Autodesk 495B1-05A111-1301 User Guide

Autodesk 495B1-05A111-1301 - 3ds Max Design 2010 Manual

Autodesk 495B1-05A111-1301 manual content summary:

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    Composite User Guide
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    Autodesk, are registered trademarks or trademarks of Autodesk, Inc., and/or its subsidiaries Autodesk, Autodesk Envision, Autodesk Intent, Autodesk Inventor, Autodesk Map, Autodesk MapGuide, Autodesk Powered with Autodesk Technology, AUTODESK, INC. "AS IS." AUTODESK, Autodesk, Inc. 111 Mclnnis
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    Contents Chapter 1 Preface 1 About Composite 1 About This Guide 2 Getting Help 2 Part 1 Getting Started 5 Chapter 2 About Getting Started 7 About The Chapters 7 Chapter 3 Interface Fundamentals 9 Basic Interface Functions 9 The Gate UI 12 The Drop Gate
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    111 Accessing Media Via Wiretap 112 Accessing IFFFS Clips 113 Chapter 8 Importing Media 115 About Media 115 Physical Location of Media 116 Supported Media Formats 116 Importing Media 118 Using the Image Import Tool 125 Log to Lin Workflows 126 Moving Imported Compositions into Project
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    the Resolution for a Player 201 Setting the Grid in the Player 201 Setting a Region of Interest (ROI) in the Player 202 Displaying Masks and Guides 203 Showing or Hiding Tiles 204 Turning Hardware Rendering On or Off 205 Setting the Pixel Aspect Ratio of the Player 206 Displaying Player
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    FBX Files 323 FBX Import Limitations 329 Chapter 15 Premultiplication 337 Premultiplied Images 337 When to Premultiply 337 Common Problems with Premultiplication 338 Premultiplication Tools 338 Chapter 16 2D Compositing 339 About 2D Compositing 339 2D Compositor 339 Alpha Tools
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    Chapter 17 Image Processing Tools 379 About Image Processing Tools 379 Filtering Tools 379 Formatting Tools 409 Image Generation Tools 419 Transform Tools 431 Chapter 18 Pixel Expressions 439 About Pixel Expressions 439 PXL Tool 440 CTL Tool 463 Chapter 19 Warping 467 About Warping
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    Masking Concepts 538 Garbage Mask Tool Tabs 538 Creating Masks 540 Editing Masks 543 Transforming Masks 548 Creating and Editing Edges 554 User Settings 555 Output Tab Settings 558 Options Tab Settings 559 Pixel Masking 560 Masking Parameters 561 Chapter 24 Raster Paint 567 About
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    666 Player Controls 667 Working with Cue Marks 668 Contextual Menus 670 Keyframing Workflows 674 Marking Attributes for Keyframing 674 Setting Keys Manually 676 Setting Keyframes Automatically 680 Editing Keyframes in the Tool UI 681 Editing Keyframes in the Animation Editor 682 Adding and
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    Chapter 31 Expressions 719 About Expressions 720 Short Expressions 721 Expression Input Paths 722 Visual Linking 722 Visual Linking Methods 722 Navigating the Expression String 728 Validating and Applying the Expression String 729 Viewing the Expression 729 Associating Comments with an
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    Correcting Errors 782 Stabilizing 783 1-point Stabilizing 786 2-point Stabilizing 788 Simultaneous Stabilizing and Tracking 790 Chapter 33 Video Tools 795 About Video Tools 795 Deinterlace 795 Interlace 801 Pulldown 802 Chapter 34 Utilities 805 About Utilities 805 Comparison Tool
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    Appendix C Python Scripting 867 About Python Scripting 867 Appendix D Initialization Variables and String Substitutions 873 Initialization Variables 873 String Substitutions 874 Appendix E Glossary 877 List of Terms 877 Index 887 xii | Contents
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    Preface 1 Topics in this chapter: ■ About Composite on page 1 ■ About This Guide on page 2 ■ Getting Help on page 2 About Composite Composite is Autodesk's interactive solution for film compositing. It brings compositing and visual effects tools to high-end 2D artists working at HD, 2K, 4K or
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    read this section before exploring the Reference portion of the User Guide. Reference This section provides in-depth information about all the tools subject or whether you need assistance with a specific problem Viewing Online Help Autodesk provides documentation in an HTML help system displayed in
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    Contacting Support For further assistance, please contact Technical Support at the following address: http://www.autodesk.com/subscriptionlogin. Contacting Support | 3
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    4
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    Part 1: Getting Started Getting Started includes these chapters: ■ About Getting Started on page 7 ■ Interface Fundamentals on page 9 ■ Start Compositing Now! on page 77 5
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    6
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    About Getting Started 2 Topics in this chapter: ■ About The Chapters on page 7 About The Chapters The Getting Started section describes fundamental Composite concepts and explains some of the tool's basic functionality, which should allow you to begin using Composite as quickly as possible. Here
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    Start Compositing Now! A Simple Workflow Overview This chapter provides you with a step-by-step example of how to composite using Composite. The goal is to demonstrate how easily you can begin to use the tool, even before you explore some of the more advanced topics covered in the Reference section.
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    Interface Fundamentals 3 Topics in this chapter: ■ Basic Interface Functions on page 9 ■ The Gate UI on page 12 ■ The Drop Gate on page 14 ■ The Composite Interface on page 17 ■ Tools, Views & Pick List tabs on page 30 ■ The Player on page 34 ■ Zooming and Panning on page 39 ■ Navigating and
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    Mouse, Pen, Keyboard You can interact with the user interface using a mouse or a pen and graphics tablet, in concert with the keyboard. If you have a mouse wheel, you can use it to scroll through menus. NOTE To generate a right-click with a pen, press the Context Menu key in concert with the pen. If
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    For more text editor/field hotkey combinations, see Text Editor and Text Fields on page 820. Dragging and Dropping You can drag and drop the contents of most folders in the user interface. In the user preferences, you can choose whether you see the ghosted image of the composition or not. See
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    select the operation you want to undo or redo from the list. Note that the arrow that appears in the list indicates the most recent operation you performed. This operation and all operations above it are operations you can undo. All operations below the arrow are ones you can redo. Things to
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    The four gates are as follows: Gate: a) North gate b) East gate c) South gate d) West gate Displays: The Schematic overlay. This is a semitransparent, larger view of the Schematic. You can set the transparency of the background and nodes in the overlay, in the Creative tab of the User Preferences.
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    NOTE If you press the tilde (~) key, or middle-click and swipe simultaneously, the Gate UI is not displayed. If you press the Alt key while swiping, the panel will stay open until you press Esc. The Drop Gate Similar to the Gate UI in appearance, the Drop Gate appears when you drop a composition or
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    To use the Drop gate when dropping a tool do one of the following: 1 Drop a tool into a Player, Composition Browser (with no composition or tool selected), or Layer Editor (with no composition or tool selected). 2 Or, drop a tool onto a selected composition in the Schematic view or the Composition
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    4 Or, drop a tool onto a primary output node in the Schematic view or a selected primary output node in the Composition Browser. 5 Drop a tool onto a secondary output node in the Schematic view or a selected secondary output node in the Composition Browser. The Tool Drop Gate appears. 16 | Chapter 3
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    6 After you have performed one of the preceding actions, swipe through the appropriate option to select it, or click to cancel the drop. The Composite Interface The Composite interface may include a variety of views and elements, all of which are designed to ensure a seamless and intuitive workflow.
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    Views and elements include: a Menu Bar This is always visible by default and cannot be modified. See The Menu Bar on page 19. b Viewports There can be one or more viewports in the Composite interface, depending on the currently selected preset or on a user-defined layout. You can populate the
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    The Menu Bar The menu bar appears at the top of the Composite window. It contains the following menus: File, Edit Preferences, and Help. There is also a minimize button at the far right. To show or hide the menu bar: press Ctrl + M. Use: To: Open new or existing projects, close or save projects,
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    . Allows you to load or reload scripts. Access Composite help or documentation, Python scripting info, Learning Movies or Tutorials, the Support Centre, Release Notes, The AREA, the Hotkeys doc, Scripting, Token Substitutions and Initialization Variables, and About Composite. Minimize the Composite
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    Views You can access all available views from the Views tab, using the Gate UI and then dragging a view into a viewport. NOTE You cannot undo a drag view operation. If you frequently add or remove specific views, you can add them to the Pick List for even faster access. A view can be: 1 A view
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    View Scripting Tools Description Allows you to add a tools browser to any viewport. Four Views: a) File browser b) Layer Editor c) Schematic d) Player To add a view to a viewport: 1 Press the tilde key or middle-click your mouse to display the Gate UI, then swipe through the east gate to display
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    3 Select a view and drag it into a viewport. To display a view in a fullscreen view: 1 Pause over a view you want to display as a fullscreen view and press the F key. 2 In the Player controls, click the fullscreen button to play the composition. The view displays as a fullscreen view. Press F to
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    The Tool UI has four main areas: Item: a) Animation controls b) Player controls c) Details or node-independent tabs d) Tool UI or node-specific tabs Description: Controls for setting and working with cue marks and keyframes. See Keyframing Workflows on page 674. Controls for playing media
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    Versions: Displays a list of all current versions, including the working or current version, associated with the composition you currently have open. Metadata: Displays the description of the composition you currently have open, along with any custom attributes you have added. You can use this tab
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    are common to all tools. The top row is used for selection history and navigation, and contains the following controls: (a) Navigate to previously selected node (b) Navigate to next selected node (c) Go to home node (d) History (e) Set Home a Navigate to previous node Navigate nodes before current
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    View entire node list and select a node. e Set Home Set a home node from the history list. To set another node as a home node, select a node name and click Set Home. The next set of controls is for using Tool presets.
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    c Forward one key Move froward one keyframe in the currently selected animation curve for this tool node. or more information on setting animation keys, see Keyframing Workflows on page 674. d Mute Mute the currently selected tool node. This is a convenient way to toggle the effect of that node on
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    Taskbar The taskbar anchors the user interface and gives you immediate and consistent access to frequently-used core features and commands, such as presets, undo, warning messages, as well as the current composition, version, project, and user. The taskbar is located at the bottom of the desktop.
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    Click: To: from the list that appears; the number indicates how many render tasks in the list are currently in progress. The progress bar to the right of the render task name in the list shows the task's progress: a blue bar is displayed as the task progresses and is completed successfully. A gray
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    The Pick list tab provides you with easy access to frequently used tools, view and other elements. Each user has a Pick List. Its contents are independent of any project and are consistent across sessions. The Pick List exists as a tab in two locations: a) through the east gate of the Gate UI and b)
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    To drag an item from the Tools or Views tab: ➤ In the Tools or Views tab, select an item from the lower portion of the panel, and drag it into a view. If you drag a tool into the Schematic view, you can drop it onto any connection to insert it in the composition. a) Tool Category b) Tools For more
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    For more information on the Pick List, please see Pick List on page 141 in the Getting Familiar with Your Workspace chapter. In addition to regular tools, there is a specific category of tools known as Super tools. A super tool is a tool that is composed of a set of tools. Super tools include Macro,
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    ■ Reaction Compositing and Effects on page 240 ■ Garbage Mask Tool Tabs on page 538 ■ 2D Compositor on page 339 ■ Using the Image Import Tool on page 125 ■ Keyer Super Tool on page 522 ■ About Tracking and Stabilizing on page 754 ■ About Raster Paint on page 567 ■ Vector Paint on page 595 The Player
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    ■ The Mini-Player: Allows you to preview compositions located in the Footage folder or on your Desktop. See The Mini-Player on page 211. ■ The Fullscreen Player: This version of the player is useful when you want a more immersive environment. You can use it to play compositions, work on compositions
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    ■ Adjust the start or end frames of the composition ■ Set a cue mark ■ Move to an existing cue mark ■ Delete a cue mark ■ Set a keyframe manually ■ Move to an existing keyframe ■ Turn Autokey on or off To play a composition: Click: To: Play the composition backward. Play the composition forward
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    Click: To: Move to mark out. To set the repeat mode: Click the Repeat Mode on the left of the Player controls, and select a repeat mode from the menu: Select: To set the repeat mode to: No repeat. Playback ends when the Player reaches the last frame of the composition. Loop continuously. Ping-
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    the Tool UI, select the Cue Mark tab, locate the cue mark you want to delete, then right-click and select Delete. To set a keyframe manually: 1 Mark the attributes for which you want to set a keyframe. See Marking Attributes for Keyframing on page 674. 38 | Chapter 3 Interface Fundamentals
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    2 Advance to the frame at which you want to set a keyframe. 3 Click the Set Keyframe button. To move an existing keyframe: Click a keyframe button on the left of the Player controls to move to an existing keyframe. Click: To: Move to the previous keyframe of the currently selected tool node.
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    To pan: ■ In the view, press Spacebar and drag. To navigate views: ■ Press Ctrl + Tab to move to the next view. Press Ctrl + Shift + Tab to move to the previous view. Things to remember: ■ When you zoom out in a Player view, the resolution is automatically adjusted to the optimal one for that zoom
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    The File Browser The File Browser provides a view of the folders that your installation references. It also allows you to create compositions by importing media. The Folders area in the File browser shows the hierarchy of available folders in your project, as well as external drives and resources,
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    Browser Settings and Controls The File Browser contains the following main areas and buttons: Item Description Folders list Displays the file system on your machine, including all mapped drives, as well as Wiretap. Using this area, you can navigate to the media you want to import. Folder
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    sort information by clicking one of the column headings. A thumbnail is an icon for a folder, source, or composition. There are thumbnails for folders, fonts, audio, and so on. The thumbnails for sources or compositions show a frame. You can change thumbnails to show a source or composition's matte
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    click a name in the pop-up list. Clicking a bookmark's name positions the browser in the target directory just as if the path had been entered manually. 44 | Chapter 3 Interface Fundamentals
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    There are five predefined bookmarks, which cannot be removed or renamed. They are the following: Name Function Value Comment Home Shorthand to browser's home Not editable Depends on the "Set as Home" setting Project Home Bookmarks location of project root Not editable Depends on selected
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    Or right-click on a directory in the File browser and select "Bookmark," to bookmark that directory. All personal bookmarks are automatically assigned the name of the bookmarked directory, or the name of the bookmarked directory plus a "#" extension, where "#" is the first number, beginning with 1,
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    ■ Creating bookmark folders in order to categorize bookmarks ■ Editing personal bookmark labels ■ Editing personal bookmarks or the Media bookmark's target ■ Customizing the bookmarks and bookmark folders order ■ Moving personal bookmarks from one folder to another ■ Removing bookmark folders and
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    Floating File Browser You can also display the File Browser as a floating browser, so that you can use it at any point during a session to access project folders. To display the floating File Browser, do one of the following: ■ Press Ctrl + O (for Windows and Linux) Cmd + O (on Mac OS) or to open
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    The Composition Browser has three columns. The Name column contains the name of the node or attribute. The Value column contains the value associated with an attribute. The M (marked) column indicates whether an attribute is marked for keyframing. The Composition Browser is also available in the
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    Point would display muted nodes as well as nodes that have a context point set on them. Therefor adding tool filters adds tool nodes to your display. Click: Tools Selected Similar Muted Context Point All Channels Animated Expression To: Display tools (in the result) that are currently selected.
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    NOTE Unless otherwise specified, the term "node" and "tool node" are interchangeable throughout this guide. When you create a composition by importing media, the composition contains one input node (which points to the media you imported) and one output node. You
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    When working in the Schematic view, you can: ■ Show or hide the Schematic Navigator. ■ Clean up the view (clean up all or a portion of the composition, automatically zoom to fit the dependency graph in the view). ■ Change the name of a node. ■ Work with connections (connect one node to another,
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    Node Types There are a number of different types of nodes, each represented by a different icon. Node type Description An input node for a composition created during a normal media import. It is identified by a small sheet icon on the left of the proxy. When you select an imported media input
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    Node type Description A group node that you create by selecting two or more nodes and grouping them together. You can right-click a group and select Edit Group to work only with the nodes in that group. A visual group node is similar to a normal group node, however you are able to see its contents
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    Tab: Output Description: ■ A node that accepts nine inputs: Contains the output of the node. You create connections between nodes by connecting the output tab of one node to the input tab of another. The Output node contains the result of the dependency graph. Note that you can connect an output to
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    . Output Nodes There are several characteristics of Output nodes that are useful for you to know. Multiple Output Nodes A composition can support multiple output nodes which provide simultaneous renders from different points in the dependency graph. This characteristic of 56 | Chapter 3 Interface
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    the composition lets you link to a composition at different points in the dependency graph. An output node cannot be muted, however, intermediate results can be enabled on output nodes and output nodes can be grouped at any level. There's no restriction on the presence of an output node at the
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    Value: As Primary Output Image Format As Primary Output Pixel Format As Primary Output Time Rendered on/off Render mode Description: Whether the width, height, pixel ratio and rate values follow the primary output values. Always off on primary output. On by default on additional outputs. Whether
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    ■ When inserting a composition into another one, the input node of the primary output from the source graph is used as the connection point when the composition is dropped on an input socket in the destination graph. ■ When dropping tools in the Schematic view, the south gate option Add Before
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    Adding Output Nodes Creating a new composition automatically adds an output node to it. However, you can add more output nodes anywhere in the composition. To add an output node to a composition, do one of the following: ■ Drag the output tool from the Utilities folder in the Tools tab and drop it
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    Deleting Output Nodes The primary output node cannot be deleted, which ensures that a composition has at least one output. Graphical delete options on the primary output are absent and any attempt to delete it in another way (hotkey or scripting) results in an error message. To delete a secondary
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    Color White Line Style Dashed line Output A To change the appearance of a connection line: 1 Middle-click or press the tilde key (~) key to display the drop gate, and swipe south to the Schematic Options. 2 Under Display, select an option form Links for the connection lines. NOTE You can also set
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    2 In the Tool Options at the right, click in the Name field and edit the name. 3 Press Enter to accept your edits. The node in the Schematic view updates to reflect the new name. To display the details of a node without opening a node: 1 Press the D key and pass the cursor over a node. Shift + D
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    NOTE There are hotspots located along each edge of the viewer to be used to auto-pan the viewer when holding the cursor down over these areas for a predetermined time. This will be used when dragging or connecting nodes. The speed at which the panning is done can be controlled by using the Ctrl
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    NOTE If more than one node is selected, they will be grouped. If there is only one node selected and it is not a group node, it is grouped, otherwise if it is a group node, it is ungrouped. When you create a visual group node, all the nodes in this group display semi-transparent backgrounds that
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    2 To lock just the nodes inside a group, while still allowing the group itself to be moved, right-click on the title bar of the visual group node and select Lock Tools. To open or close a visual group node: 1 To open a group node, right-click on the node and select Open or press Shift + O. Opening a
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    To collapse a branch of the dependency graph: 1 Locate the node at which you want to collapse the branch. 2 Right-click the node and select Expand or Collapse or press E. 3 The branch leading into that node collapses. The arrow on the left of the node indicates a collapsed branch. To expand a
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    To mute or unmute a node: 1 Select the node. 2 Right-click a node and select Mute or Unmute, or press M. NOTE You can also mute/unmute a node by selecting it and clicking the Mute button in the Tool Options area. This button is located to the left of the Reset button. To select an entire branch of
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    To turn intermediate results on or off for a node: ➤ Click the orange tab in the lower-right of the node. The orange tab brightens or darkens to indicate results are, respectively, on or off for the node. See Caching on page 226. NOTE You can also turn intermediate results on/off for anode by
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    To cut, copy or paste one or more nodes: 1 Select the node(s) you want to cut or copy. 2 Then, do one of two things. To cut the node(s), right-click one of the selected nodes and select Cut, or press Ctrl + X (for Windows and Linux) or Cmd + X (for Mac OS). To copy the node(s), right-click one of
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    To select all nodes, do one of the following: 1 Right-click the Schematic view and choose Select All. 2 Press Ctrl + A (for Windows and Linux) or Cmd + A (for Mac OS). All nodes and connection lines are selected in the Schematic view. Selecting Nodes Upstream and Downstream Drill-Down is a way to
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    again cycles back to the first image input. When in tool output mode in the Player, pressing the 6 hotkey a second time cycles to the next image output. once the last output is reached, pressing the 6 hotkey again cycles back to the first image output. For added flexibility, you can assign a context
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    Select: Highlights Links To: Expand and highlight the tabs of a node when you pass the cursor over them. Change the line style of connections. Lines can appear as: Curved, Straight, or Angled. ■ Finally, set the placement options. Select: Auto Layout Auto Zoom Locate Node To: Automatically
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    ■ Then set the ViewerTime options: Set: Follow Master Offset Update on Play To: Sets the view to global time. Disable to use its own global time. Lets you set a frame offset for the time. The frame offset is with respect to the time you set for the view. For example, if you set a frame offset of 5
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    Things to Remember: ■ Each Schematic view has its own set of options except for the flow (left-right, top-bottom, etc.) Schematic Options | 75
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    76
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    Start Compositing Now! 4 Topics in this chapter: ■ Try First, Read Later on page 77 ■ Start Composite, Create Composition, Import Media and Go on page 77 ■ Add Media on page 81 ■ Add Tools on page 83 ■ To Render the Composition on page 86 Try First, Read Later This chapter will allow you to start
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    Composite, it becomes a composition that you can open, or use to insert or link to/from another composition. The Tool UI at the bottom of the Composite desktop shows composition information, and updates to show the Tool UI of the tool you are currently working with. Composite comes with a set of
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    3 From the File menu, select "New." 4 The Create Composition dialog appears. 5 In the Name field, enter a name for the composition. You can change the location of the composition in the field above the Name field. Once you have entered the information, click the Create button. Start Composite,
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    6 A new composition has been created. 80 | Chapter 4 Start Compositing Now!
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    Add Media When you have created a new composition, you can import media and then add it to your composition and start working-see Importing Media on page 118. To import media: 1 Select File > Import or press Ctrl + I( for Windows and Linux) or Cmd + I(for Mac OS). The File Browser appears. 2
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    3 In the Contents area, select the media file(s) you want to import. To select multiple files, press Ctrl + click. 4 Click the Import button, or right-click one of the selected media files and select Import File(s). The media files are imported into the composition using an Image Import tool. 82 |
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    Add Tools Once your media is added, you can start to add tools to your composition. To add tools to your composition: 1 Middle-click or press the tilde (~) key to display the Gate UI and swipe east (right). 2 If it isn't already selected, select the Tools tab. Add Tools | 83
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    3 Select a tool and add it to your composition by dragging it into the Schematic. For this example, we will add a Garbage Mask, a Panner tool and a Blend & Comp tool. 84 | Chapter 4 Start Compositing Now!
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    4 Use the controls on each tool to modify your composition: ■ Use the Garbage Mask to key out areas of the image which you don't need. See Garbage Mask Tool Tabs on page 538. ■ Use the Panner tool to position the image. See Panner Tool on page 437. ■ Use the Blend & Comp tool to blend the two images
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    To Render the Composition Now that you have completed your composition, you'll want to render it. 86 | Chapter 4 Start Compositing Now!
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    To render your composition: 1 Select the output node. 2 In the Tool Details area, select the Output tab. 3 Set the image format to the proper format you want to render. 4 Click on the render tab. To Render the Composition | 87
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    5 Under the file format choose the sequence file format to be rendered. 6 The default is to name the rendered file the comp name and the output name. Change the output name if desired. 7 Go to the file menu and choose render. 88 | Chapter 4 Start Compositing Now!
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    8 The Render dialog appears. Click the Start button to start the rendering process. To Render the Composition | 89
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    90
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    Part 2: Reference Reference includes these chapters: ■ About Reference on page 93 ■ Projects on page 95 ■ Wiretap on page 111 ■ Importing Media on page 115 ■ Getting Familiar with Your Workspace on page 139 ■ The Player on page 189 ■ Working with Compositions on page 217 ■ Multilayer Compositing and
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    ■ Managing Film Grain on page 501 ■ Pulling Keys and Creating Mattes on page 509 ■ Masking on page 537 ■ Raster Paint on page 567 ■ Vector Paint on page 595 ■ Color Correction on page 617 ■ Animation on page 659 ■ Time Tools on page 691 ■ Customization Tools on page 699 ■ Vectors on page 711 ■
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    About Reference 5 Topics in this chapter: ■ About the Chapters on page 93 About the Chapters The Reference section goes into detail about Composite tools and functionality. This section allows you to build on the Getting Started section by providing in depth information about topics that were
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    8 Pre-Compositing on page 299 9 Importing FBX Files on page 323 10 Premultiplication on page 337 11 2D Compositing on page 339 12 Image Processing Tools on page 379 13 Pixel Expressions on page 439 14 Warping on page 467 15 Effects Tools on page 497 16 Managing Film Grain on page 501 17 Pulling Keys
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    differ from one shot to the other, without having to re-type them for every composition used within this shot. This is the kind of service that project management is intended for. By comparison, the User Preferences are more geared towards controlling the behavior of the user interface. By default
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    For more information on scripts, see the Composite Python® API online documentation (from the Windows Start menu, choose Programs > Autodesk > Composite > Composite Documentation > Scripting API). Project Preferences At the beginning of a project, you can define the following preferences: ■ General
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    might have a script that creates projects. Refer to the Composite Python API documentation. In the Windows Start menu choose Programs > Autodesk > Composite > Composite Documentation > Scripting API. Workflow for administrative tasks during a project: 1 Import media-see Importing Media on page 118
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    NOTE All operations you perform during a session use the project preferences of the currently open project. NOTE Project preferences from a read-only file are not modifiable, unless saved under a different location with read/write permissions, and then reloaded. To set project preferences: 1 Open a
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    Home Folder Indicate the path for the home folder. Monitor Executable Enter the command line that launches the render queue monitor. 4 Select the Composition tab and set the media preferences for the project. These preferences set the media format for any compositions you subsequently create. NOTE
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    Pixel Aspect Ratio Displays the aspect ratio of each of the pixels of the selected format. If you selected Custom in the Format box, you can click in this box and edit the ratio. Rate View the frame rate of the selected format. Click to display the list of frame rates available for this format, and
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    7 Select the Import tab to set preferences for the import operation-see Channel Assignments on page 128 and Channel Groups (Import Preferences) on page 131, Unpremultiply in Import Mode on page 134 and Specifying the Destination Format on page 135. Destination Folder Enter the path to the project
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    9 Select the Pre-Compositing tab and set the preferences for importing pre-comp files-see About Pre-Compositing on page 299. 10 Select the Tools tab and set the path for the CTL tool-see CTL Tool on page 463. 11 Select the Archive tab and set the preferences for your archive and restore operations-
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    Archive Folder The folder or folder template (using substitution tokens) in which archives are stored. Archiving Executable The command line that executes when you perform an archive operation in Composite. It starts the archive.py script, located in the \resources\bgTasks folder of the Composite
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    Archives created with earlier versions of Composite have the .dlarchive extension and are supported for backward compatibility. When you create an archive, you can produce compressed menu, choose Programs > Autodesk > Composite > Composite Documentation > Scripting API). 104 | Chapter 6 Projects
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    To archive the current composition: 1 Select File > Archive. 2 In the dialog that appears, enter a name for the archive and click OK. NOTE The Python script for archiving does not recognize file names that contain any of the following characters: *?:" (asterisk, question mark, colon, quote mark,
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    NOTE The Python script for archiving does not recognize file names that contain any of the following characters: *?:" (i.e. asterisk, question mark, colon, quote mark, open angle bracket, close angle bracket). A file name with any of these characters causes the archiving script to fail. If you are
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    NOTE The Python script for archiving does not recognize file names that contain any of the following characters: *?:" (i.e. asterisk, question mark, colon, quote mark, open angle bracket, close angle bracket). A file name with any of these characters causes the archiving script to fail. WARNING
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    Depending on the dependencies (if any), you are prompted to restore the archived dependencies. 3 Select the dependencies to restore. 4 Relocate the restored archive and its dependencies. The external dependencies in the .zip files are restored. If some .zip files are missing because they were moved,
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    NOTE Some external dependencies, such as paint stroke files, do not appear in the relocation dialog box as these are stored by default in the shared storage folder. You can change the default shared storage directory in the Project Preferences window (Site Preferences tab)-see Setting Project
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    110
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    on page 113 Accessing the IFFFS Libraries on the Network Using Wiretap Composite supports Wiretap, an enabling technology that uses client-server architecture to enable applications running be configured to offer Wiretap Path Translation Service-see the Autodesk® Stone® and Wire® Release Notes. 111
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    it was not running when you started Composite or because an older version of Wiretap is used, in which case you can add the server manually to the list by typing its path in the text field (for example, Wiretap:/MyServer/...where MyServer is the name of the Wiretap server). 112
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    to import all Wiretap clips. In practice though, it may happen that the media is not supported in Composite. In this case, the images will display a red X to indicate media that is not accessible. See Supported Media Formats on page 116. An IFFFS clip can be made up of different types of
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    114
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    Importing Media 8 Topics in this chapter: ■ About Media on page 115 ■ Physical Location of Media on page 116 ■ Supported Media Formats on page 116 ■ Importing Media on page 118 ■ Using the Image Import Tool on page 125 ■ Log to Lin Workflows on page 126 ■
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    Wiretap-see Accessing the IFFFS Libraries on the Network Using Wiretap on page 111. Supported Media Formats You can import media in any of the following formats: NOTE When you import .dpx media from Autodesk Flame®, you import the media with LUT. To disable the import conversion, see Importing
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    unless otherwise indicated. Bit depth 32 is float. You can produce results in any of the following media formats. For 4K and higher media, support is limited to tiled formats (OpenEXR, TIFF, and IFF). Format Bitmap File extension .bmp Bit depth of produced result 8 Cineon .cin 10 DPX .dpx
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    Pixel Aspect Ratio Composite guesses the pixel aspect ratio of images by comparing an image's resolution with a list of common combinations of pixel aspect ratio and resolution. You can, however, override the guess that Composite makes. Composite can also store and retrieve the pixel aspect ratio
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    2 Navigate to the folder that contains the media you want to import. 3 Select the media files you want to import. You can either import, drag and drop, or use the UNC path to import the media. Importing Media | 119
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    NOTE You can import multiple media files in the same folder, in a single operation. However, when you do this, you cannot set the import options for each file individually. To select multiple files, click the first file to import, then Ctrl + click each additional file to add it to the selection.
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    selected-see Log to Lin Workflows on page 126, Image and File I/O on page 127 and Channel Assignments on page 128. NOTE Values are not clamped when you import media in log format, so no image data is lost. All tools can work with all of the data contained in log format images. NOTE You can import
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    6 The destination folder is either the default Footage folder, or the one specified in the Import tab of the Project Preferences window-see Setting Project Preferences on page 97. Drag the file directly into the Footage folder or click Import. You can create other folders to store the compositions
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    sequence of image files. The third and fourth columns are the properties of the resulting footage composition. ■ Path Location of selected file. If you select more than one file, the path of the last selected file is displayed. ■ Type Displays the type of file that is selected-see Footage Role on
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    common combinations of pixel aspect and resolution. The aspect ratio is related to the image ratio; changing it affects the image ratio. ■ Image Ratio The image resolution of the selected media, taking into account the pixel ratio. ■ Pixel Ratio The pixel ratio of the selected media. You can set
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    want the start time to be unconditionally set to a different number, which you can do with the Comp Start editable value field. ■ Unpremultiply see Unpremultiply in Import Mode on page 134. ■ Motion Vectors see Importing Motion Vectors From Maya on page 712. Using the Image Import Tool The Image
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    ■ Copy (Ctrl + C for Windows and Linux or Cmd + C for Mac OS) a file path, paste (Ctrl + V for Windows and Linux or Cmd + V for Mac OS) it in the Path field of the Import Image tab and press Enter. Log to Lin Workflows There are several tools and controls to construct logarithmic to linear workflows
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    selection. Shift + click a composition to select it and all compositions between it and the last composition selected. Image and File I/O Composite supports OpenEXR 16-bit half float, 32-bit float and integer. This improves import workflow, footage versus composition distinction, and data extracted
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    ■ Depth (Z), surface normal directions (XYZ), or motion vectors (XY) Channel Assignments Once you have imported your EXR media, you can use the Options tab to assign and import the channels. A channel view shows the channels that are present in the files and channel groups are defined in the project
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    OpenEXR channels are assigned to the Composite RGBA channels according to the following rules: ■ If the channel name part of the input channel (the string after the last dot) is named "R", "G", "B" or "A" (case insensitive), then it is assigned to its respective R, G, B or A channel. ■ If none of
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    of a group in the preferences can be assigned to a corresponding channel group. Each Channel can be assigned a field from the list, or as groups when using the buttons next to the menu. The Channel Groups list shows only if the existing group was found in the file. The groups are determined by your
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    to R, G and B Velocity velX and velY to R and G NOTE The groups map to a subset of the channels available from the Splutter Fish plugin used by Autodesk 3ds Max: Velocity, Depth, and Surface Normal. Channel Groups (Import Preferences) | 131
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    The selected group, Velocity, is predefined by Composite. It defines a mapping of channels named velX and velY to output channel R and G respectively. No channels are mapped to B and A. Under From File To Output are four fields labeled R, G, B, and A. Each contains all the channels available in the
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    Channel NZ materialID objectID velX velY None Description Z-axis Normals A surfaces material ID is the value that determines which submaterial the surface will use when you apply a Multi/Sub-Object to a material to the object to which the material belongs. The value that determines which object
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    not desirable to work with images that have their alpha premultiplied with the colors. If you are working with such an image, then you should manually add an Unpremultiply node from the Image Import tab or create a post-import script that does. The Unpremultiply button is off by default for most
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    was premultiplied. OpenEXR files have their alpha channel premultiplied, so it is set to on by default. The following table summarizes the different cases. Format Unpremul- Value tiply Format without alpha Off -- Format with alpha, without premultiplied On Off info Format with alpha, with
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    on the context and node selected. This allows you to create a footage composition in the Footage folder, and at the same time create a link node to that footage in the current composition. If you drag an image sequence to the Schematic and drop it on an input of a node, the Gate UI does not appear.
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    If you drag and drop your second image into the viewer (instead of an Output node), you have a choice of five options. Footage Role How do you distinguish a composition representing footage from a composition you are using for compositing? Composite has a role for a composition named Footage. A
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    This role is not permanent and can be changed at any time. You can even create a composition from scratch and assign it a Footage role. When a sequence is imported, either by clicking the Import button or by dragging the sequence into a library folder, a composition is created with the Footage role.
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    Getting Familiar with Your Workspace 9 Topics in this chapter: ■ Working with a Task-Based UI on page 140 ■ Pick List on page 141 ■ Tool Presets on page 146 ■ Animation Editor on page 149 ■ Layer Editor on page 150 ■ Player on page 153 ■ View Layouts on page 153 ■ Color Picker on page 154 ■
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    Working with a Task-Based UI Composite provides a flexible workspace environment that lets you work within the context of the current task at hand. You can choose from the available task presets to populate the user interface with the views you need to begin working immediately, or you can create
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    To select, delete, rename, set as default, or reset to a default preset: 1 Select the Edit Layout Presets and choose the New, Delete, Rename, Set as Default, or Reset command. 2 If you chose the New or Rename command, enter a name for the new/renamed preset and click OK or press Enter. If you chose
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    Pick List tab in the tool UI Pick List tab accessed through the east gate Working with the Pick List You can add and remove items in your Pick List, create a new Pick List group, delete Pick List groups you no longer use, and reorder Pick List groups. You can color code Pick List groups for easier
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    To add items to the Pick List: ➤ Do one of the following: ■ Drag the item to the Pick List tab and drop it into a group. ■ Right-click the item and select Add to Pick List. The Pick List group which is currently highlighted in the Pick List tab will be the destination Pick List group. ■ Use Ctrl +
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    NOTE You cannot undo the removal of an item from the Pick List. You can, of course, add that item to the Pick List again at any time. To create a new Pick List group: ➤ Do one of the following: ■ Right-click anywhere in the Pick List tab and select New Group. ■ Drag an item to the Pick List tab and
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    To color code a Pick List group: 1 Right-click and select Edit Groups. 2 Click the color pot next to the Pick List group name field. The color picker appears. 3 Select a color from the Color Picker and press OK-see Color Picker on page 154. The Pick List group assumes the selected color. To set a
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    Tool Presets A tool preset is a tool you save with a customized set of properties. You can then use the tool preset as you would any other tool in a dependency graph. Sharing tool presets among a team is a great way to streamline a project. You can simply email tool presets to anyone involved in a
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    (a) Tool preset controls To create a tool preset: 1 From the Schematic, select a tool node from the dependency graph. 2 Do one of the following: ■ Right-click the tool and select Presets > Save. ■ In the Tool options area, click the Save button. 3 Type in a name for the tool preset and click OK. The
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    To reload a tool preset: 1 From the Schematic, select the tool node with the tool preset you want reload. 2 In the Tool options area, click the Reload button. The tool preset is reloaded into the selected tool node. To delete a tool preset: 1 Navigate to the following folder: /toolPresets.
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    the Gate UI and go through the south gate. The Animation Editor options appear in the Tool UI. 2 Select the Display tab to set the guide options. Pin Lock the time of the view to either Composition or Tool. If you lock the time to Composition, the view always displays animation
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    for a specific tool, the Animation Editor view updates each time you select a different tool node in the Schematic view to reflect the animation curve of that tool node 3 Select the Playback tab to set the time and frame rate. 4 Set the Viewer Time options. Follow Master Uses global time. Deselect
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    The Layer Editor contains columns that you can reorder by dragging a column heading. You can also right-click a column heading to display show/hide options. Any hidden columns are listed in the menu. The Layer Editor includes the following: Column/But- Description ton V (visible) Turns the
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    Column/But- Description ton Duplicates a layer. This is particularly useful when you want to use the same image generator or media for multiple layers. When there is a source in the Layer Editor that does not have a layer assigned to it, the text is displayed in red-see Duplicating Layers on page
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    Player The Player lets you play or preview a composition, or preview media. There are three different versions of the Player: ■ Player view Lets you play compositions and view the changes you make to compositions as you work-see Player View Default Settings on page 190. ■ Mini-Player Lets you
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    To delete a saved view layout setting: ➤ Do one of the following: ■ Right-click in the view and select Delete (corresponding view layout) from the View Layout sub-menu. ■ Press Ctrl + Shift + (F1, F2, F3, F4). The saved view layout is deleted. NOTE Composite saves the zoom/pan settings for viewers
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    Working with the Color Picker When working with the color picker, you can: ■ Examine the values of each component of a color that appears on screen. ■ Examine the minimum, maximum, or average color value in a selection. ■ Select and store a color without launching the Color Picker. ■ Create, delete,
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    NOTE You will always be in pick mode whenever the color picker is active. You can only pick outside of the floating window. When inside the window the cursor will return to the normal cursor for interaction with the UI controls. Cursor in pick mode To select a color for a color pot from the screen:
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    To examine the values of an on-screen color: 1 Start the Color Picker by pressing the Alt + P hotkey combination. 2 At the bottom center of the Color Picker UI, click the bit depth button and select a color depth for the Color Picker. 3 Position the cursor over the on-screen color whose values you
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    The pop-up Color Picker appears. 2 Click the Advanced button to expand the Color Picker and to display more options. 3 If necessary use the Bit Depth button at the bottom of the Color Picker to adjust the number of colors the Color Picker displays. 4 Do any of the following to pick a color: ■ If you
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    To exit the Color Picker without updating the color pot: ➤ Do one of the following: ■ Press Cancel. ■ Press the Esc key. ■ Click the close button at the top-right corner of the Color Picker UI. To create a color palette: ➤ Do one of the following: ■ Click the palette name button and select New from
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    ■ Open your User folder located at the top of the Library folder structure and open the Color Palettes folder. Right-click a palette and select Copy. Right-click anywhere in the Color Palettes folder and select Paste. Click the new palette, press F2, and enter a name for the new palette. Press Enter
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    To switch color palettes: ➤ Click the Color Palette button and select a color palette. Calculators There are two calculators available: the standard calculator that you can use to perform calculations and enter values into fields, and the Expresso Calculator that is displayed when you click the
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    The Expresso Calculator appears. ■ Shift + Alt + click a field that allows expressions. The Expresso Calculator appears. The standard calculator appears if there is no expression. NOTE If you use one of the last three methods and the calculator does not appear, the field cannot accept a value from
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    Hotkey Editor The Hotkey Editor enables you to save different Hotkey Catalogs, and share these Catalogs with other users. Use the Hotkey Editor to manage hot keys (keyboard shortcuts). The Hotkey Editor allows you to: ■ Quickly and easily modify the existing default hotkeys. ■ Keep a copy of your
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    Also, like any other database objects found in the user home folder, you can move Catalogs around, copy them, and archive them for sharing. Hotkey Editor The Hotkey Editor allows you to modify all the hotkeys described in the default Composite hotkey resource file. Hotkey Editor Overview The Hotkey
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    The hotkeys displayed are those found in the default Composite hotkeys resource file and the current active Hotkey Catalog-see Hotkey Catalogs on page 163. The active Hotkey Catalog is displayed in the Catalog menu at the bottom of the Hotkey Editor. NOTE You can manage the Catalogs from the File
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    ■ Value Represents the keystrokes composing the hotkey. This can be edited by clicking the cell or by typing F2 after selecting the row. ■ Type Represents the type (Press/Release) of the hotkey. This can be edited by a right-click edit option on the cell or by typing F2 after selecting the cell. ■
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    Conflicting Hotkeys Conflicting hotkey rows in the Hotkey Editor are displayed in red. To resolve a conflicting hotkey: 1 Right-click a conflicting hotkey to see the "Go To Conflict" option. 2 Choosing this option on the menu, or pressing the F3 hotkey will take you to the conflicting hotkey, select
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    2 Select All. 3 Select Reset. All Composite hotkeys are reset and hotkey entries are removed from the active Catalog. Setting User Preferences A user is defined as a group of settings that belong to a user. The settings include: color palettes, hotkey catalogs, presets, and bookmarks. Preferences
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    2 ■ In the taskbar, click your user name. 3 Select the Creative tab. 4 Set the Gate UI preferences. Animate Gate Determines the way the panels move into the interface when you swipe through the Gate UI. Select this option to have the panels slide into the interface. Deselect to have the panels
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    by clicking the Override button. Click the color picker and select a color. 10 Under Selection History, set history length up to 50 selections. The default is 10. Set the selection history preferences. 11 Under Display Tools Order, place the Comparison tool before or after the display modifier
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    appears for all information, warning, error and fatal error messages. If you select Fatal Error, a popup message appears only for fatal error messages. Msg History Set the maximum number of messages in the list that appears when you click the message area of the taskbar. Undo Levels Set the maximum
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    , you will need the AJA Xena 2K video card and its accompanying driver installed on your system. For more information, refer to the Composite Installation Guide for Windows. 172 | Chapter 9 Getting Familiar with Your Workspace
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    To set up video previewing: 1 Open the User Preferences window by doing one of the following: ■ From the menu bar, select Edit > User Preferences. ■ In the taskbar, click your user name. 2 In the User Preferences window, select the Video Preview tab. 3 For the device, select AJA Preview and click
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    174 | Chapter 9 Getting Familiar with Your Workspace
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    4 In the AJA Preview Setup window, select a primary format. This should match the resolution and update rate of the material you want to preview. If the resolution does not match, the image will be centered in the video preview device. If the update rate does not match, the video preview device will
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    Creating User Defined Attributes Create user defined attributes (UDAs) to let you expand the limited number of already defined attributes associated with the different data types. There are three types of UDAs: ■ Composition (version) ■ Project ■ User Composition (Version) UDAs Composition UDAs are
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    apply to the project data type (although there is nothing stopping you from referencing a project UDA from the metadata tab in your project preferences). Creating UDAs Creating a scoped UDA for a project, user, or composition can be done in one of two ways: through the metadata tab in the Tool
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    To create a UDA using the Metadata tab: ➤ ■ From the Tool Details, Project Preferences or User Preferences, select the Metadata tab. This will reveal a list of user defined attributes. You will now be able to add, remove or modify UDAs in your project. You can add information to each of the UDAs by
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    ■ Numerical: this control allows you to define a numerical UDA. NOTE It is not necessary to fill out all the fields, only the ones that apply to your project, with the exception of the name field, which must be filled. ■ Text: this is a text field for data entry. Create - implements the changes.
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    Cancel - cancels the changes and brings you back to the list of UDAs. Once you have completed your changes, they will be visible in the original list of UDAs. NOTE The metadata tab will not reflect the changes made in the manage mode. If you delete or rename the UDA that appears in the metadata tab,
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    Using a UDA When specifying, for instance, a render file name, there is an option for entering UDAs in the string. The UDAs may be scoped or not and can be selected from the default lists available or can be created by the user. See-Creating UDAs on page 177. To add a UDA to a render file name: 1
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    3 Place the cursor in the File Name string where you want the UDA to appear and select UDA. The UDA is added to the string. 4 Repeat steps 2 and 3 to add more UDAs to the string. XML Resource Files Composite is shipped with a default set of XML resources files, one for each of the above mentioned
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    UdaTextField XML Resource Files | 183
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    UdaValueEditor UdaMenu 184 | Chapter 9 Getting Familiar with Your Workspace
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    UdaPushedToggle XML Resource Files | 185
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    UDA Declaration 186 | Chapter 9 Getting Familiar with Your Workspace
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    Default UDA Tag An optional XML tag in the resource file is used to specify the default value for each of the UDAs when a data type that has that UDA is created. If no default tag is specified, the UDA will be empty. The XML tag is . Read-Only UDA Tag An optional XML tag in the
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    188
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    page 201 ■ Setting the Grid in the Player on page 201 ■ Setting a Region of Interest (ROI) in the Player on page 202 ■ Displaying Masks and Guides on page 203 ■ Showing or Hiding Tiles on page 204 ■ Turning Hardware Rendering On or Off on page 205 ■ Setting the Pixel Aspect Ratio of
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    . ■ Plays all frames and updates at each frame. ■ Sets the f-stop to 0.00. ■ Plays at the native rate of the composition. ■ Does not display any guides apart from the frame outline, or any masks. ■ Displays RGB. ■ Has repeat mode set to No Repeat. ■ Does not correct pixel aspect ratio. ■ Does not
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    Calculating Image Size in Composite All Composite images live on a 2D plane.Composite and PXL use a Cartesian coordinate system to identify points on the plane.This plane and reference system are called the Image Reference Frame (IRF). This reference system has an origin and perpendicular X and Y
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    Context points are especially useful when you want to see how changes to a tool node that precedes the node with context points affect the context point. You can have the Player view display the output from a context point. You can set a maximum of four context points. You set a context point in the
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    Internally, the two key features used to improve playback performance are tiling and the media cache. The media cache keeps images that have been loaded close at hand on the local drive for faster retrieval. To improve playback performance, you can turn on hardware rendering (if you are compositing
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    Hardware Rendering You can switch to hardware rendering when using Reaction to improve playback performance when the quality of the output is secondary to the speed of playback-see Turning Hardware Rendering On or Off on page 205. NOTE Only Reaction nodes benefit from hardware rendering. For all
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    3 Select the target you want the Player view to display. Select: To display: C1 Output The output of the node on which you have set context point 1. C2 Output The output of the node on which you have set context point 2. C3 Output The output of the node on which you have set context point 3.
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    NOTE You can set the channels for the target in the fullscreen Player only if you entered it through a Player view. To set the channels for the target: 1 Do one of the following to display the Player options: ■ In the Player view or fullscreen Player, press the tilde key (~) or middle-click and go
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    Setting the Mark In and Mark Out Points for Playback You can set the mark in and mark out points that the Player views use to play back a composition. By default the Player view uses the mark in and out points set for the composition, or, if none are set, uses 0 as mark in and 1 as mark out. To set
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    To set the frame rate for playback: 1 In the Player view or fullscreen Player, middle-click or press the tilde key (~) to display the Gate UI and go through the south gate. 2 In the Player options, select the Playback tab and locate the Frame Rate area. 3 Set the playback frame rate for the Player
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    3 Set the real-time playback preference. Play All Frames Select this button to play every frame, regardless of the impact on real-time playback. Deselect to have the Player view drop frames if necessary to perform playback as close to real-time as possible. NOTE A busy cursor appears in the lower-
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    Offset Select this button to set an offset, in frames, for the time. Type the offset in the field to the right of this button, or click and drag on the bottom edge of the field to adjust the value. The frame offset is with respect to the time you set for the view. For example, if you set a frame
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    Setting the Resolution for a Player You can set the resolution that a Player view or the fullscreen Player uses. This is useful for improving playback performance when a high resolution image is not necessary. NOTE You can set the resolution for the fullscreen Player only if you entered it through a
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    Setting a Region of Interest (ROI) in the Player You can set a region of interest in a Player view or in the fullscreen Player. NOTE You can set a region of interest in the fullscreen Player only if you entered it through a Player view. To set a region of interest in the Player: 1 Do one of the
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    of the loaded tiles that fall outside the ROI-see Showing or Hiding Tiles on page 204 and Tiling on page 193. Displaying Masks and Guides You can use masks to preview the target of the Player view or the fullscreen Player in different film format aspect ratios. You can use
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    area is inside the safe action area. Safe Action Safe action guide. This guide indicates the area of the frame within which there is no risk larger than, and encloses, the safe title area. Frame Outline Frame guide. This guide indicates the edges of the frame. Showing or Hiding Tiles When you
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    NOTE You can show or hide tiles in the fullscreen Player only if you entered it through a Player view. To show or hide the area of the tiles that fall outside the region of interest: 1 In the Player view or fullscreen Player, middle-click or press the tilde key (~) to display the Gate UI and go
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    Deselect Interactivity to have the view use software rendering. Note that the Reaction tool disregards any display modifier set for the Player when Interactivity is enabled. Recall that you set a display modifier for a Player in the third tab of the Player options-see Applying a LUT or Color
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    NOTE You can display target information in the fullscreen Player only if you entered it through a Player view. To display information about the target, in the Player: 1 In the Player view or fullscreen Player, middle-click or press the tilde key (~) to display the Gate UI and go through the south
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    display the Gate UI and go through the south gate. 2 In the Display tab of the Player options, select Manipulators (at the bottom of the Guides area). 208 | Chapter 10 The Player
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    In-player Pixel Display To display positional and color value information about a particular pixel in an image: 1 Zoom the Player to view the pixel. 2 Place the cursor in the player over the pixel and press Z. Adjusting the Zoom or Pan You can zoom or pan in the Player view, the fullscreen Player,
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    To pan in the Player: ➤ In the Player, press Spacebar and drag. Things to Remember ■ When you zoom out in the Player, the resolution is automatically adjusted to the optimal one for that zoom level. This reduces the load on the computer. Applying a LUT or Color Conversion Tool to the Player You can
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    To remove a display modifier from the Player: 1 In the Player, middle-click or press the tilde key (~) to display the Gate UI and go through the south gate. The Player Options appear. 2 Select the Display tab. In the Tool Options area on the right, click Delete. Things to Remember ■ You can display
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    Using the Mini-Player The mini-Player lets you preview media compositions in project folders and lets the project administrator preview media prior to import-see The File Browser on page 41. The mini-Player includes controls to play the composition or media. You can also scrub or move to a specific
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    (a) Current Frame field To move to a specific frame of the composition or media: ➤ Click in the Current Frame field, enter the frame number to which you want to move, and press Enter. (a) Current Frame field The Fullscreen Player The fullscreen Player occupies the entire screen (the taskbar is also
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    The fullscreen Player Fullscreen Player and the Gate UI When you enter the fullscreen Player through a Player view, the Gate UI is available. You can thus add tools to a composition by going through the east gate, display and work in the Schematic overlay by going through the north gate, set Player
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    gate). The Player controls appear at the bottom of the Player options. You use them as you would in the Player view-see Using the Player Controls on page 36. You can also use the Player hotkeys to navigate frames, set in and out marks, set a region of interest, and so on-see Player on page 829.
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    where to add it in the dependency graph (the options that appear depend on the current tool node selected when you perform the drop). To add a tool to the Schematic overlay in the fullscreen Player: 1 In the fullscreen Player, middle-click or press the tilde key (~) to display the Gate UI and swipe
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    Working with Compositions 11 Topics in this chapter: ■ Creating Compositions on page 217 ■ Rendering, Caching and Versioning on page 224 ■ Linking Compositions on page 234 ■ Closing a Composition on page 236 Creating Compositions A composition is a file that contains both the current work and the
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    composition, another directory, named .txpaintstrokes is created to store the paint strokes. By default, the browsers in Composite do not show the versions and paint strokes directories. To see them, you must deselect the Collapse Compositions option. Creating a New Composition You can
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    generated by another application, such as Maya, the source would be set accordingly. You can edit this field. Path Location of the composition. Description Information you can enter about the composition. Primary Output Select the output to use as the principal output of the composition. The format,
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    Opening and Viewing Compositions There are two modes in which you can load a composition into Composite: Open and View. The Open mode allows you to modify the composition (read/write mode). The View mode allows you to view the dependency graph and all attributes in the tool UI, but without being
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    The version of the composition is opened in read/write mode. If the version is in use by another user, it will open in View mode (read only). ■ Select a composition and drag it to the Schematic or Player. In the Gate UI that appears, swipe east to open the composition. If the composition is not in
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    (a) Composition icon To view a composition: 1 Select File > Open or press Ctrl + O (for Windows and Linux) or Cmd + O (for Mac OS). 2 In the File Browser, do one of the following: ■ Select a composition, then right-click and select View. NOTE Advanced technique: if the composition has more than one
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    Saving Compositions To save a composition: ➤ Select File > Save or press Ctrl + S (for Windows or Linux) or Cmd + S (for Mac OS). To save a composition with a different name: 1 Select File > Save As. 2 In the Save Composition As browser that opens, enter a different name for the composition and
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    Checking the Status of Compositions You can check whether a composition is open or whether it is view-only. To check the status of compositions: 1 In the taskbar, click beside the composition icon to display the list of compositions. 2 Look at the version icon for each item in the list. A yellow
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    2 Click the Select All or Deslect All button to enable or disable rendering for all outputs. 3 Click the Output button to enable or disable the render for an individual output. 4 Click the Edit button to map the UI for this node. This will dismiss the Render dialog. 5 Click the Action button to
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    Backburner dispatches rendering to Autodesk Backburner(TM), Autodesk's distributed network rendering solution. As for existing nodes, and rather read previously-computed results from a cache. Composite supports this through its media cache, which features two caching levels: an automatically managed
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    Disk cached results are called intermediate results. It is counter-productive to enable intermediate results at every node in your composition: the increased disk usage in reading and writing to the disk cache will negate the gains from caching. Instead, try to identify the subgraph parts of your
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    To clear the media cache of intermediate results: ➤ Open a File Browser (Ctrl + O for Windows and Linux, Cmd + O for Mac OS), right-click a composition and select Clear Cache. The intermediate results for all nodes of all versions of the composition are cleared. Creating Versions of a Composition
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    Version browser. See the Viewing Rendered Versions of a Composition on page 230subsection. When you revert to a previous version of a composition, the contents of that version are copied over to the working version. Rendering Results over a Network The Render Actions tab in the Project Preferences
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    : 1 Ensure Composite is installed in the same path on every workstation that is part of the render farm, for example: C:\Program Files\Autodesk\Autodesk Composite 2011\Composite\ 2 Ensure the rendering application is installed on every workstation that is part of the render farm. NOTE If you are
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    2 In the tool UI, select the Versions tab. The Versions tab displays all existing versions of the composition. The working version of a composition is always listed first, followed by the most recently created versions. 3 To view a version, double-click any entry in the list. The read-only version
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    the reversion. Rendering to Wiretap The Wiretap protocol allows some degree of data exchange between Autodesk Composite and Autodesk editing and effects products, such as Autodesk Smoke ®, and Autodesk Flame®. In a facility where Composite is used with one of these Wiretap-compatible products
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    node in the composition, and click on the Render tab in the UI. The same Wiretap controls as described above are available for the output. Troubleshooting Wiretap If the clip is not rendering to Wiretap, it may be for one of the following reasons: ■ The Wiretap server on the destination host
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    Linking Compositions By linking other compositions with your working version, you can create a more complex composition. You can link to as many compositions as you need. You can link to a specific output of a composition, as well as specify the mark in, mark out and offset times, and the repeat
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    2 In the gate that appears, swipe south through the Link option. The linked composition appears in the Schematic. If this is the first time you are linking to a composition from this composition, the Link Image tab appears in the tool UI. If a Link Image tab already exists for this composition, its
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    to use the linked composition's times. NOTE If there are further updates that occur while the composition is open, you must update them manually. Things to Remember ■ The Player Display preference determines what the Player displays (tool input, rendered result, etc.). Determining the Status of
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    To close a composition: 1 If the composition is not selected, in the taskbar, click the name of the current composition (to the right of the composition icon) and then select the composition you want to close. (a) Name of the current composition in the taskbar Alternatively, in a File Browser, click
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    238
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    Multilayer Compositing and 3D Effects 12 Topics in this chapter: ■ Reaction Compositing and Effects on page 240 ■ Compositing Workflow on page 242 ■ Basic Compositing in Reaction on page 243 ■ Working with Maya Pre-Comps on page 250 ■ Working with Layers on page 251 ■ Working with Geometric
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    Reaction Compositing and Effects The Reaction super tool provides a complete multilayer compositing and 3D effects environment. You can use Reaction to quickly composite and output numerous images that are already processed using other tools, as well as cross over into a 3D environment where you can
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    Layer When performing multilayer compositing using Reaction, you typically set a background, although you are not required to, then assign source inputs to layers. A layer is composed of three separate components: a surface (3D geometry) object and local axis, a multi-channel material object, and a
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    source to project an illuminated image onto a layer or the scene-see Working with Lights on page 268. Shader Shaders are programs that help define the look of objects in your scene. They can be considered a part of the rendering pipeline. Compositing Workflow The Reaction tool lets you create 2D
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    ■ Selecting and manipulating objects. You can transform (scale, rotate, and translate) any surfaces, cameras, and lights in your scene using the 3D manipulators and icons. You can also organize objects into hierarchies for easy manipulation. ■ Working with cameras. You can add cameras, transform
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    with Reaction using the Layer Editor and you always want to see your Reaction output-see Setting Context Points on page 191. 3 Under Guides, select Manipulators to view transformation and object icons. Manipulators is enabled by default. 244 | Chapter 12 Multilayer Compositing and 3D Effects
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    4 Under Reaction, select a plane (XY, XZ, or YZ) for the grid, adjust the size of the grid and the distance between grid lines. The grid helps you place elements in 3D space. NOTE To work with grids, you must select the Interactivity option (under Reaction). 5 Under Reaction, select a Highlight
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    NOTE You can add, connect, and delete a Reaction tool as you would any other tool. To add Reaction to a new composition: ➤ In the Tools tab, drag the Reaction tool to the Player, Layer Editor, or Schematic. If you dropped Reaction on a Player or an empty Layer Editor view, the composition drop gate
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    in the Schematic view: ➤ Drop the Reaction tool onto an existing tool or image output connection in the Schematic view. To set the background manually in the Schematic view: ➤ Connect a media or tool node output to the background input connector. To set or replace the background using the drop
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    layer in a single step in the Layer Editor or Schematic by using the Reaction drop gate. To substitute a 3D geometric surface as your layer support, you can then simply choose a different geometric surface. After creating the sources and layers, you can publish a 2D composition if you are satisfied
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    To add a layer: ➤ Do one of the following: ■ At the bottom of the Layer Editor, select a surface geometry type and click Create. A layer with the surface you chose and a source are created. ■ In the Schematic view, right-click the Reaction node and select Add Layer. A layer and a source are created.
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    artist to pre-visualize a scene in the form of the final composite while continuing to iterate on and refine only required elements. The format supports different passes per layer and per camera; passes from pairs or sets of cameras can be imported side-by-side within a composition, allowing their
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    Working with Layers When you create a layer, it is automatically added to the top of the Layer Editor. The source name is displayed along with the name of the node to which it is connected. Also, each layer is numbered, so you can easily identify it. After creating layers, you can use the arrow
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    To select a layer: ➤ Do one of the following: ■ In the Layer Editor, click to select a layer. ■ In the Schematic view, double-click the Reaction node to open the Group Schematic. Click a Layer node. ■ In the Player, select a layer. The selected layer is shown with the manipulator icon that
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    To reorder layers: 1 Select a layer from the Layer Editor. 2 Use the arrow buttons at the bottom of the Layer Editor to reorder the layer. Modifying Motion Blur on Individual Layers You can modify the motion blur applied to your composition on individual layers, so that each layer appears to be
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    Thumbnails: Back Face Time Dilation Size (in pixels): The back faces of the layer will be rendered. Modifies the motion blur that affects layers animated in the scene. You can give the layer the appearance of moving at a different speed than is set for Motion Blur in the Render tab. Working with
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    3 To change the surface, select a surface type under the Type column. 4 In the Surfaces tab, adjust the properties to modify the surface's geometry. Surface Type Description Bicubic Bilinear You can change the number of segments to increase or decrease the number of polygons, and change their
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    3 Adjust the manipulators to modify the surface. TIP You can also select a bilinear surface by opening the Group Schematic. Using Parenting Axes You can add axes to a 3D scene and parent them to cameras, lights, layers, and other axes in the Group Schematic. This lets you control the movement of one
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    To add an axis from the Tools tab: 1 In the Schematic view, double-click the Reaction node to display the Group Schematic. 2 From the Tools tab, drag the Axis tool from the Reaction folder to the Group Schematic. 3 In the Schematic view, parent the axis to a layer, camera, or light. To set the
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    material node to define a bump map, as well as radiosity, reflection, or refraction environment maps, depending on the shader type selected. Textures are 2D images that can be wrapped around an object's surface, much like a piece of paper wrapped around an object. The information displayed on the
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    To select a shader type: ➤ In the Materials UI, select a shader: ■ Standard The full range of parameters for creating diverse 3D effects using lights and cameras. ■ Simple A subset of Standard shader parameters. It does not consider lights in the scene, but you can create lighting effects using
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    Blending Modes Blending modes are available with all shader types. A blending mode defines how the color of one layer is blended with the color of the layer or part of the scene lying behind it (relative to the Player). You can animate and apply expressions to blending modes-see Animation on page
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    Blending Mode Description SW HW Multiply Multiplies the pixel values of the current layer with the X X pixels in the background, and clips all RGB values at 255. The overall effect is similar to drawing with a colored marker over an image: it darkens and colorizes at the same time using the
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    Blending Mode Description positive value of the color is used and results in bright color shifts. The layer order is not significant, as both layers contribute nearly equally to the result. SW HW Exclusion Creates an effect similar to Difference, but lower in XX contrast and resulting in a
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    NOTE Transparency affects the visibility of a layer's other attributes. Glossiness Sets the level of glossiness for the layer, which affects the specular highlights created when a light shines directly on a layer. A glossier, more reflective surface yields a smaller, sharper highlight. A less glossy
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    Color Reflective Refractive Radiosity Description Sets a color to modulate the color of layer surfaces with reflective properties and/or reflection maps applied. You typically set a grayscale value, with white being reflective, and black having no reflectivity. Sets a color to modulate the subtle
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    dynamically. Using environment maps is a fast and inexpensive way to achieve highly realistic lighting effects. NOTE Material nodes in the Group Schematic always show all five input tabs. However, the number of active input tabs depends on the channels available for the selected Shader type. To
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    Material Texture Channel Description simulate relief on objects by perturbing the surface shading according to an image map. The geometry is not affected. 3 To exit the Group Schematic, double-click anywhere in the Schematic. NOTE When using an RGB image as an input to the Bump channel, the RGB
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    Property Filtering Description Sets the quality of the texture image. When a texture is stretched onto an object, it may, depending on the camera position, lose some of its crispness. The rendered can compensate for this, but it may slow the process. Filtering options include: ■ Nearest A box
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    Property Rotation Description Rotates the texture over a surface. Using the Shadow Matte Shader The Shadow Matte shader lets you capture shadows created by using 3D objects as proxies. This creates the illusion of shadows cast from objects or image elements onto 2D images where none exist. The
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    in the rendered scene. You can dramatically change the nature and mood of your compositions by modifying lights and their properties. NOTE You can animate lighting parameters using keyframes and by applying expressions-see Animation on page 659 and Expressions on page 719. Adding Lights to a Scene
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    Choosing the Type of Light When you add a light to your scene, an Omni light is added by default. You can change the light type and its properties, and add as many lights to your scene as needed. You can define physical properties for your light, depending on the type of light you selected. There
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    To set properties for a directional light: 1 Select the Lights tab. 2 Under Light Type, select the Directional light type. 3 Adjust the Radius field to set the radius of the light. This value is also used to delimit the size of the shadow map. Setting Basic Lighting Properties You can set basic
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    Setting Shadow Properties You can enable shadows and set their properties and parameters to achieve the results that you want. To enable shadows and set their properties: ➤ On the Lights tab, under Parameters, select Shadows. Property Type Map Size Offset Opacity Softness Color Description Sets
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    To choose the shading properties that a light affects: 1 On the Lights tab, under Parameters, select the Affects option. 2 Under Light Affects, select the shading properties you want the light to affect. Adding a Projector Texture to a Light A projector texture is created when you connect an image
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    Property Description ■ Bilinear A separable triangular filter that takes into account more area when resampling. ■ Mitchell Considered one of the best magnification filters for images; has a good balance between ringing and sharpness. ■ Gaussian Good magnification and magnification filter with no
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    Adding a Camera to Your Scene You can add as many cameras to a scene as you like, and you can view and render your scene from any camera. There are two ways to add cameras to a scene: through the Cameras tab in a Reaction node or through the Tools tab. Once you've added cameras, you can indicate
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    A camera is added to the Cameras list. To add a camera from the Tools tab: 1 In the Schematic view, display the Group Schematic by double-clicking the Reaction node or right-clicking the Reaction node and selecting Edit Group. 2 From the Tools tab, select Camera from the Reaction folder and drag it
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    input stream selector controls which streams of the Reaction sources are used when rendering through the given camera. You can specify an explicit stream index (Manual mode) or let the ordering of the camera in the camera list control the selection of the stream (Match Out). ■ Film Gate The format
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    Parameter Position Rotation Pivot Description ■ Film Aspect Ratio When the aspect ratio of the film is modified, the horizontal camera aperture is modified. X = Y multiplied by the aspect ratio. The ratio of the camera aperture width divided by the camera aperture height. When changed, it
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    NOTE When using any camera, other than the render camera, zooming and panning in the Player is equivalent to dollying and trucking the camera. The View From menu lets you access each camera and camera view, and is available from both the hardware and software renderer. To access the camera(s): ➤
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    To truck the camera: ➤ Hold down the W key and drag up, down, left, or right to position the camera. To orbit the camera: ➤ Hold down the Q key and drag in any direction to position the camera. Modifying Motion Blur for the Render Camera(s) You can modify the motion blur applied to the render camera
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    Camera Mapping Camera mapping lets you add depth and perspective to a matte painting or rendered image by allowing it to be projected onto geometry from the point of view of the camera. In this way, you can add the illusion of 3D movement to a 2D scene. This facilitates the creation of virtual set
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    6 Temporarily disconnect the layer type (bicubic in this case) node from the sub-graph. 7 From the Tools tab, select Camera Mapping from the Reaction folder and drag it to the Group Schematic. 8 Connect the Layer Geometry output to the Camera Mapping input. 9 Connect the Camera Mapping Geometry
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    10 From the reaction folder, drag a second camera to the sub graph and connect its camera output to the Camera Mapping node's Camera output. 11 Adjust the Camera's Film Back, Position, Rotation and Pivot parameters. 3D Displacement The 3D Displacement tool lets you add depth to meshes created in or
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    (a) Image before displacement. (b) Image after displacement. (c) Displacement targeted towards and converging on an object. In this case, a light. NOTE The 3D Displacement tool can only perform displacement on images with sufficient geometry. If the image you are using does not contain sufficient
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    4 Select the Reaction node. In the tool UI, select the Render tab and click Z-Buffer-see Enabling Z-Buffer Effects in Your Scene on page 292. 5 Add the two images you want to use to the Schematic view, connecting one to each source. In the following example, the Noise image generator is used to
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    10 Select the 3D Displacement node. In the tool UI, you can adjust the following parameters: Parameter Description Amount Amount of displacement in the image. Positive values make the displacement protrude and negative values invert the displacement. NOTE The displacement occurs in Reaction
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    Parameter Channel Convergence X Radius, Y Radius Link Tiling X, Tiling Y Description Set the channel for displacement: Luma, Red, Green, Blue, Alpha. Used with the Toward Target type. The displacement converges or is parallel to the target. Set the amount of blur to apply in the X or Y direction.
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    The image is starting to displace towards the light object. Transforming Objects You can transform an individual layer, axis, light, or camera along a specific axis to achieve the effects you want. You can transform objects interactively in the Player, or by setting values in the transformation
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    3 Click a transform button. Click: To: Translate an object along the selected axis. When you move an object, its coordinates are displayed and update dynamically. Rotate an object about the selected axis and change its orientation. Angles of rotation are measured in degrees. Scale an object in
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    Reaction Rendering Effects and Output Results Because Reaction provides a 3D environment, it has its own rendering and output options that you can use to specify an output format, set certain rendering features to quickly render draft results, or set rendering effects such as anti-aliasing or motion
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    4 Under Rendering, set rendering options. Parameter Description Filter Applies filter effects on your composition. Choices are listed in order of speed and quality: Box, Conic, Max, Quadratic, Narrow Gaussian, Medium Gaussian, Wide Gaussian, Cubic, Cook, and Mit-Net Noch. The Box filter is ultra-
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    and a greater amount of motion blur. Used with DOF. Sets the size of the camera "lens" opening. Increasing the size of the aperture increases the zone of sharpness in front of and behind the plane that the lens is focused on. Enabling Z-Buffer Effects in Your Scene You can enable the
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    To enable the Z-buffer: ➤ Under Fx, select Z-buffer. Setting up a Stereo Camera Rig You can use Reaction to render a stereo scene from two cameras, or vastly different viewpoints from an arbitrary number of cameras. To set up a stereo camera rig in Reaction: 1 Select the Reaction node in the
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    4 From the Tool UI, set the Left & Right cameras Translation Z parameter to 0. 5 From the Tool UI, set the Left camera Input Stream parameter to 0. 6 From the Tool UI, set the Right camera Input Stream parameter to 1. 7 From the Reaction Cameras list, set the Left & Right cameras to active by
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    9 From the Tool UI, right-click on the Right camera X Film Offset parameter and choose Edit Expression option. 10 In the text field, type a minus sign in front of the expression and press Apply. Setting up a Stereo Camera Rig | 295
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    11 From the Tool UI, right-click on the Right camera X Translation parameter and choose Edit Expression option. 12 In the text field, type a minus sign in front of the expression and press Apply. 296 | Chapter 12 Multilayer Compositing and 3D Effects
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    The stereo rig is ready to use. You can adjust left and right eye convergence. Setting up a Stereo Camera Rig | 297
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    298
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    you to import a render layers and passes setup exported as a pre-comp (.precomp) file by 3D applications that support this file format, such as Autodesk Maya and Autodesk 3ds Max. Once imported into Composite, a set of compositions is automatically created, representing the render layer setup. For
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    work needed on the pre-comp file, and go back and forth between Composite and the 3D application. The Composite pre-compositing interoperability supports having a different set of render passes for each render layer. In our example, Render Layer 1 has more passes than Render Layer 2. Render Layer
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    render layers in the scene for a specific camera view point. Sets or pairs of cameras are also supported by the pre-compositing workflow (for stereoscopy purposes). ■ Render passes produced by cameras of a set an error and display a dialog box highlighting the problem. About Pre-Compositing | 301
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    Pre-Compositing Import You can either import render passes from a pre-comp file generated by any 3D application or import Maya passes directly from the Maya (.ma or .mb) file. A Maya pre-comp file contains the same information as the corresponding .ma or .mb file of the 3D scene. However, pre-comp
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    The Script Output floating window displays the progress of the import, and the Pre-Compositing Import Options dialog box displays. See Viewing Output and Error Messages on page 871. 4 Set parameters for the pre-comp file-see The Pre-Compositing Import Options on page 306. If images are missing, you
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    5 Do one of the following: ■ If you have a template you want to use, locate it. ■ If you want to use the default template provided by Composite, click Default Template. NOTE The Browse button does not work when importing Maya files, because the import is performed in a background process. ■ If you
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    7 To view a layer composition, do one of the following: ■ Double-click a link node. ■ Right-click a link node and select Open. ■ In the File Browser, open it from the Layers folder. 8 To view a render pass composition, open it from the Passes folder in the File Browser. Click the Import Image node.
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    Notice that the Path field displays path of the image sequence that is imported for that render pass. And, the image format, pixel format, rate, frame range and pre-multiplication import options are properly set. The Pre-Compositing Import Options When you import pre-comp files and render layers
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    Parameter Description Passes Folder The name of the subfolder in which the render pass compositions are stored. Layers Folder The name of the sub folder in which the render layer compositions are stored. Merge Merges the content of all render layer compositions into the scene composition-see
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    Pre-Compositing Anchors In a pre-compositing scene, each render pass is uniquely identified by a render pass anchor. The same applies to render layers/render pass anchors and cameras/camera anchors.The various anchor names in the 3D application are used by Composite during the import of pre-comp
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    To add an anchor to a node: 1 Right-click the node on which you want to add an anchor and select Add. 2 In the Add Anchor dialog box, type in a name for the anchor. 3 Do one of the following to specify the type of anchor: ■ In the Type field, type in the kind of anchor you are adding. It can be
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    The new anchor was added to the bottom of the list of anchors. The type of anchor is indicated in parentheses. To remove anchors: ➤ Right-click the node on which you want to remove an anchor and select Anchors and one of the following: ■ Remove All: To remove all the anchors associated with the node
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    contains an arbitrary number of anchor link nodes that source an arbitrary dependency graph. The anchor link nodes in a template can be unconnected or linked to existing compositions; the link is simply replaced when the template is used to create a composition. A template has at least one output (
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    templates are located in: ■ Windows: C:\Program Files\Autodesk\Autodesk Composite 2011\resources\precomp\templates ■ Linux: /usr/autodesk/Autodesk_Composite_2011/resources/precomp/templates. ■ Mac OS: /Applications/Autodesk/Composite/2011/AutodeskComposite.app/Contents/Resources/precom/templates
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    Creating a Pre-Compositing Template You can create your own template for pre-compositing. To create a template: 1 Import a pre-comp file without specifying a template-see Pre-Compositing Import on page 302. If you are creating a render layer template, the render layer composition contains a number
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    use the Recreate Working Version update mode in the Pre-Compositing Import Options dialog box or project preferences. Frame Rates Since Composite does not support all frame rates, there may be cases where the time units in the 3D application, such as Maya, may correspond to an unsupported rate
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    The render pass footage can be anywhere on disk, organized in an arbitrary folder hierarchy. The files can be in any format that Composite supports during import-see Supported Media Formats on page 116. If rendered to OpenEXR, the render passes can be stored in any file channel. The pre-compositing
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    is imported the same way it is done in the creation process-see The Pre-Compositing Import Options on page 306. Note that the primary version of a render pass composition is never changed by the pre-compositing update. It is up to you to decide which one is the primary-see Working with Compositions
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    The time range (start, end) of the render layer composition is then set to the union of its render pass compositions time ranges. Render Layer Composition Update A render layer composition is updated when a new pass is added to the scene. Deleting a pass will not trigger an update because it's non-
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    If some render layer anchor link nodes are missing in the scene template, new unconnected render layer link nodes are automatically added to the scene composition (in the same way as when no template is specified). Without a Template If no scene template is specified, render layer anchor link nodes
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    The format and rate of a scene composition is not modified on update. However, the start/end of the scene composition is updated to be the union of its current time range and the time ranges of all its linked render layer compositions. Working with Stereoscopic Compositions In a stereoscopic scene,
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    For example, if you double-click the left group, you'll see the default render layer template in the following dependency graph. In Multi-Stream mode, the left and right outputs of each link node are merged together, feeding only one instance of the dependency graph. At the end, each stream is
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    Merging Layers By default, each layer of a scene is imported into a different render layer composition. For greater compositing freedom and to set expressions, you must have all the dependency graphs of each layer in one scene composition. To merge layers during import, click the Single Composition
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    You can also specify a template to handle all passes from all layers-see Using Pre-Compositing Templates on page 310. You can replace a link node by the content of its linked composition. To merge in a composition: ➤ In the Schematic view, right-click a Link Image node and select Merge and one of
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    the created composition (the one that contains the Reaction node) is based on the name of the FBX file. However, 3D updates are not supported; you can only overwrite the existing composition. To update a composition, you can transfer objects from one Reaction node to another by copying and pasting
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    To Import an FBX File To import an FBX file into Composite: 1 Select File > Import or press Ctrl + I(for Windows and Linux) or Cmd + I( for Mac OS). The File Browser is displayed. 2 Locate the folder in which the FBX file (.fbx) resides. 3 Right-click import or click the Import button to import and
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    The Embedded Script Console displays the progress of the import. 4 Open the File Browser using the The Gate UI on page 12 or by pressing Ctrl + O (for Windows and Linux) or Cmd + O (for Mac OS). 5 Open the imported composition. The composition name is based on the FBX file name but without its
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    WARNING There is currently no mechanism in Composite that locks imported objects to their original values. If an object's values are changed by mistake, use the undo feature or Ctrl + Z (for Windows and Linux) or Cmd + Z ( for Mac OS). Pressing Reset will reset the values to the default settings of
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    To view the camera image plane and its properties: 1 In the Layer Editor, select the camera image plane layer. Its properties are displayed in the Reaction tab. 2 In the Player, right-click and select View From > Perspective or press Shift + 2 to view from the perspective camera. To view locators
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    To view the imported FBX transforms: ➤ In the Tool UI, select the Axes tab and select an axis to view. The imported FBX transforms are displayed in the Player and their properties displayed in the Axes tab. To view the camera(s): 1 In the Tool UI, select the Cameras tab. 2 From the Cameras list,
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    lets you import scenes into Composite. The following tables show which node attributes are brought over to Composite (indicated by an "S" for supported) and whether the attributes can be edited (indicated by a "E") in Composite or whether it's recalculated into some other attributes or Composite
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    Group Attributes Scale Pivot Display Rotate Pivot Display Scale Pivot Object Display Visibility S E Comments X X X In Composite, it affects only Axis visibility (not whole hierarchy). Locator Group Attributes Local Transform Position Scale Object Display Visibility S E Comments XX XX
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    . Mask X Mask of the "render" (current) camera translates to Alpha chan- nel in Reaction output format. Affects all cameras. Depth Image Z channel not supported in Composite. Background Color Display Film Gate Display Resolution Gate Display Field Chart X Player setting. Camera | 331
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    Group OrthographicView Attributes Display Safe Action Display Safe Title Display Film Pivot Display Film Origin Overscan Orthographic Mode Orthographic Width Object Display Visibility S E Comments X Player setting. X XX Can not be set in Composite. Orthographic height is always 100 and width is
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    Squeeze Correction Placement Ex- Coverage Width tras Coverage Height Coverage Origin Center Width Height S E Comments Always Image File (Texture not supported). X X In Image Import node feeding the Reaction source. X Can be controlled through Image Import node mark in/out. X X In Image
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    values which controls how much the center of the image plane is offset from the centre of the viewing frustum of the camera are not supported by the FBX import. ■ The camera image plane layer cannot be created correctly if Composite doesn't have access or cannot import the asociated image files
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    the cam¬era view), just a simple image plane parented by the camera and properly scaled for the current depth of the plane. Current Limitations | 335
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    336
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    Premultiplication 15 Topics in this chapter: ■ Premultiplied Images on page 337 ■ When to Premultiply on page 337 ■ Common Problems with Premultiplication on page 338 ■ Premultiplication Tools on page 338 Premultiplied Images A premultiplied image is one where the RGB channels have been multiplied
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    with a premultiplied image would be slight lightening or darkening of the composite areas where the foreground matte is semitransparent. Another common problem is when color correction has been applied to a foreground premultiplied image. This could result in the blacks in the scene being
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    2D Compositing 16 Topics in this chapter: ■ About 2D Compositing on page 339 ■ 2D Compositor on page 339 ■ Alpha Tools on page 342 ■ Channel Processing Tools on page 361 ■ Composition Tools on page 365 ■ Multi-stream Compositing on page 371 ■ Stereo Viewing on page 374 About 2D Compositing This
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    NOTE If the top layer has an embedded alpha channel, it is shown as black. You can connect the same composition to the Matte channel to achieve the desired result. The 2D compositor is a "super tool" because it contains a separate 2D Compositor Layer tool inside the tool. A "super tool" is
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    4 Add more layers as desired. If a composition has an embedded alpha channel, the alpha channel will appear black. You can connect the same image to the associated Matte input to achieve the desired result. Adjusting the Matte's Luminance Curves You can adjust the luminance curves of the front and
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    To adjust the matte's luminance curves: 1 In the Layer Browser, select the composite layer to adjust. You can mute or solo the layer. 2 Use the Layer Tools to navigate through the 2D Compositor's layers. 3 Select mathematical blending operations from a context menu. 4 Once a layer is selected from
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    Tool Drop Alpha Edge Extract Alpha Fade Invert Alpha Median Alpha Remap Alpha Set Alpha Description A simple matte modifier that drops the alpha channel from its primary input-see Drop Alpha on page 356. Lets you refine the edges of a matte-see Edge Tool on page 356. Extracts the alpha channel from
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    The Alpha Levels tool UI has the following parameters. (a) Lift/Gain fields (b) Minimum Output slider and field (c) Minimum Input slider and field (d) Luma Remapping Curve (e) Maximum Input slider and field (f) Maximum Output slider and field ■ Lift Adjust the Lift to add an overall offset to the
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    ■ Front Channel Selects which channel to use for the front. Channel selections include Luma, Red, Green, Blue, and Alpha (default is Alpha). ■ Front Invert Inverts the front before using it (default is off). ■ Front Intensity Specifies the intensity of the front layer (default is 100%; range is [0,
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    NOTE The Blend Alpha tool has four fewer modes than the Blend & Comp and Glow tools, because the Blend Alpha tool affects only the alpha channel. Basic blend modes Mode Blend Result Normal This is the default setting and displays the front input Average Adds the front and back, then divides
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    Modes based on lighting Mode Blend Result Spotlight Like Multiply but with 2 X the brightness. Spotlight Blend Same as Spotlight but also adds ambient illumination to the back input. Overlay Darkens or lightens the pixels depending on the back color. Soft Light If the front color is
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    To blend curves: ➤ Select and drag a control point on the curve. To add a control point to the curve: ➤ With the cursor in the curve window, press + (plus sign) and click the curve at the location in which you want to add a control point. To delete a control point from the curve: ➤ With the cursor
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    The Blur Alpha tool has the following parameters: ■ X Radius Change this value to blur horizontal pixels. ■ Y Radius Change this value to blur vertical pixels. ■ Link Select to link X and Y values. NOTE X and Y Radius are animatable attributes-see Marking Attributes for Keyframing on page 674.
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    white regions, or both. You can specify what range of values is black and what range is white. In addition, you can control the maximum number of pixels of edges to preserve and the softness controlling the blend between the preserved edge region and the interior filled-in region. The specified edge
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    This tool only affects alpha. If the back is an RGBA image, the color part is simply copied to the output. NOTE The alpha output of this tool is always clamped to the [0,1] interval. The Comp Alpha tool has the following parameters: ■ Front Channel Selects which channel to use for the front (default
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    Compositing Operators The following table lists the compositing operators applicable between front and back input images: Operator Result: Over Composites the front over the back. The output will cover any area covered by either the front or the back. Where the front and back overlap, the output
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    (a) Original matte (b) Modified with Control Edge (c) Alpha Remapped NOTE This tool can be masked and animated. The Control Edge tool has the following parameters: Use: To: Outer Distance Control the width and offset of the outer edges. Inner Distance Control the width and offset of the inner
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    Use: To: Link Softness Link the Outer and Inner Softness sliders. By default, the Link button is enabled. Remap Alpha Remap the alpha as the last step in the internal pipeline. Curve Reset Reset the alpha remapping curve. Detect Edge The Detect Edge tool lets you create an image composed of
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    Use: To: Outer softness Add blur to the outside extremities of edges. Inner Softness Add blur to the inside extremities of edges. Link Distance Link the Outer and Inner Distance sliders so that the alpha edges are thickened by an amount of twice the slider value, centered about their original
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    Drop Alpha The Drop Alpha tool is a simple matte modifier that drops the alpha channel from its primary input. This tool has no control parameters but always outputs an RGB image. NOTE This implies that if the input is an alpha-only image, the output will be a black RGB image. Edge Tool The Edge
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    Use: Blur To: Reduce the edge width. The numeric fields take values representing the pixel width of the blur filter along the X-axis and the Y-axis (from 0.000 to 30.000 float). ■ Link: Blurs the width and height proportionally. Default is on. ■ Gaussian: Default is on, but can be changed to a box
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    NOTE If the input image has no alpha channel, one will be added. This is consistent with Composite's general behavior with respect to missing channels. A missing alpha channel is interpreted as a virtual solid opaque alpha channel. Invert Alpha The Invert Alpha tool inverts the alpha channel of its
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    Original matte Alpha remapped Alpha inverted An invert button provides inversion of the alpha after the curve mapping. This tool affects alpha only; the RGB channels, if present, are passed through unchanged. The pixel format of the output is the same as the pixel format of the image input. If the
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    To exit the Add or Delete control point mode: ➤ Press Esc. NOTE This tool can be masked. The Remap Alpha tool has the following parameters: Use: Invert Curve Reset To: Invert the alpha after the curve mapping. Gesturally manipulate the alpha remapping. Reset the remapping curve. Set Alpha Tool
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    4 Select the component from image B that you want to add to the alpha component from image A. 5 Blend the components until you are satisfied with the result. NOTE The Set Alpha tool's Blend attribute is animatable-see Animation Concepts on page 660. Channel Processing Tools You can modify the
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    Channel Extract Tool The Channel Extract tool lets you to remove a channel from an image. You can remove the red, green, blue, or alpha channel. To extract a channel from an image: 1 Drag the Extract tool from the Channel folder on the Tools tab onto the dependency graph in the Schematic view. 2
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    ■ Channel Select the source image channel to analyze. ■ Minimum Set the minimum value threshold of the source image channel. ■ Maximum Set the maximum value threshold of the source image channel. ■ In Range RGB Select the source image channel to display as the "In Range" color or deselect to use
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    To remap the channel values of one image to a different image: 1 Drag the Replace tool from the Channel folder in the Tools tab to the dependency graph in the Schematic view and connect the images to the tool node (one image for input A and one image for input B). 2 In the Tool UI, click the channel
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    2 Select the input component(s) from the selection list. NOTE When Alpha is selected, a sixth choice, None, is available. NOTE The Channel Rewire tool has a masking input and its attributes are also animatable-see Pixel Masking on page 560 and Animation Concepts on page 660. Composition Tools
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    Tool: Comp Ops Math Ops Description: Apply compositing operators to two source images-see Comp Ops on page 369. Apply mathematical compositing operators to the RGBA values of two source images-see Math Ops on page 370. Blend The Blend tool lets you blend two images by applying a blend factor. The
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    back RGBA images. While most compositing tools composite a front layer over an opaque background under the direction of a matte image, this tool offers full support for RGBA images, both for the front and back inputs, and computes an RGBA result. You can specify a compositing operator to control the
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    Use: To: Correlation Specify how the two input mattes are correlated. This can be used to improve the quality of the composite in special cases. For example, if you composite two mattes that share a good portion of their outline, you should let the system know if they are Adjacent or Superposed.
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    NOTE The Blend Matte tool has a masking input and its attributes are also animatable-see Pixel Masking on page 560 and Animation Concepts on page 660. Comp Ops The Comp Ops tool lets you apply a variety of compositing operators to two source images. To apply Comp Ops operations: 1 Drag a Comp Ops
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    Select: A atop B B atop A A xor B To: Place the RGBA of input A over the RGBA of input B but through the alpha of input B. Place the RGBA of input B over the RGBA of input A but through the alpha of input A. Create the union of the RGBA of inputs A and B minus the intersection of the RGBA of inputs
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    avoiding the creation of identical sub-graphs to process a number of images in the same way. The Streams tools can also be used to support a stereo workflow in Composite -see Stereo Viewing on page 374. There are three Streams tools: Use: To: Merge Streams merge multiple single-stream image
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    Use: Extract Streams Stereo Streams To: and a single output socket. You can connect as many inputs as you like to the Merge Streams tool. extract single-stream image outputs from the Merge Stream node using the Selector value editor. input left eye and right eye image streams to create a 2-stream
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    3 Drag a Merge Streams tool from the Streams tool folder and drop it into the composition. 4 Connect all layers to the inputs of the Merge Streams node. 5 Drop a Blur tool into the composition and connect the Merge Streams output socket to its input then change the blur parameters. The blur is
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    the Streams tab and selecting the stream you want to view from the Stream value editor. Stereo Viewing Viewing stereo image pairs in Composite is supported through an anaglyph display mode in the player, and by quad-buffered, 3D DLP, and left/right segmented frame plug-in video preview devices. If
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    special-purpose stereo viewing hardware, such as quad-buffered stereo monitors, or 3D DLP (TM) monitors. These stereo viewing devices are supported through Composite video preview devices. You must select a video preview device that matches your stereo viewing hardware from the Video Preview device
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    Select: To: DLP-3D Preview view stereo pairs using DLP -3D monitors that support active shutter glasses-see Active Shutter Glasses on page 378. Segmented Frame view stereo pairs using circular polarization monitors with passive Preview polarizing glasses-see
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    video preview device. ■ Dual dual DVI output graphics cards As per the Dual DVI output plus single DVI output graphics cards descriptions above. Supported Technologies The following section describes both the viewing glasses and type of stereoscopic display monitors used with the glasses that are
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    the LCD glasses. Devices that use this technology include projectors and monitors. Examples of these devices are: ■ DLP monitors DLP monitors that support active shutter glasses. The left and right images are shown at double update rate (120 Hz), using a checkerboard pattern. Their disadvantage is
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    Image Processing Tools 17 Topics in this chapter: ■ About Image Processing Tools on page 379 ■ Filtering Tools on page 379 ■ Formatting Tools on page 409 ■ Image Generation Tools on page 419 ■ Transform Tools on page 431 About Image Processing Tools This chapter describes the image processing
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    of film or video. This tool provides you with a means to automate this task as much as possible, and to easily tweak the results manually. The tool automatically detects dust and scratches, and automatically repairs them. You can view the results of the detection phase and easily correct anything
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    correction of the defect matte If any pixels have been incorrectly labeled as dust or not dust in step 1, manual correction of the defect matte can be performed by drawing appropriate shapes on the dust matte. These locally change the detection and repair parameters within
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    Global Detection and Repair The Global Detection UI has the following parameter controls: Use: Calculate Motion Quality Tolerance Size Tolerance Size Detection Radius Motion Threshold To: calculate forward and backward motion vectors. control the quality of the motion vectors by applying the
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    Use: To: Repair Method select either the Temporal or Spatial repair method. The default method is temporal repair. This means to replace a dust pixel with the average of the corresponding pixels in the previous 2 and next 2 frames. If motion vectors are supplied on the 3rd or 4th input, they will
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    frame of the composition. You can select and edit the objects only by direct manipulation on the image wireframe overlays. When in creation mode (either Rectangle, Ellipse, or Spline is selected) you can set the Detection and Correction values that will apply only within the shape to be drawn. When
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    (a) Tolerance and Size Tolerance raised to label more dust in this area. (b) Tolerance and Size Tolerance of 100, to label the entire interior as dust. (c) Tolerance and Size Tolerance of 0, to label the entire interior as not dust. Defect Matte Viewing The defect matte is output on the second
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    Tab Blur Modulation Vectors Output Controls Settings for the directional Gaussian blur and the Radial blur-see Directional Gaussian and Radial Blur on page 386. Settings for the Modulated blur-see Modulation Blur on page 391. Settings for the Vectors blur-see Vectors Blur on page 395. Settings
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    About Blurs | 387
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    Use: X Radius Y Radius Link Rotation Mute To: Set the amount of blur to apply in direction of the X axis (before taking into account the rotation parameter). Set the amount of blur to apply in direction of the Y axis (before taking into account the rotation parameter). Couple the X Radius and Y
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    vectors are then used to construct blur ellipses aligned with each vector. The size of the major axis matches the length of the displacement vector. The size of the minor axis is kept fixed at a small value. That value is chosen to keep aliasing artifacts at an acceptable level while not introducing
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    Use: Zoom Spin Focus To: Set the amount of blur to apply in the radial direction (before taking into account the rotation parameter). The amount of blur is specified in degrees; the further a pixel is located from the center of the radial blur, the more it is blurred. Expressing the Zoom parameter
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    Use: Rotation X,Y Position Mute To: Rotate the radial and tangential direction by a given angle. The angle is specified in degrees. This causes the blur effect to spiral. Specify the center of the radial blur. You can also click and drag the red manipulator in the player to set the location of the
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    Use: Offset To: Blue, Alpha, Luma and None. When None is selected, the image is blurred as if the Modulation Channel had a constant value of 1. Note that this behavior is different than muting the entire modulated blur. This is an aid for trying to figure out what the various parts of the tool
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    Image with no modulated blur. Z Depth modulation image - closer objects appear as lighter shades of gray; farther objects appear darker. Luma channel offset value of sphere is 0.011 and matches that of the modulation image retaining focus. About Blurs | 393
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    techniques become necessary, which can be a difficult task. To correct some of the Z-channel problems, the 3D elements of a scene can be rendered as separate layers. The scene would be manually segmented into objects all having approximately the same Z. A single layer would not have any significant
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    this represents a huge discontinuity in its blur modulation and the Z-discontinuity ends up as a discontinuity in the blurred image. To help remove the resulting artifacts, the parameters (Min. Alpha and Max Radius) under the Extend label can be set to generate the missing Z information. Use: Min
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    Use: Length Width Link Rotation Reference Weight Reference Position X and Y To: Set the amount of blur to apply in direction of the forward vectors (before taking into account the rotation parameter). The amount of blur applied per pixel is also modulated by the length of the vectors. Set the
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    Use: Mute To: Mute the Vector Blur contribution of the Blur tool. The other blurs are still applied (if they are not themselves muted). Using the Modulation blur tool to simulate motion blur can be difficult due to some of the same inherent issues as when trying to simulate depth of field using
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    -see Pixel Masking on page 560. The Blur tool's X and Y attributes are both animatable by setting keyframes or using expressions-see Setting Keys Manually on page 676 and Validating and Applying the Expression String on page 729. Vector Motion Blur with Extended Alpha The extended functionality of
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    Output Controls The Output UI allows you to control the following parameters: About Blurs | 399
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    to zero at the boundary of the enlarged kernel. This behavior is especially useful when the X and Y Tilling modes are set to Transparent. The supported crop modes are Relative (default), Window, Absolute, and Auto Crop. Lens Blur Tool The Lens Blur tool allows you to simulate rack defocus and add
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    Lens Blur UI The Lens Blur UI is composed of four tabs: Lens Blur, Modulation, Output, and Masking. The Lens Blur tab consists of a set of parameters for setting the main blur effect, as well as controls to create bloom, flares, and halos. To create the main blur effect, use the controls on the left
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    The following images show the types of effects you can generate using the main blur controls. Input image (some single pixels not visible) Pentagon blur with softness set at 2 pixels Pentagon blur with softness set to 20 pixels 402 | Chapter 17 Image Processing Tools
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    Pentagon blur with aberration Radial chromatic aberration The Bloom controls let you remap the higher luminance range to increase the bloom appearance of the blur. This is especially useful for 8-bit images which cannot represent values greater than 1. With bloom, you can remap the values to make it
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    Original image The Flares parameters let you add lines and streaks emanating from bright lights and reflections. You can set the intensity of the flares, as well as the number of flares. An intensity of 0 (the default) will disable flare generation. The rotation of the lines can be animated to
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    Original image Modulation Tab The Modulation tab looks just like that of the Blur, including the extrapolation (extending) capability-see Modulation Blur on page 391. You can choose what channel of the modulation image is used and apply an offset to the modulation image. The modulation can affect
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    no single concept of ranking, so several different criteria are supported. Component-wise ranking computes the median of each color component affect the sharpness of small details in the input image. When this problem arises, the result of the median filter can be blended with the original image
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    Finally, the median filter can be applied recursively. Repeated applications using a small kernel size yield better results than a single application using a large kernel. NOTE When using the filter recursively, the blending described above is applied at each iteration. The Median tool has the
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    masking input-see Pixel Masking on page 560. The Sharpen tool's Amount value is animatable by setting keyframes or using expressions-see Setting Keys Manually on page 676 and Validating and Applying the Expression String on page 729. Unsharp Mask The Unsharp Mask tool lets you sharpen the edges and
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    image, called unsharp mask. The unsharp mask is then subtracted from the original image, removing low frequencies. The Unsharp Mask tool has the following parameters: ■ Unsharp Mask Radius X, Radius Y, and Link Control the radius of the blur (just like in the Blur tool). By default, the X and Y
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    Tool: Description: Floating Windows Premultiply Premultiplies an input image-see Premultiply Tool on page 413. Unpremul- Unpremultiplies an input image-see Unpremultiply Tool on page 414. tiply Resize Changes the resolution of an image-see Resize Tool on page 415. Convert Depth Tool The
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    of input dimensions. Original image Cropped image You can also animate the Crop tool's parameters by setting keyframes or using expressions-see Setting Keys Manually on page 676 and Validating and Applying the Expression String on page 729. To crop an image: 1 Drag the Crop tool from the Tools
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    can set values for Left, Right, Bottom, and Top. Tiling Specify how the input image should be extended outside its region of definition (ROD).The supported tiling modes are Transparent (default), Edge, Repeat, and Mirror. 3 Crop the image by doing any of the following: ■ Enter values in the Crop
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    The Auto Crop feature computes a fit-all region where the entire distorted image fits into the output without losing any part of the image. When you set the crop mode to Auto Crop, the output region at each frame will automatically be computed. The region is automatically resized and all crop fields
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    NOTE When using the Premultiply tool, make sure the output image is never processed by a tool that produces incorrect results while operating on an image with premultiplied data. Tracking of whether images are stored in premultiplied format or not, does not occur. Unpremultiply Tool The
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    The image is unpremultiplied. NOTE When using the Unpremultiply tool, make sure the output image is never processed by a tool that produces incorrect results while operating on an image with unpremultiplied data. Tracking of whether images are stored in premultiplied format or not, does not occur.
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    Select: Format Width and Height Image Aspect Ratio Pixel Aspect Ratio Depth To: Select from a list of many standard resolutions, as well as a Custom option that you can use to specify non-standard resolutions. Display the frame width and height of the selected resolution preset. If you select
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    Select: Width and Height Fit To Source To: Change the width and height of the crop box. You can either type the dimensions into the respective Width and Height attribute value fields, or you can grab the edges of the crop box with the cursor and resize. Fit the crop box to the source image. Resize
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    Animate Resize Settings Animate the position of the crop box to pan and scan a 16:9 composition to a 4:3 format. Pan and scan is a technique widely used for resizing 16:9 compositions to a 4:3 resolution when the area of interest in the shots is to one side of the 16:9 frame. You can follow the area
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    To resize a 16:9 composition from source to a 4:3 destination resolution using the Letterbox fit method: 1 Drag the Resize tool from the Tools tab to the dependency graph in the Schematic view, and connect it to the composition. 2 From the Destination settings area, select the 4:3 resolution to
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    NOTE All image generation tools are output tools and therefore, have only an output node connector and no input connector. All image generating tools can be used to generate masks with those tools that have masking inputs-see Pixel Masking on page 560. Setting Image Generation Properties and Formats
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    a result. It follows global time. Lock Duration Locks the Start/End time values. NOTE Height and Width are animatable attributes-see Setting Keys Manually on page 676 and Validating and Applying the Expression String on page 729. Bilinear Ramp Tool The Bilinear Ramp tool lets you create images
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    To create a bilinear ramped image: 1 Drag the Bilinear Ramp tool from the Tools tab to the dependency graph in the Schematic view and attach it to the Output node. 2 Apply image properties-see Setting Image Generation Properties and Formats on page 420. 3 Adjust the color values in the Fill, Lower
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    Lower Left, Upper Right, Upper Left, and Center X and Center Y parameters are animatable by setting keyframes or using expressions-see Setting Keys Manually on page 676 and Validating and Applying the Expression String on page 729. Checkerboard Tool The Checkerboard tool lets you create images with
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    value fields and press Enter. NOTE The Color Source tool's Fill and Color parameters are animatable by setting keyframes or using expressions-see Setting Keys Manually on page 676 and Validating and Applying the Expression String on page 729. 424 | Chapter 17 Image Processing Tools
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    Linear Ramp Tool The Linear Ramp tool lets you create images with a variety of properties and in several formats. The Linear Ramp tool is comprised of three sets of color channel value fields that allow you to generate a multi-color image based on RGBA values. One set of values is for generating the
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    Enter. NOTE The Linear Ramp tool's Fill, Start, End, and Ramp Center parameters are animatable by setting keyframes or using expressions-see Setting Keys Manually on page 676 and Validating and Applying the Expression String on page 729. Radial Ramp Tool The Radial Ramp tool lets you create images
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    Radial Ramp tool's Fill, Start, End, and all associated Radial Ramp parameters are animatable by setting keyframes or using expressions-see Setting Keys Manually on page 676 and Validating and Applying the Expression String on page 729. Noise Tool The Noise generating tool lets you add realism to
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    and press Enter. NOTE The Noise tool's Fill, Start, End, and associated Seed parameters are animatable by setting keyframes or using expressions-see Setting Keys Manually on page 676 and Validating and Applying the Expression String on page 729. 428 | Chapter 17 Image Processing Tools
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    Slate Tool The Slate tool lets you add production information over an image or clip, which is useful during the review/approval stage of a project. Although Slate is not a full text tool, you can adjust the size, color, opacity, position, and duration of the text, as well as add a drop shadow. You
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    Player. 5 Place the cursor inside the text field and edit the information. 6 Format the text and modify its location. TIP To scroll the list of fonts, use your mouse wheel or the scroll bar beside the list. 430 | Chapter 17 Image Processing Tools
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    7 Add a drop shadow to the text by clicking Drop Shadow and setting its position, color, and opacity. 8 Add a background behind the text by clicking Box and setting the color, opacity, and margin. Transform Tools Use the Transform tools to move, reorient, and animate images. There are four image
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    2D Transform Tool The 2D Transform tool lets you apply arbitrary transforms on an image and lets you add camera jitter, motion blur, or stabilizing to the image. You can also move, scale, rotate, and shear images in 2D with high quality filtering as well as concatenate transforms to avoid re-
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    To produce an affine transformation on an image: 1 Add a Transform 2D tool at the desired point in the dependency graph (if one is not already there). One transform is automatically added. You can add additional transforms using the New button. 2 Use the controls that appear in the UI to the right
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    Use: Crop To: Crop the output image-see Crop Tool on page 410. Simulating Camera Jitter Using the 2D Transform Tool NOTE The following example describes one way to simulate camera jitter using the 2D Transform tool combined with a Noise or Rand expression-see Random Number Functions on page 749.
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    NOTE You may also want to add motion blur to the output for a more realistic effect. Flip Tool The Flip tool lets you take an image and flip the pixels left-to-right, top-to-bottom, or both when the Link button is enabled. The default setting is vertical flip. Flip Tool | 435
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    , Horizontal, or both. NOTE The Flip tool's Vertical and Horizontal attributes are both animatable by setting keyframes or using expressions-see Setting Keys Manually on page 676 and Validating and Applying the Expression String on page 729. Orient Tool The Orient tool lets you rotate its input by
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    option. 4 Select the anti-aliasing factor. NOTE The Panner tool's X and Y axes attributes are both animatable by setting keyframes or using expressions-see Setting Keys Manually on page 676 and Validating and Applying the Expression String on page 729. Panner Tool | 437
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    438
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    Pixel Expressions 18 Topics in this chapter: ■ About Pixel Expressions on page 439 ■ PXL Tool on page 440 ■ CTL Tool on page 463 About Pixel Expressions Use one of Composite's pixel expression tools to create customized effects and apply color management solutions. There are two pixel expression
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    PXL Tool The PXL tool provides the ability to write a C-like program to control the creation of its output image. The program executed by the PXL tool is written in a new language called PXL, the Pixel eXpression Language (pronounced "pixel"). The PXL language offers a rich set of features like
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    UI tab, the Output tab, and the Masking tab. The main tab supports two main modes, Develop mode and User mode. User mode is meant to using the Composite internal editor, or read the script directly from a file (to support a developer who wishes to edit the script using an external editor), and view
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    The area on the left displays the same parameters that are shown in User mode, as well as two buttons to add and delete parameters. Parameters cannot be edited, only added and removed. Clicking the Add button pops up a modal dialog where the user types in the name of the parameter, its minimum,
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    The above graphic shows Edit mode, where the PXL script developer is editing the script inside the Composite internal editor (titled Script), which is displayed to the right of the develop controls. Select: To: Apply compile the edited script and, if successful, applies it as the new image
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    The other option while in Develop mode is File mode where the PXL script is being read from an external file. In this mode, the PXL file is edited with an editor external to Composite, then saved to disk. You will then click on the Apply button to have Composite read the script from the file and
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    Masking Tab The PXL tool has the same masking capability that is available on other image modifier tools, in the standard Masking tab-see Creating Masks on page 540. Sharing PXL Tools An important use case of the PXL tool is that even if you are not an experienced PXL script writer you can still use
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    PXL Presets There are several PXL tool presets installed with Composite and they are described below: ■ Blur 5 x 5 A simple 5 x 5 blur kernel with hard coded weights. Original Blurred ■ Clouds Creates a cloud texture. 446 | Chapter 18 Pixel Expressions
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    ■ Corner Pin Provides eight parameters to control the four corners of the image, and computes a perspective transformation to place the image based on the corners. By setting expressions to link the eight parameters to a garbage mask rectangle, a simple interactive corner pinner can be made. ■
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    Original Blurred ■ Emboss Simple emboss, based on gradients of luminance. Original Embossed ■ Erode Alpha Erodes alpha using a simple square kernel. 448 | Chapter 18 Pixel Expressions
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    Original Eroded Alpha with a 10 pixel radius ■ Gamma Applies a simple gamma exponential to all channels. Original Gamma correction applied ■ Lattice Adds a lattice of shaded tubular bars to the image channels. ■ Lens Flare Provides 1 to 5 lines of flares centered on bright points on the image.
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    factor for the weight of the lines as they get more distant from the centre of the blur. Original Lens flare applied ■ Marble Creates a marble texture. ■ Mandelbrot Generates a mandelbrot fractal image. 450 | Chapter 18 Pixel Expressions
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    ■ Noise Wipe Performs a wipe transition between two images where each pixel switches at a random time. ■ Noise Creates a pattern of random noise. PXL Presets | 451
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    ■ Num Colors A preset that reduces the number of colors to create images with banding. It can also add dithering noise to reduce the banding. NumColors = 6, Dither = 0 NumColors = 2, Dither = 1 ■ Out of Range Marks pixels outside of a specified range with a specified color, such as red in the
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    ■ Polygon Blur Performs a simple anti-aliased polygon blur, to simulate a lens effect. You can choose the number of sides, the radius, and rotation angle. Original image Polygon Blur applied ■ Ripple Twirl A twirl effect with some extra ripples. PXL Presets | 453
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    Original image Ripple Twirl applied ■ Sharpen 5 x 5 A simple 5x5 sharpening kernel with hard coded weights. Original image Sharpened ■ Spherical Mapping Applies spherical mapping to the current selection. 454 | Chapter 18 Pixel Expressions
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    Original image Spherical mapping applied ■ Stereo Anaglypha A preset that provides two methods of combining colors into a single Red/Blue glasses image (left image) and one method for cross-eyed viewing (right image). Red/Blue glasses Cross-eyed viewing ■ Wood Frame Creates a wood frame. You
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    PXL, the Pixel eXpression Language The following section outlines the traits inherent to the PXL language. Example Script and Procedure The following example PXL script and procedure multiplies the input pixel R, G, and B components by 3. To multiply the input pixel R, G, and B components by 3: 1
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    to the output image at any position. NOTE The PXL tool can perform point and gather operations, but not scatter operations. Fundamental Types PXL supports a specific set of fundamental types. It is case sensitive. Like C, all the variables must be declared before they can be used in an expression
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    star ("/*") is the beginning token for multi-line comment, while the star-slash ("*/") is used to stop the multi-line comment. Control Statement PXL supports the "if" statement, the "while" statement and the "for" statement. They also use the same syntax as in the C language. The only exceptions are
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    Operators PXL supports the following operators, which are a subset of those found in C. Of note are the lack of bitwise manipulation operators, as well as the lack of a
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    Variable Declarations The naming of variables uses the same rules as C. A variable name must begin with an alphabetical character, followed by none or more alphanumeric characters or underscore character. It must not contain any white spaces. All variables are initialized by Composite upon
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    overloading is supported by the sample() function to provide two implementations, one with a single argument, the other with 3 arguments. NOTE In the following table, all references to type color also refer to vec4, and vice versa. PXL, the Pixel eXpression Language | 461
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    a single pixel output, which must be called "Out". ■ The return type is limited to void and the return statement is not supported. If no function header is present for main(), Composite will create one automatically. It will include all defined image inputs, and all defined parameter inputs.
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    uses the same UI as the PXL tool-see PXL Tool UI on page 441. The CTL tool supports every feature of CTL except print statements. For a more complete list, refer to the CTL manual: http://ampasctl.sourceforge.net/CtlManual.pdf. The main function of the script will be called for each
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    ■ Additional images (if any) follow the same convention: for an additional input image Bg, the corresponding arguments to main would be: ■ input varying float rBg ■ input varying float gBg ■ input varying float bBg ■ input varying float aBg ■ 4 parameters of the main() function must be present to
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    ) or Cmd + C (for Mac OS) and Ctrl + V (for Windows and Linux) or Cmd + V (for Mac OS): The two images are blended. NOTE Composite fully supports the CTL import statement and the CTL_MODULE_PATH environment variable used to search for CTL programs in a set of directories on disk. As such, it can
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    466
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    Warping 19 Topics in this chapter: ■ About Warping on page 467 ■ Warp 2D on page 467 ■ 2D Transforms on page 478 ■ Cropping and Filtering the Output on page 482 ■ Warping Tools on page 484 About Warping The Warping tools let you distort the physical shapes and contours of images. Warp 2D The Warp
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    , while automatically repositioning the unconstrained parts of the image to make the overall warping as smooth as possible. The types of shapes supported include those in the Garbage Mask and Remove Dust tool: Splines (open or closed), Rectangles, and Ellipses. After drawing the shapes which
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    You will then switch out of source space into destination space (by pressing the 6 hotkey while focused in the viewer) and begin editing the destination shapes. As you drag around a destination shape, the image underneath is warped accordingly. Once you have dragged all the destination shapes to
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    Shape drawing closely mimics that of Garbage Mask and Remove Dust tools. The types of objects that can be created are: ■ Splines, open or closed ■ Freehand shapes. ■ Rectangles ■ Ellipses ■ Points (just a spline with a single vertex) Like the Garbage Mask, there is a list box with the named shapes
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    Each shape also has a Boolean parameter, Fence. When this is enabled, this shape acts like a pair of source and destination shapes which are constrained to be equal. This holds the image under the shape in place. When the Fence parameter is enabled, the destination shape and link points disappear.
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    (a) Fences added to limit warp to the right eye (b) Warp result The Warp 2D tool will have two outputs: ■ Result (warped by the amount of the interpolation parameter) ■ Input image warped by 100% While editing, you can use the standard hotkeys (5 and 6) to switch between the input image and the
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    ■ Source shapes ■ Destination shapes ■ Fence shapes ■ Links (defines correspondences between the source and destination shapes) ■ Interpolated shapes (viewable only, these cannot be edited, but show the interpolated position of the shapes based on the current interpolation parameter) Other controls
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    paste a selected source or destination shape either in the same Warp 2D tool or from another. To copy and paste a source or destination shape: 1 Select a source or destination shape to copy. 2 Use the Ctrl + C (for Windows and Linux) or the Cmd + C (for Mac OS) hotkey combination to copy the shape.
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    Output Tab There are several parameters which control how the warped image is rendered and are located under the Warp label. Use: Timing Interpolation Warp Invert To: Set the timing of the deformation. The default state is Global where all shapes deform at the same time based on the interpolation
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    There are several parameters which control how the image warp transformation is computed and they are located under the Render label. Use: Quality To: Control the quality versus speed of the deformation as higher quality warping takes more computation time. If you experience discontinuities or
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    (a) Skew (b) Rigid Use: To: Boundary Set the image boundary to either Fixed or Free. Fixed holds the border of the image in place while Free lets the image expand beyond the image border. (a) Fixed (b) Free Like the Garbage Mask, the Warp 2D tool's Output tab contains a crop tool and user
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    Links spacing = 30 Morphing Between Two Images Although the Warp 2D tool warps a single image, you can morph between two images using the following workflow: To warp between two images: 1 Add a Warp 2D tool node to image A. 2 Place all your source shapes onto image A. 3 Change the viewer to be
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    Affine transforms can be applied for free performance-wise, i.e. they can be applied at the same time as the warps without slowing down the tools. By combining transforms into a single resampling operation, the produced image has less degradation than if separate transform and warp tools were used.
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    The image can be moved along the Y or X world axis, respectively by dragging either the vertical or horizontal arrow protruding from the square. The vertical and horizontal arrows extending further from the square act on the Y and X image axis respectively. To rotate the input image, warp effect, or
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    Note that the world and image axes are equivalent when there is no rotation. To scale the input image, warp effect, or output image: ➤ Do one of the following: ■ Type values into the X and Y Scale value editors and press Enter. ■ Move the right angle in the centre of the direct manipulator. The
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    NOTE You can use the following hotkeys to quickly select a manipulator; press M to select the Input manipulator, press comma (,) to select the Effect manipulator, or press period (.) to select the Output manipulator. Cropping and Filtering the Output The Crop allows you to change the size of an
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    Filter Description better isotropic qualities, less ringing, and same sharpening and antialiasing. The next example illustrates the sharpening and ringing effects of the six filters. The next example illustrates the anti-aliasing and blurring effects of the six filters. These examples were
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    Other common output parameters: Use: To: AA Factor Adjust the trade-off between anti-aliasing and blurriness. Tiling X/Y Set the repeat mode. Choose from; Transparent (default), Edge, Repeat, and Mirror. Aspect Control whether the mapping is stretched to cover the entire image region of
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    Tool Wave Description Creates a wave effect in an image-see Wave Tool on page 496 Crumple The Crumple tool lets you create an image which appears crumpled like a piece of paper. Original image The Crumple tool has the following parameters: Use: Amplitude Time Slice Octaves To: Control the
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    image: Modulation and Vectors. Both ways can be combined together by specifying the Modulation Image and a Forward Vectors image. Displacing with Modulation You can use a single channel to modulate the displacement along a fixed direction. You can define the fixed distance and angle and the
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    Displacing with Forward Vectors You can use a forward vector image to define the displacement of the primary input image. Each pixel can be moved in a different direction. The red component of the image represents the X direction of the motion vector and the green component the Y direction. The
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    Use: Mode Magnitude Adjustment Anamorphism Center Height Fit Source To: Select either lens correction or distortion. This affects all other parameters. The other parameters will be considered either in a distortion or in a correction work flow. The distortion transformation is exactly the inverse
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    distort tool would be added to the dependency graph and used (in Correct mode) to rectify the distortion before compositing the new layer over it. The composite will then be made (any compositing operation) and a second instance of the correcting Lens Distort tool would be added after the
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    3 Modify the existing spline. 4 Click the Analyze button to analyze radial distortion from the created spline. The image is corrected and the Magnitude and Adjustment fields are updated. 490 | Chapter 19 Warping
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    5 To remove the spline, click Clear. Note that this removes the editable spline only, but does not remove the correction. If you add a new spline, corrections will be additive. 6 To begin a new analysis, click the Reset button in the Tools Options. 7 To correct an analysis, use Undo (Ctrl + Z for
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    Use: Direction To: Set the direction of the magnification. Setting to Horizontal results in a rectangular magnification region, enlarged in the horizontal direction. It can also be set to Vertical which enlarges the image in the vertical direction. Or it can be set to Both resulting in a circular
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    Use: Amount To: Control the severity of the pinch. Positive pinch pulls the image inside the cone, making it appear to recede. Negative values stretch the image over the cone, moving the center point closer to your point of view. Polar Tool The Polar tool lets you transform the input image from
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    Ripple Tool The Ripple tool lets you create ripple-like effects from the center of the image outward. Pond Ripples The Ripple tool has the following parameters: Use Mode Use: Amplitude Frequency To Determine the ripple effect. ■ Pond Ripples create ripples with a 45 degree offset. ■ Out from
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    Use: Max Ridges Spread Damping To: Control the total number of ripples that can be generated. For example, set Max Ridges to 5 to create 5 rings of distortion; the area inside and outside of the rings are unaffected. Set the distance between the ripples and the center. Animate the spread to create
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    Use: To: angle can also be changed with a rotation manipulator in the player. Twirl the rotation. Wave Tool The Wave tool lets you simulate waves in a single direction (as opposed to circular waves as found in Ripple). Original image The Wave tool has the following parameters. Use: Amplitude
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    Effects Tools 20 Topics in this chapter: ■ About Effects Tools on page 497 ■ Drop Shadow on page 497 ■ Glow on page 498 About Effects Tools Effects tools let you add lighting and shadow effects to your images. There are two effects tools available: Tool Description Drop Shadow Adds a drop
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    and Offset Y Controls the offset of the shadow with respect to the input image; by default, the offsets are 0. The Drop Shadow tool supports non-integer shadow offsets so that animating those parameters will still produce a smooth result. The offsets can be controlled using direct manipulation. NOTE
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    ■ Threshold Lets you determine which parts of the image (usually the brightest) you want to apply the glow to. You can base the threshold either on a channel; Red, Green, Blue or Alpha, or Luma, or on a color component of the image (R,G,B or overall luminance). Values that fall above the set
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    ■ Type values into the channel fields and press Enter. In the case of modifying all channels uniformly, when values are typed into any field, the other fields update. The luminance field will update regardless of which method is used to modify the values. Select the Reset button to return all values
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    Managing Film Grain 21 Topics in this chapter: ■ About Managing Grain on page 501 ■ Adding Grain to a Composition on page 502 ■ Removing Grain from a Composition on page 504 ■ Fine-tuning the Grain on page 505 ■ Saving and Loading Grain Profiles on page 507 About Managing Grain Grain is a basic
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    Grain added to composition. The grain management tools let you create convincing composites with film material. You may want to add grain to clips that originate from video to give them a film look. The grain management tools are useful when: ■ Mixing film clips originating from different film
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    detail. Once you have positioned the sample area, you can apply grain to the input image. After adding grain to the input image, you can manually adjust the response curves for the gain and size of the grain. To add grain to a composition: 1 From the Tools tab, drag the Add Grain
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    (a) Selection button The regions you defined are analyzed and grain is applied over the entire composition. Response curves are generated and displayed in the Animation Editor. You can now fine-tune the resulting curves-see Fine-tuning the Grain on page 505. Removing Grain from a Composition
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    Grain on page 505. Fine-tuning the Grain Once you have generated or removed grain using the Add Grain or Remove Grain tools, you can manually adjust the response curve for the gain and size in the Animation Editor. The solid curve represents the gain and the dotted line curves represent
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    To fine-tune the grain: ➤ Use any of the following controls on the Add Grain or Remove Grain UI: Use: To: Red, Green, Blue Adjust the values of the RGB channels for the gain and size of the grain. Link Link the R, G, and B channels of the gain or size, so when you change the value of one
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    To frame the response curves: ➤ Under Curves, click the Frame button. To reset the Animation Editor: ➤ Under Curves, click the Reset button. The currently selected curve is set to 0. Saving and Loading Grain Profiles A grain profile is a set of parameters that describes grain appearance. Once you
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    508
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    Pulling Keys and Creating Mattes 22 Topics in this chapter: ■ Keying Concepts on page 509 ■ Keying Workflow on page 512 ■ Extracting a Key Using the Diamond Keyer on page 514 ■ Creating a Difference Matte Using the Difference Tool on page 517 ■ Extracting a Key Using the Luma Keyer on page 518 ■
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    to key out undesired elements in an image. However, garbage masks will be discussed in a later section as creating garbage masks are a manual operation that involves creating paint objects or the creation and manipulation of splines (rotoscoping)-see Masking Concepts on page 538. Mattes A matte is
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    Hold-out matte A matte that prevents a foreground element from completely obscuring an object in the background. Traveling matte A matte that changes position or shape over time. Color Models A color model is a means of identifying colors in a source according to its component parts. RGB A color
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    can be done very quickly. Other sources, with varying lighting conditions, fine detail at the edges of the key, dramatic camera movement, and other problem areas can take much longer to produce a clean result. Make sure you understand what keying task, or keying tasks, need to be performed so
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    Selecting Keying Tools When you key an image or an image sequence, you can use a keyer or a collection of keying tools to generate a matte or remove color spill from a shot. You may also need to generate more than one key to achieve the desired result. To access the Keying tools: 1 Press the tilde
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    The Keying tools include Color Curves, Diamond Keyer, the Difference tool, and Luma Keyer. To add a keying tool to the process tree: 1 From the Tools tab, drag a keying tool to the process tree in Schematic. 2 Drag the Keying tool over the output of a node that you wish to key. When the connection
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    Use: To: Plot Color Plot a pixel or range of pixels to key in an image. Tolerance Set tolerance range based on current value of a sampled pixel or range of pixels. Softness Set softness (of the matte edge) range based on current value of a sampled pixel or range of pixels. The Define area
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    wireframe diamond You can drag the three control points of the tolerance wireframe diamond to cover more or less of the hue spectrum. To solve problem areas, use the Key Color eyedropper to plot a color in the image. The sampled color is indicated by an orange dot in the hue spectrum
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    (a) Tolerance sliders (b) Tolerance and Softness value fields (white range) (c) 1.0 white indicator (d) Softness sliders (e) 0.0 black indicator (f) Sharpness value field (g) Tolerance and Softness value fields (black range) Use: Tolerance Softness Sharpness To: Change the tolerance's luma range (
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    The Difference tool contains the following parameters: (a) Channels (b) Tolerance value fields for RGB channels (c) Softness fields for RGB channels (d) Gain and Lift adjustment The matte is created using Tolerance and Softness values. The Tolerance value specifies the difference level that is
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    Use: Key Threshold Softness To: Set the range of pixels to key based on the threshold range. Set the range of the pixels to key. Increasing the threshold removes less prevalent pixels from the composition. Soften the edge of the key. NOTE Key, Threshold, and Softness are animatable attributes-see
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    (a) Channels (b) Curves window (c) Color Targets Use: Channels controls Curves window Color Targets color pots To: Select which color curve you want to manipulate. Adjust the curve by manipulating its control points and tangents. For more precise work, add and delete control points by using the +
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    Suppressing a Sampled Color Unwanted color can be caused by factors such as inconsistent lighting conditions during a shoot. This can result in images that contain unnatural looking colors or one predominant color, which gives the image an unwanted color cast. You can suppress the unwanted color
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    with the curve changes relative to the height of the point on the curve in the curve editing area. Each curve is a hue gradient and as the shape of the curve changes, the colors along the curve's gradient change to reflect the result. For example: ■ Raising the blue curve over the darker luma range,
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    key in image ■ Spill suppression ■ Improving the blend between the front and back images. ■ Compositing using a matte Supported Features The Keyer supertool supports the following features and functionality: ■ Quick selection of Keyer nodes ■ Adding and changing tools in the Keyer schematic ■ Master
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    The Front input image is despilled by the Spill & Blend tool node. The result is sent to the Result node (an instance of the Set Alpha tool) to become the RGB channels of the RGBA Output Image output. The Front input image is processed first by the Screen Degrain tool node, then by the Master Keyer
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    In the most common use case, the key color you sample will be the one used for screen degraining and spill and blend adjustments. To provide quick workflow, the Master Keyer, Screen Degrain and Spill & Blend initially created by the Keyer super-tool all share the primary and secondary key colors,
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    The first four buttons are pre-defined to select the Keyer itself, the Clean Up Alpha, the Garbage Mask, or the Edge tool respectively. Selecting the node button will display the UI of the given tool, as well as set the display of the Animation editor, and the composition browser. All buttons except
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    To generate and refine a matte with the Master Keyer: 1 Set a Player view to Tool Output and, with the selection on the Keyer super tool node, cycle to the Comp Output of the Keyer-see Cycling Through Inputs and Outputs on page 71. 2 Select Matte from the Sample menu or press M. (a) Primary sample
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    are no longer displayed. 9 Repeat steps 6 to 8 in other parts of the matte to further refine it. Only the parameters that apply to the problem area will appear. 10 To scroll through the image and display the pertinent parameters, use Alt+ drag the image without clicking it. The parameters update
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    drag. You can then modify the displayed parameters by clicking the image and dragging the highlighted slider. NOTE To reset Matte parameters, click the Reset button under the Master Keyer UI. All matte parameters are reset, except the Mix field and the key colors. Removing Unwanted Grays Using
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    NOTE You can create an arbitrary number of matte generator patches. The number of patches starts at one, and new patches can be created. Although, in theory, there is no limit to the number of patches, in practice, there are diminishing returns in terms of matte quality when adding new patches. 4
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    6 To use the same patch but start with a new sample, press Ctrl + Alt + drag the image. 7 To manually select a patch type, select it from the Patch box. NOTE If you want to reset the patch, so you can automatically select the patch type,
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    3 Sample a grainy area of the image. To sample a single pixel, click the image. To sample an area of the image, Ctrl + drag a selection box. Once the image is sampled, Screen Degrain is automatically enabled and grain is removed from the image. 4 Drag in the Screen Degrain fields to modify the
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    Suppressing Spill After you create a key and key out any trouble areas, some of the background color may have spilled over the edge of the key. Use the Spill controls to suppress or disguise color spill
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    To blend the front and back images: 1 Set a Player view to Tool Output and, with the selection on the Keyer super tool node, cycle to Comp Output-see Cycling Through Inputs and Outputs on page 71. 2 Select Blend from the Sample menu or press Shift + B. 3 Blend the front and back image. Click
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    4 To modify both parameters, move the mouse between them to highlight a parameter, or drag the pen vertically. When you highlight the parameter you want to adjust, drag the slider. NOTE If you do not like the result, you can click Undo to reset parameters after you complete an operation. 5 When you
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    536
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    Masking 23 Topics in this chapter: ■ About Masking on page 537 ■ Masking Concepts on page 538 ■ Garbage Mask Tool Tabs on page 538 ■ Creating Masks on page 540 ■ Editing Masks on page 543 ■ Transforming Masks on page 548 ■ Creating and Editing Edges on page 554 ■ User Settings on page 555 ■ Output
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    Pixel Masking lets you temporarily isolate specific areas of the footage. You can apply effects to the selected area of an image without affecting the rest. Masking Concepts You can use garbage masks to key undesired elements in an image and to do rotoscope work. A garbage mask affects the image's
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    Garbage Mask Controls The Garbage Mask tab consists of the following controls and parameter settings: Mask List The Mask List displays all the masks that have been created for the current composition. It also displays some of the masking parameters and navigation buttons. Use: To: Activate the
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    Use: To: Reset the Comp operator, Opacity, Intensity and the mask Invert toggle of selected masks. Move selected masks to the bottom of the Mask list. Move selected masks down one place in the Mask list. Move selected masks up one place in the Mask list. Move masks to the top of the Mask list.
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    the Factory Default button-see User Settings on page 555. You can change the following parameters once a Creation tool is selected: ■ Garbage mask Name ■ Opacity (animatable) ■ Intensity (animatable) ■ Smoothing ■ Invert (animatable) ■ Compositing Operator-see Compositing Operators on page 563. ■
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    5 Continue to click in the image to add more control points. 6 To close the shape, click on the first control point you created, or press Enter. If you hold Ctrl + Alt, the shape will be closed in Auto Tangent mode. Once the first control point has been created using the Freeform tool, the garbage
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    To create an elliptical mask: 1 Select the Elliptical tool button or press W. 2 Set initial mask parameters if necessary. 3 Select Ellipse Options settings if necessary. These options include: Use: From Center Unconstrained Square Fixed Size Proportional To: Click and drag the cursor to draw the
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    ■ Selecting a shape or group of shapes from the mask list. ■ Selecting a shape or group of shapes in the Player. There are two mask editing tools in the Garbage Mask UI; the Point tool and the Transform tool. Use the Point tool to edit mask points. Depending on what hot key is pressed and on the
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    To delete control points from a mask: ➤ Press and hold the Alt key and click on the control point you want to delete or, select points and press the Delete key. To move control points: ➤ Do one of the following: ■ Click and drag a control point. Hold Ctrl + Alt while moving the point to move in Auto
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    To add or delete tangent handles: ➤ Press and hold the Ctrl key and click on the control points to go from a sharp curve to a smooth curve with tangent handles and drag to adjust the tangents. Press and hold the Ctrl key and click on the control point a second time to delete them. To adjust the
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    To adjust the length of both sides of an unbroken tangent handle: ➤ Hold the Alt key and drag the handle. When you press Alt and drag an unbroken tangent handle, both tangent handles are automatically given the same length. To break a tangent handle: ➤ Press Ctrl then click and drag the handle.
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    To move a curve between points: ➤ Hold Ctrl + Alt over the location on the curve you want to move then drag the curve. The curve and tangents adjust accordingly based on the location of the cursor. Transforming Masks Once your mask is created, use the Transform tool to fine tune its position, shape,
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    can also be animated. Once you select the Translate tool, the following parameters are displayed: The following mask shape Transform parameters can be animated. They are accessible from the animation timeline and expressions can be assigned to all of them: ■ Translation X ■ Translation Y ■ Rotation
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    Use: Translation X,Y Offset X,Y Rotation Scale Pivot Reset To: Translate the mask in the X and Y direction. Add an offset to the translation of a garbage mask. Rotate the mask. Change the mask's X or Y scale (or both with Link enabled). Adjust the X and Y location of the mask's center of rotation/
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    To add an offset to the translation of a mask: ➤ Do one of the following: ■ Type the offset position into the X, Y value editors and press Enter. ■ Click + drag inside the value editor. Transforming Masks | 551
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    To rotate a mask: ➤ Do one of the following: ■ With the cursor over the rotation handle, rotate the mask. ■ Type the angle of rotation (in degrees) into the Rotation value editor and press Enter. ■ Click + drag inside the value editor. To scale a mask: ➤ Do one of the following: ■ With the cursor
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    To adjust the X and Y location of the mask's center of rotation (pivot point): ➤ Do one of the following: ■ With the cursor over the mask's pivot handle, click + drag the mask. ■ Type the X and Y pivot position values into the X and Y Pivot value editors and press Enter. Transforming Masks | 553
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    ■ Click + drag inside the value editor. Creating and Editing Edges If you have not set initial edge gradient parameters before creating a mask shape. You can do so while in edit mode. The following mask In and Out Edge point parameters (for each edge point) can be animated. They are accessible from
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    To change the edge distance or position: 1 Do one of the following: ■ Drag the outer edge handle towards the outside of the mask to create an outer edge gradient, or towards the center of the mask to create an inner edge gradient. ■ Type the distance (in pixels) into the Distance value editor and
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    Any subsequent mask you create will inherit the same settings except for the mask color (which by default is on Auto and picks a random color), and the mask name instance (the next mask would be named GMask(2)). If you change the parameters for a second mask, for example, its name, color and toggle
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    ■ New rectangular mask (second instance) reset to the green square selected from the Mask List. To create a series of garbage masks working with User Settings: 1 Select the Freeform creation tool (or press D) and draw a freeform mask using default values. 2 Select the Ellipse tool. (or press W). 3
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    15 Create the mask in the image. 16 Select the Ellipse tool. (or press W). 17 Select Reset To User Favorite. 18 Click once in the Player to create the mask. 19 Select the Mask named Green from the Mask List. 20 Select the Rectangle tool (or press S). 21 Select Reset To Selected. 22 Click and drag in
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    Select: To: Comp Choose which compositing mode will be used -see Global Composite Operators on page 564. Correlation Specify how input mattes are correlated. This can be used to improve the quality of the composite in special cases. For example, if you composite two mattes that share a good
  • Autodesk 495B1-05A111-1301 | User Guide - Page 572
    Pixel Masking lets you limit the effect of an image modifier to a subset of the input pixels (those covered by the mask). All tools that support masking have a Mask image input. The actual masking is implemented by blending the original input with the tool output using the pixel values in the
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    Masking Parameters The masking parameters are in a separate tab in the Tool UI. This tab is immediately to the right of the tool tab the mask will originate from. Select: Create Edit Active To: Create an instance of a masking tool selected from the pull-down list. The tool is created in the
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    input. If there is already a tool connected to the masking input, there are two behaviors: ■ If the new masking tool has an image input, the current masking tool output is disconnected from the masked tool, and connected to the new masking tool's primary image input. ■ If the new masking tool does
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    (a) Original Image (a) Sky corrected (b) Water corrected (c) Sand corrected (d) Chairs corrected Compositing Operators The following table lists the compositing operators applicable between generated masks and previously composited masks: Operator Result: Over Composites the generated mask (
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    Operator Result: Outside The output will be equal to the generated mask (front) except that the part of the front overlapping the previously composited masks (back) will be missing. No part of the back will be visible in the output in any case. Cutout The output will be equal to the previously
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    Operator Result: any case. Basically this operator is equal to the Outside operator with the front and back roles reversed. Xor Both previously composited masks (front) and input image alpha channel (back) are copied to the output except for the part where they overlap. Pixel Masking Example |
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    566
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    Raster Paint 24 Topics in this chapter: ■ About Raster Paint on page 567 ■ Paint UI on page 568 ■ Layer Editor on page 568 ■ Paint Brush Controls and Attributes on page 569 ■ Paint Stroke Controls on page 572 ■ Working with Layers on page 572 ■ Adding, Deleting, Clearing, and Wiping Layers on page
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    the composite view is constantly maintained. Individual layers can also be muted selectively. Committing and Undoing Operations You can undo multiple paint strokes in layer-based Paint. In the context of undo, a stroke is whatever you paint on the canvas until you commit. Do any of the following to
  • Autodesk 495B1-05A111-1301 | User Guide - Page 581
    (a) View checkbox (b) Reveal checkbox (c) Alpha (d) Name (e) Opacity/Blend controls (f) Canvas controls (g) Layer controls Use: V (view) R (reveal) Alpha Name Opacity Blend Mode Layer controls Layer Canvas controls To: Mute or view a layer. Conduct reveal operations with this layer. Select the
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    512 x 512. For best results, it is best to create your stamp patterns as 512 x 512 grayscale.tiff images, but any file format and size supported by Composite will be accepted. ■ Color Define the color of the paint stroke. Click a color pot and select a color from the color picker. You can
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    (a) Brush size 100, opacity 1.000 (b) Brush size 25, opacity.500 ■ Rate The brush rate is the rate at which brush strokes are applied to the canvas. A high value produces a smooth continuous stroke, and a low value produces a less continuous stroke with larger gaps between brush images. ■ Constant
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    Paint Stroke Controls Strokes are rendered based on the brush attributes and the stencil. The stroke shape is formed by stamping the brush shape along the path created by the pen (or mouse) movement. The paint stroke controls have the following parameters: ■ Operation Paint materials define the
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    Raster Layer Format When you create a new layer in Raster Paint, you can change the layer's format as long as you haven't committed any paint strokes to the layer. To change the layer's format, double click the paint node, then click to highlight the raster layer node. You can adjust the settings in
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    If you want to change the format settings of a layer, you must create a new layer and start over. Adding, Deleting, Clearing, and Wiping Layers All layers appear in the Layers list. The Layers list allows you to view and rearrange layer ordering in the Paint node, as well as select layers to be
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    (a) Internal layer - front (b) Internal layer - alpha (a) External layer - front (b) External layer with its alpha To add an internal layer: ➤ Click the Add Layer button at the bottom of the Layer Editor. (a) Add Layer button Adding a Layer | 575
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    To add an external layer: ➤ Do one of the following: ■ Select the Add Layer button at the bottom of the Layer Editor then connect an input image to the new layer node's input. ■ Drop a composition (or compositions) containing a rendered result onto the Paint node and select Create Layer from the
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    (a) Delete Layer button The layer is deleted. Clearing a Layer Clearing a layer is the same regardless of the layer type. When an entire layer (not just the front or alpha) is selected for clearing, the front input is set to be cleared by default. You must specify which input of the layer you want
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    (a) Clear Layer button (b) Selected layer to clear The layer is deleted. Wiping Layers Wipe a layer when you want to apply a uniform color. For example, you can wipe the color of the bottom layer in the Layers list to change the background color. NOTE Any strokes that have been applied will not be
  • Autodesk 495B1-05A111-1301 | User Guide - Page 591
    The image doesn't yet have its own alpha channel. By default, the Paint tool creates one for it and is shown as a proxy beside that of the input image illustrated in the following graphic of the Layer Editor. The following graphic displays the result of painting a black stroke across the front input
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    In this case, only the alpha portion of the image was manipulated, however, since a black stroke was used, part of the alpha has become transparent. If a white stroke were used there would be no change to the alpha. If a color other than black or white were used, varying transparencies would occur
  • Autodesk 495B1-05A111-1301 | User Guide - Page 593
    (a) Composition output view (b) Tool output view (Keyer) When a stroke is added to the front image (in this case using black), the stroke is constrained to the white part of the alpha, and since the alpha was not selected, no change to the alpha was made. (a) Black stroke contained within boundaries
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    If a white stroke is used, the transparency of the alpha is decreased. Stroke Operations There are four paint stroke operations available in the Paint tool. Operation Description Paint Lets you paint on a selected layer's front or alpha-see Paint on page 582. Reveal Lets you use the contents
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    To hide the lower half of the sun so that it lines up with the horizon, a sharp-edged square stroke was used, and the stroke operation was changed from Paint to Erase. The sun was then painted out. Paint | 583
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    The last step is to add the sun's reflection to the water. 584 | Chapter 24 Raster Paint
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    Drawing a Straight Line To draw a straight line: 1 Click the location in the image where you want the line to begin. 2 Press Shift and click the location in the image where you want the line to end. The line is drawn between the two points. Painting the Alpha You can retouch mattes with the paint
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    Unwanted areas can be removed from the image by painting on the alpha of the image. Revealing Parts of an Image The Reveal operation lets you use the contents of one or more layers as the paint source for a different layer. You can include the contents of as many layers as you like. For example, if
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    5 To reveal the contents of a different frame than the one you are currently viewing, enter its frame number in the Slip field. 6 In the Layer Editor, click the layer that you want to paint on. (a) Layer to paint (b) Layer to reveal 7 To see the layer or layers selected for reveal, select the V (
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    To reveal and offset a layer: 1 Perform steps 1 to 6 from the previous procedure, "To reveal one or more layers". 2 To set the source area, press Ctrl and click the canvas. When you click the canvas, the red brush is anchored and the green brush reappears. Setting source area Setting destination
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    4 To set precise coordinates for the reveal offset, use the X and Y Offset fields. 5 Click and drag on the canvas to apply offset strokes that reveal the contents of the selected layers. Revealed portion of layer using Average blend method. Cloning a Region of an Image The Clone tool lets you copy a
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    destination occupy the same layer. To clone part of one layer on a different layer, use the Reveal tool-see Revealing Parts of an Image on page 586. To clone part of a layer and paint it on the same layer: 1 Under Stroke, select the Clone operation. The brush changes from green to red. 2 Set
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    6 Position the green brush over the destination area, then click + drag the canvas to create the clone stroke. The offsets are made and immediately shown in the X and Y Offset fields. The green and red brushes are now locked into positions relative to each other and move in tandem. 7 To set precise
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    Erasing Paint Strokes When you erase paint strokes, you can select the brush size and type for different effects. To erase paint strokes: 1 Under Strokes, select the Erase operation. 2 From the Layer Editor, select the layer on which you want to erase strokes. 3 Set a brush type and size-see Paint
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    Stencil: Matte Off Use Layer Use Stroke Invert Result: Default setting, no stencils are used. Strokes will be constrained by the matte inputted into the layer. Forms a stencil from what is currently available in that layer. Inverts the stencil. Using Stencils | 593
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    594
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    Vector Paint 25 Topics in this chapter: ■ About Vector Paint on page 595 ■ Vector Paint Image Inputs on page 596 ■ Shape Properties on page 596 ■ Vector Paint UI on page 597 About Vector Paint Composite's Vector Paint tool can be used to draw, to rotoscope, to clone parts of an image in a
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    Vector Paint Image Inputs You can optionally connect images to the Vector Paint image inputs. The Vector Paint node in the Schematic has two image input tabs. The top-most tab is the background image input. Connect an image to this input to use as your canvas background. If left unconnected, your
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    line strips cannot be edited. To edit them, make a Bézier curve out of the line strip. Shapes in Vector Paint have a duration: they appear at their Mark In frame, and are removed at their Mark Out frame. Vector Paint UI The Vector Paint UI is composed of five tabs: the main (Vector Paint) tab, the
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    Use: V To: Control the visibility of the shape (mute or view). Name Provide a meaningful name for the shape. Opacity Set the shape opacity. Mark In Set the frame at which the shape becomes visible. Mark Out Set the frame at which the shape disappears. The following columns are optional,
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    Use: Channels AA To: Which channels will be affected by the shape. Anti-Aliasing. Filled shapes (without a gradient) will have sub-pixel antialiased rendering, and stroked shapes will have sub-pixel positioning of strokes. In general, all columns (except Lock) have their equivalent in the main tab
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    tools form the first row of the shape creation and editing tools, and the editing tools form the second. Use: Freehand Bézier Rectangle Ellipse Line Transform Edit Clone/Reveal Transform To: Create a freehand line strip shape. Create a Bézier shape point by point. Create a rectangular (or square)
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    Use: Tolerance Pen Pressure Controls Use: Size Opacity To: Set the pixel tolerance when converting freehand shapes to Bézier. To: Have pen pressure control brush size. Have pen pressure control opacity. Main Tab Vector Paint's main tab contains the most common settings that affect a shape. Main
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    Use: Opacity Blend Stream Use Player Stream Draw Mode Closed Visible Operation Channels Anti-Aliasing 602 | Chapter 25 Vector Paint To: Control shape opacity. Control the blending mode of the shape. See Blend Modes in the Blend Alpha on page 344 section. Set the stream in which the shape will be
  • Autodesk 495B1-05A111-1301 | User Guide - Page 615
    Use: Reset To: controls whether smoothing will be applied to pixels that are only partially covered by the shape. Reset all parameters described in this section. Clone/Reveal Attributes This section contains attributes relevant to shapes that use an image source as their color content, when the
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    Use: Edges Filtering Preview Preview Opacity Reset To: an absolute frame index, disable to interpret the Frame value as an offset relative to the current frame. Control how pixels outside the clone/ reveal image source are generated. Transparent sets them as transparent, Edge extends the edge pixel
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    Use: Position X,Y Presssure Active Tangent To: Controls the point's position. Controls the point's pressure. This can be used to change brush size or shape opacity. Controls whether the point is used for drawing the shape. Since this parameter is animatable (as almost all other Vector Paint
  • Autodesk 495B1-05A111-1301 | User Guide - Page 618
    Use: Distance: Position: To: Control edge gradient point distance from the shape. Negative means inside the shape if the shape is closed. Control gradient point position on the shape relative to the shape's point indices. For example, 2.5 represents a gradient point midway betweeen points 2 and 3,
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    transformation will be composed by the shape transform. If the "x Shape" toggle is off, they will be absolute. In Reveal mode, all parts of the transform are absolute, with scale, rotation and shear with respect to pivot, as expected. The "x Shape" toggle controls are not used. The examples below
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    Rectangle rotation at 30, x Shape button enabled. Clone/Reveal rotation at 20, x Shape button enabled. 608 | Chapter 25 Vector Paint
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    Rectangle rotation at 30, Clone/Reveal rotation at 20, x Shape button enabled. NOTE Clone/reveal transform controls are also found in the main tab for translation x, y and rotation. Brush Tab The brush tab has controls that affect drawing of stroked shapes. As for other tabs, it has the shape and
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    Use: Anti-Alias Transform Airbrush Flow To: Enable/disable anti-aliased brush rendering. Enable/disable whether brush transform is affected by shape transform. Toggle to create stamps when no pointer movement is detected Factor applied to the brush profile when Airbrush is enabled. Brush Profile
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    Brush Preview The brush preview displays a rendered preview of the brush, with all parameters applied, including its profile. At the bottom of the brush preview are brush center controls. Use: X Y x To: Set brush center x coordinate, relative to the brush size. -1 is left, 1 is right. Set brush
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    Output Tab The Output tab provides controls that are used when Vector Paint does not have an image connected to its background image input. In such a case, Vector Paint behaves as an image generator. For more information about image generator properties and formats, see Setting Image Generation
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    Use: Handle Color Edge Color Edge Visible Brush Color Brush Visible To: Set the Bézier handle color in the player. Set the edge gradient curve color in the player. Enable edge gradient curve visibility in the player. Brush outline color in the player. Brush outline visibility in the player.
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    Performance Notes Here are some notes on the following topics: Rendering, Clone/Reveal Filtering, Mulit-Shape Editing and Manipulators. Rendering Vector Paint uses the normal Composite high performance computation engine when rendering images used by the nodes connected to its output (downstream
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    ■ Changing the brush profile, in the Brush Tab. ■ Resetting parameters through ctrl-click or right-click. Manipulators As for the other shape-based tools, many aspects of the the shapes' appearance and positioning can be modified by manipulating them directly in the player. One notable exception to
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    tool. This manipulation tool is available for single-shape selections, and its manipulators will only be drawn if the selected shape's Operation is set to Clone or Reveal. The manipulators appear in the player at the pivot position for the image being used. This means that the manipulators will not
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    Color Correction 26 Topics in this chapter: ■ About Color Correcting on page 618 ■ Applying LUTs on page 618 ■ Working with ASC CDLs on page 624 ■ Broadcast Safe Tool on page 625 ■ Transforming Color Space with the Log and Delog Tools on page 627 ■ Color Correcting with CC Basics on page 630 ■ CC
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    import, you may still require a monitor LUT to reproduce the gamma qualities of film-see Chapter 4, Lustre Color Calibrator in the Lustre Color Management User's Guide on the Composite Web Portal. 618 | Chapter 26 Color Correction
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    Working with 1D LUTs A 1D LUT is generated from one measure of gamma (white, gray, and black) or a series of measures for each color channel. You typically work with a pair of 1D LUTs: the first converts logarithmic data to linear data, and the second converts the linear data back to logarithmic
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    table and the beginning of another, or for describing how the script or program works. Floating Point 1D LUT File Format Floating point LUTs are supported and are reversely compatible in most cases. You can specify your own floating-point 1D LUT using an ASCII editor as long as it is
  • Autodesk 495B1-05A111-1301 | User Guide - Page 633
    in a folder within the application or on a network, you should store LUTs created externally in the same folder for ease of use. Three formats are supported: ■ 8-bit unsigned integer ■ 16-bit signed float ■ 32-bit signed float Working with 1D LUTs | 621
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    . 3 Select the Input Depth. 4 Set the Exposure if required. The 1D LUT is applied. NOTE Exposure adjustment is an animatable attribute-see Setting Keys Manually on page 676 and Validating and Applying the Expression String on page 729. Modifying a 1D LUT You can modify a 1D LUT by changing values in
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    externally in the same folder for ease of use. For complete information on the Lustre Color LUTs, refer to the Lustre Color Management User's Guide on the Composite Web Portal. Applying a 3D Display LUT Display LUTs provide a simulation of the final output for a given film stock and display device
  • Autodesk 495B1-05A111-1301 | User Guide - Page 636
    628. The 3D LUT is applied. NOTE Exposure is an animatable attribute-see Setting Keys Manually on page 676 and Validating and Applying the Expression String on page 729. Working with ASC CDLs Composite supports the American Society of Cinematographers' Color Decision List (ASC CDL). The ASC CDL was
  • Autodesk 495B1-05A111-1301 | User Guide - Page 637
    intended look-see Applying a LUT or Color Conversion Tool to the Player on page 210. Within the3D LUT tool, the CDL is applied after the (optional) linear to log conversion but before the 3D LUT. Note that you may use the CDL even if you don't select a 3D LUT (and vice-versa). The ASC CDL defines
  • Autodesk 495B1-05A111-1301 | User Guide - Page 638
    Colors tool automatically reduces the luminance or saturation of portions of the image, or isolates unsafe or safe colors that you can then adjust manually. Select: To: Format Set the unsafe colors as NTSC or PAL. Method Determine how the unsafe colors will be fixed, or identify the colors
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    image with the selected color. NOTE Use the Key Out Unsafe and Key Out Safe options to see any problem colors in your image immediately. For example, you can fix the problems in the Color Corrector by adding the output of the Broadcast Safe tool as the masking input to the Color
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    a Cineon reference code of 685 and a corresponding linear reference value of 90. NOTE All Delog and Log parameters are animatable -see Setting Keys Manually on page 676 and Validating and Applying the Expression String on page 729. ■ The white reference is mapped to 0.9 in linear space. Cineon
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    ■ Select a single channel that you want to modify by deselecting the Lock button. Drag the red channel field to the right to increase, or to the left to decrease, the level of the red channel. The green and blue channels are not affected. However, the overall luminance field updates to reflect the
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    values for the channel ■ Match colors ■ Perform color suppression NOTE Many of the CC Basics fields are animatable attributes-see Setting Keys Manually on page 676 and Validating and Applying the Expression String on page 729. Determining the Sequence of Corrections After you have analyzed the
  • Autodesk 495B1-05A111-1301 | User Guide - Page 643
    ■ Correct the saturation Color Correcting Shadows, Midtones, and Highlights When you modify saturation, gamma, gain, offset, and contrast, you can color correct the shadows, midtones, and highlights ranges in the image individually or all together. To color correct shadows, midtones, and
  • Autodesk 495B1-05A111-1301 | User Guide - Page 644
    Select: Normal To: Return the footage to its original values. Mono Create a monochrome (black and white or grayscale) version of the image. Negative Create a negative version of the image. Custom Redirect information from one color channel to another. The following rewiring options are
  • Autodesk 495B1-05A111-1301 | User Guide - Page 645
    direct a pixel's luma value into a component, or make a negative of a channel's information. The Color Wheel The color wheel acts as a reference and monitoring guide or template. You can see how the colors that are 180 degrees apart are complements, and how the RGB and CMYK points are distributed
  • Autodesk 495B1-05A111-1301 | User Guide - Page 646
    Setting Hue Shift Shifting the hue changes the colors in the image. You can use hue shift to compensate for material that is too hot or too cool, or simply to correct undesired tones present in the images. Note that in a monochrome or very low saturation image, a hue shift produces no results, since
  • Autodesk 495B1-05A111-1301 | User Guide - Page 647
    To set the contrast: ➤ Set the Contrast field by either dragging inside the field or typing in a value. Color Balancing with Hue and Gain The two parameters used with color balancing are hue and gain. The value of hue determines the color to add and the value of gain specifies the amount of color to
  • Autodesk 495B1-05A111-1301 | User Guide - Page 648
    Quick Gain The Quick Gain controls are used to set the Gain in three specific ways: NOTE The main Gain value is applied after the other Gain fields, so changes to main Gain do not change the separate channel Gain fields or the Quick Gain fields. Modify: Temp M/G Value To: Set gain using a scale
  • Autodesk 495B1-05A111-1301 | User Guide - Page 649
    2 Drag the Gamma field to change the value (you can also type values into the field). Lower the gamma value to increase the contrast or raise the gamma value to decrease the contrast. Setting the Gain and Offset You can boost the colors in an image by increasing the gain and offset values. Gain and
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    looking colors or one predominant color, which gives the image an unwanted color cast. You can dampen the channel information for one or more channels. It is available for all channels. To suppress a color or channel: ➤ Under Suppress, disable the color or channel by selecting it. NOTE Suppressing
  • Autodesk 495B1-05A111-1301 | User Guide - Page 651
    3 Ctrl + click in the Reference field to invoke the eyedropper and sample a pixel in the player for that tonal range. The sampled color is displayed in the Reference field and stored as the value for the selected tonal range. 4 To match other tonal ranges, repeat the preceding steps. You may want
  • Autodesk 495B1-05A111-1301 | User Guide - Page 652
    You can view histograms for the red, green, or blue channels, or you can view the histogram for the entire image (RGB). NOTE If vertical lines are too small to be viewed, you can zoom in by placing the cursor in the histogram viewer and then using the Up arrow and Down arrow keys. CC Histogram
  • Autodesk 495B1-05A111-1301 | User Guide - Page 653
    (a) Input (b) Output NOTE The CC Histogram's input and output level controls' fields are animatable attributes-see Setting Keys Manually on page 676 and Validating and Applying the Expression String on page 729. Input Sliders The Input sliders below the histogram viewer are used to
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    2 Select Master, Shadows, Midtones, or Highlights to select the areas of the image that you want to modify. 3 Select Main, Red, Green, or Blue to select the channel that you want to work with. 4 Do one of the following: ■ Position the cursor on the black slider below the histogram. Set the level
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    4 Do one of the following: ■ Position the cursor on the black slider below the Output levels bar. Set the level until the value that you want to use as the lower limit for the color range appears in the Minimum field. The shadow areas are lightened. ■ Position the cursor on the white slider below
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    To see the effects of the curves on color balance: 1 Open the CC Basics UI. 2 Under Balance, adjust the Hue and Gain to set the color balance for each of the Shadow, Midtone, and Highlight ranges. 3 Go back to the Ranges controls and set the curves. 4 Go back to the CC Basics controls. Without
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    represented in blue, all the ones above the range in red, and the ones within the range are desaturated, almost turned to grayscale, to provide context and better locate the out of range pixels with respect to image features. To view the Clamped Mask or Clamped Map: ➤ Normally, you will not connect
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    ■ CMY ■ HSV ■ HLS ■ Y'CbCr (YUV) 709 ■ Y'CbCr (YUV) 601 ■ YIQ ■ CIE XYZ ■ CIE Yxy ■ CIE L*a*b* ■ CIE L*u*v* Processing Images with Photo Lab The Photo Lab tool lets you simulate camera exposure and photo development changes in images. You can change the exposure to brighten or darken an image in
  • Autodesk 495B1-05A111-1301 | User Guide - Page 659
    NOTE Many of the Photo Lab tool's fields are animatable attributes-see Setting Keys Manually on page 676 and Validating and Applying the Expression String on page 729. Setting Exposure, Contrast, Pivot Point, and Lift of an Image ■ Exposure Exposure
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    To uniformly modify the levels on all channels or on a single channel of an image: 1 From the Tools tab, drag a Photo Lab tool from the Color Correction folder to the dependency graph in the Schematic view. 2 Select exposure and contrast units. 3 Set Printer Lights per F-stop by dragging the field
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    To modify the levels of an image using the trackball: ➤ Drag the trackball to modify levels in the image. NOTE To reset the trackball, channel, and luminance levels, select the Reset button below the trackball or the Reset button in Tool Options area on the right side of the UI (the latter resets
  • Autodesk 495B1-05A111-1301 | User Guide - Page 662
    2 From the Remap Color UI, select a mode in which to remap the color: ■ Linear: Maps a given range of the input values to the output interval. You can specify which luminance value in the input maps to black and which one maps to white. In this mode, you can click the Clamp button to have the curve
  • Autodesk 495B1-05A111-1301 | User Guide - Page 663
    Mode: Use: To: decrease to darken. EXRD- Exp isplay Set the exposure of the image. You can lighten or darken the image to reveal detail in the high or low end. Defog Compensate for fogging due to stray light in the recording device. Knee Low and Knee Hi Set the white level of the image,
  • Autodesk 495B1-05A111-1301 | User Guide - Page 664
    NOTE The histogram is not updated during playback. To frame the histogram: ➤ Under Histo View, click the Frame button. To view the source or result histogram: ➤ Under Histo View, click the button beneath the Frame button and select Source or Result. To zoom the histogram: ➤ Under Histo View, enter a
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    a dashed color bar indicates the changes you've made to the color, relative to the source color you set. To set the source color: ➤ Click the Source color pot and select a color from the image in the Player. The result color is automatically generated. Working with Curves You can view and set values
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    2 Do any of the following: ■ Click the control point in the middle of the curve and adjust the tangent handles. ■ Add control points by pressing the Plus (+) sign and clicking the curve. Press the Esc or zero (0) key when you're done. ■ Delete control points by pressing the Minus (-) sign and
  • Autodesk 495B1-05A111-1301 | User Guide - Page 667
    can reset the threshold field by selecting Reset in Tool Options. NOTE The Solarizing tool's Threshold field is an animatable attribute-see Setting Keys Manually on page 676 and Validating and Applying the Expression String on page 729. Creating a Monochrome Image You can convert a color image into
  • Autodesk 495B1-05A111-1301 | User Guide - Page 668
    ■ You can reset the Amount field by selecting Reset in Tool Options. NOTE The Gray tool's Amount field is an animatable attribute-see Setting Keys Manually on page 676 and Validating and Applying the Expression String on page 729. Converting an Image to sRGB Use the sRGB tool to convert an
  • Autodesk 495B1-05A111-1301 | User Guide - Page 669
    in the Schematic view. 2 Select the output depth and set the exposure. NOTE The sRGB tool's Exposure field is an animatable attribute-see Setting Keys Manually on page 676 and Validating and Applying the Expression String on page 729. Converting an Image to sRGB | 657
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    658
  • Autodesk 495B1-05A111-1301 | User Guide - Page 671
    Marks on page 668 ■ Contextual Menus on page 670 ■ Keyframing Workflows on page 674 ■ Marking Attributes for Keyframing on page 674 ■ Setting Keys Manually on page 676 ■ Setting Keyframes Automatically on page 680 ■ Editing Keyframes in the Tool UI on page 681 ■ Editing Keyframes in the Animation
  • Autodesk 495B1-05A111-1301 | User Guide - Page 672
    can edit the animation by editing its curve in Animation Editor or by modifying the attribute values in the Tool UI. You can set keyframes manually or automatically-see Setting Keys Manually on page 676 and Setting Keyframes Automatically on page 680. 660 | Chapter 27 Animation
  • Autodesk 495B1-05A111-1301 | User Guide - Page 673
    The Animation Tab The Animation tab is where you can edit animations in the tool UI. It is composed of three areas: Use: To: Composition Browser View tool parameters and set keyframes in the current animation-see Composition Browser on page 661. Animation Editor Display the animation curves
  • Autodesk 495B1-05A111-1301 | User Guide - Page 674
    You can also select other filter types from the Filter list. Animation Editor The Animation Editor allows you to work in either a curve view or a track view. Click the View button in the Animation Tab Property Area to choose one or the other. For further information on other options for the
  • Autodesk 495B1-05A111-1301 | User Guide - Page 675
    (a) Time cursor The time cursor is displayed as a vertical yellow line and can be moved along the time range by dragging it. The time cursor position represents the current frame. You can move to any frame by dragging the yellow current frame cursor to the new frame number. Tracks View The tracks
  • Autodesk 495B1-05A111-1301 | User Guide - Page 676
    located between the Animation Editor and Composition Browser to the left or right. 3 To reset a separator to its previous location, you can move it manually or press Ctrl + click. 4 You can also use your mouse wheel to resize the editor. Animation Editor Feedback To help simplify large and complex
  • Autodesk 495B1-05A111-1301 | User Guide - Page 677
    (a) Blue channel of Photolab's Lift attribute (b) Cursor on curve ■ Keyframe values highlighting When you position the cursor over a keyframe, the keyframe coordinates are displayed beside the cursor, just under the name of the input. When you move a keyframe, the updated value is displayed, as well
  • Autodesk 495B1-05A111-1301 | User Guide - Page 678
    The Animation Property Area The Property Area is used to switch the display from curves to tracks, apply curve functions, and edit keyframe parameters. The Property Area contains the following parameters. Select: To: Auto Tangent Toggle Auto Tangent on or off for selected keyframes when fine
  • Autodesk 495B1-05A111-1301 | User Guide - Page 679
    Select: To: Interpolation Select from a list of extrapolation types to set the interpolation of selected keys. Extrapolation Select from a list of extrapolation types to define the shape of a curve after the selected keyframes. Move to previous keyframe. Move to next keyframe. Delete keyframe.
  • Autodesk 495B1-05A111-1301 | User Guide - Page 680
    Select: To: Move to previous keyframe. Set keyframe. Move to next keyframe. Set keyframes automatically-see Setting Keyframes Automatically on page 680. Working with Cue Marks Cue marks are time-based points of interest with annotations. They function as high-level keyframe controls that let you
  • Autodesk 495B1-05A111-1301 | User Guide - Page 681
    (a) Cue marks in Animation Editor To set a cue mark to a specific frame of a film clip: 1 Do one of the following: ■ Drag the time cursor in the Player navigation bar (or type in the frame number) to the frame on which you want to set a cue mark. ■ Play the composition, so that you can add cue marks
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    Adding and Renaming Cue Marks You can keep track of your cue marks by renaming them. There are several ways you can do this: To rename to a cue mark using the Cue Marks tab: 1 Select the Cue Marks tab in the tool UI. The list of cue marks appears (by default, unnamed cue marks are numbered in
  • Autodesk 495B1-05A111-1301 | User Guide - Page 683
    Navigating the Animation Editor Contextual navigation controls are available for both Keyframes and Cue Marks. They let you perform the following operations: Select: To: Next (Keyframes) Move the time cursor to the next keyframe among the selected curves. Previous (Keyframes & Cue Marks) Move
  • Autodesk 495B1-05A111-1301 | User Guide - Page 684
    Select: To: Select Next (Keyframes & Cue Marks) Select next keyframe or curve. Select Previous (Keyframes & Cue Marks) Select previous keyframe or curve. Select All (Keyframes & Curves) Select all keyframes or curves. Deselect All (Keyframes & Curves) Deselect all keyframes and curves. Add
  • Autodesk 495B1-05A111-1301 | User Guide - Page 685
    Selecting Keyframes For the Contextual selection controls, see the Contextual navigation controls, in Navigating the Animation Editor on page 671. Setting Cue Marks There are several options related to cue marks. For more information see, Navigating the Animation Editor on page 671. NOTE The first
  • Autodesk 495B1-05A111-1301 | User Guide - Page 686
    attributes for keyframing-see Marking Attributes for Keyframing on page 674. ■ Set a keyframe by selecting the Set Keyframe button-see Setting Keys Manually on page 676. ■ Setting keyframes automatically - see Setting Keyframes Automatically on page 680. ■ See also Working with Cue Marks on page 668
  • Autodesk 495B1-05A111-1301 | User Guide - Page 687
    You can also mark attributes by right-clicking a value editor and choosing one of the following options: Select: To: Mark Tool Mark all animatable attribute labels of the current tool. Note that this is only available if no attribute is presently marked in the tool node. Mark Mark current
  • Autodesk 495B1-05A111-1301 | User Guide - Page 688
    an attribute field where you will be given the same Unmark All and Unmark Tool and Unmark options provided in the tool UI. Setting Keys Manually You can set keyframes for any animatable parameter at any time, and in any order. When you add a keyframe, the interpolation between the previous and
  • Autodesk 495B1-05A111-1301 | User Guide - Page 689
    , you'll be creating a simple animation that would change the amount of gray in an image over the span of 96 frames. You'll be manually setting keyframes using the tool UI. NOTE It is assumed that the composition is loaded and that the Gray tool has been added to the
  • Autodesk 495B1-05A111-1301 | User Guide - Page 690
    2 At the first frame leave the value at 1.00000. 3 Select the Set Keyframe button in the Tool Options (see Node-Specific Tabs on page 26) or the Player controls. A green line appears at the top of the attribute label, indicating that the attribute is now animated and has a keyframe at the current
  • Autodesk 495B1-05A111-1301 | User Guide - Page 691
    Example: Animating Using the Composition Browser You can also use the Composition Browser to manually set keyframes. The following procedure uses the same example of adjusting the amount of gray in an image. NOTE It is assumed that the film
  • Autodesk 495B1-05A111-1301 | User Guide - Page 692
    NOTE When you move the time cursor to the next frame, you will notice that the green line turns red, indicating that the attribute is animated, but has no keyframe at the current frame. 6 Click in the value editor in the Composition Browser and either type the new amount of gray, then press Enter,
  • Autodesk 495B1-05A111-1301 | User Guide - Page 693
    Editing Keyframes in the Tool UI Aside from modifying attribute values, you can also perform a variety of common operations by right-clicking in a value field, then selecting an operation from the menu. The following table lists these operations and describes their function: Select: To: Copy
  • Autodesk 495B1-05A111-1301 | User Guide - Page 694
    Editing Keyframes in the Animation Editor The Animation Editor gives you precise control over keyframes and animation between keyframes. You can also move a keyframe in time in the Animation Editor. To edit a keyframe in the Animation Editor in the Animation tab: 1 In the Property area, select View
  • Autodesk 495B1-05A111-1301 | User Guide - Page 695
    Adding and Deleting Keyframes You can add or delete keyframes in a variety of ways when focused in a Animation Editor. To add a single keyframe to an animation curve: 1 Press and hold the Alt key. 2 Place the cursor on the curve at the point where you want to add a keyframe. 3 Click once. A single
  • Autodesk 495B1-05A111-1301 | User Guide - Page 696
    5 Click once. The keyframe is deleted. To remove more than one keyframe with a single mouse click, enlarge the cursor so that it encircles several keyframes. 6 Click once. All keyframes within the area of the cursor are deleted. To quickly delete a series of keyframes along an animation curve: 1
  • Autodesk 495B1-05A111-1301 | User Guide - Page 697
    Precision Keyframe Editing There are several precision keyframe editing controls available to you in the form of hotkeys. The following section lists the hotkeys, their function, and how the keyframe appears in the editor-see Animation Editor on page 662. Hotkey and Function Keyframe in Animation
  • Autodesk 495B1-05A111-1301 | User Guide - Page 698
    Hotkey and Function Shift + O Locks tangent orientation Keyframe in Animation Editor Ctrl + Shift + L (Windows and Linux) or Cmd + Shift + L (Mac OS) Unifies tangent length Ctrl + Shift + O (Windows and Linux) or Cmd + Shift + O) (Mac OS) Unifies tangent orientation NOTE To return the keyframe to
  • Autodesk 495B1-05A111-1301 | User Guide - Page 699
    joins the keyframes. You can set the interpolation for an entire curve or for individual keyframes. The following interpolation methods are supported: ■ Constant (key values do not change in time between keys, tangents are absent) ■ Linear (straight interpolation between keys, tangents are absent
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    the effects of extrapolation only if the film image has frames before the first keyframe or after the last keyframe. The following extrapolation types are supported: ■ Constant Applies the value at the first or last keyframe to all the frames that come before or after the last or first keyframe
  • Autodesk 495B1-05A111-1301 | User Guide - Page 701
    Modifying the current editing time (the time at which the editors are currently parked) in any way, clears the temporary modifications if the attribute is animated. You can change the editing time using the Player controls. This is how existing applications usually deal with temporary modifications,
  • Autodesk 495B1-05A111-1301 | User Guide - Page 702
    Global Time vs. Local Time Global time is the time a Player, Schematic, or Animation Editor view uses. This time may be either master or standalone time. Remember, you can use master and standalone time to synchronize or separate playback between two or more views-see Playing Back in Multiple Views
  • Autodesk 495B1-05A111-1301 | User Guide - Page 703
    Time Tools 28 Topics in this chapter: ■ Retiming Footage with the Retimer Tool on page 691 ■ About Timing Curves on page 692 ■ Converting the Frame Rate on page 695 ■ Offsetting Time on page 696 Retiming Footage with the Retimer Tool The Retimer tool lets you generate output footage at a frame
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    About Timing Curves Time warps are created by modifying the timing of the source footage or by changing its playback speed. When you change a clip's timing, you are essentially changing the time that it takes for a clip to reach a given frame. For example, in a 100-frame clip, you can adjust the
  • Autodesk 495B1-05A111-1301 | User Guide - Page 705
    Use: To: Editor. For example, you can add keyframes and have the output frames jump ahead, repeat, run backwards, slow down, or speed up. The Current Frame field will display the input frames and the Frames value editor will display the mapped output frame. Use: Seconds To: Control the mapping of
  • Autodesk 495B1-05A111-1301 | User Guide - Page 706
    Position motion vector. This reference motion vector offset changes over time using the velocity of "neutralized" vectors, so you will seldom have to manually set offset keyframes using Reference Position. Set the amount of blur to apply at the reference position. A value of zero means that no
  • Autodesk 495B1-05A111-1301 | User Guide - Page 707
    When in Blend interpolation mode, the Retimer has the same frames, seconds and speed controls as in the Warp interpolation mode. In addition, it also has the Mix control: Use: Mix To: Control the number of next and previous frames to blend. Converting the Frame Rate You can convert the frame rate
  • Autodesk 495B1-05A111-1301 | User Guide - Page 708
    Offsetting Time You can define a time offset (in units of frames) for an input source with the Time Offset tool. Time offsets are useful when you need to animate local time (tool time) to a master cue. To define a time offset for an input source: 1 In the Tools tab, drag the Time Offset tool to the
  • Autodesk 495B1-05A111-1301 | User Guide - Page 709
    2 Under Display, select the Tool option. Note that the animation curve changes to reflect the time offset that has been applied and global time frame markers appear. (a) Global time cursor as shown when Animation editor display is set to Composition Offsetting Time | 697
  • Autodesk 495B1-05A111-1301 | User Guide - Page 710
    (a) Tool time cursor (b) Global time frame markers 698 | Chapter 28 Time Tools
  • Autodesk 495B1-05A111-1301 | User Guide - Page 711
    Customization Tools 29 Topics in this chapter: ■ The Macro Super Tool on page 699 The Macro Super Tool The Macro super tool lets you design your own tool. You can drag tools from the Tools tab directly into the Macro super tool in order to customize it for your composition. 699
  • Autodesk 495B1-05A111-1301 | User Guide - Page 712
    To use the Macro super tool: 1 Do one of the following: ■ Middle-click your mouse or press the tilde key (~) to open the Gate UI. Swipe to the east to open the Tools tab. From the Tools tab, select the Macro super tool or select a Macro super tool preset, if you have previously created one. Drag the
  • Autodesk 495B1-05A111-1301 | User Guide - Page 713
    ■ Or, from the Schematic view, select the nodes that you want to include in the Macro super tool, right-click and then select Create Macro. 2 Click the Macro super tool to display the Macro tab in the Tool UI. Notice that most of the tab is empty. You'll customize the tab with the tool inputs that
  • Autodesk 495B1-05A111-1301 | User Guide - Page 714
    On the left side of the tab, the Customize UI button allows you to customize the Tool UI. The Customize UI button is enabled once you are in edit mode. Just above the Customize UI button, there are six more buttons. Once you have added tools to the Macro super tool, you can assign each of these
  • Autodesk 495B1-05A111-1301 | User Guide - Page 715
    Once inside the Macro super tool, what you see will depend on whether you connected the tool to a dependency graph or not. If the Macro super tool is not connected to a dependency graph, you will see an input and an output image, which are simply placeholders that represent the Macro's potential
  • Autodesk 495B1-05A111-1301 | User Guide - Page 716
    You'll notice that when you click on any of the tools you've added to the Macro super tool, the tab corresponding to the tool in the Tool UI will specify that it is part of the Macro super tool. To customize the Macro super tool: 1 Once you have added tools to the Macro super tool, click the
  • Autodesk 495B1-05A111-1301 | User Guide - Page 717
    4 Click the Macro sub-menu to reveal the tools that you added to the Macro super tool. 5 Now you can open each tool individually and load the tool inputs that you want into the Tool UI of the Macro super tool. The Macro Super Tool | 705
  • Autodesk 495B1-05A111-1301 | User Guide - Page 718
    You can do that by dragging and dropping tool inputs from the Macro sub-menu of the Composition view into the Tool UI of the Macro super tool. As you drag tool inputs into the Tool UI, either a green arrow or a red x will appear, indicating whether it is possible to drag the input into the Tool UI
  • Autodesk 495B1-05A111-1301 | User Guide - Page 719
    You can remove an input at any time by right-clicking it and selecting Remove. You can rename an item by double-clicking its name and entering a new name in the field. 6 Once you have determined which inputs you want to include in the Macro super tool, you can save it as a preset by clicking the
  • Autodesk 495B1-05A111-1301 | User Guide - Page 720
    the Tools tab. Select the Macro super tool. In the lower menu, right-click the Macro super tool and select Presets. To use a preset in a composition, click it and drag it into the Schematic view. 708 | Chapter 29 Customization Tools
  • Autodesk 495B1-05A111-1301 | User Guide - Page 721
    NOTE Adding a preset to a composition does not prevent you from modifying it. You can continue to add or remove tool inputs from the Macro preset and modify its UI. However, these changes will not be reflected in the composition that the preset has been added to since there is no direct link between
  • Autodesk 495B1-05A111-1301 | User Guide - Page 722
    710
  • Autodesk 495B1-05A111-1301 | User Guide - Page 723
    Vectors 30 Topics in this chapter: ■ About Motion Vectors on page 711 ■ Importing Motion Vectors From Maya on page 712 ■ Computing Motion Vectors on page 714 ■ Show Vectors on page 716 About Motion Vectors Motion Vectors are 2D vectors that represent the displacement in normalized pixel units of a
  • Autodesk 495B1-05A111-1301 | User Guide - Page 724
    NOTE To avoid nonsense backward vectors on the first frame and nonsense forward vectors on the last frame, the repeat mode of the clip should be such that the image before the first frame and the image after the last frame are similar or identical to the first and last frames, respectively.
  • Autodesk 495B1-05A111-1301 | User Guide - Page 725
    To set the motion vector options on import: 1 Open an Import Browser. 2 Browse to the render pass and select it. 3 Next, from the tool UI, enable the "Motion Vectors" button and set the Type menu to "ReelSmart." 4 Finally, set the Max Displacement to the same value that was set in Maya. In Maya, the
  • Autodesk 495B1-05A111-1301 | User Guide - Page 726
    and other image changes that violate brightness consistency may interfere with the generation of motion vectors and cause problems with your retiming operation. You may want to first fix these problems using a Paint tool or CC Basics tool for example, then calculate the adjusted forward and backward
  • Autodesk 495B1-05A111-1301 | User Guide - Page 727
    To compute motion vectors inside a composition with the Motio tool and compare retimed footage: 1 Drop a Motio tool into the Schematic view of a composition you want to retime. 2 Connect the output of the footage to the input of the Motio node. 3 Add a Retimer tool to your dependency tree, and
  • Autodesk 495B1-05A111-1301 | User Guide - Page 728
    Show Vectors The Show Vectors tool is a three input, single output image pass-through tool that allows in-player viewing of 2D vectors as overlays on an RGBA image. Images representing a 2D vector per pixel can be used as image inputs to indicate pixel displacement from one frame to another. These
  • Autodesk 495B1-05A111-1301 | User Guide - Page 729
    Backward vectors Forward and backward vectors The Show Vectors tool has the following parameters: Show Vectors | 717
  • Autodesk 495B1-05A111-1301 | User Guide - Page 730
    Select: To: Interval Set the interval between shown vectors. By default, this value is 16 (shows a vector every 16 pixels). This controls the density of the displayed vectors, and is applied to both the forward and backward vectors. Display Scale Set the display Scale of the shown vectors. By
  • Autodesk 495B1-05A111-1301 | User Guide - Page 731
    Expressions 31 Topics in this chapter: ■ About Expressions on page 720 ■ Short Expressions on page 721 ■ Expression Input Paths on page 722 ■ Visual Linking on page 722 ■ Visual Linking Methods on page 722 ■ Navigating the Expression String on page 728 ■ Validating and Applying the Expression
  • Autodesk 495B1-05A111-1301 | User Guide - Page 732
    ■ Profile Functions on page 751 ■ Conditional Functions on page 752 About Expressions Expressions are mathematical formulas that let you control any parameter that can be animated, such as translation, rotation, scaling, material, or texture. You can create almost any association between parameters,
  • Autodesk 495B1-05A111-1301 | User Guide - Page 733
    What attributes can expressions refer to? Expression strings refer to sockets by name. The sockets can be either input or output sockets. Expressions perform operations based on numerical values, therefore you do not access pixels in the context of expressions. However, you can still access
  • Autodesk 495B1-05A111-1301 | User Guide - Page 734
    inputs on a node that is in a group. Expression Input Paths To avoid having to manually enter a long expression based on the input of an attribute, you can right-click on make a connection between nodes or inputs without having to manually set expressions through the Expresso Calculator. You can link
  • Autodesk 495B1-05A111-1301 | User Guide - Page 735
    in the Tool UI The Tool UI displays editors (value editors, toggle buttons or menus) and labels. Visual linking relies on the attribute labels as zones to trigger a link gesture. Labels are already used for marking. To link the Red and Blue components of a color input in the same group: ➤ Click
  • Autodesk 495B1-05A111-1301 | User Guide - Page 736
    Once the visual link has been established, the target attribute's value assumes that of the reference attribute. A green E then appears in the A column of the Composition Browser. 724 | Chapter 31 Expressions
  • Autodesk 495B1-05A111-1301 | User Guide - Page 737
    Linking Structured Inputs Linking structured inputs is done by dragging and dropping a structured input onto another. If the target structured input's topology doesn't match the source one, the drop is not accepted (i.e. the drop feedback is not given to you while dragging the pointer). The graphic
  • Autodesk 495B1-05A111-1301 | User Guide - Page 738
    When the source and target structured inputs match (that is, when they have the same number of inputs) an expression per input is set, linking inputs individually. 726 | Chapter 31 Expressions
  • Autodesk 495B1-05A111-1301 | User Guide - Page 739
    Visual Linking between the Composition Browser and the Tool UI You can initiate a drag from the Composition Browser and drop it on a label on the tool UI, linking the source and target attributes with an expression. Visual Linking between the Composition Browser and the Tool UI | 727
  • Autodesk 495B1-05A111-1301 | User Guide - Page 740
    local position in the string. This lets you simply tap with a pen and insert expression tokens without having to move the cursor position manually. Expression functions and operators are grouped by categories. The Math category of functions is available by default. Although you can type into the
  • Autodesk 495B1-05A111-1301 | User Guide - Page 741
    Validating and Applying the Expression String Once you have entered the expression, you need to validate it. This is done by pressing the Enter key on your keyboard. If no error is found, the expression is parsed and validated. An invalid expression string returns an error message in the taskbar at
  • Autodesk 495B1-05A111-1301 | User Guide - Page 742
    NOTE You can zoom the view by placing the cursor inside the view and using the Up and Down arrow keys, or by using Ctrl + Spacebar + click (Windows and Linux) or Cmd + Spacebar + click (Mac OS). You can also pan the view by simultaneously holding down the Spacebar on the keyboard and the left mouse
  • Autodesk 495B1-05A111-1301 | User Guide - Page 743
    NOTE To return to the main Expresso Calculator view, select the Comment button again. Editing an Expression You can easily edit an expression. To edit an expression: 1 Right-click the parameter field that contains the expression you want to edit. 2 From the menu select Edit Expression. The Expresso
  • Autodesk 495B1-05A111-1301 | User Guide - Page 744
    3 Edit and reapply the expression. To save time, you can cycle through the various expression tokens that make up the string by using Alt + slash (/) on the keyboard. This is particularly useful when you are not sure of the exact sequence or writing convention of the expression string. Removing an
  • Autodesk 495B1-05A111-1301 | User Guide - Page 745
    This example consists of a simple animation where the Photo Lab red channel Gain attribute drives the Radial Ramp tool's Y Center attribute-see Setting Keys Manually on page 676, Radial Ramp Tool on page 426, and Processing Images with Photo Lab on page 646. NOTE It is assumed that you currently
  • Autodesk 495B1-05A111-1301 | User Guide - Page 746
    5 In the Radial Ramp tool UI, modify the following attribute values with the following settings: Attribute New Setting Start Color Green (G) channel 0.500 X Radius 30 Y Radius 16 X Falloff 85 Y Falloff 116 The Radial Ramp should look like this. You can now set an expression for the Y
  • Autodesk 495B1-05A111-1301 | User Guide - Page 747
    6 Right-click inside the Y Center value field. And select Set Expression. The Expresso Calculator appears along with a dashed green line at the top of the Y Center value field. This indicates that an expression has been applied. Example: Using Linked Attributes to Drive Animation | 735
  • Autodesk 495B1-05A111-1301 | User Guide - Page 748
    (a) Bar above value changes to a dashed green line 7 In the text field at the top of the calculator, type in the following expression string. This string is typical of what an expression looks like. The Y Center of the Radial Ramp points to the red channel of the gain controls in the Photo Lab tool,
  • Autodesk 495B1-05A111-1301 | User Guide - Page 749
    By opening a Composition Browser view, you can see the socket names of each tool attribute once the menus are expanded. You can use these names as a reference when creating expression strings, as this is how they should look in the expression. NOTE When cycling through and selecting a tool's
  • Autodesk 495B1-05A111-1301 | User Guide - Page 750
    12 In intervals of 20 keyframes, increase the gain on the red channel, so that it is at its maximum by frame 100. 13 Play the animation. Example: Using Functions to Drive Animation This example shows you how pre-established functions can be used as expressions to drive animation-see Expression
  • Autodesk 495B1-05A111-1301 | User Guide - Page 751
    4 Right-click the Noise Seed value field and select Set Expression from the menu. The Expresso Calculator appears along with a dashed green line at the top of the Noise Seed value field. This indicates that an expression is about to be applied, or has already been applied. (a) Dashed green line
  • Autodesk 495B1-05A111-1301 | User Guide - Page 752
    An empty expression appears in the text field. NOTE If you are familiar with the syntax of expressions, you can type them directly into the text field. As the TrueRand function description indicates (see Random Number Functions on page 749) the function returns a truly random value between two given
  • Autodesk 495B1-05A111-1301 | User Guide - Page 753
    Another expression that can be used to create random noise with the Noise tool is the Abs math function. This expression indicates the Noise Seed is based on an absolute value (anything between 0 and 1) of the angle (in radians) of the sine wave created by the current time (t). It is then multiplied
  • Autodesk 495B1-05A111-1301 | User Guide - Page 754
    immediately access the display settings and options. 2 Select Tool Output to view the results of the Reaction composition in the Player. 3 Under Guides, select Frame Outline. 4 Under Reaction, select Interactivity. To create an animation in Reaction using expressions: 1 From the Tools tab, drag the
  • Autodesk 495B1-05A111-1301 | User Guide - Page 755
    4 At the bottom of the Layer Editor, select Box and click Create. A new layer (a cube) is added to Reaction. Rename the layer by clicking in its text field and pressing F2. Type in the new name, Box1, and press Enter. Depending on which preset you have chosen to view, the box you have created most
  • Autodesk 495B1-05A111-1301 | User Guide - Page 756
    axes icon in the Player, go to the Player display options and select Tool Output under Display, and Icons under Guides. 7 Mark the X and Y Position attributes for keyframing. 8 Select Autokey. 9 Using the Translate tool, create a motion path with the cube in Autokey to the right-hand
  • Autodesk 495B1-05A111-1301 | User Guide - Page 757
    NOTE Unfortunately, it is beyond the scope of this guide to provide examples of all the expressions and possible combinations of functions that you can use to drive animations. The examples provided are just a small
  • Autodesk 495B1-05A111-1301 | User Guide - Page 758
    Expression Table Description Profile Functions Returns values based on curve profiles-see Profile Functions on page 751. Conditional Functions Returns values based on explicit conditions-see Conditional Functions on page 752 Arithmetic Operators Use the following arithmetic operators to perform
  • Autodesk 495B1-05A111-1301 | User Guide - Page 759
    Comparison Operator >= && || ! Description Greater than or equal to Boolean AND Boolean OR Boolean NOT Operator Precedence When you combine several operators in a single expression, the operations are performed in the following order. Order Operator Description 1 ! Boolean NOT 2 - Negation
  • Autodesk 495B1-05A111-1301 | User Guide - Page 760
    Function Description Sqrt (number) Returns the square root of a given number. Mod (number, divisor) Returns the remainder from dividing one number by another. Average (number1, number2) Returns the average of the given values. Log (number) Returns the logarithm to base 10 of the given value
  • Autodesk 495B1-05A111-1301 | User Guide - Page 761
    Function Description Distance (pos1, pos2) Returns the distance between the two points represented by the vectors pos1 and pos2. relangle relangle (point1, point2, delta1, delta2): returns the angle between two vectors (point1,point2) and (point1+delta1,point2+delta2). All parameters are 2D
  • Autodesk 495B1-05A111-1301 | User Guide - Page 762
    Rounding Functions Function Round (number) Ceil (number) Floor (number) Trunc (number) Description Returns a number rounded to the nearest integer. Rounds a number up to the next integer value regardless of its value. Rounds a number down to the next integer value regardless of its value. Returns
  • Autodesk 495B1-05A111-1301 | User Guide - Page 763
    Constants Constant PI E Description Archimedes' Constant (PI = 3.14159265358979323846264338327950) Natural logarithmic base (E = 2.71828182845904523536028747135266) Time Functions Function t Eval Description Returns the current time in seconds. Returns the value of a given expression at another
  • Autodesk 495B1-05A111-1301 | User Guide - Page 764
    Conditional Functions Function If(expr1, expr2, expr3) Description Returns the value of the second or third expression, depending on the evaluation of the first one: if expr1 evaluates to true, returns to expr2; returns expr3 otherwise. Expr1 is a boolean expression. Expr2 and expr3 can be two
  • Autodesk 495B1-05A111-1301 | User Guide - Page 765
    Tracking and Stabilizing 32 Topics in this chapter: ■ About Tracking and Stabilizing on page 754 ■ Tracking Concepts on page 754 ■ Stabilizing Concepts on page 755 ■ Tracker UI on page 755 ■ Tracking Workflow on page 757 ■ Choosing a Reference Point on page 762 ■ Positioning the Reference Box on
  • Autodesk 495B1-05A111-1301 | User Guide - Page 766
    About Tracking and Stabilizing Understanding how to use the Tracker tool and apply the tracking data to elements in a composition, and determining to which parameters you want to apply the tracking data are key factors for producing basic to complex effects. The more experience you gain from using
  • Autodesk 495B1-05A111-1301 | User Guide - Page 767
    Control points of an object The shape of the object changes to reflect the motion of the reference feature its control points are locked to. For example, if you want to replace the label on an actor's clothing, each corner on the new label would track a corner on the old label. The shape of the new
  • Autodesk 495B1-05A111-1301 | User Guide - Page 768
    (a) Tracker browser (b) Add Analyzer (c) Display controls (d) Analyze controls (e) Reference box controls (f) Tracker box controls (g) X and Y shift controls Use: Tracker Browser To: View a list of all tracker analyzers you add to the tracker. Rightclicking any tracker analyzer to display a list
  • Autodesk 495B1-05A111-1301 | User Guide - Page 769
    Use: Tolerance Snap Reference Tracker B Shift To: if the reference feature undergoes lighting changes, choosing Roaming increases the chances of finding a match at each frame. Set how much tolerance for error there is in locating a match for the reference box. A keyframe is only set for the frame
  • Autodesk 495B1-05A111-1301 | User Guide - Page 770
    To add a Tracker tool to the dependency graph: ➤ Do one of the following: ■ From the Tools tab, drag the Tracker tool to Schematic. ■ From the Tools tab, open the Tracker folder and drag the Tracker Analyzer tool to Schematic. You do not need to attach it directly to the dependency graph but rather
  • Autodesk 495B1-05A111-1301 | User Guide - Page 771
    To create Trackers and Tracker Analyzers for 4-point tracking using the Create Trackers feature: 1 Add a 2D Transform tool to the dependency graph. 2 Select 4 Point from the Transform Type menu. 3 Right-click the Source label and select Set Trackers. The Tracker Selector window is displayed. 4
  • Autodesk 495B1-05A111-1301 | User Guide - Page 772
    A Tracker with four Tracker Analyzers is created in the dependency graph. To add a Tracker and Tracker Analyzer for a single point in a shape (Warp 2D, Remove Dust, Garbage Mask): 1 Select the point you want tracked in the Player. 760 | Chapter 32 Tracking and Stabilizing
  • Autodesk 495B1-05A111-1301 | User Guide - Page 773
    NOTE If you want to track all the points in the shape, use Ctrl + A to select all the shapes while your cursor is in the player. 2 Right-click the point and select Set Trackers. The Tracker Selector window is displayed. NOTE You can also right-click the Position label under the Point # label to
  • Autodesk 495B1-05A111-1301 | User Guide - Page 774
    3 Toggle the Create Trackers button and click Link. A Tracker and Tracker Analyzer is created in the dependency graph. NOTE If you selected all the points in the shape, a Tracker Analyzer will be created for each point. Choosing a Reference Point A good reference point is a high-contrast pattern
  • Autodesk 495B1-05A111-1301 | User Guide - Page 775
    Positioning the Reference Box When you position the reference box, the tracker box automatically moves to the same location so that when you start analyzing, both boxes are positioned over the reference point. To position the reference box: 1 Go to the frame where you want to position the reference
  • Autodesk 495B1-05A111-1301 | User Guide - Page 776
    4 Click and hold the reference box and drag it over the pattern you want to track (in the example below, the rider's head). The reference box is magnified to make it easier to select a position. By default, the tracker box stays with the reference box. Resizing the Reference and Tracker Boxes You
  • Autodesk 495B1-05A111-1301 | User Guide - Page 777
    with no other details that may change throughout the footage, you minimize the possibility of the tracker losing the reference point. NOTE Sometimes a small reference point does not give good results. Try enlarging the box to include more of the selected feature. Note that the larger the box, the
  • Autodesk 495B1-05A111-1301 | User Guide - Page 778
    (a) Resize height cursor (b) Resize width cursor (c) Resize proportionally cursor ■ To resize a box interactively on the frame, position the cursor on the edge of the box you want to resize. The cursor changes shape. Drag the box to the desired dimension. ■ To use the Tracker or Tracker Analyzer
  • Autodesk 495B1-05A111-1301 | User Guide - Page 779
    To reset the reference box: ➤ Do one of the following: ■ Click Reset at the bottom of the Reference label portion of the UI. The reference box size is reset to its default values and it is positioned in the center of the Player window. ■ Type values into the respective value fields and click Enter.
  • Autodesk 495B1-05A111-1301 | User Guide - Page 780
    To reset the shift values: ➤ Do one of the following: ■ Under Shift, click Reset. The shift values are reset to their default values. ■ Type values into the respective value fields and press Enter. To reset a tracker: 1 Select the tracker from the File Browser. 2 Click Reset in the Tool Options. The
  • Autodesk 495B1-05A111-1301 | User Guide - Page 781
    To change the color of a tracker: 1 In the File Browser, click the Tracker that corresponds to the tracker you want to change. 2 Under Display, click the color pot next to Color. The color picker appears. 3 Select a new color that can be easily seen in the footage and click Set. The tracker changes
  • Autodesk 495B1-05A111-1301 | User Guide - Page 782
    2D tool. To track position: 1 Play the footage a few times to evaluate what reference feature you want to use and if there are any foreseeable problems for the tracking. 2 Determine a good reference frame. In this example, it is the first frame of the footage. 3 From the Tools tab, drag a Tracker
  • Autodesk 495B1-05A111-1301 | User Guide - Page 783
    5 Click Analyze Forward to track reference position in the footage. 6 From the Tools tab, open the Composition folder and drag a Blend and Comp node to the dependency graph between the footage node and the Output node. 7 Connect the bird footage to the Back input of the Blend and Comp node. Tracking
  • Autodesk 495B1-05A111-1301 | User Guide - Page 784
    8 The image of the arrow is then dragged into Schematic and linked to the composition and attached to the Front input of the Blend and Comp node. 9 A 2D Transform tool is then added between the arrow image and the Blend and Comp node. Select the 2D Transform node. 10 From the 2D Transform tool UI,
  • Autodesk 495B1-05A111-1301 | User Guide - Page 785
    The arrow is tracked to the tip of the bird's wing. Play the footage. Tracking the Scale of an Object In some cases, you may want the object to remain stationary and track only changes in scale. For example, assume that a camera is looking down a straight road at a car approaching. You need to track
  • Autodesk 495B1-05A111-1301 | User Guide - Page 786
    2 Select the Tracker Analyzer tool from the Tools tab and drag it to the Schematic. You do not need to attach it directly to the dependency graph as it is not going to be modifying the image but rather, you will be using data associated with that tracker. 3 Attach the composition to the input of the
  • Autodesk 495B1-05A111-1301 | User Guide - Page 787
    An expression is automatically created linking the tracking data to the scaling of the new license plate. 18 Play the footage to view the result. NOTE When tracking data needs to be applied to more than one layer in a composition, add an extra axis node to the dependency graph and connect it to the
  • Autodesk 495B1-05A111-1301 | User Guide - Page 788
    as it is not going to be modifying the image but rather, you will be using data associated with that tracker. 3 Attach the composition to the input of the tracker. 4 Add a second Tracker Analyzer 5 Place the first Tracker over the pivot point of the rotation you want to track. 6 Click Analyze
  • Autodesk 495B1-05A111-1301 | User Guide - Page 789
    (a) Axis node connected to two layers inside Reaction. 4-Point Tracking In order to correctly project images onto televisions, bulletin boards, and other quadrilaterals in an image sequence use the 4-Point tracking workflow. With four-point tracking (also known as corner pinning), you use four
  • Autodesk 495B1-05A111-1301 | User Guide - Page 790
    To corner pin and track a bilinear surface to background footage: 1 In the Schematic view, the basic dependency graph has been set up with the following nodes: Node Input image (front) Input image (back) Keyer Tracker super tool Blend & Comp 2D Transform Output Purpose This is the footage that
  • Autodesk 495B1-05A111-1301 | User Guide - Page 791
    3 Create four Tracker Analyzers and name them as per their corner positions, then position them in the locations that will make up the four corners to pin. 4 Adjust the Display, Analyze, Reference box and Tracking box settings. 5 Analyze each track (do not forget to reset the footage back to the
  • Autodesk 495B1-05A111-1301 | User Guide - Page 792
    6 Connect the RGBA output from the Keyer to the Front input of the Blend & Comp node, and the output of the second image into the Back input of the Blend & Comp node. 7 Add a 2D Transform tool to the graph between the second image and the Blend & Comp node. 8 With the 2D Transform tool highlighted,
  • Autodesk 495B1-05A111-1301 | User Guide - Page 793
    in parts of the clip where it is hidden, then continue tracking it normally when it reappears. This can prevent or reduce the need to manually reposition the tracker box during an analysis. To use tolerance to track a temporarily hidden object: 1 Analyze the footage with full (100%) tolerance. 2 The
  • Autodesk 495B1-05A111-1301 | User Guide - Page 794
    Correcting Errors If the tracker box strays from the reference point that it is supposed to be tracking, incorrect keyframes result. If such an error occurs, you can stop the analysis, correct it, and restart it at any frame. There are a number of different methods you can try to correct tracking
  • Autodesk 495B1-05A111-1301 | User Guide - Page 795
    the boundaries of the tracker box during analysis, the tracker box strays from the reference point and produces incorrect keyframes. Although you can manually correct these keyframes, it is easier to make the tracker box large enough to accommodate the movement of the reference point. Note that
  • Autodesk 495B1-05A111-1301 | User Guide - Page 796
    In general, the reference frame is the first frame of the sequence. The choice of reference point depends on whether you are tracking or stabilizing. When tracking, the reference point is a feature you want to track; when stabilizing, the reference point represents the point around which the image
  • Autodesk 495B1-05A111-1301 | User Guide - Page 797
    When the analysis is complete, you can 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 footage. To track, the Stabilizer applies the Shift values as is. To stabilize, the Stabilizer inverts
  • Autodesk 495B1-05A111-1301 | User Guide - Page 798
    1-point Stabilizing 1-point stabilizing is useful when the motion you want to remove is horizontal/vertical (side-to-side/up and down). Hand-held camera and helicopter shots nearly always have undesired horizontal or vertical motion jitter. 786 | Chapter 32 Tracking and Stabilizing
  • Autodesk 495B1-05A111-1301 | User Guide - Page 799
    In the following example, the camera was bumped several times during filming which caused unwanted camera motion along the Y axis. To perform 1-point stabilizing: NOTE Although this example uses the Reaction tool, any tool that has position and translation parameter controls can be used to perform
  • Autodesk 495B1-05A111-1301 | User Guide - Page 800
    The Tracker Selector appears. 7 Select the Tracker Analyzer from the list and click Link. An expression is automatically created linking the tracking data to the stabilizing filter for position Y. 8 Play the footage to view the result. 2-point Stabilizing 2-point stabilizing is useful when the
  • Autodesk 495B1-05A111-1301 | User Guide - Page 801
    As in tracking, when you choose to stabilize combinations of position, scale, and rotation simultaneously, the roles of each of the points are additive: ■ If you track both scale and rotation, the first point indicates the pivot point of the rotation; the second indicates the arc of the rotation;
  • Autodesk 495B1-05A111-1301 | User Guide - Page 802
    the values of the Destination 1 and 2 boxes to create the desired stabilized position. 6 Click Link. 7 Play the clip. The unwanted motion is eliminated. NOTE You can also perform 4-point stabilization by adding 2 extra tracker analyzers. Simultaneous Stabilizing and Tracking The fact that you can
  • Autodesk 495B1-05A111-1301 | User Guide - Page 803
    2 Track the second video clip using a Tracker node with 2 trackers. A moving image of a cat was tracked. 3 Track the second video clip using a Tracker node with 2 trackers. 4 Connect the first clip into a Transform2D node 5 Set Transform Type to 2 Point. Simultaneous Stabilizing and Tracking | 791
  • Autodesk 495B1-05A111-1301 | User Guide - Page 804
    6 Click on Set Source Trackers and choose the 2 trackers from the first video clip. Make sure Use Offset is toggled to active, then click Link. 7 Click on Set Destination Trackers and choose the 2 trackers from the second video clip. Make sure Use Offset is toggled to active, then click Link. 792 |
  • Autodesk 495B1-05A111-1301 | User Guide - Page 805
    8 Add any correction using the Translation, Rotation, Scale parameters. Simultaneous Stabilizing and Tracking | 793
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    794
  • Autodesk 495B1-05A111-1301 | User Guide - Page 807
    Video Tools 33 Topics in this chapter: ■ About Video Tools on page 795 ■ Deinterlace on page 795 ■ Interlace on page 801 ■ Pulldown on page 802 About Video Tools Use the Video tools to perform the following operations: ■ Inputting interlaced material and converting it to progressive. ■ Outputting
  • Autodesk 495B1-05A111-1301 | User Guide - Page 808
    information on fields to make full frames at particular points in time. A missing pixel can be interpolated by vertical interpolation of the field at the given time or by temporal interpolation using the previous and next field or a blend of the two. Adaptive video de-interlacing calculates a
  • Autodesk 495B1-05A111-1301 | User Guide - Page 809
    the format is Non-NTSC the labels will be Upper First-Field 1 and Lower First-Field 2. 2 Set the value of the Dominance (upper or lower first). 3 If you do not know the field dominance, you can press the Guess Dominance button and it will be determined for you. Keep in mind that this may take
  • Autodesk 495B1-05A111-1301 | User Guide - Page 810
    Adjusting the Adaptive Threshold Adaptive deinterlacing is essentially controlled by the Motion Threshold, which gives a trade-off between interlacing artifacts and preservation of detail. This threshold indicates at what point a pixel is considered to be in motion. All pixels above this threshold
  • Autodesk 495B1-05A111-1301 | User Guide - Page 811
    detail, because now all pixels are being vertically interpolated, after throwing away every second line. So you must move the slider down from 100 until all interlacing artifacts disappear, as in the following image, where the Motion Threshold is 30. Here we see that the baton has no interlace
  • Autodesk 495B1-05A111-1301 | User Guide - Page 812
    Setting Spatial Interpolation The next step is to interpolate the missing vertical scanlines in areas of motion. You can select from four levels of quality with the default setting of Cubic being the best. Cubic is based on information calculated from four scanlines. Linear means to take the average
  • Autodesk 495B1-05A111-1301 | User Guide - Page 813
    or if you want to do a traditional field merge. The long answer is that if the static region of the image is undergoing lighting changes, then you need to use Linear to avoid alternating lines having different intensities. If the static region is not undergoing lighting changes and is perfectly
  • Autodesk 495B1-05A111-1301 | User Guide - Page 814
    Pulldown 3:2 pulldown is the process of going from 24 frames per second of film to 60 fields per second of interlaced video (30 video frames per second). This is usually what a Telecine does when transferring film to video. Pulldown can also be applied to convert between 24 frames per second and 50
  • Autodesk 495B1-05A111-1301 | User Guide - Page 815
    You can then select the pulldown cadence by choosing one of the following five patterns of whole (W) and split (S) frames from the Cadence menu. Whole and Split frames are a consequence of using every second input frame to create three output fields and every other input frame to create two output
  • Autodesk 495B1-05A111-1301 | User Guide - Page 816
    would only be active if the operation is set to 30i to 24p, or 25i to 24p. This starts to search for which type of cadence (one of 5 or 25 possibilities) exists. While analyzing, the Guess Cadence button will be labeled as "Cancel Guessing", and provides you with a way out of the guessing analysis.
  • Autodesk 495B1-05A111-1301 | User Guide - Page 817
    Utilities 34 Topics in this chapter: ■ About Utilities on page 805 ■ Comparison Tool on page 806 ■ Notes Tool on page 812 ■ Pass Through Tool on page 813 ■ Switcher Tool on page 814 About Utilities Utilities are analytic tools that you can use to view images without changing pixel data; they are
  • Autodesk 495B1-05A111-1301 | User Guide - Page 818
    Tool Notes Pass Through Show Tiles Switcher Description Lets you add notes to a composition-see Notes Tool on page 812. An image tool that passes its input to its output unmodified-see Pass Through Tool on page 813. Lets you..... An image tool that allows you to switch between nodes-see Switcher
  • Autodesk 495B1-05A111-1301 | User Guide - Page 819
    Access to the Display Tools Comparison tool is through the Player options menu in the south gate. By dropping a Comparison tool on the appropriate tab in the Player options, it will replace the current Comparison tool. This is similar to creating a display modifier. Enabling the Comparison tool By
  • Autodesk 495B1-05A111-1301 | User Guide - Page 820
    Selecting the Primary and Reference Inputs The comparison tool's primary input is connected to the output that the viewer would be showing without the comparison tool. The reference input is set to current composition and has all of the display options available in the normal player. They are tool
  • Autodesk 495B1-05A111-1301 | User Guide - Page 821
    Reference processed with Gray tool. To rotate the split bar around its pivot point: ➤ Drag the split bar either above or below the pivot point. Reference processed with Gray tool. To move the split bar: ➤ Drag the pivot point. You can also Ctrl + click the viewer to place the pivot point under the
  • Autodesk 495B1-05A111-1301 | User Guide - Page 822
    Reference processed with Gray tool. The region rectangle is created and modified through direct manipulation. By default the region will be centered in the viewers. There are pivot points (indicated by small boxes) on each corner and side to change the width and height of the region. The letter R
  • Autodesk 495B1-05A111-1301 | User Guide - Page 823
    Reference processed with Color Space tool. ■ Place the cursor at the location where you want the center of the region to be and press Ctrl + click. To resize the region: ➤ Drag any of the pivot points. Reference processed with Color Space tool. To show or hide a particular manipulator: ➤ Press Shift
  • Autodesk 495B1-05A111-1301 | User Guide - Page 824
    To change which area of the manipulator the reference input occupies: ➤ Press Shift + R. Use: Offset To: Set a time offset-see Linking Compositions on page 234. This parameter applies only to the reference image. Repeat Set the repeat mode -see Linking Compositions on page 234. This parameter
  • Autodesk 495B1-05A111-1301 | User Guide - Page 825
    To add notes to a composition: 1 From the Tools tab, drag a Notes tool from the Utilities folder to the dependency graph in the Schematic view. 2 In the Notes tool UI, type in your comments. Pass Through Tool The Pass Through tool is an image tool that passes its input to its output unmodified. No
  • Autodesk 495B1-05A111-1301 | User Guide - Page 826
    To delete a display modifier from the Display Pass Through placeholder: ➤ With the Display (modifier) tab active, click the Delete button in the Tool Options area. The Pass Through tool is very useful as a connection point in the dependency graph. The Pass Through tool node allows you to make
  • Autodesk 495B1-05A111-1301 | User Guide - Page 827
    visible in the Schematic view. You can also use the S hotkey to switch between inputs. To add a Switcher to a composition: 1 From the Tools & View tab, drag a Switcher tool from the Utilities folder to the Schematic view or directly into a dependency graph. 2 Connect one node to the primary input on
  • Autodesk 495B1-05A111-1301 | User Guide - Page 828
    816
  • Autodesk 495B1-05A111-1301 | User Guide - Page 829
    Hotkeys A Topics in this chapter: ■ Hotkeys on page 818 ■ Windows and Linux on page 818 ■ Login Screen on page 818 ■ General on page 818 ■ User Interface Elements on page 819 ■ Browsers on page 823 ■ Composition Hotkeys on page 824 ■ Views on page 827 ■ Tools on page 832 ■ Mac OS on page 837 ■
  • Autodesk 495B1-05A111-1301 | User Guide - Page 830
    Hotkeys The following chapter is divided into two sections: the first section describes the hotkeys for Windows and Linux on page 818, the second describes the hotkeys forMac OS on page 837. Windows and Linux The following are the Composite hotkeys for Windows and Linux. Login Screen The following
  • Autodesk 495B1-05A111-1301 | User Guide - Page 831
    Context Menus The following hotkeys are available for context, or right-click, menus. Press: To: context menu + click or right-click Display the context menu. If a keyboard includes the context menu key, it is typically located three keys to the right of the Spacebar. Select, Edit, Undo/Redo
  • Autodesk 495B1-05A111-1301 | User Guide - Page 832
    Press: Ctrl + M To: Turn the menubar on or off. Layout Presets The following hotkey is available for the layout presets. Press: To: Ctrl + Backspace Previous layout preset. Cursor The following hotkey is available for the cursor. Press: To: Ctrl + Alt + Shift + C Reset the cursor Tabs and
  • Autodesk 495B1-05A111-1301 | User Guide - Page 833
    Press: To: Double-click Select current word. Backspace Delete previous character. Delete Delete next character. Home Move to beginning of line. End Move to end of line. Left Arrow Move cursor left. Right Arrow Move cursor right. Shift + Home Select text from current position to
  • Autodesk 495B1-05A111-1301 | User Guide - Page 834
    Numeric Fields (Value Editors) The following hotkeys are available in numeric fields. Press: To: Up Arrow Increment (with autorepeat). Down Arrow Decrement (with autorepeat). Ctrl + drag Increment * 10. Alt + drag Increment / 10. Ctrl + Shift + drag Increment * 100. Alt + Shift + drag
  • Autodesk 495B1-05A111-1301 | User Guide - Page 835
    Browsers The following hotkeys are available in any browser. The Browser view and the File workspace are browsers. Press: To: Delete Delete F5 Refresh Ctrl + A Select all. Ctrl + drag Copy Ctrl + click Add to, or remove from, the selection. Shift + click Select the range between the
  • Autodesk 495B1-05A111-1301 | User Guide - Page 836
    Floating Browsers The following hotkeys are available for the Floating Browser. Press: To: Ctrl + I Activate/deactivate Floating File Browser. Alt + O Activate/deactivate floating view Ctrl + O Activate or deactivate the Floating File Browser. Esc Close the Floating Browser. Composition
  • Autodesk 495B1-05A111-1301 | User Guide - Page 837
    . Alt + Right Arrow Go to next tab. Alt + Left Arrow Go to previous tab. Shift + A Toggle Marking State of Current Selection. Alt + Left Arrow Selection History back. Alt + Right Arrow Selection History forward. Composition Hotkeys | 825
  • Autodesk 495B1-05A111-1301 | User Guide - Page 838
    Gate UI The following hotkey is available for the Gate UI. Press: To: Middle-click Display the Gate UI. (backquote key) Display the Gate UI. The backquote key ( ) shares the same key with the tilde key (~) and is located below the Esc key on the keyboard. Esc Close the Gate UI. Alt + swipe
  • Autodesk 495B1-05A111-1301 | User Guide - Page 839
    Press: Esc To: Cancel. Views The following hotkeys are available in Schematic, Animation Editor, and Player views. Press: To: Spacebar + drag Pan Home Reset zoom and pan. Up Arrow Zoom in. Down Arrow Zoom out. Ctrl + Up Arrow Integer zoom in. Ctrl + Down Arrow Integer zoom out. Ctrl
  • Autodesk 495B1-05A111-1301 | User Guide - Page 840
    Animation Editor The following hotkeys are available in the Animation Editor. Press: To: + (plus) Add key mode. - (minus) Delete key mode. Esc Cancel add/delete key mode. Shift + T Lock keyframe time. Shift + V Lock keyframe value. Shift + L Lock tangent length. Shift + O Lock
  • Autodesk 495B1-05A111-1301 | User Guide - Page 841
    Press: To: Shift + plus sign (+) Increase brush size in Delete Key mode. Shift + minus sign (-) Decrease brush size in Delete Key mode. Player The following hotkeys are available in the Player. Press: To: Shift + Z Set a region of interest (ROI). Click and drag to define an initial ROI, then
  • Autodesk 495B1-05A111-1301 | User Guide - Page 842
    Press: 9 Ctrl + R Shift + C Shift + D 0 Shift + 0 To: Display rendered output. Reset nodes. Toggle Comparison tool. Toggle Display Modifier tool. Next stream (stereo) Previous stream (stereo) Separators The following hotkey is available for manipulating UI separators. Press: To: Ctrl + click
  • Autodesk 495B1-05A111-1301 | User Guide - Page 843
    Press: To: Ctrl + drag through one or more connections Disconnect the nodes joined by that connection or by those connections. G Group or ungroup the selected node(s). Double-click Edit the selected group. Double-click (background) Exit the group. M Mute or unmute nodes. C Clean up
  • Autodesk 495B1-05A111-1301 | User Guide - Page 844
    Press: Shift + O Shift + C V + drag Shift + V + drag C + drag To: Open visual group. Close visual group. Add to visual group. Remove from visual group. Copy node Tools The following describes hotkeys available in specific tools. Garbage Mask (also applies to Remove Dust and Warp 2D tools) The
  • Autodesk 495B1-05A111-1301 | User Guide - Page 845
    Press: To: Ctrl + Shift + Left Arrow Nudge left (large). Ctrl + Shift + Right Nudge right (large). Arrow Ctrl + Shift + Up Ar- Nudge up (large). row Ctrl + Shift + Down Nudge down (large). Arrow Enter Close shape. Ctrl + A Select all control points. Ctrl + . Select next control point.
  • Autodesk 495B1-05A111-1301 | User Guide - Page 846
    Keyer The following hotkeys are available in the Keyer tool. Press: To: M Sample matte. Shift + [1-9] Sample patch [1-9]. D Sample degrain. S Spill suppress. Shift + B Adjust blend. Master Keyer The following hotkeys are available in the Master Keyer tool. Press: To: M Sample matte.
  • Autodesk 495B1-05A111-1301 | User Guide - Page 847
    Spill & Blend The following hotkeys are available in the Spill & Blend tool. Press: To: S Spill suppress. Shift + B Adjust blend. Reaction The following hotkeys are available in the Reaction tool. Press: To: Q Orbit the camera. Q + click Orbit grasp. W Truck the camera. W + click
  • Autodesk 495B1-05A111-1301 | User Guide - Page 848
    Press: Shift + 3 Shift + 4 Shift + 5 Shift + Home To: View from front. View from Left. View from Top. Reset camera. Resize The following hotkeys are available in the Resize tool. Press: To: Ctrl + drag Symmetrical resize. Shift + drag Maintain ratio. Shift + I + drag Maintain image input
  • Autodesk 495B1-05A111-1301 | User Guide - Page 849
    Warping Tools The following hotkeys are available in the Warping tools: Press: To: M Input transform manipulator. ' Effect transform manipulator. . Output transform manipulator. / Crop. Insert Set Pivot (also for 2D Transform tool) T Twirl Rotation. Comparison The following hotkeys
  • Autodesk 495B1-05A111-1301 | User Guide - Page 850
    Login Screen The following hotkeys work in the login screen. Press: To: Enter Log in. Cmd + Q Exit Composite. General The following hotkeys work throughout the application. Exit The following hotkey is to exit the application. Press: To: Cmd + Q Exit Composite. Context Menus The
  • Autodesk 495B1-05A111-1301 | User Guide - Page 851
    Press: Cmd + V Ctrl + click Shift + click Cmd + Z Cmd + Shift + Z To: Paste the element. Add to, or remove from, the selection. Select the range of elements between this one and the last one selected. Undo the last operation. Redo the last undo. User Interface Elements The following hotkeys are
  • Autodesk 495B1-05A111-1301 | User Guide - Page 852
    Tabs and Controls The following hotkeys are available for tabs and controls. Press: To: Shift + Tab Go to previous control. Tab Go to next control Alt + Left Arrow Go to previous tab Alt + Right Arrow Go to next tab Text Editor and Text Fields The following hotkeys are available in the
  • Autodesk 495B1-05A111-1301 | User Guide - Page 853
    Press: To: Shift + Down Arrow Text editor only. Select from current position forward to same position on next line. Alt + Left Arrow Move cursor left by one word. Alt + Right Arrow Move cursor right by one word. Ctrl + Shift + Left Arrow Select word to the left of the cursor. Ctrl + Shift +
  • Autodesk 495B1-05A111-1301 | User Guide - Page 854
    Press: context menu + click or right-click To: Display the pop-up menu. Pop-up Dialogs The following hotkeys are available in pop-up dialogs. Press: To: Enter Accept Esc Cancel Browsers The following hotkeys are available in any browser. The Browser view and the File workspace are browsers.
  • Autodesk 495B1-05A111-1301 | User Guide - Page 855
    Press: Right Arrow Left Arrow Page Down Page Up Home End Double-click Cmd + D To: Move to next column. Move to previous column. Move to next page. Move to previous page. Move to first item in list. Move to last item in list. Open (File Browser). Bookmark path. Floating Browsers The following
  • Autodesk 495B1-05A111-1301 | User Guide - Page 856
    Press: To: Shift + Left Arrow Move to the first frame. Shift + Right Arrow Move to the last frame. Right Arrow Move to the next frame. Left Arrow Move to the previous frame. I Set mark in. O Set mark out. U Set cue mark. Ctrl + Right Arrow Next cue mark Ctrl + Left Arrow Previous cue
  • Autodesk 495B1-05A111-1301 | User Guide - Page 857
    . Go to next tool. Go to home tool. Go to next tab. Go to previous tab. Toggle Marking State of Current Selection. Selection History back. Selection History forward. Gate UI The following hotkey is available for the Gate UI. Press: To: Middle-click Display the Gate UI. (backquote key) Display
  • Autodesk 495B1-05A111-1301 | User Guide - Page 858
    Color Picker The following hotkeys are available in the Color Picker. Press: To: Ctrl + drag in the color spectrum Perform an average (rectangle). P Use the eyedropper to pick a color without displaying the Color Picker. Ctrl + click color pot Pick a color for a color pot without displaying
  • Autodesk 495B1-05A111-1301 | User Guide - Page 859
    Press: To: Cmd + Alt + Home Zoom all scene. [F1 - F4] Activate Viewpoint [1-4]. Cmd + [F1 - F4] Set Viewpoint [1-4]. Cmd + Shift + [F1 - Delete Viewpoint [1-4]. F4] Animation Editor The following hotkeys are available in the Animation Editor. Press: To: + (plus) Add key mode. - (minus)
  • Autodesk 495B1-05A111-1301 | User Guide - Page 860
    Press: To: Cmd + Alt + A Select all keyframes on selected curves. Cmd + Left Arrow Move to previous keyframe on selected curves. Cmd + Right Arrow Move to next keyframe on selected curves. Cmd + Shift + Left Arrow Add previous keyframe on selected curves, to selection. Cmd + Shift + Right
  • Autodesk 495B1-05A111-1301 | User Guide - Page 861
    Press: 4 5 6 7 8 Shift + 8 9 Cmd + Shift + R Shift + C Shift + D 0 Shift + 0 To: Display C4 Output (output of context point 4). Display Tool Input (input of the currently selected tool). Display Tool Output (output of the currently selected tool). Display Composition (output of the composition's
  • Autodesk 495B1-05A111-1301 | User Guide - Page 862
    Press: To: [1-4] + click the background of Schematic Clear the context point. The number indicates the number of the context point to clear. For example, pressing 2 + click clears context point 2, and pressing 4 + click clears context point 4. Shift + drag a node into contact with another node
  • Autodesk 495B1-05A111-1301 | User Guide - Page 863
    Press: L Cmd + L Ctrl Alt (outside of viewer) Shift + G Shift + O Shift + C V + drag Shift + V + drag C + drag To: layout selected. Layout all. Increase Auto-pan speed. Decrease Auto-pan speed. Create boundary node. Group nodes (visual). Open visual group. Close visual group. Add to visual group.
  • Autodesk 495B1-05A111-1301 | User Guide - Page 864
    Press: To: T Transform. Shift + Left Arrow Nudge left. Shift + Right Arrow Nudge right. Shift + Up Arrow Nudge up. Shift + Down Arrow Nudge down. Ctrl + Shift + Left Arrow Nudge left (large). Ctrl + Shift + Right Nudge right (large). Arrow Ctrl + Shift + Up Ar- Nudge up (large). row
  • Autodesk 495B1-05A111-1301 | User Guide - Page 865
    Press: Ctrl + click + drag (the handle) Ctrl + Alt + drag (over location on a curve) Ctrl + click+ drag (on the curve) To: Break a tangent handle. Move a curve between points. Create an edge point. Keyer The following hotkeys are available in the Keyer tool. Press: To: M Sample matte. Shift +
  • Autodesk 495B1-05A111-1301 | User Guide - Page 866
    Paint The following hotkeys are available in the Paint tool. Press: To: S + drag Adjust brush size. Drag right to increase, drag left to decrease. Ctrl + click Clone brush. Shift + click Line brush. X Flip foreground/background colors. Spill & Blend The following hotkeys are available in
  • Autodesk 495B1-05A111-1301 | User Guide - Page 867
    Press: . (period) To: Enter Scale mode. Cameras The following hotkeys for the camera are available in the Player when using the Reaction tool. Press: To: Shift + 1 Switch cameras. If you are using more than one camera, you will cycle through each camera. Shift + 2 View from perspective
  • Autodesk 495B1-05A111-1301 | User Guide - Page 868
    Retimer The following hotkeys are available in the Retimer tool. Press: To: M Cycle show vectors mode. Tracker The following hotkeys are available in the Tracker tool. Press: To: Delete Delete track point. Backspace Delete track point and step back. Warping Tools The following hotkeys
  • Autodesk 495B1-05A111-1301 | User Guide - Page 869
    Press: To: Shift + H Toggle tool visibility. Shift + R Swap reference. Ctrl + click Move pivot point or region center. Player hotkeys 1 9 on reference side of manipulator Cycle through inputs and outputs. Player hotkeys C, A on reference side of manipulator Cycle between channels and
  • Autodesk 495B1-05A111-1301 | User Guide - Page 870
    858
  • Autodesk 495B1-05A111-1301 | User Guide - Page 871
    Composite Executables B Topics in this chapter: ■ Working with the Composite Executables on page 859 ■ composite Executable on page 860 ■ txcheck Executable on page 860 ■ txperf Executable on page 862 ■ txversion Executable on page 866 Working with the Composite Executables The Composite
  • Autodesk 495B1-05A111-1301 | User Guide - Page 872
    : ➤ In the Windows Start menu, choose Programs > Autodesk >Autodesk Composite 2011> Composite Command Prompt. composite Executable The composite for each Composite feature, checks the CPU type, configuration, and supported processor features, checks the graphics card and driver, and parses
  • Autodesk 495B1-05A111-1301 | User Guide - Page 873
    In a shell, enter txcheck license. To check the cpu: ➤ In a shell, enter txcheck cpu. Summarized information regarding the CPU type, configuration, and supported processor features is listed. To get a full report on a cp, in a shell, enter the following: txcheck cpu full. To check the graphics: ➤ In
  • Autodesk 495B1-05A111-1301 | User Guide - Page 874
    A detailed check list is displayed. The list includes information on the graphics card, driver version, screen resolution, bit depth, refresh rate, OpenGL® version, vendor string, and available OpenGL extensions. To check the xml: ➤ Enter a single parameter to parse the given Composite xml file and
  • Autodesk 495B1-05A111-1301 | User Guide - Page 875
    of performance tests either individually or simultaneously and covers the following subsystems: ■ Disk I/O ■ File System ■ Content Server I/O ■ Memory Transfers Each test subsystem can be configured with various parameters. Any number of subsystems can be tested simultaneously but each subsystem
  • Autodesk 495B1-05A111-1301 | User Guide - Page 876
    iteration= where indicates the number of times the test is repeated. File System The file system tests are invoked by the -fs switch. These tests consist of opening files, closing files, listing directories, verifying the existence of files, creating files, and deleting files. The behavior of
  • Autodesk 495B1-05A111-1301 | User Guide - Page 877
    The behavior of disk I/O tests is controlled by the following sub-options: ■ Mode ■ Size ■ Blocks ■ Queue mode= where ro indicates that only read performance is measured, rw indicates that both read and write performance is measured and wo that only writing performance is measured. The
  • Autodesk 495B1-05A111-1301 | User Guide - Page 878
    0 is specified than memory transfers will be performed continuously. txversion Executable The txversion executable reports the version of Composite. txversion supports one command line parameters called -full, which returns the extended version information. To verify the version of Composite: ➤ In
  • Autodesk 495B1-05A111-1301 | User Guide - Page 879
    Python Scripting C Topics in this chapter: ■ About Python Scripting on page 867 About Python Scripting Scripting in Composite is implemented by extending the Python language (http://www.python.org). Composite is written in the C++ programming language, so some libraries, known as Python extension
  • Autodesk 495B1-05A111-1301 | User Guide - Page 880
    resources/scripts/examplessubfolder of the Composite installation directory. NOTE Example Python scripts are provided with no guarantee of effectiveness or efficiency. There are also scripts that Composite itself invokes (archiving, rendering, pre-comp import, etc.) in the resource/scriptssufolder
  • Autodesk 495B1-05A111-1301 | User Guide - Page 881
    Externally An external interpreter can either be set up manually or automatically. Manual Setup In the case of a script ran in an external Python interpreter, the shell from which the Composite Python script is invoked must have the
  • Autodesk 495B1-05A111-1301 | User Guide - Page 882
    Embedded To run a python script in the Composite embedded Python interpreter, do the following: 1 Locate the script in a Composite "File Browser" ("Ctrl-I" (Windows and Linux) or "Cmd+ I" (Mac OS) to bring up a floating browser for example). Note that in order for Composite to recognize a file as a
  • Autodesk 495B1-05A111-1301 | User Guide - Page 883
    On Mac OS ➤ /Contents/Frameworks/Python.framework/Versions/Current/bin/python myScript.py Scripted Actions Custom actions can be implemented as Python scripts that can be invoked from the UI in the same way as native Composite actions. Action scripts can be located anywhere on the local
  • Autodesk 495B1-05A111-1301 | User Guide - Page 884
    previous text. When the scripts complete, the window closes. If there were errors during the script execution, another window is displayed, containing information or the stack trace that was generated when the error occurred. Information and error messages are displayed by default, but you can turn
  • Autodesk 495B1-05A111-1301 | User Guide - Page 885
    Substitutions on page 874 Initialization Variables During installation, the toxik.ini file is created. These files can be found in C:\Program Files\Autodesk\Autodesk Composite 2011\etc.You can disable any of these files by adding the pound sign (#) before the toxik.ini file name. The initialization
  • Autodesk 495B1-05A111-1301 | User Guide - Page 886
    2 In the Properties dialog that appears, click in the Target field and add the desired startup option to the end of the line. The option must be placed after the quotation mark. 3 Click OK and close the dialog. The changes will take effect the next time you start Composite. To view the environment
  • Autodesk 495B1-05A111-1301 | User Guide - Page 887
    NOTE Two of the tokens, and , will return different results, depending when they are evaluated. String Substitutions | 875
  • Autodesk 495B1-05A111-1301 | User Guide - Page 888
    876
  • Autodesk 495B1-05A111-1301 | User Guide - Page 889
    Glossary E List of Terms This glossary contains industry-standard terms and terms that apply to Autodesk Composite. 1D LUT A 1D Look-up Table (LUT) is generated from one measure of gamma (white, gray, and black) or a series of measures for each
  • Autodesk 495B1-05A111-1301 | User Guide - Page 890
    4-point tracking Tracks four features, also referred to as corner pinning. With four-point tracking, four trackers are used to generate tracking data for anchoring the four corners of a bilinear surface to background footage. alpha The name given to a fourth channel matte when bundled together with
  • Autodesk 495B1-05A111-1301 | User Guide - Page 891
    camera A device for viewing scenes from a different angle or "vantage point". capture 1. To digitally transfer audio or video material from an external device, such as a videotape recorder, to a shared storage location or the local disk storage on your workstation. 2. To convert analog video and
  • Autodesk 495B1-05A111-1301 | User Guide - Page 892
    context point A specific tool node you mark as the target for a Player view. Context points are especially useful when you want to see how changes to a tool node that precedes the node with a context point affect the context point. corner pinning A technique used to pin the four corners of one
  • Autodesk 495B1-05A111-1301 | User Guide - Page 893
    . layer An object that you can composite over another layer using a matte. A layer composed of a source input that you assign to a geometrical support, or 3D geometry, and a material node that is automatically generated. layers Layers are composed of three separate components: a surface (3D geometry
  • Autodesk 495B1-05A111-1301 | User Guide - Page 894
    LUT A Look-up Table (LUT) is an ASCII file that describes specific pixel values used for image data conversion both on import and export. For example, you can use a LUT to convert a 10-bit logarithmic film image to a 16-bit linear image on import. You can use two kinds of LUTs: 1D LUTs and 3D LUTs.
  • Autodesk 495B1-05A111-1301 | User Guide - Page 895
    PAL Phase Alternate Line. The color broadcasting standard used in most of Europe, China, Australia, New Zealand, the Middle East, and parts of Africa. The PAL standard uses a total of 625 lines per frame scanned at a rate of 25 fps, with two fields per frame of 312.5 lines each. Each field refreshes
  • Autodesk 495B1-05A111-1301 | User Guide - Page 896
    safe action area, safe title area An area in the center of the video image considered safe to place a title or other graphic, or capturing movement, so that none of it is cut off at the edges of the TV screen. The safe action area is 10% percent smaller than the maximum image size, and the safe
  • Autodesk 495B1-05A111-1301 | User Guide - Page 897
    tangent A line that extends from a control point that controls the direction of a Bézier curve. Tangent handles also control key points on function curves when the curve point's type is set to Bézier. task group A set of one or more preset UI configurations grouped according to task. tolerance
  • Autodesk 495B1-05A111-1301 | User Guide - Page 898
    886
  • Autodesk 495B1-05A111-1301 | User Guide - Page 899
    Index 1D LUTs applying 621 floating point file format 620 format 619 modifying 622 third party 619 working with 619 2D Compositing 358 2D Transform tool 432 about 339 adjusting matte luminance curves 341 alpha levels 343 alpha, invert 358 Bilinear Ramp tool 421 Blend & Comp tool 367 blend curves 347
  • Autodesk 495B1-05A111-1301 | User Guide - Page 900
    adjusting gain and offset with CC basics 637 alpha adding 360 clamping 349 cleaning 349 creating 360 dropping from primary input 356 extracting 357 inverting 358 remapping 358 replacing 360 alpha levels matte cleanup 343 Alpha Levels tool 343 Alpha tools 342 alpha levels 343 blend curves 347 blend
  • Autodesk 495B1-05A111-1301 | User Guide - Page 901
    images 366 mattes 368 blending mattes 344 blending modes about 260 basic shading parameters 262 description of modes 260 glossiness 262 hardware 260 opacity 262 software 260 Blur Alpha tool 348 Blur tool 385-386, 391, 395 output controls 399 blurring alpha channel 348 images 385 Broadcast Safe tool
  • Autodesk 495B1-05A111-1301 | User Guide - Page 902
    cleaning alpha 349 matte 343 Cleanup Alpha tool 349 closing composition 236 color model 511 removing color spill 519 color balance adjusting with CC Basics 635 color conversion apply to Player 210 remove from Player 210 color correcting 1D LUT 621 3D LUT 623 about 618 broadcast safe tool 625 CC
  • Autodesk 495B1-05A111-1301 | User Guide - Page 903
    Image Import super tool 125 imported into project folders 126 importing media 81 inserting 223 linked composition status 236 linking 234, 236 opening 220 publishing 83, 228 setting current result 230 viewing 220 viewing status 224 Composition Browser animation 661 composition tools about 365 Blend
  • Autodesk 495B1-05A111-1301 | User Guide - Page 904
    Mask 408 filters Bilinear 482 Gaussian 482 Jinc2 482 Jinc3 482 Mitchell 482 Nearest 482 fit methods 417 fixed matte 510 Flip tool 435 formats supported media 116 formatting tools about 409 Convert Depth tool 410 Crop tool 410 Premultiply tool 413 Resize tool 415 Unpremultiply tool 414 frame rate
  • Autodesk 495B1-05A111-1301 | User Guide - Page 905
    564 global time 690 Glow tool 498 grain adding 502 fine-tuning 505 removing 504 grain profiles saving and loading 507 Gray tool accessing 656 guides display in Player 203 H hardware rendering 194 turn on/off 205 highlights redefining with Ranges controls 643 histogram. See CC Histogram 639 hold-out
  • Autodesk 495B1-05A111-1301 | User Guide - Page 906
    Autokey 680 interpolation 660 local controls 672 marking attributes 674 precision editing 685 selecting 673 setting automatically 680 setting keyframes 660 setting manually 676 tool UI example 677 workflow 674 zoom and pan, setting 673 keying 510 about 509 accessing keying tools 513 adding keying
  • Autodesk 495B1-05A111-1301 | User Guide - Page 907
    matte cleanup 343 pulling a key 510 saturation 511 See also matte 510 sharpness 511 softness 512 threshold 512 tolerance 512 workflow 512 L Layer Editor 150, 248 duplicating layers 252 reordering layers 252 transforming layers 288 transforming layers using UI 288 working with 152 working with layers
  • Autodesk 495B1-05A111-1301 | User Guide - Page 908
    356 See also keying 510 softening edges 352 static 510 traveling 510 media definition 115 import 118 importing 81 mixed resolution 118 physical location 116 supported formats 116 Median Alpha tool 358 Median tool 406 Menu and Taskbar for Mac OS 839 mini-Player 211 use 212 Mirror tool, warping 492
  • Autodesk 495B1-05A111-1301 | User Guide - Page 909
    /separate among views 199 Player about 190 apply LUT or color conversion tool 210 context points 191 default settings 190 display masks/guides 203 display option information 206 display settings for Reaction 244 enable display of icons/manipulators 208 explained 153 fullscreen Player 213 fullscreen
  • Autodesk 495B1-05A111-1301 | User Guide - Page 910
    hardware rendering turn on/off 205 In-player pixel display 209 mini-Player 211 multiple playback views 192 playback performance 192 region of interest 194 remove LUT or color conversion tool 210 resolution 193 selecting layers 251 set a region of interest (ROI) 202 set channels for target 195 set
  • Autodesk 495B1-05A111-1301 | User Guide - Page 911
    Schematic, add source 248 Schematic, creating sources and layers 248 Schematic, setting the background automatically 246 Schematic, setting the background manually 246 Schematic, single step, add source 248 setting composition format 290 setting the background 245-246 setting the background using
  • Autodesk 495B1-05A111-1301 | User Guide - Page 912
    functions 750 S saturation 511 adjusting with CC Basics 634 Schematic Reaction, setting the background automatically 246 Reaction, setting the background manually 246 Reaction, setting the background using drop gate 246 scoped UDAs 176 screen degrain 531 search the database archive, restore 104
  • Autodesk 495B1-05A111-1301 | User Guide - Page 913
    operations 568 using stencils 592 super tool Reaction 240 super tools 2D Compositor 339 Garbage Mask 538 Keyer 522 Paint 567 Tracker 754 supported media formats 116 suppressing colors with CC Basics 637 suppressing spill 533 surfaces about 241 bilinear 254 modifying 254 working with 254 Switcher
  • Autodesk 495B1-05A111-1301 | User Guide - Page 914
    tool presets 146 tools 2D Compositor 339 2D Transforms 432 Alpha Levels tools 343 Alpha tool 342 Bilinear Ramp 421 Blend & Comp 367 Blend Alpha tools 344 Blend Matte tool 368 Blend tool 366 Blur Alpha 348 Blur tool 385 Channel Extract tool 362 channel processing 361 Channel Replace 363 Channel
  • Autodesk 495B1-05A111-1301 | User Guide - Page 915
    Orient tool 436 Panner tool 437 traveling matte 510 trigonometric functions 750 troubleshooting 233 troubleshooting Wiretap Wiretap 233 Twirl tool, warping 495 txapp executable 860 txcheck executable 860 txperf executable 862 txversion executable 866 U UDA default tag 187 read-only
  • Autodesk 495B1-05A111-1301 | User Guide - Page 916
    shape colors 469 shape drawing tab 469 smoothing 469 source shapes 467-468 timing parameters 475 user settings 475 warping parameters 475 workflow 468 Warp 2D tool, warping 467 warping 2D Transforms 478 about 467 cropping and filtering output 482 filters 482 Warp 2D tool 467 warping tools Crumple
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Composite User Guide