used to identify left eye media in a stereo clip split or exported. Editable. Right Eye field Displays the token used to identify right eye media in a stereo clip split or exported. Editable.
If you want the local version of the Help, go to http://www.autodesk.com/vxf and look for the downloadable HTML version (zip) version of the help. You can unzip the file into the default Help location, or click Browse to select the folder where you unzipped the Help files. Browse Help button Opens a browser window. Select the folder that contains the help files downloaded from the Autodesk website. Reset Help button Resets the help location to the default.
Thumbnail Icon Frame field Displays the frame used to create the thumbnail of a clip. If the clip is shorter than the specified value, the first frame is used instead. Editable. Duplicate Name Check box Use to select which media elements the application checks for duplicate naming in the Media panel, and prompts you to either add the item using the same name, rename the new item, or replace the existing item.
Shared Directory Default button Displays the file path to the shared colour transforms directory. This is a useful location for storing custom transforms that can be used by other applications that use Autodesk Colour Management. Browse button Browse to select a different shared directory for color transforms. The path you select is used by all compatible applications on the same workstation. Default button Reset the shared directory to its installation default.
Create Rule button Use to create a new Input Colour Space rule. Duplicate button Use to duplicate an existing Input Colour Space rule. Delete button Use to delete an Input Colour Space rule. Storage Preferences Space Calculation Space Calculation options Choose to display all available frames in the message bar, all available and purgeable frames in the message bar, or to purge frames before making a space calculation.
Timeline Preferences Editing Default Timecode field Displays the default start timecode value for new items overwritten or inserted into a timeline sequence. Editable. Merge Tracks Mode box Select how a timeline will be flattened when merging tracks. Select: To merge tracks by: Simple Track Merge Hard committing all soft transitions. Cut points between elements are preserved; clip handles are not.
Show All Metadata button Enable to display expanded clip information on timeline segments. You may need to increase the size of the track to see the metadata. Navigation Frame Positioner box Select whether to snap the timeline positioner frame-to-frame, or on a sub-frame basis (one-tenth of a frame). Autoscroll field Displays the speed at which the timeline scrolls. Editable. Scroll During Playback button Enable to scroll the timeline during playback, keeping the frame positioner visible.
Timeline Timewarp Interpolation Option box Select an interpolation option for your interlaced timewarp. Use Last Speed button Enable to apply the last timewarp speed to future timewarps. Timewarp Speed Display box Select whether timewarp speed is displayed as a percentage (%) or in frames per second (fps). Timewarp Sample Option box Select whether the speed of the timewarp is set in relation to the speed at the beginning, middle, or end of the timing curve for each frame or field.
Viewport Settings Default Viewport box Select whether to use a 1-Up or 2-Up view as the default ConnectFX view. You can also change the viewport layout from within ConnectFX. User Interface Preferences Colour Background field Displays the background brightness value. Editable Brightness field Displays the brightness of interface elements such as buttons and fields. Editable. Contrast field Displays the contrast of interface elements such as buttons and fields. Editable.
Auto Key Button Look Auto Key Look box Select whether to apply a Classic (grey) or Coloured (yellow) look to the Auto Key button. Confirm Dialog Reset Visibility button Resets the visibility of previously hidden confirmation dialog boxes. Freeform View Snap to Grid button Enable to snap thumbnails to a grid. The grid becomes visible when this button is enabled. Grid Size field Displays a value in pixels for the size of the boxes that make the grid. Editable.
Open Clip Description 29 The Open Clip is an XML structured file with the following information. ■ Physical location of files ■ Metadata information, such as timecode ■ Structural information, such as tracks ■ Clip versions You can view the Open Clip as something similar to a P2 clip: the Open Clip is a wrapper for media files (or essence), and it structures them. General Notes The property is only mandatory for top level elements.
Example 1: One Track Clip Track 0 Feed v0 0 1 2 3 4 5 6 [=====+=====+=====+=====+=====[ [=====+=====+=====+=====+=====[ [=====+=====+=====+=====+=====[ 7 This first example of an Open Clip contains a single video track. This one track contains one for which there is only a single referenced media file. This is the simplest Open Clip you can create.
Media/Video1.[0000-0004 ].dpx
Track 0 Feed v0 Feed v1 [=====+=====+=====+=====+=====[ [=====+=====+=====+=====[ [=====+=====+=====+=====[ This example displays an Open Clip with 1 track with 2 versions. This is the structure to use with the multi-versions workflow. video Media/Video1.[0001-0004].
Example 4: One Track Multiple Spans 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 Clip [=====+=====+=====+=====+=====+=====+=====+=====+=====+=====+=====+=====+=====+=====+=====[ Track 0 [=====+=====+=====+=====+=====+=====+=====+=====+=====+=====+=====+=====+=====+=====+=====[ Feed v0 [=====+=====+=====+=====+=====|ooooo+ooooo+ooooo+ooooo|=====+=====+=====+=====+=====+=====[ In this Open Clip, one track is an aggregate of multiple media sources.
Example 5: Stereo Clip Clip Track 0 Feed v0s0 Feed v0s1 0 1 2 3 4 5 6 [=====+=====+=====+=====+=====[ [=====+=====+=====+=====+=====[ [=====+=====+=====+=====+=====[ [=====+=====+=====+=====+=====[ 7 This Open Clip illustrates a stereoscopic case, where there is media for a right eye, and other media for a left eye.
Media/RGB_2Mattes.exr video Media/RGB_2Mattes.exr video Media/RGB_2Mattes.
Feed v0 [=====+=====+=====+=====+=====+=====[ Feed v1 [=====+=====+=====+=====[ This example illustrates 1 track, 2 versions, but with each version having a different start timecode: version 1 starts at 0 frames, the other starts at 10 frames. video Media/Video1.[0000-0005].
[=====+=====+=====+=====+=====+=====+***********************+=====+=====+=====+=====[ Track 0 [=====+=====+=====+=====+=====+=====+***********************+=====+=====+=====+=====[ Feed v0 [=====+=====+=====+=====+=====+=====[ Feed v1 [=====+=====+=====+=====[ This example illustrates how to define the start timecode for an Open Clip.
■ (page 1425) does not have to be at the rate of the media: it is just a unit of measure that defines where the media starts on the Timeline. Of course, the rate you select defines how many ticks are in a second. ■ (page 1425) defined in (the second feed) overrides the timecode inferred from the media within. clip The element is the root of an Open Clip. A must contain a to be valid.
creationDate The contains an unparsed string. Use it to store the creation date of the version. Attribute Description Data Type Allowed Values Attribute is... type The data type of the element. character data string Implied version Version of the xml element. unsigned integer 4 Implied Children Children #cdata Parent (page 1429) denominator The must be an unsigned integer. It expresses, together with the element, a frame rate.
Mandatory #cdata Parents (page 1418), (page 1425) duration The element is the number of samples (images) that make up the child element. It is a is a 64-bit integer. To create a gap, have a that contains only a , without . NOTE In most cases, the element is not required since the duration is derived from the media. Attribute Description Data Type Allowed Values Attribute is... type The data type of the element.
... Attribute Description Data Type Allowed Values Attribute is... type The data type of the element. character data feed Required version Version of the xml element. Do not use, unless mixing and matching differing xml schema versions, which should not be done. unsigned integer 4 Implied vuid Identifies the version of the feed. In a element, no two elements can have the same vuid.
Attribute Description Data Type Allowed Values Attribute is... currentVersion Must match the vuid attribute of one of the children . currentVersion indicates the active , or current version the client application should use. IDREF vuid of a child Implied Children Mandatory feed (page 1418)+ Parent (page 1426) name The element should be interpreted by the client application as the name of the parent element.
This number divided by the value of the element expresses a number of seconds. Children The nbTicks element has no attributes. Children #cdata Parents (page 1418), (page 1425) numerator The element must be an insigned integer. It expresses, when divided by the element, a frame rate. Children The element has no attributes.
Attribute Description Data Type Allowed Values Attribute is... version Version of the xml element. unsigned integer 4 Implied subFeedId Use this attribute to further identify the type of feed. In a Smoke or Flame context, you create stereo pairs by using the "Left" and "Right" values. character data any Implied encoding The type of file listed in the path: either a file sequence (such a dpx sequence) or a single streaming media file (such as .mov).
Mandatory path (page 1421)+ Parent (page 1424) rate Frame rate of the media. If no frame rate is specified, it is up to the application to decide on the frame rate to use. Use numerator/denominator elements to express as a fraction frame rates that use decimals; this provides more precision. The following expresses a frame rate of 23.976 fps.
24000 1001 To express a frame rate using an unsigned integer, use the short-hand notation without child-elements but only a single integer. 25 Attribute Description Data Type Allowed Values Attribute is... type The data type of the element. character data rate Required version Version of the xml element.
(page 1425) spans The element contains all the elements that make up the . Attribute Description Data Type Allowed Values Attribute is... type The data type of the element. character data spans Implied version Version of the xml element. unsigned integer 4 Implied Children Mandatory span (page 1424)+ Parent (page 1418) startTimecode Defines where to place on the timeline a (when child of a ) or a (when child of a ).
storageFormat The element explicitly describes the format of the media referenced. This element is populated by the Gateway and does not need to be populated at the creation of the .clip file. A reserved element that can change without notice. Attribute Description Data Type Allowed Values Attribute is... type The data type of the element. character data format Required version Version of the xml element.
Mandatory Optional trackType (page 1427), feeds (page 1419) extendedType?, handler?, sourceName?, startTimecode?, duration (page 1418)?, name (page 1420)?, editRate?, userData (page 1416)?, comment (page 1416)?, Parent (page 1427) tracks The container for all the elements making up the current .clip file. Attribute Description Data Type Allowed Values Attribute is... type The data type of the element. character data tracks Required version Version of the xml element.
(page 1426) userData is dictionary object that stores client-defined elements. Here is an simple example of a structure used to store the name and version of the source application that created the .clip. Flame 2017 Attribute Description Data Type Allowed Values Attribute is... type The data type of the element.
version The element contains metadata about a clip version. Which version the metadata applies to is defined by the uid attribute. Attribute Description Data Type Allowed Values Attribute is... type The data type of the element. character data version Implied version Version of the xml element. unsigned integer 4 Implied uid Defines which of each to use, based on matching vuid. IDREF Any vuid defined in a . Each uid must be unique across elements.
And you have the following structure.
Index .
Adding Timeline FX to Gaps 380 Adding Timeline transitions 378 adjusting aspect ratio, viewing aspect ratio, aspect ratio, broadcast monitor 308 Adjustment Segment in ConnectFX 394 adobe 251 advanced gradient pickers, using with 768 removing, in Tracer 769 softness borders 765 Tracer 765 Alembic models, importing 559 aligned edit 329 analyzer accessing in Action 649 converting results 662 ground plane, defining 660 object tracking 663 real world measures 659 animating garbage masks 755 garbage masks with tr
B C back up system, to 293 back up, to 283 backup 283 baking keyframes 1225 banking, 3D path in Action 617 Bezier curves, for polygons 934 blacking VTR tapes 265 Blend & Comp 1012, 1014 Blend & Comp Menu settings 1014 Blend & Comp Node 1012 blending 860 between fields in interlaced video 180 surfaces, in Action 510 blending curves per surface, in Action 513 blooming adding, in Action 556 Blur 1016, 1017 Blur medium 889 Blur menu settings 1017 Blur node 1016 blurring in Colour Warper 820 broadcast monitor
deinterlacing 180 inserting on timeline 326 interlacing 180 locking duration 868 merging fields 180 overwriting on timeline 328 replacing on timeline 329 reversing field dominance 180 unlocking duration 868 Clone medium 890 cloning, in Paint node 854 CMX 222 collaboration 184, 186 color management 1300 3D CG renders 1316 converting encodings 1319 diagnostics 1318 digital cinema camera images 1314 displaying images 1312 image-based lighting (IBL) 1317 input images 1311 maps 1316 matte paintings 1316 output i
Combine menu settings 1043 Combine node 1043, 1046 comments in CTF files 1363 Comp 1043 Comp Menu settings 1045 Comp node 1043 Comp Operation 1045 compare offline, compare online 303 Composite Operation 1043 compositing with Action 447 Compound 1046 Compound node 1046 configuration file SynColor 1363 conform 87, 99, 214, 218, 222, 251 ConnectFX about 393 adding to sequence 394 node bins 442 Constant shape, for garbage masks 744 containers creating on timeline 351 contrast adjusting in Colour Warper 825 decr
Edge Detect node 1091 editing DLEDL 84 EDLs 224 keycode in EDLs 246 timecodes in EDLs 246 timewarps in EDLs 248 tracks in EDL 244 transitions in EDLs 245 editing import settings 126 edits insert 326 overwrite 328 replace 329 EDL 222 EDL, importing 83 EDLs about 84 assembly options 225 audio patching 242 display options 238 editing 224 editing comments 235 editing events 234 editing options 238 editing titles 235 editing transitions 236 importing options 224 keycode 246 marking events for capture 236 other o
frame capture 254 frame grab 254 FrameCut command 945 freeform view 39 functions, in expressions 1245 G gain adjusting luminance of key in Keyer 705 gamma adjusting, in Colour Warper 827 applying 1279 Gamma element 1347 GammaParams element 1349 gaps on timeline 352 Gaps 380 Garbage Mask Garbage Mask menu settings 1099 GMask node 1098 garbage masks 743 animating 755 animating in Tracer 772 animating with tracking 760 drawing 747 drawing order 751 interlaced rendering 763 loading and saving setups 777 motion
grids and guides in Paint 870 J H jitter in Stabilizer, removing 728 removing from animation curve Jitter brush attribute 846, 882 HDCAM SR capture 259 output 266 hiding strokes 842 highlights matching, in Colour Warper 832 modifying, in Colour Warper 821 removing colour, in Colour Warper 822 histogram in Colour Corrector 797 luma, viewing in Colour Warper 809 hue cube, in Colour Warper 820 shifting in Keyer 711 shifts, in Colour Warper 833 K I image state 1301 image window 180 multiple views 318 refe
colour models, selecting in Keyer 698 edges of key, adjusting in Keyer 686 grey areas, removing from key in Keyer hue, shifting in Keyer 711 on timeline timeline 388 workflow in Master Keyer 686 keywords FontMapping 970 705 L layer order, of garbage masks 744 lens flares adding, in Action 546 lift adjusting luminance of key 705 lifting elements from an edit sequence 354 lights adding, in Action 533 selective lighting, in Action 536 specular highlights, in Action 538 limiting strokes 843 linear color workf
maxInValue element 1345 maxOutValue element 1346 MBlend node 681 media See also special effects media loading, in Action 487 slipping, in Action 488 media composer 249 Media panel 34 Medial Axis tessellation 600 merging fields 180 midtones defining range, in Colour Warper 823 removing colour, in Colour Warper 822 minInValue element 1345 minOutValue element 1346 Modular Keyer processing pipeline pipes, in blend nodes 680 monitoring during clip I/O 266 Mono 1148, 1149 Mono menu settings 1149 Mono node 1148 Mo
Paint node brush attributes, setting 844 canvas, clearing strokes 862 canvas, wiping 863 cloning 854 custom brushes, using 853 saving setups 866 sources, clearing strokes 841 sources, deleting a node 841 sources, displaying reference image overlays sources, locking 843 sources, removing 841 sources, revealing 856 strokes, applying 850 strokes, blending with current image 860 strokes, clearing 841 strokes, hiding 842 strokes, limiting with matte 851 strokes, limiting with source matte 843 painting circles wi
Regrain node 1173 Release element 1331 relink 214, 219 relink sources, to 218 remote project 186 Render passes, in Action 480 rendering 371 replace edits 329 replace media edit 329 resetting in Colour Corrector 788 Resize 1175 Resize menu settings 1175 Resize node 1175 Restart Wiretap Gateway 1401 restoring archives 297 restricting strokes 843 Reveal medium 893 revealing, sources in Paint node 856 RGB channels adjusting, in Colour Warper 827 ripple replace edit 329 rmd in Final Cut Pro 117 ROI (Region of In
displaying overlays 844 limiting strokes 843 locking 843 removing 841 revealing 856 wiping 863 Sparks 1178 special effects media Blur 889 Clone 890 Drag 891 Impressionist 892 in graphics 930 Recursive Clone 893 Reveal 893 Shade 897 Smear 894 Stamp 895 Warp 896 Wash 897 specular highlights, on 3D models 572 spell checking 978 splice.
loading files 966 loading logos 976 modifying layer properties 972 on-screen keyboard 971 resizing 975 safe title 975 saving files 965 setup files 188 spell checking 978 tab stops 977 text columns 977 text motion paths, creating 984 text rolls and crawls 978 text styles, defining 987 Text menu settings 1198 Text node 1197 text objects, in Paint 923 textures applying in Action 601 timecode editing in EDLs 246 timeline clip format and import options 381 containers, creating 351 cue marks, adding 351 cuts, cre
masks, drawing options wiping 863 wire 184, 186 wireframe display options 927 in garbage masks 747 wiring clips 186 video See also clip I/O video field 180 video I/O timing setting initial 253 viewports, displaying 318 VTR See also clip I/O inputting clips 254 outputting clips 260 supported timings 281 transport controls 271 VTR capture 254 VTR Output module 260 X XDCAM 80 XDCAM EX 80 XDCAM HD 80 xml 251 XML modifying Open Clips subtitle 188 XML declaration 1328 W Warp medium 896 warping colours, in Colo
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