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Documentation by: Marcus Schioler, Claudette Dwyer, Mylène Pepin, Susan Daoud, Gordon Bradley.
Layout Design by: Brenda Barrie
Title: Combustion User’s Guide
Date: June, 2000
1 Walkthrough
toc Table of Contents
1
A Quick Tour of Combustion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Starting a Workspace . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Importing Footage into a Workspace . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Compositing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
An Introduction to Operators . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
An Introduction to Keyframing. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Using the Paint Tools. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Working with Audio . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Using Lights and Cameras . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Rendering the Finished Product . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
2 Welcome to Combustion 23
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
About Combustion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Overview of the Interface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Using the Workspace Panel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Using Operator Controls. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Using the Viewports. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Using the Toolbars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Using the Timeline . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Using the Filmstrip. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Using the Playback Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Using the File Browser . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Using the Pick Color Dialog . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Setting Preferences . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
......................................................................... 50
3 Building Workspaces 51
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
i
toc Table of Contents
4 Compositing 85
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
About Compositing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Adding Layers to a Composite . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Selecting Layers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
Transforming Layers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
Controlling the Behavior of Layers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
Duplicating and Moving Layers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100
Creating Nested Composites . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
Applying Operators . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
ii
Table of Contents ❚❘❘
Setting the Highlights (Specular Level and Glossiness) of the Current Layer . . . . . . 125
Creating a Double-Sided Layer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
6 Channels 127
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
About Channels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
Using View Modes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
Creating an Alpha Channel. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
Creating Alpha Channels with Masks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
Creating Alpha Channels with Keyers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131
Creating Alpha Channels with Paint . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135
Importing Files with Existing Alpha Channels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136
Using Stencils . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
Applying a Matte to a Layer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139
Using Channel Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 140
Editing Channel Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147
Removing Channel Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 148
Examples of Using the Channel Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 148
Rendering Alpha Channels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 153
8 Keyframing 169
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 170
About Keyframing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 170
Enabling Keyframing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 171
iii
toc Table of Contents
iv
Table of Contents ❚❘❘
v
toc Table of Contents
14 Filters 309
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 310
About Filters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 310
The Filters Interface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 310
Blur/Sharpen Filters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 311
Channel Filters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 316
Cineon Filter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 316
Color Correction Filters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 317
Distort Filters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 319
Noise Filters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 324
Selection Operators . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 325
Stylize Filters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 327
Transitions Filters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 332
Using Third-Party Plugins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 334
15 Keying 337
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 338
About Precision Keying. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 338
The Discreet Keyer Interface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 338
Basic Keying Techniques. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 347
Setting Up the Keyer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 348
Setting the Range to Key Out . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 350
Extracting a Single Color. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 350
Extracting a Range of Colors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 350
Extracting a Key Based on Luminance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 354
Adjusting the Matte . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 354
Removing Background Spill and Color Correcting Your Clips . . . . . . . . . . . . . . . . . . 357
Using Curves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 359
Animating Keyer Parameters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 360
Importing and Exporting Setups . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 360
Keying Uneven Blue Screens . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 361
Using Selections to Isolate Part of the Image . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 362
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vii
toc Table of Contents
20 Audio 439
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 440
About Combustion and Audio . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 440
Supported Audio File Types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 440
Supported Sampling Rates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 440
Audio and RAM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 440
The Audio Panel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 441
Audio Details and Meters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 442
Loading Audio . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 443
Slipping Audio . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 443
Linking Audio to Clips . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 444
Audio Rendering and Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 444
21 Rendering 447
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 448
About Rendering . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 448
The Rendering Interface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 449
Rendering Your Projects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 456
Using Quick Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 473
The Quick Setup options are applied to the outputs. Using Presets . . . . . . . . . . . . . . 474
Rendering a Single Image . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 475
Monitoring your Rendering Jobs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 476
Network and Batch Rendering. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 478
Rendering to RAM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 482
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ix
toc Table of Contents
x
1 Walkthrough
workflow patterns.
et
B
Starting a Workspace
The workspace is the file that stores information that
references your footage, composite order and layout,
animation, and operators. The very first step in
starting a new project is creating a workspace and
2. Select composite from the Type list.
importing footage.
3. In the Name field, enter a name for the compos-
Before you create the new workspace, take a second ite branch of the workspace.
to think about the settings you require. For informa-
4. Select D1-NTSC from the Format Options list.
tion on workspaces, see “About Combustion
Workspaces” on page 52. The corresponding format properties (resolution,
aspect ratio, pixel shape, and playback rate) appear
To create an new NTSC workspace for under the Format Options list.
compositing:
5. In the Duration field, enter a duration for your
1. Choose File | New. composite in either frames or in SMPTE timecode.
Note: You can also press CTRL+N (Windows) or 6. Click the Background Color box to select a back-
COMMAND+N (Macintosh). ground color.
The background color appears in your rendered
workspace wherever layers are transparent or in
areas where no footage is present.
7. Click OK.
A new composite is added as a branch to your work-
space. If you did not have a workspace open before
choosing File | New, a new workspace is created as
well.
Once you create an empty composite, you are ready
to import footage and begin compositing.
Importing Footage into a A new layer (or layers) containing the selected
Workspace footage appears in the composite. The footage
You can choose from among many different file appears in the current viewport.
formats for importing footage into Combustion.
These include Video for Windows (AVI), Quick-
time™ (MOV), Targa, and many others.
To import a clip:
1. In the Workspace panel, double-click the com-
posite into which you want to import footage.
Expand the composite to see the layers contained in layer positions at any time by dragging them to their
the composite. new position.
Click to toggle
layer visibility.
Compositing
Footage You can use imported footage as layers in your
composites.
Compositing is the process of combining layers
together to form one final image. It can be as simple
as placing one partially-transparent image over
Arranging Layers in the Stack another one or creating a split-screen effect, or as
Layers higher up in the Workspace list stack appear complicated as combining blue screen talent,
in front of layers lower down. You can rearrange multiple alpha-keyed CG layers, effects, back-
grounds, and text to create a sci-fi action sequence.
Different types of composites
One layer superimposed over Four layers scaled and Multi-layer composite.
another. positioned.
Use: To:
Move the selected layer in the ac-
tive viewport. Use the tool op-
tions to contain the movement
along the X, Y, or Z axes.
Rotate the selected layer in the
active viewport. Use the tool op-
tions to contain the rotation
Multiple copies of the layer, rotated, scaled, and around the X, Y, or Z axes.
positioned in 3D space.
Use: To:
In the following example, the footage of a couple is
shot in front of a green screen so it can be compos-
Scale the selected layer in the ac-
ited over a background depicting a busy tavern.
tive viewport. Use the tool op-
tions to contain the scaling along
the X, Y, or Z axes.
Shear the selected layer in the ac-
tive viewport. Use the tool op-
tions to constrain shearing to the
X, Y, or Z axes.
Move the selected layer’s pivot
point in the active viewport. Use
the tool options to contain the Left: Foreground layer shot in front of a green screen.
movement along the X, Y, or Z Right: Background layer.
axes.
Note: You can also double-click the icon to type in To create the final composite, first you combine the
exact transform values. layers so that the front layer is in front of the back
layer.
4. Click the Transform button on the Composite
Controls panel to fine tune all the transforms.
After you combine the layers, you use a keyer to key 4. Click the color picker button , then click
out the green from the front layer. anywhere in the solid background color to sample
the background green.
Sample green
in this region.
Masking Layers
3. Choose Operators | Keying | Linear Keyer. Masks perform a similar function as keyers, except
The Linear Keyer controls appears. you use masks to define the shape of transparent
areas of layers. For more information on masks, see
“Using Masks” on page 155.
In the following example, a mask is used to isolate The Mask operator opens and a default size rect-
the subject in the foreground layer so it can be angle mask is added to the layer.
composited over the background layer.
Rectangle mask
Highlighted bounding box
subject is isolated
with a freeform
mask.
2. In the Workspace panel, arrange the front layer 9. If necessary, you can feather the mask edge.
so that it is in front of the back layer, then select the
front layer.
Mask with
feathering
set to 20.
10. Click Invert to invert a mask or adjust the opac- to the nested layers. In the Workspace list on the left,
ity slider to vary the mask’s opacity. you can see the separate layers that were used to
build the composite. In the workspace list on the
right, you can see that the three layers are inserted
Inverted mask
into a Nested Layer, which, in turn, is rotated and
with opacity scaled (thereby transforming all nested layers
set to 50%. simultaneously).
+ + =
Nested Layers
Composite
branches
2. Choose Object | New | Layer from Operator. Note: You can double-click either of the nested
The Operator Picker dialog appears. This dialog composites to load them into the active viewport.
allows you to select any operators in your workspace
For instance, you can use a keyer operator to key out Operator applied
a portion of a layer, and then use a color corrector to nested
composite.
operator to color match the layer to the background.
Operator applied
to one layer.
An Introduction to Keyframing
You can animate a layer by setting at least two
keyframes for the layer’s categories at different times.
A keyframe is a point in time that records any change
to a layer in your workspace.
Before you can create keyframes, you have to enable You can see a keyframe has been set for the Z Posi-
the Animate button. tion channel.
7. Click the Graph button to see the shape of the in- The motion path starts here.
terpolated animation curve.
3. Enable the Animate button.
Note: You can adjust the shape of the animation Click and drag to move
curve between keyframes to create customized between frames.
animations.
7. Drag the layer to its new location (you can also
rotate, scale, or adjust any other channel).
A keyframe is created, and the layer’s motion path
appears.
8. Advance (or go back) to another frame, and
move the layer again to create another keyframe.
The keyframes are joined by a motion path.
10. To change the shape of the motion path between Using the Paint Tools
keyframes, drag the tangent handles at a keyframe. Paint is an interactive, vector-based and object
oriented drawing operator that you apply to a layer as
Tangent you would other operators. It allows you to perform
handle a wide range of painting tasks from simple
retouching, to motion tracking, to full cartoon
animation. As with other painting-type software
packages, there are tools for creating paint strokes,
geometric shapes, text, selections, and masks.
As with all other operators in combustion*, at any
Copying and Pasting Keyframes point in the compositing process, you can go back
When creating animations with multiple layers, you into the Paint operator and modify the objects.
can save time by copying and pasting keyframes
between the layers. In the following example, you use the paint* tools to
create a banner with an opacity gradient and a text
To copy and paste keyframes from one layer to caption with a drop shadow over a composite.
another:
1. In the Workspace panel (or active viewport), se- Step 1: Nesting the Layers
lect the layer that contains the keyframes you want to
Before you can paint on composited layers, you must
cut or copy.
nest the layers together in a composite, and then add
2. Click the Timeline tab. a Paint operator to the output of the composite.
3. In the Timeline, expand the category with the
keyframes you want to cut or copy, then select the To nest layers together:
channel. 1. In the workspace panel, select the layers you
The keyframes appear in the Timeline. want to nest.
The selected layers are grouped into a composite 6. In the Paint Controls panel, click the Modes but-
called “Nested Layers.” ton, then click the foreground color box to specify
the fill color for the rectangle.
Foreground
color box
Rectangle
added over
all layers
Opacity gradient bar
5. Click the Arrow tool and click the rectangle 10. Click the Opacity Gradient Bar to add an opacity
to select it. gradient tag, then drag the new tag all the way to the
left.
11. Click the opacity gradient bar again, then drag 3. Click the composition window over the banner
the new tag all the way to the right. and type:
12. With the right opacity gradient tag selected, drag My Composite.
the opacity slider to 0%.
4. Click the Arrow tool .
A text object is created and added to the
composition.
• Scale = 100% 1. Click the Timeline tab to view the Paint objects.
You have to extend their duration to the end of the
• Opacity = 100% composite.
• Softness = 4
3. Click the Color box and pick a bright yellow
shade from the Pick Color dialog.
At this point, your composition should resemble the
following:
Step 5: Extending Object Duration Note: You can also set object duration using the
By default, a new object exists only on the frame Default Object Duration setting in the Paint
Controls. For more information on object duration
upon which you create it (therefore, it has a one
and other Paint controls, see Chapter 9, “Introduc-
frame duration). You have to extend the length of tion to Paint.”
your Paint objects so they last the entire duration of
the animation.
Step 6: Playing the Animation
Now that all the elements are in place, you are ready
to play your animation.
Double-click
here
Play button
Waveform
Working with Audio
With the scratch-track audio capabilities of
Combustion, you can import audio, link audio to
clips, slip audio to synch to your composition, and
save audio in workspaces for reference and
organization. 8. Audio waveforms appear in the Timeline.
9. Hold down CTRL+ALT (Windows) or COM-
Note: Supported file formats are WAV, AIFF, Quick- MAND+OPTION (Macintosh), then drag the wave-
time embedded audio, and AVI embedded audio.
form to change the position of the audio with respect
to the layers in your composite.
To import and play back audio:
1. Click the Audio tab.
2. In the Audio panel, click the Browse button.
The Open Audio dialog appears.
3. Navigate to the audio clip, select it, then click
OK. Drag left or right to change
the audio file in point.
Note: The first time you play the imported audio, When Combustion light strikes an layer it is
the system creates a RAM-cached preview file. The reflected and refracted, and it casts shadows in the
second time you play, you hear the audio normally. scene. The effect that light has on a layer depends on
the surface characteristics of the layer as much as it
depends on the type, color, and intensity of the light.
Using Lights and Cameras
The compositing workspace in Combustion is three For example, the behavior of light depends on the
dimensional. Use lights to illuminate the surfaces in opacity, luminosity, and specular level of the layer it
your composite, add depth with shadows and strikes—just as real-world light striking a shiny
shading, and realism to your composites. Use the metal surface has a different effect from that striking
camera to navigate through the three-dimensional a rough wooden surface.
landscape.
To enable the default lighting:
1. Double-click the composite for which you want
to enable lighting.
2. On the Composite Controls, click the Settings
button.
3. Under the Render Effects heading, enable Shad-
ing, Shadows, and Reflections.
Render
Effects
Lighting is enabled.
For information on light controls, see “The Lighting To view your composite through the camera:
Interface” on page 429. 1. Right-click the viewport, and then choose Cam-
era from the context menu.
Viewing the Scene Through a Cameras
To access the camera controls:
The camera behaves like any other object in a 3D
composite. You can move and rotate the camera to On the Composite Controls panel, click the Camera
view your composite from a different angle without button.
disturbing the elements within. You can keyframe
the camera to animate the viewpoint of a composite
or to produce cinematic effects such as dollies and
truck shots.
When you are viewing the scene in Perspective view,
the camera appears as an element of your composite For information on the camera controls, see “The
— you can see a visual representation of the camera Camera Interface” on page 418.
and its field of view.
4. To speed up rendering time, set the Quality to for real-time playback of your clip. You can also
Preview and the Frame Size to half. choose to render two different operators to compare
the results or you can save the results to disk.
Note: If you were rendering a final project, you
would set these values to the maximum quality The time bar in the Render to RAM dialog indicates
possible. whether your system has enough RAM to play back
5. Enter the first frame to render in the Start field. the entire clip. If the time bar extends for the full
Enter the last frame to render in the End field. By de- duration of the clip, then your system can sustain
fault, the entire project is rendered. real-time playback for the entire clip. If you cannot
play your entire clip, then you do not have enough
RAM. For information on increasing available
RAM, see“Setting Caching Preferences” on page 46
To render to RAM:
1. In the Workspace panel, select the operator that
Drag the bar to you want to render.
set Start and End
2. Choose File | Render to RAM, or press CTRL+R
Drag to set Drag to set
Start frame End frame
(Windows) or COMMAND+SHIFT+R (Macintosh).
6. Click Process.
Combustion begins rendering your project. The
status of your rendering is displayed on the Status
bars and in the Statistics panel.
combustion* provides a
unified non-destructive,
a
paint and compositing
environment to finish
On Layer 1, the footage goes into the Keyer, and the Branch
result (output) appears on the layer.
Composite
On Layer 2, the footage goes into the color corrector,
(Front layer keyed on color-
and the result (output) appears on the layer.
corrected background.)
Both layers make up the composite.
Layer 1 Layer 2
Color
Keyer
Corrector
Footage Footage
Viewport
Reset button
Button Conventions
In addition to the standard button types, Combus-
tion uses the following conventions.
Fields
You use fields to set parameter values. There are
several methods that you can use to set the value of a
field. You can type a specific numeric value, use a
slider, or use a calculator.
To type a value:
Do this: To:
1. Click a field once to change it to a numeric input
Shift+Drag Increase or decrease the value by
field. larger increments.
2. Type a value, and then press ENTER. Ctrl+Click Increase or decrease the value by
very fine increments.
Alt+Click Snap the range indicator to the
cursor position. This option is avail-
able for fixed range sliders only.
To use a calculator:
1. Double-click a field to launch the calculator.
To use a slider: 2. Once you have calculated the required value,
click OK to enter the result in the selected field.
1. Click and drag your cursor over a field to change
it to a slider. Drag the cursor to the right to increase
the value; drag it to the left to decrease it.
There are two kinds of sliders: infinite range sliders
and fixed range sliders. Infinite range sliders display
diagonal stripes when you click them.
Slider with an
infinite range
nize the order of operators to control your final An arrow appears to the right of the operator name.
output, or result.
Branch
Composite The information in the Timeline view or operator
Keyer operator
controls (depending on which one is currently
displayed) is updated.
Layer
• To select an operator, display the operator controls,
and display the operator in the current viewport,
Paint project double-click an operator.
Footage
This is the current operator. A gray box appears to the
left of the operator name.
Click the black triangles to the left to expand a
branch. The yellow icons next to objects indicate
that they are on (visible in the composition). Click
an icon to turn it off. This makes it invisible in the
composite, but does not delete it or change its
properties. Footage operator is
the current operator
Using Operator Controls The viewport title appears in the upper left corner of
The operator controls are also context-sensitive— a viewport. It provides information about what is
only the controls that apply to the selected operator currently displayed (a composite, Paint branch,
are displayed. When you select an operator in the filter) and the selected view.
Workspace panel, its controls appear and the name
of the panel changes to that of the selected operator.
For example, if you select a composite, the You can use one large viewport to view a single
Composite controls appear. Select a Paint operator element of your workspace, or use multiple view-
to display the Paint controls. ports to track several operators, layers, or
You can adjust the controls of an operator even if that composites at once. For example, you can work on
operator is not displayed in a viewport. This is refining a matte by loading the Keyer in one
useful, for example, if you have a box blur applied viewport.
over a color corrector on a layer. You can view the
output of the entire composite in the viewport and
just select the color corrector to make adjustments.
The results displayed in the viewport have the box
blur applied as well.
At the same time, you can work on the background Changing Views
layer in Layer view in another viewport. Changing the view changes your viewing perspec-
tive on the objects displayed in the viewport. When
viewing composites, you can set each viewport to
one of three views: Perspective, Camera, or Layer.
Viewport
Layout list
Views
For more information, see “Using View Modes” on 3. If you choose Best, you can customize the Qual-
page 130. ity options. To set these options, click the Settings
button in the Composite Controls panel.
To display lighting and surface effects: There are three possible menus in Combustion: the
1. Select the composite whose lighting you want to basic menu, the composite menu, and the Paint
view. menu.
For example, the Layers Toolbar includes tools to The operator becomes the current operator. Its tools
move and rotate layers and change the Perspective are loaded in the Toolbar and it appears in the
view. current viewport.
Whereas the Paint Toolbar includes tools to draw 1. Choose Window | Palettes.
lines, masks, and selections.
• ALT-click the operator. The Timeline is divided in three parts. The Timeline
list lists all the layers, objects, effects, and keyframes
• Click the Send Up button.
in the current branch or composite. The Timeline
view depicts objects and keyframes over time in
Graph or Overview modes. The control buttons You can show or hide the frame numbers, and
control various aspects of the Timeline view and change their display units.
animation.
Menu button
The information displayed in the Timeline depends
Zoom In/Zoom
on what you have selected in the Workspace panel. Out buttons
For example, if you select a composite in the Work-
space panel, the layers of that composite are
displayed in the Timeline. You can navigate through
the layers and operators in your projects in the same
was as you do in the Workspace panel.
For detailed information on navigating in the Time-
line, see “Using the Timeline” on page 182. For
information on creating animations, see
“Keyframing” on page 169. Current frame
indicator
To show the timeline:
Choose Window | Palettes | Show Timeline.
Frame number
Note: Press SHIFT+TILDE (~) once to toggle the
Timeline to full screen. Press it again to return to
the default setup.
Choose Window | Palettes | Show Filmstrip. 1 Frame Display a thumbnail for every
frame.
To customize the filmstrip: 2, 5 or 10 Display thumbnails for every 2, 5
1. Click the right arrow at the upper right corner of Frames or 10 frames.
the filmstrip. 1, 2, 5 or 10 Display thumbnails for every 1, 2,
The Filmstrip menu appears. Seconds 5 or 10 seconds of a clip. The num-
ber of thumbnails that are
2. Set the following options, as required. skipped depends on the frame
rate. For example, a filmstrip
Use: To: zoom level of 1 second displays a
thumbnail for every 30th frame in
Mini, Small, Select the size for the filmstrip
an NTSC project; and every 25th
Medium, or thumbnails.
frame in a PAL project.
Large
Horizontal or Select the orientation of the film-
Vertical strip. Using the Playback Controls
Show Edits Combustion provides real-time playback of your
Show Time Show or hide the timecode (or composites or Paint projects. Real-time playback is
frame number) under each limited by the amount of RAM available on your
thumbnail. system. You can use these controls to preview your
Always Show Automatically scroll the filmstrip work by playing or scrubbing through your clips.
Current Frame so that the thumbnail of the cur-
When playing clips, Combustion uses the RAM
rent frame is always visible.
cache to store playback information. When you first
Render All play a clip, playback is slower as the information is
Zoom In Expand the thumbnail view by being stored for the first time. Once you have cycled
decreasing the interval between
frames. You can also click the
button on the filmstrip.
Go to previous keyframe
Playback Controls
through your frames once, playback speed Setting the Play Mode
increases. You can choose how playback behaves when it
reaches the end of the clip. Click the Play Mode
Note: You can start and stop play by pressing the
button to cycle through the available modes.
Return key.
You can access the playback controls through the Play Mode button
Movie menu as well.
information, see “Setting General Preferences” on Note: Double-click a file to select it and close the
page 43. dialog.
To display the file browser: 3. If you are opening or importing footage, you can
CTRL+click or SHIFT+click to select multiple files.
1. Do one of the following:
The selected files appear in the lower right pane.
• Choose File | Open Workspace to open a Work-
space file. You can also open effect* and paint* ver- 4. To remove a file from the lower pane, double-
sion 2.x files. click it, or select it and click Remove. To remove all
files, click Clear.
• Choose File | Open to open footage or images.
Changing the View
• Choose File | Import Footage or press CTRL+I to im- You can choose to view files in either a list or as
port footage into the current composition. thumbnail images.
The file browser appears.
To change the view:
To use the browser: In the browser, click the List View or Thumbnails
1. Use the tree view to navigate to the appropriate button.
folder. Click a black triangle to expand the folder.
6. Click OK.
The results of your search appear in the browser.
Mode list
Color area
3. Click OK.
2. Do one of the following:
• Click the color area to set the two color components The General preferences appear.
listed in the mode list. Use the color bar slider to pick
the third.
Setting Preferences
This section describes how to use the Combustion
preference settings to control various aspects of the
You can set the following options.
application.
Save Window Positions — Enable to save the
To access the Preferences dialog:
screen layout when you exit Combustion. Disable to
Choose File | Preferences, or press CTRL+P use the default window positions on startup.
(Windows) or COMMAND+P (Macintosh).
The Preferences dialog appears. Photoshop Filter Emulation — Enable to display
Adobe Photoshop™ plug-ins in Combustion in the
same way as other Combustion effects. For more
Setting General Preferences information, see “Filters” on page 309.
Use the General preferences to control the autosave
duration, how time is displayed, and various other Tight Selections — Enable to display the marquee
aspects of Combustion. inside the selection boundary. For example, if you
feather a selection, the marquee is placed in the
To set general preferences:
middle of the feathered portion, rather than at the
Click Host | General. outer edge. For more information, see Chapter 12,
“Paint: Drawing Selections.”
files. Disable to use the standard system file dialog. To set transparency preferences:
For more information, see “Using the File Browser” 1. Click Host | Transparency.
on page 39.
2. The Transparency preferences appear.
Auto Save — Enable to create autosave files. Enter
the duration between autosaves (in minutes) in the
box.
At Startup — Controls the default behavior when Opacity box Pattern color Pattern preview
launching Combustion. You can choose to open a and slider boxes window
new document, open an existing document, open
the last workspace, or do nothing.
3. Set the following options as required.
Scratch Directory — Sets the default location on
your hard disk where Combustion stores extra data. Use: To:
Pattern Size Set the size of the squares in the
Setting Transparency Preferences pattern. You can choose Small, Me-
dium, or Large.
Use these preferences to control how the transparent
(or semi-transparent) portions of your composites Pattern Color Set the colors of the alternating
appear in the viewports. boxes squares in the pattern. Click a
square and use the Pick Color dia-
log that appears. For information,
see “Using the Pick Color Dialog”
on page 42.
Opacity box Set the Alpha Overlay color and
and slider opacity. For information, see “Us-
ing View Modes” on page 130.
4. Click OK.
5. Click OK.
Use this option to paint directly on the live video To set the mesh preferences:
output of a Matrox DigiSuite card, in real time. 1. Click Host | Mesh.
The Mesh preferences appear.
To set framebuffer preferences:
1. Click Host | Framebuffer.
The Framebuffer preferences appear.
Enable: To:
2. To paint on the video output of your DigiSuite Anti-alias Mesh Remove jaggies from the mesh
card, choose Matrox DigiSuite from the Framebuffer lines.
Type list. Display During Display the mesh when you play
3. You can then set the following options, as re- Playback back an animation.
quired. Color Click the color box to choose a
custom color from the Pick Col-
Enable: To: or dialog. For information, see
Overlay on Video “Using the Pick Color Dialog” on
page 42.
Use with Ram Play frames cached in RAM on
Player the framebuffer for quicker
playback. Setting Paint Preferences
Use the Paint preferences to control various aspects
when working with a Paint project, including modi-
Setting Mesh Preferences
fying the size of the render cache.
In 3D Studio MAX, you can choose to display your
3D objects as 2D meshes in Combustion. Use the In Paint, objects are drawn on top of other objects.
mesh preferences to customize the appearance of the When you modify an object created earlier in the
mesh. pipeline, all objects occurring after must be redrawn
to display the correct information. The render cache
pre-draws objects in memory to increase the speed
of screen updates.
To set the Paint preferences: position. This option is available for the filled
1. Click Paint | General. drawing tools.
The Paint preferences appear.
The icon is yellow when the camera is on, and gray Color Plot — Displays a color box indicating the
when it is off. current color.
workspace.
B
NTSC workspace. For information, see “Changing broadcasting. Also, watch out for degradation of
Footage Source Settings” on page 73. image quality due to generation loss and
compression.
Proper planning from the outset can save you
considerable amounts of time and work in the long
Streaming Web Video — Remember that when
run.
creating streaming video, there is a limit to how fast
most viewers can stream the file (this depends on the
Choosing Media Settings speed of their modems). If you know your viewers
If you are creating media that is destined to air on have high-speed internet access, you can use higher
television, you should consider the resolution, color image resolutions and frame rates than if the
depth, and frame rates that will produce results that intended viewers are likely to be accessing the file
are acceptable for broadcast. On the other hand, if using 28.8 Kbps modem. In most cases, however,
you are working on streaming video for the web, you you cannot exceed 10-15 fps. Also, the codec you use
can save processing and rendering time by working to compress the video is important in determining
at smaller resolutions, color depths, or frame rates. the final file size.
Remember that for batch rendering at different For information, see “Video Output Options” on
outputs, you need to work with media that matches page 451.
the highest required output settings.
Video-on-Demand — With video-on-demand,
Another thing to consider is pixel aspect ratio. If you
the viewer downloads the entire video file onto their
are mixing footage with different pixel aspect ratios,
hard drive and plays it back locally. This removes
you need to specify the proper values for each
some bandwidth limitations, however, you do not
footage on the Settings panel. If you do not, you
want to create files that take too long to download.
could end up with distorted images.
As such, try keeping finding a happy medium
Also, make sure workspace settings match the between frame size/playback rate and image quality.
footage settings and rendering settings. For
instance, if you are working on film, make sure the Film — With film, you need to consider whether the
frame rate for the workspace is properly set to 24 fps. footage was captured with a telecine, in which case
For more information, see “Branch Settings vs. you may need to remove 3:2 pulldown prior to
Footage Settings” on page 70. creating your composite. For more information on
3:2 pulldown, see “Removing 3:2 Pulldown” on page
The best way to ensure good results is to create and
75.
output a composite, then view it using the same type
of viewer that the intended audience will use. With film, it is very important that you pay special
attention to avoiding degradation of image quality
Depending on the media you plan on creating, keep
due to generation loss and compression. Also, make
the following issues mind.
sure you use the proper frame aspect ratio and play-
back rate.
Videotape — If you are outputting to video, take
note of the video format (NTSC or PAL), and make
sure to keep your colors within the legal limits for
CD-ROMs — The most import thing to consider adjusting the in-point and out-points in the
when creating media for CD-ROM playback is timeline.
whether the viewer’s computer is fast enough to
The timeline also allows you to position layers and
sustain the necessary data rate. As such, you should
objects in time by giving you a visible representation
limit the playback rate as much as possible without
of the duration of the clips in addition to the total
making the video appear jerky. Also, the codec used
duration of your composite.
to render the video is important in determining file
size. Frame Rate
For information, see “Video Output Options” on The frame rate is the number of frames that are
page 451. played back per second of a rendered composite. You
can specify a different frame rate for each composite
branch. Typically, the frame rate you assign to a
Footage Basics
composite depends on the type of rendered output
When working with footage, you should be aware of
you will generate. For film, use 24 fps. For video use
the following: how frames are identified, clip dura-
either 29.97 fps (NTSC) or 25 fps (PAL). If you are
tion, frame rate.
creating video for the web, you should use frame
rates in the vicinity of 12 fps (lower than that
Time and Timecode
Frames (and time) are identified in Combustion in produces jerky video).
one of two ways: using numbered frames or SMPTE
timecode. Cross-Platform Considerations
Combustion workspaces are completely compatible
With numbered frames, each clip is numbered
between Mac OS and Windows-based systems.
starting at one and incrementing by one for each
successive frame. However, in order for the workspace to find the
referenced media, you need to place copies of your
Timecode is the standard indexing method used for
footage on both systems in the same folder as the
keeping track of video frames. The numbers in a
Workspace file.
timecode value denote hours, minutes, seconds, and
frames (00:00:00:00) elapsed on a videotape.
Drop-frame timecode compensates for the small Getting Media onto the System
difference between theoretical 30 fps and the real- There several ways of getting media onto your
world NTSC frame rate of 29.97 fps. In drop-frame system. You can:
timecode, the first two frame numbers of every
• install media from a temporary storage device
minute are skipped (or dropped). You can identify
(such as a CD-ROM, JAZ drive, even floppy disk)
drop-frame timecode by the semi-colon between the
seconds and frames (00:00:00;00). • copy media across a network
• download media from the internet. 2. Select the footage you want to open, and then
click OK. CTRL-click (Windows) or COMMAND-click
The way you decide to get media onto your system (Macintosh) to import multiple files.
will depend on your hardware and media
The Open Footage dialog appears.
requirements.
The Open Footage dialog appears. 4. Select a standard format from the Format Op-
tions list or choose Custom to create a custom for-
mat.
The corresponding properties (output size, frame
aspect ratio, pixel aspect ratio, and frame rate)
appear in the Format Options box.
Format
Options list
Format
3. Click Paint and then click OK to import the se-
Options box
lected footage into a new Paint branch.
The footage is imported into a new Paint branch
with the following format settings: the size is set to 5. In the Duration field, enter a duration for your
the size of the largest imported footage file, the dura- Paint branch in either frames or in SMPTE time-
tion is set to the duration of the longest file. code.
6. Click the Background Color box to select a back-
To create an empty paint branch:
ground color.
1. Choose File | New.
The background color appears in your rendered
Note: You can also press CTRL+N (Windows) or workspace wherever layers are transparent or in
COMMAND+N (Macintosh). areas where no footage is present.
Creating a Keyer Branch imported footage file, the duration is set to the dura-
You can open footage directly into a discreet Keyer. tion of the longest file.
This is useful for quickly creating a separate matte
clip or to create an alpha keyed layer for use in a
composite branch of your workspace.
Format: Description:
The New dialog appears.
5. To specify the field order, click one of the field This option does not apply to format options with
order buttons. square pixels—for example, NTSC and PAL.
Opening an Existing Workspace 2. In the Format list, select effect* 2.0 Project.
In addition to creating workspaces, you can open a
workspace that you previously saved to continue
editing your work. You can modify all the objects,
motion paths, effects, settings, file names, and more.
You can also open existing effect* and paint* 2.x
projects and save them as Combustion workspaces.
4. If the project contains committed frames, you The missing footage is replaced by the newly speci-
are prompted to convert the frames into a clip or im- fied footage.
age sequence.
4. If you choose to open the workspace without re-
The paint* project appears in the viewports. You are
placing the missing footage, a Missing File icons re-
ready to begin painting. places the missing footage in the viewports.
Importing Footage
3. Navigate to the replacement file, and then click After you create a workspace, you can import
Open. footage into it in several different ways. Normally,
you import clips or image sequences. You can also
Note: You can select the original footage from a import still images with a pre-defined duration.
new location, or choose different footage entirely.
When you import footage into a composite, a new Importing an Image Sequence
layer appears in the Workspace panel. The layer When importing footage, you can import a series of
contains one operator—the footage operator. sequentially numbered image files as one layer or
Once your footage is imported, you are ready to you can import a single image from a sequence with
begin compositing, animating, painting, and so on. an undefined duration (you specify the image dura-
tion after you import it into the workspace).
To import a clip: For files to be considered part of a sequence, they
1. In the Workspace panel, double-click the com- have to be located in the same folder, and named in
posite into which you want to import footage. a manner similar to the following:
2. Choose File | Import Footage. filename001.tga, filename002.tga, filename003.tga,
The Import Footage file browser appears. filename004.tga, and so on.
3. Navigate to the folder containing the clip you
To import an image sequence as a layer:
want to import, select the clip, and then click OK.
1. In the Workspace panel, double-click the com-
Note: CTRL-click (Windows) or COMMAND-click posite into which you want to import footage.
(Macintosh) to select multiple files. Selected files
appear at the bottom of the file browser. To remove 2. Choose File | Import Footage.
a selected file, double-click it in the bottom part of The Import Footage file browser appears.
the browser.
3. Navigate to the folder containing the sequence.
A new layer (or layers) containing the selected
4. Click the Collapse button.
footage appears in the composite. The footage
appears in the current viewport. It also appears at Collapse button
The image sequence is collapsed into one single 9. To import a subset of the sequence, do one of the
thumbnail preview. following:
• Enter the first and last images to import in the First
and Last Frame fields.
Importing a Still image so on). The bottom layer in these files is opaque.
You can import a still image and assign it a duration. While the alpha channels for any other layers are
maintained. You can change the way the alpha is
When you import a still image, the image is placed in
interpreted for the layers using the Channels &
a layer and its duration is set to the number of frames
Alpha settings. For information, see “Changing
defined in Default Still Image Duration in the Pref-
Channel Settings” on page 74.
erences under Footage | General. This value is set to
1000 by default. When you import these files, you can specify how
the system manages the original layers.
To import a still image:
To import files containing layers:
1. In the Workspace panel, double-click the com-
posite into which you want to import footage. 1. From an existing composite, choose File | Open.
2. Choose File | Import Footage. The Import Footage dialog appears.
The Import Footage file browser appears. 2. Navigate to the footage you want to import, and
then click OK.
3. Navigate to the folder containing the clip you
want to import, select the image, and then click OK. The Import Options dialog appears.
Select: To:
Flat Image Import the file(s) as a single layer.
You can view the layers separately
using the Source Layer option in
Imported sequence in the Imported sequence in
the Footage Controls panel.
Workspace the timeline
For information, see “Specifying
Source Layer” on page 76.
Select: To:
If you select Nested:
7. Select the layer containing the Cineon footage. The footage is imported with the following format
8. Choose Operators | Cineon | Cineon Color Con-
settings: the size is set to the size of the largest
verter. imported footage file, the duration is set to the dura-
tion of the longest file.
A Cineon operator is added to the imported footage
and the sequence is interpreted as an 8 bit file. The
sequence appears normal. Supported Footage Formats
Combustion supports the following movie and
9. Adjust the Cineon Color Converter controls as
image formats. Many of these file formats can
needed.
support alpha channels in addition to the color
information. For more information, see “Video
Importing Footage into the Footage Output Options” on page 451.
Library
All the footage you use in your composite or Paint • QuickTime
branches appear in the footage library. • Video for Windows AVI (Windows only)
You can also import footage directly into the footage • Adobe Illustrator AI
library without using it in composite or Paint
branches. • Filmstrip (.flm)
• ElectricImage (.ei)
To import footage into the footage library:
• Quantel VPB (.vpb)
1. Choose File | Open.
• Inscriber Chunk
Note: You can also double-click Footage Library in
the Workspace panel. • Cineon
The Open file browser appears. • Bitmaps (.bmp)
2. Select the footage you want to import, and then • GIF (.gif)
click OK.
• JPEG (.jpg)
The Open Footage dialog appears.
• Photoshop (.psd)
• PNG (.png)
• RLA (.rla)
• Softimage
• Targa (.tga)
• TIFF (.tiff)
Browse button
3. Click Browse.
The Open Audio file browser appears.
4. Navigate to the file you want to open and click
OK.
The clip is imported.
5. Click the Play button.
3. Click the Replace button to the right of the file
name field. • The first time you play thought the audio, the sys-
The Replace Footage file browser appears. tem generates a RAM-cached audio preview.
4. Navigate to the appropriate directory, select the • The second time you playback the audio (and each
new clip or image file, and then click OK. time thereafter), you hear the audio play normally.
For more information on using audio in your work- To access Settings controls for a composite
spaces, see Chapter 20, “Audio.” branch of your workspace:
1. Double-click the composite that you want to se-
lect.
Branch Settings vs. Footage
Settings
You can specify settings independently for branches
and each footage element you import into a
workspace.
Editing Composite Display • To change the composite resolution, adjust the val-
ues in the Width or Height fields.
Settings
The composite display settings are specified when
you create a new composite. You can change these
settings at any time.
• To change the pixel aspect ratio, enter a value in the Once the Paint branch is created, you can change the
Pixel Aspect Ratio field. You can also select the fol- settings in two ways: by replacing the footage, or
lowing values from the Pixel Aspect Ratio list. resizing the solid layer.
original layer and the copy. If you change the mined by the type of video card you used to digitize
footage settings for one, the other also changes. footage. Make sure that the field dominance in your
workspace is the same as the field dominance of the
Use Source controls for:
original source material. If it is not, clips are
• “Changing Channel Settings” on page 74 displayed incorrectly.
• “Setting Field Dominance” on page 74
To set field dominance:
• “Changing the Frame Rate” on page 74 1. In the Workspace panel, expand the layer that
• “Changing the Pixel Aspect Ratio” on page 75 contains the footage settings you want to modify,
then select the Footage operator.
• “Removing 3:2 Pulldown” on page 75
Note: You can also select the Footage operator in
• “Specifying Source Layer” on page 76 the Footage library.
The following sections describe how to modify each 2. Click the Footage Controls tab.
setting in detail. The Footage Controls appear.
3. Click the Source button.
Changing Channel Settings
When you open a clip that contains an alpha 4. Select an option from the Field Separation list.
channel, the system detects it and automatically
displays RGB color and the alpha channel.
Select: To:
No Fields Specify that each frame is a com-
plete video frame.
Upper First Specify that the upper field (even) is
For more information, see Chapter 6, “Channels.” generated first.
Lower First Specify that the lower field (odd) is
Setting Field Dominance generated first.
Each video frame is made up of two fields of alter-
nating lines. These fields are updated at twice the Changing the Frame Rate
frame rate of the clip. Field dominance determines The Frame Rate field indicates the frame rate of the
which field is generated first and is usually deter- footage. By default, it is set to the frame rate of the
original media file. You can set the frame rate as 3. Select a standard aspect ratio from the Pixel As-
needed. pect Ratio list.
Changing the Pixel Aspect Ratio WWWSS, WWSSW, WSSWW, SSWWW, and
You can change the pixel aspect ratio of your footage. SWWWS.
3:2 Pulldown list 1. In the Workspace panel, select the Footage oper-
ator for the footage that contains source layers.
• “Specifying Frame Holding Duration” on page 80 To set image quality for all images in a composite
or Paint branch:
• “Cropping Footage” on page 81
Select an option from the global image quality list to
• “Frame Blending” on page 80 the right of the playback controls.
Global Image
Setting Footage Display Quality Quality list
Note: You can also select the Footage operator in Select: To:
the Footage library. Preview Set the image quality for all footage in
a composite to the full image quality
The Footage Controls appear. as specified for the original footage
2. Click the Output button. on the Output panel.
Best Set the image quality for all footage in
3. Under Resolution, select an item from the Qual-
a composite to the full image quality
ity list.
as specified for the original footage
on the Output panel.
In addition, in Best mode, you can en-
Quality list
able Anti-aliasing and Supersampling
for the composite on the Settings
panel.
Medium Set the image quality for all footage in
a composite to the medium image
quality as specified for the original
Note: Select Custom to degrade the image quality footage on the Output panel.
by a factor of your choice. Enter the image degra-
Draft Set the image quality for all footage in
dation factor in the field to the right of the Quality
a composite to the draft image quality
list.
as specified for the original footage
on the Output panel.
▲ Be careful when increasing resolution of Note: You can also select the Footage operator in
footage above its original settings. This results in the Footage library.
up-sampling of pixels, which can cause a pixelated
looking image.
The Footage Controls appear.
Reverse
Footage
Hold Frame
Duration field
Cropping list
Select: To:
Cropping Footage Manual Manually crop the edges off the se-
Crop lected footage using the Top, Left,
Use the crop tool in the Output panel of the Footage
Right, and Bottom sliders.
Controls to crop off unnecessary edge material in
your media. Individual Analyze the footage’s alpha and set
Frame crop keyframe values to crop off un-
Also, if your footage contains an alpha channel, you used edges for each frame.
can instruct the system to automatically crop off the When you select this option, the sys-
unused portions of the frames (either by creating a tem analyzes and processes the
footage automatically.
crop value keyframe for each frame, or by analyzing
the whole clip and setting a global value across all Combine Analyze the footage’s alpha and set
frames). Frame one global crop value for the entire
sequence.
You can keyframe crop settings. When the footage When you select this option, the sys-
operator is selected, crop values appear in the Time- tem analyzes and processes the
line. For information on keyframing, see Chapter 8, footage automatically.
“Keyframing.”
Note: Click the R button to reset the crop values to
their default settings.
To crop your footage:
1. In the Workspace panel, expand the layer with
the footage settings you want to modify, and then Creating Proxy Footage
click the Footage operator.
You can create a low-resolution version of the
Note: You can also select the Footage operator in footage for quicker feedback and lower memory
the Footage library. requirements. You do this in the Make Proxy dialog.
The Footage Controls appear. For example, if you are working with a film-resolu-
tion workspace, you can open the film-size layers,
2. Click the Output button.
and use the Make Proxy dialog to render a D1 or
other sized version to disk from the original footage.
You can then switch between the full size version and 5. Click the Lock button to maintain the
the proxy, as needed. footage aspect ratio when you enter custom height
or width values.
To make a proxy for a layer: 6. Specify the file name and location for the proxy.
1. In the Workspace panel, expand the layer whose You can enter a file path, or click Browse and navi-
footage settings you want to modify, then select the gate to the location where you want to store the
footage operator for that layer. proxy.
Note: You can also select the Footage operator in 7. Click Process.
the Footage library. The system renders a proxy of the selected layer.
The system replaces the low-resolution footage with Changing Footage Start and End
the original, high-resolution footage. Points
You can change the start and end points of your
Clearing Proxy Footage footage independently of the duration of your
When you create proxy footage for a file, the new composite or Paint branch. When you adjust the
low-resolution footage is linked to the original start and end point for the selected footage, frames
Footage operator. You can break the link to proxy are removed from the head and tail of the footage
footage and replace it with other footage, or you can and the duration changes accordingly.
reinsert the original, high-resolution footage.
Changing start and end points in this manner differs
You use this feature when you have been working in from dragging in and out points in the timeline. If
proxy mode, then decide to switch to high resolu- you remove frames from the start and end points
tion, but at a lower quality (such as Medium or even using the footage controls, these frames are unavail-
Draft). Once you switch back to the Main footage, able in the timeline. You can then use the end
you no longer need the link to the proxy footage. behavior settings in conjunction with the specified
subsection of the clip repeat the clip in various ways.
To break the link to proxy footage:
For information on setting the end behavior, see
1. Make sure Proxy is selected from the Toggle “Changing the End Behavior” on page 79.
Footage list.
Toggle Footage Clear Proxy To change the start and end points:
list button
1. In the Workspace panel, expand the layer that
contains the footage that you want to modify, then
select the Footage operator for that layer.
Start and
3. Select Main from the Toggle Footage list to rein- End fields
sert the original footage in the placeholder.
The duration of the footage changes to reflect the Reverting to a Saved Workspace
new start and end points. You can revert to the last saved state of your work-
space. Use this when you have made several
modifications to your workspace then decide you
Saving a Workspace want to go back to how the workspace appeared
Once you create a workspace and modify the when you last saved it.
composites and Paint branches, you save your work.
You can save an existing workspace under its current Note: you can only revert to explicitly saved
name or save it with another name. workspaces.
Note: Combustion workspaces are saved with a To revert to the last saved version of a workspace:
.CWS file extension. Choose File | Revert Workspace.
To save a workspace:
Choose File | Save Workspace (or press CTRL+S).
• Click OK.
The workspace is saved under the specified name.
to rearrange them
et
dynamically through 3D
• “About Compositing” on page 86 A layer can also contain a composite, which itself is
made up of many layers. This is called nesting.
• “Adding Layers to a Composite” on page 86
2. Choose Object | New | Composite/Paint/Solid 6. In the Duration field, enter a duration in either
Layer. frames or in SMPTE timecode.
7. To change the background color of the layer,
click the Background Color box, select a color from
the Pick Color dialog that appears, and then click
OK.
8. Click OK.
A new layer is added to your composite.
To create a layer from an operator: A new layer is created that contains an instance of the
1. Select a composite in your workspace. selected operators.
Renaming Layers
When you import clips or images, Combustion
creates a layer name from the name of the imported
file. Once you create a layer, you can rename it at any
time.
To rename a layer:
1. Select the layer.
2. Do one of the following:
4. Click OK.
• Click the layer name once in the Workspace panel, The icon is yellow when the layer is on, and gray
type a new name, and then press ENTER. when it is off.
Layer is off
• Select the layer in the Workspace panel. • Select the layer in the Timeline.
Transforming Layers
You can position layers anywhere in your composite,
rotate them around all three axes, and change their
size and shape. You can choose to use the tools on
the toolbar to transform your layers, or use the
Transform controls to obtain precise control.
The Transform controls appear. tion fields, all selected layers move to those
coordinates.
The following sections describe how to use the
Transform controls when working with layers. 3. To return to the default values, click the Position
Reset button.
Moving and Rotating Layers 4. To move the layer to the required position in a
viewport, click the Arrow tool on the Toolbar
You can rotate and move layers along the X, Y, or Z
and then drag the layer in the viewport.
axes to position them in your composite. You can
also constrain movement to one or two axes, if 5. To constrain the movement to one or more axes,
required. enable the X, Y, and Z options on the Toolbar.
To move a layer:
1. Select the layer.
Transform Controls
Click to reset each Transform control.
Y. Right-click and drag to constrain movement to X Note: You can also double-click the Rotate tool,
and Z. and enter an explicit X, Y, and Z rotation in the
dialog that appears.
6. To enter explicit X, Y, and Z positions, you can
also double-click the Arrow tool and enter the values
in the dialog that appears. Scaling Layers
You can scale a layer to change its size and propor-
tions. A scale value of 100% returns the layer to its
original size.
To scale a layer:
1. Select the layer.
2. To use the Transform controls to set explicit val-
ues for the scale of the layer, click the Transform but-
ton and adjust the X, Y, and Z Scale fields.
3. To return to the default values, click the Scale
The layer moves to the new position. Reset button.
4. To drag the layer to scale it in a viewport, click
To rotate a layer:
the Scale tool on the Toolbar and then drag the
1. Select the layer. layer in a viewport.
2. To use the Transform controls to set explicit val- 5. To constrain the movement to one or more axes,
ues for the layer rotation, click the Transform button enable the X, Y, and Z options on the Toolbar.
and adjust the X, Y, and Z Rotation values.
3. To return to the default values, click the Rotation
Reset button.
4. To drag the layer to the required rotation in a
viewport, click the Rotate tool on the Toolbar
and then drag in a viewport.
5. To constrain the movement to one or more axes,
enable the X, Y, and Z options on the Toolbar.
Parenting Layers
Use Parenting to make one layer (the parent layer)
control the movement of another (the child layer).
The child can move anywhere in the scene indepen-
dently of the parent, but any transformations to the
parent (moving or rotating, for example) affect the
child.
You can also create a null object which you can use as Note: This procedure assumes you have already
the parent, or parent layers to lights and the camera created a null object in your composite. For infor-
(and vice versa). mation, see “Creating a Null Object” on page 97.
The layer becomes the child to the null object. When Targeting Layers
you move, rotate, scale, or shear the null object, the Use Targeting to point one layer at another, no
layer is also affected. matter where it is in your scene. When a layer targets
another, it rotates so that its Z axis is always pointed
To remove parenting: at the pivot point of the other layer. This can be
1. Select the child layer. particularly useful when creating animations.
2. In the composite controls, select None from the You can also create a null object that you can use as
Parent list. the target, or target layers to lights and the camera
The link between the two layers is removed. (and vice versa).
To target a layer:
Hinging Layers
Use Hinging to link the edges of two layers similar to 1. Select the layer.
the way a door attaches to a wall. The first (or 2. Select the layer that you want to set as the target
hinged) layer becomes the child of the second layer. from the Target list, or click the Target Pick button
If you move the parent layer, the hinged layer moves and select it in a viewport.
to keep the link to the parent layer.
To hinge layers:
1. Select a layer. This will be the child layer.
2. Do one of the following:
• In the Layer controls, select the second layer from
the Hinge list.
• Click the Hinge Pick button in the Layer controls,
then select the second layer in a viewport.
Combustion automatically hinges the closest edges
of the layers. The layer you hinged snaps to the
nearest edge of the parent layer and its pivot point
moves to align along the hinged edge. You can rotate The layer is targeted to the selected layer. When you
the hinged layer along one axis only. move the target, the layer rotates to point at it.
3. Choose the null object from the Target list, or new null objects, they are named Null Object (1),
click the Pick button and select it in a viewport. Null Object(2), and Null Object(3), by default. You
can rename them at any time.
• To align the layer’s Z-axis to the motion path, click 3. Click the Arrow tool in the Toolbar.
the Align Z button.
4. Click the Four-Corner button in the Toolbar.
Four-Corner
The layer rotates so that the selected axis is aligned to button
the motion path.
Corner handles appear in the four corners of the
3. To align the layer to the negative X-, Y-, or Z-ax- layer.
is, click the Invert button.
To remove alignment:
Click the X, Y, or Z button again to disable it.
5. Click and drag the corner handles in a viewport • In the Workspace panel, drag the layer name to a
to reshape the layer. new position.
Locking Layers to the Background The layer always appears perpendicular to the
Lock a layer to the camera to prevent it from current viewpoint.
changing perspective when you move the camera.
This is useful when you have footage with real
Changing the Duration of a Layer
camera motion and you want to composite elements
You can change the duration of a layer by stretching
into the footage and “matchmove” the virtual
or compressing it. When a layer is stretched, frames
camera to the real one. In this case, lock the original
are added; when it is compressed, frames are
footage to the background and the camera so that it
removed. For example if you stretch a 1-second clip
does not change perspective. Any other footage you
so that it plays for two seconds, Combustion dupli-
import into the composite changes perspective
cates every frame. If you compress a 1-second clip so
normally when you move or rotate the camera.
that it plays for 30 seconds, Combustion removes
half the frames.
To lock a layer to the camera and background:
1. Select the layer. You can use Frame Blending to create any new
frames by using interpolation. Otherwise, new
2. In the Layer controls, click Background Depth
frames are duplicates of existing frames. Enable
Order.
Frame Blending in the Footage controls. For detailed
information, see “Changing Footage Output
Settings” on page 77.
To copy a layer:
1. Select the layer.
4. Choose Edit | Paste or press CTRL+V (Windows) be moved and reordered in the same way as in any
or COMMAND+V (Macintosh). other. There is no limit to the complexity of the
The layer is copied to the new location. workspaces that you can create.
To duplicate a layer:
Creating a New Nested Composite
1. Select the layer. You can add a layer to an existing composite that
2. Choose Edit |Duplicate, or press CTRL+ALT+D contains a new composite. This new nested
(Windows) or COMMAND+SHIFT+D (Macintosh). composite is the source for the layer. You can then
A copy of the layer is created in the composite. import clips and images, create layers, and add oper-
ators to the new composite just as you would
To move a layer: normally.
1. Select the layer.
To create a new nested composite:
2. Choose Edit | Cut or press CTRL+X (Windows)
1. Select a composite in the Workspace panel. You
or COMMAND+X (Macintosh).
will nest the new composite into this one.
The Layer is removed from the composite.
3. Select the composite into which you want to
move the layer.
4. Choose Edit | Paste or press CTRL+V (Windows)
or COMMAND+V (Macintosh).
The layer is moved to the new location.
2. Choose Object | New | Composite/Paint/Solid
Layer.
Creating Nested Composites The New dialog appears.
When you nest a composite, you move it (and every-
3. Choose composite from the Type list.
thing it contains) onto a single layer in another
composite. This in a sense “collapses” the composite
onto the layer, with an important difference—you
can still modify all of the elements in the nested
composite. You can, for example, move layers, add
effects, and import footage just as you would
normally. 4. In the Name field, enter a name for the compos-
ite.
Using nesting, you can organize the elements in your
workspace by grouping them together, or apply 5. Select a standard format from the Format Op-
effects to multiple layers at once. tions list or choose Custom to create a custom for-
mat. For more information, see “Choosing Format
You can create new nested composites and Paint Options” on page 59.
projects, or choose to move existing layers into a
nested composite. Layers in a nested composite can
see the new composite, new layer, and the original 3. Enable Selected Layers, and then click OK.
operators.
If you expand the Nested Layer, you can see the orig-
inal composite and the layers.
Creating Instances
An instance of an operator is a clone that is
3. Enable Composition, and then click OK. completely interchangeable with the original. Any
changes to the original are updated in the instanced
operator, and vice versa.
Instanced operators are indicated in the Workspace above, the Color Corrector and footage operators
panel by an italicized name. from Front Layer will be nested and instanced
4. Click OK.
To nest and instance an operator:
A new layer is created in the current composite that
1. Select a composite in your workspace.
contains an instance of the selected operator(s).
To build a composite from existing branches: The selected branch is moved to a new nested layer
1. Select a composite in your workspace. in the current composite.
4. Click OK.
You can repeat this procedure for any branch in your project, you can move an operator to another place
workspace. in the processing pipeline, modify its parameters,
change its animation, copy it, or simply delete it.
Transforming Nested Layers In the following three illustrations, note the opera-
Nested layers behave just like any other layer in a tors on each layer, especially the Box Blur, which is
composite. You can move and rotate them in your applied at different points in each example.
scene, hinge and parent them to other layers, and set
In the first example, the Sky layer is modified by a
the layer properties.
single Sharpen filter. The Couple layer is modified by
three filters, each one affecting the result of the filter
below it: the Linear Keyer is applied to the footage,
Applying Operators
then the Matte Controls are used to refine the output
An operator is an operation that modifies a layer or
of the Linear Keyer. The Brightness/Contrast filter is
a composite. It can be as simple as a box blur filter, or
used to brighten the keyed result. The Couple layer is
as complex as an Paint animation. Operators are
processed one after another. The result of one oper-
ator serves as the input for the next.
composited with the Sky layer and the Box blur is The second example is the same except that the Box
applied to the output of this composite. blur is moved onto the couple layer.
Example 1: Box Blur on the composite Example 2: Box Blur on the couple
In the third example, the Box blur is moved onto the more information on the footage operator, see
sky. “Changing Footage Source Settings” on page 73.
Operators can be grouped into four main categories, In the following example, the shot in the lower right
each represented by a different icon in the Work- corner of the composite is itself a composite of two
space panel: layers, a talent keyed over a background. It stands
out because it is too bright and clear.
• Filters, which include, noise filters, keyers, col-
or correctors, third-party plugins, and so on. These
operators are described in the current chapter.
• Paint operators, which include Paint, masks,
and selections. For more information on Paint oper-
ators, see Chapter 9, “Introduction to Paint."
To apply an operator to a nested layer: 4. Adjust the Operator controls, and apply addi-
1. In the Workspace panel, double-click the com- tional operators if needed.
posite that contains the nested layer. The operators modify the output of the composite
over its entire duration.
Using Operators with Selections The current operator is now the Selection operator.
A selection determines what portion of the image is The current viewport displays the selection
affected by any operator placed above it in the Work- marquee, and the menu changes to display only rele-
space panel. vant commands.
In the following illustration, the Elliptical selection 4. When you are satisfied with the selection, make
limits the effect of the Twirl filter, while the Rectan- the composite the current operator so that you have
gular selection limits the effect of the Emboss filter. access to the Operators menu. To do so, double-click
the composite in the Workspace panel.
5. Select the layer (or nested layer) again.
6. Choose an Operator from the Operators menu.
The operator is applied over the selection and modi-
fies only the selected area for the duration of the clip.
If you apply other operators on top of the selection,
they are also limited by the selection.
Modifying Operators
If more operators were added over the Emboss filter, You can modify an operator’s parameters and
they would also be limited by the Rectangular selec- keyframes at any time.
tion. To apply an operator to the entire image, you
Note: To avoid making unwanted changes when
must first add a Remove Selection filter.
adjusting an operator, make sure that the result
appears in one of the viewports. To do so, select a
To apply an operator to a selection:
viewport, then, in the Workspace panel, double-
1. In the Workspace panel, double-click the com- click the composite or the layer that contains the
posite to make it current. operator.
You can delete a filter operator by clicking Remove in When you cut and paste, or copy and paste an oper-
the Filter controls. ator, all its stored settings are also copied.
Emptying Storage
If you want to copy the settings from one storage to
another so that you can fine-tune the settings in the
second storage, the second storage must be empty.
When you create a new operator, all the store buttons
are empty, but if you have saved settings in all five
storages, you may need to empty a few.
To empty a storage:
1. Select the storage and click Reset.
2. The dot disappears from the lower right corner
of the storage button to indicate that it is empty.
3. Disable Store before moving to another storage.
Now you can repeat the procedure in “Storing Oper-
ator Settings.”
your composite.
B
The Layer Panel Options — Affect the orientation and the surface
Use the controls in the layer panel to adjust the shape properties of the layer.
of your layer, its placement in relation to other layers,
Lock Orienta- Locks the rotation of the layer to
and how it reacts to lighting and the camera.
tion the position of the camera. If you
rotate the camera, the layer
Shape — Changes the shape of a layer in two-
moves to maintain the same ori-
dimensions. entation in Camera view.
Normal Transforms the layer as a whole. Invisible to Prevents the layer from being
Rays affected by any lights in the
Four-Corner Use control points on each of scene. The layer will not be lit, or
the four corners of the layer to cast reflections and shadows.
change its shape. These control
points can be moved in two di- Invisible to Hides the layer from view when
mensions. Camera using Camera view. However, its
reflections and shadows are not
Reset Reverts to the default settings. hidden. This is good for grids
and items that you may use as
Depth Order — Controls the behavior of a layer in guides, but then would like to
relation to other layers in the scene. hide.
Cast Shadow Causes the layer to cast shad-
Background Locks the layer to the back-
ows in the scene.
ground. It will be placed behind
any other objects in the scene, Receive Shad- Allows the layer to receive shad-
regardless of their position in 3D ow ows cast from other surfaces. If
space. disabled, the layer will be unaf-
Normal Unlocks the layer. fected by any shadows in the
scene.
Foreground Locks the layer to the fore-
ground. It will be placed in front
of any other objects, regardless
of their position in 3D space. RLA/RPF Options — You can import rendered
RPF or RLA files from 3D StudioMAX into
Combustion. Use these options to make flat video
layers appear to move within the 3D space of an RPF
or RLA image.
Transfer Modes — Control how a layer is blended Front and Back Visibility — Controls whether a
into the composition and how it interacts with layers layer is visible from the front, the back, or both sides
behind it. when the layer (or camera) is rotated. For example,
you may want to have a movie layer that rotates 180
For most transfer modes, portions of the layer only
degrees in Y to reveal another movie on its back.
take on the transfer mode characteristics when
another layer is directly under it, or behind it in 3D Luminosity — Controls the brightness of a layer in
space; if there is empty space behind portions of the relation to the lights in a scene. This option is similar
layer, those portions appear normal. to reflectivity, except that it controls the reflection of
light from the layer itself, not the reflection of other
Preserve Alpha — Enable Preserve Alpha to
layers.
respect the alpha information of the layers behind
the current layer. In other words, this option makes The higher the percentage, the more light is reflected
the current layer visible only where other layers are from the layer, and the brighter the layer appears.
not transparent.
Diffuse Level — Diffuse level controls how light
Stencil Layer — Stencils allow you to use one layer spreads over the surface of a layer. In most cases, the
as a matte for another. For more information, see effect of the diffuse level is visible only when lights
“Using Stencils” on page 138. are placed very close to the surface of a layer.
The higher the percentage, the greater the spread of highlights. A surface with low glossiness has high-
shading across the surface from nearby lights. lights that spread out more.
Specular Level — Specular level controls the Color Highlights — You can have specular and
brightness of the specular highlight (or “hotspot”) diffuse highlights on your layer that are the same
generated when a light is close to a layer. Each light colors as the layer or the same colors as the light(s).
generates a different specular highlight on the
surface of an layer. The appearance of the highlight Shading — Shading can be both on or off globally,
depends on the glossiness of the surface. A surface as well as on or off for each layer. Use the Shading
with a high glossiness value has small, tight, specular box in Settings to set Shading globally.
The Display controls let you balance display quality Note: You can enable these options only when the
and processing time. You can adjust these controls Display Quality is set to Best. (Set the Display
independently for each composite in a branch. Quality list is next to the Animate button, under the
viewport.)
Object Detail — Determines how the composite is
Render Effects — When adjusting the properties
displayed.
on the Surface and Layer panels, enable Render
Use: To: Effects to see the results. Disable Render Effects to
reduce processing time when you are not working
Wireframe Display only the wireframe of the
on lighting or surface effects in the composite.
layers in the composite.
Current Display only the current layer in the Enable: To:
viewport. This option increases ren-
Shading Turn on lights in the composition.
dering speed as well as offers a clear
view of the current layer. Shadows View shadows cast by layers onto
other layers in the composition.
Relatives Display the current layer and any rel-
atives, such as objects parented, Reflections View reflections and highlights on
hinged, or targeted to the current surfaces created by light bouncing
layer. from one layer to another.
All Objects Display all layers in the composite.
This is the default option.
Using Transfer Modes
Quality — Disable these options to reduce Transfer Modes control the way a layer’s surface is
processing time. blended with any other layers behind it.
To select a transfer mode: Subtract — Subtracts the Red, Green, and Blue
1. Select the layer. values of the current layer’s pixels from the layers
behind it. The resulting composite can make the
2. On the Surface panel, select a transfer mode
layer’s pixels appear very dark.
from the list.
Multiply — Multiplies the pixel values of the
current layer with the pixels in the background
composition, and clips all RGB values at 255. The
overall effect is similar to drawing with a colored
marking pen over an image: it darkens and colorizes
at the same time using the current layer imagery.
Select from the following transfer modes: Soft Light — Shines a soft, diffuse light of the
current layer onto the layers behind it. It does not
Normal — Shows the layer in its normal colors. completely affect areas of detail, but does reduce the
contrast levels in the image.
Dissolve — Randomly dissolves pixels of the
current layer over the layers behind it. Hard Light — Shines a harsh light of the current
layer onto the layers behind it. It mostly affects areas
Add — Adds the Red, Green, and Blue values of the of detail, but greatly reduces the contrast levels in the
current layer’s pixels to the layers behind it. The image.
resulting composite can make the layer’s pixels
appear very bright, especially over a bright backdrop Darken — Composites only pixels of the current
composition. layer that are darker than the pixels of the layers
behind it.
Lighten — Composites only pixels of the current Luminance — Changes the luminance of the layers
layer that are lighter than the pixels of the layers in the background composition to the luminance
behind it. value of the current layer.
Hue — Changes the hue of the current layer to the Shade — Uses the current layer to “shade” layers
hue of the layers behind it. This effectively makes the behind it. The hue and saturation of the current layer
current layer take on the “tint” of the elements in the is used, but the value of the background elements is
background of the composition. retained. This looks as if the current layer is taking
on the “texture” of the background elements wher-
Saturation — Changes the saturation of the ever they overlap.
current layer to the saturation values of the layers
behind it. (This differs from Saturate, which uses the Saturate — Uses the saturation of the current layer
saturation of the current layer to increase that of the to increase the saturation of the layers behind it.
layers behind it.) (This differs from Saturation, which equalizes the
saturation of the current layer with that of the layers
Colorize — Changes the hue and saturation of the behind it.)
current layer to the hue and saturation values of the
layers behind it. Desaturate — Uses the saturation of the current
layer to decrease the saturation of the layers behind
it.
Behind — Hides the current layer behind the alpha 3. To see or render the reflections you create, click
channel of the current composition, without moving the Reflections button in the Settings Controls.
it or changing its stacking order in the Timeline
layers list.
Using Reflectivity
The amount of Reflectivity on a layer controls the
amount of mirroring it does of surrounding objects.
The Reflectivity Mode determines how the reflec-
tion is to be cast.
Reflectivity on statue layer set to 25 (above).
To make a layer reflective:
1. Select the layer. Using Reflectivity Modes
2. On the Surface panel, adjust the Reflectivity slid- Just as with overlapping surfaces and transfer
er. modes, Reflectivity Modes control the way in which
The higher the percentage, the more the layer reflects the reflection is blended with the original image.
the surrounding scene. Set reflectivity to 100% to
The Reflectivity Mode called Normal produces
simulate a mirror.
results similar to a mirror.
Depending on the properties of the material you are With any number and type of light sources, as well as
trying to mimic with your layer, you will need to play surface types, the range of effects possible in
with the Reflectivity Modes until you find one that is Combustion are limited only by your imagination.
ideal for your scene.
To make a basic shadow:
1. Select a flat, matted-out layer with distinct edges
Making Shadows to cast the shadow.
Combustion is not limited to drop shadows: you can 2. Bring the layer out a little bit from the back in Z
add lights and place matted layers in their way, and Transformation, and perform a small amount of Y
cast shadows on whatever surface the shadows hit. Rotation. This will allow you to better see and ma-
nipulate the shadow. You can later change the Z
You can go from the fairly simple to the very
Transform and Y Rotation amount; this is just to be
complex. able to see the shadow.
3. Ensure that under the Settings Controls, Shad-
ows, Shading, and Reflections are enabled. Under
the Layer Controls, Cast Shadow and Receive Shad-
ow should be on by default.
4. Select the light you began the composite with; it
should look like a starburst. For more on lights, see
Chapter 19, “Adding Lighting Effects”. From the
Light Controls, choose Spot as light type and open
the Cone Angle to about 80-90.
5. Ensure that the Spot light is pointing at the ele-
The figure above has one large spotlight below the ment you want to cast shadows. Try experimenting
scene shining upwards, and both layers are rotated with combinations of different light colors and Spot
in Y to skew the shadows a bit. light angles.
Using Color Highlights has its front turned off. They are then parented
The diffuse and specular highlights can assume together so that they stay stuck together as one layer.
whatever color you want.
To produce a double-sided layer:
To set the color of Color Highlights:
1. Start a new composite and import two clips.
1. Select the layer. 2. If they are not the same size, scale down the larg-
2. Click the Color Highlights On or Off button: er of the two so that it matches the size of the smaller
one.
• Select On to use the colors of the layer.
3. In the Transform Controls, rotate one of the lay-
• Select Off to use the colors of the light. ers 180 degrees in Y.
4. Select the layer you want for the front, and, un-
der Surface, turn off Back visibility.
Setting the Highlights (Specular
Level and Glossiness) of the 5. Select the layer you want for the back, and, under
Surface, turn off Front visibility.
Current Layer
The highlights created in Combustion from passing 6. Parent the two together by choosing one of the
lights and reflective surfaces are controlled through layer layers from the list and clicking Parent.
the interaction of Specular Level and Glossiness. Now, when you rotate one layer, the other rotates
with it, and each is only visible from one side. This
To set the highlights of the current layer: technique can be used to build postcards, playing
1. To see the specular highlights turn Shading on. cards, or any other double-sided surface.
composite--they allow
almost infinite
changeability.
B
Alpha
About Channels
Channels contain image color information. For
instance, an RGB image has three channels: one for
Back
red (R), one for green (G), and one for blue (B).
When you start a new workspace, color channels
and an alpha channel are created automatically.
matte as gray areas, allowing the transparent (or these issues, such as blur, shrink, and erode. For
blurred) areas to partially show through. more information, see “Refining Your Matte Using
Matte Controls” on page 134.
The process of generating a matte (from bluescreen,
for example) is also known as “pulling” a matte. In addition to these concerns, broadcast TV and
Getting as close as possible to the perfect matte is film have their own matte demands. Video footage
perhaps the most important part of compositing. may sometimes contain jagged fields (because of
Because you are superimposing layers on layers with rapid movement, for example) and may require
the aim of creating a “reality,” any imperfections in blurring or de-interlacing before the matte is pulled.
the matte can become glaringly obvious and ruin the You may also find a lot of noise in one or more of the
illusion. channels (red, green, and blue), making the matte
“sizzle” around the edges and perhaps causing indi-
vidual pixels to disappear from the matte. Each type
of film stock, in turn, has a distinct grain, which
necessitates the use of a common film stock when
shooting the different elements of the composite.
FRONT BACK
You can also use degraining before pulling the matte
and regrain the entire composite branch afterwards
to match the grain. For more information on
degraining and regraining, see “Example 2:
Degraining and Regraining” on page 152.
• Targa
Too much color The Front and Too much hair is • Photoshop
spill is visible Back merge “eroded” away.
around fine hair. together well. • PICS
• Filmstrip
If the matte is too tight to the subject, the edges and
any fine detail (such as curly hair) will be lost. • ElectricImage
Note: You can also right-click a viewport and Creating an Alpha Channel
choose View Modes followed by the view mode If a layer does not contain transparency information
corresponding to the channel you want to see.
on the alpha channel, you can create transparency
Normal — Displays RGB color (or a normal using any of the following tools: masks, Paint, or
image). Use this mode to view the normal color keyers. These tools are describes in the following
image for your composite or paint branch. sections.
Alpha Overlay — Displays the RGB color chan- For information on using masks, see Chapter 7,
nels, and overlays the alpha information in semi- “Using Masks.”
transparent red.
Creating Alpha Channels with • IFF keyer. This tool is most useful for complex key-
Keyers ing. For information on the Keyer, see “Keying” on
You can key out a specific color or range of similar page 337.
colors from a clip. When keying, the front image
becomes transparent where a color (or range of Using the Linear Keyer
colors) is keyed out. The Linear Keyer gives you a fast and easy way to
composite a front layer on top of a back layer. It is
most suitable for keying out backgrounds shot in
front of relatively uniform blue or green screens
(chroma key). For more complicated keys, use the
Keyer.
FRONT
The Linear Keyer is also useful for pulling simple
keys based on luminance values (luma key), such as
COMPOSITE compositing red letters over a black background into
a composite.
• Linear Keyer. This tool is useful for simple keys. For Tolerance — Specifies the range of colors that are
information, see “Using the Linear Keyer” on page keyed out (made transparent). Increase tolerance to
131. remove colors further away from the key color. For
blue or green screen work, you typically adjust this
• Difference Keyer. This tool is useful for creating a slider until the key color fringe is removed from the
matte for a clip that was not shot in front of a blue- image.
screen. For information on the Difference Keyer, see
“Using the Difference Keyer” on page 132. Cleanup — Hardens soft edges and semi-trans-
parent regions in the key.
Spill Removal — Adjusts the amount of the key 4. Drag the Tolerance value until the background
color that is removed from the main portions of the color disappears. A value around 20-25% often pro-
footage. In many cases, a subject shot on blue or duces good results.
green screen contains some color spill of the back- ▲ When the Tolerance value passes a certain
ground onto the foreground subject; use this slider level, you may begin keying out portions of the
to color-correct the foreground, removing color image you want to keep.
shades similar to the key color.
5. You can remove more of the unwanted back-
ground color from the matte using the Cleanup slid-
Key Color — Specifies the color to key out. You can
er. Usually a Cleanup value of 100% works best.
specify the key color in two ways: click the color box
and select a color in the Pick Color dialog, or click 6. After you finish adjusting the key controls, the
key color is removed and the back layer appears.
the Pick button, and then click a color in the
viewport. To pull a luma key using the Linear keyer:
To pull a chroma key using the Linear keyer: 1. Place a front layer (such as brightly colored text
in front of a black background) over a back layer,
1. Place a front layer (shot in front of a green or blue then select the front layer.
screen) over a back layer, then select the front layer.
2. Choose Operators | Keying | Linear Keyer.
2. Choose Operators | Keying | Linear Keyer.
The Linear Keyer controls appears.
The Linear Keyer controls appears.
3. Click the Key Color box.
Note: When using the Linear keyer, it is easiest to The Pick Color dialog appears.
attain good results when Feedback is enabled. This
lets you see the way the key changes on-the-fly as 4. Select Black (R=0, G=0, B=0), then click OK.
you change keyer parameters. If you do not use the
If the black ground was uniformly black, you should
Feedback option, you can see the effects of the key
in a thumbnail preview to the right of the Linear not need to adjust any values.
Keyer controls.
▲ If you set the tolerance too high, the text
changes color.
Matte produced using the Difference Output — Click a button under this heading to
Keyer from above images.
specify a difference key output. You can choose
Sometimes you do not have the luxury of shooting Front, Back, Matte, or Result.
your subject in front of a blue screen. In this case,
you can use the Difference Keyer to create a matte for Gain — Use this slider to boost the matte. The
the subject. To do this successfully, you need the clip difference keyer multiplies the values of the pixels in
of the subject, and a still image (or a clip) of the the result clip by the Gain.
background with no subjects.
Lift — Use this slider to add the Lift value to all
The difference matte effect calculates the difference pixels in the difference matte.
between corresponding pixels of the two source
images. The value of the pixel in the back image is R, G, or B — Enable the color channel(s) to use for
subtracted from the value of the corresponding pixel the difference matte. You can use any of the Y, U, or
in the front image, and the resulting absolute value is V channels in the YUV color model, or any of the R,
used in the difference matte. G, or B channels in the RGB color model.
The matte is created using the Tolerance and Soft-
Tolerance — Set the tolerance for the matte by
ness values that you specify. The Tolerance value
clicking the color box next to the Tolerance field in
specifies the difference level that is considered black.
the same row as the color channel you are using.
A higher Tolerance value includes more black in the
Drag the color picker around the area of the image to
matte. The Softness value is used to soften the tran-
matte out.
sition between the light areas and the dark areas of
the matte by adjusting the amount of gray at its Note: You can also set the tolerance for the matte
edges. Gray information is not included in the matte directly in the Tolerance fields.
when the Softness is zero. Use a higher Softness
value to increase the gray.
Softness — Set the softness for the matte using 7. Choose the color channel(s) to use for the differ-
either the Softness field or the color box beside its ence matte.
field. 8. Set the tolerance for the matte by dragging the
picker around the area of the image to matte out.
Note: You can also set the softness for the matte
directly in the Softness fields. 9. Set the softness for the matte. Softness values
should be around zero for each color channel to pro-
Back Source — The Back Source field displays the duce a clean matte.
Footage operator that you are comparing to the front You can refine the edges later using matte controls.
layer. Click the Set button to pick a new Back Source. For more information, see “Refining Your Matte
Using Matte Controls” on page 134.
Reset All — Click this button to reset all difference
keyer parameters to their default settings. 10. Use Gain or Lift as needed.
Matte Controls
The Matte Controls panel is made up of the
following elements.
number of pixels to add or remove from the edge of To draw on a layer’s alpha channel:
the matte. 1. In an empty composite branch, import a front
layer and a back layer. In this example, the following
Erode — Creates a transparency gradient at the layers are used:
edge of the matte. Click Erode and set the erode
width in pixels.
2. Enable and adjust the Shrink, Erode, or Blur Note: You do not see the composite in this view
sliders to arrive at the right degree of edge softness. mode. However, you can set another view port to
show the result of the matte in context of the
composite.
Creating Alpha Channels with 5. Click the Toolbar tab, then click the Filled Ellipse
Paint button .
Use Paint to draw directly on a layer’s alpha channel.
6. Click the color box to pick a paint color.
This is useful for retouching mattes or isolating a
part of a clip. Note: When you are working on the alpha
channel, only grayscale colors ranging from white
to black are available.
• Select black to remove areas from the front layer. You return to the composite (and can see what our
subject is thinking about).
• Select varying shades of gray to create areas of par-
tial transparency.
8. When you have completed drawing the on the Importing Files with Existing
alpha channel, choose Window | View Mode | Alpha Alpha Channels
to see what the alpha channel looks like. If the footage you import contains an alpha channel,
Combustion automatically uses it to determine the
layer’s transparency. If there is no alpha channel in a
clip or still image, Combustion automatically creates
a default one. The default alpha channel has no effect
on a clip’s transparency. You can modify the alpha
channel using Paint, a keyer, a mask, or various
channel effects.
present in the footage item, inverting the alpha Color — Ignores the alpha channel information
channel, or turning it off altogether. present in the footage and displays only the RGB
color information.
Alpha channels are displayed over a background
color or transparency, depending on the view mode.
Alpha — Ignores the RGB color information
For more information, see “Using View Modes” on
present in the footage and displays only the alpha
page 130.
information.
To change a layer’s alpha channel settings:
Color+Alpha — Interprets both the color channels
1. Select the layer in the active viewport. and the alpha channel.
2. In the Workspace panel, expand the appropriate
Branch, composite, and layer, and then select the Guess — Combustion determines the type of alpha
Footage. channel present in the footage. This option is used
when the footage file is first opened.
Color box — Specifies with which color the RGB layer 90 degrees, the composite will change to reflect
channel is premultiplied. Click the color square and the transformations applied to the stencil layer.
select a color using the picker.
FRONT
Using Stencils Relative position of
Stencils allow you to use one layer as a matte for Stencil layer versus Front
another. Transformations to the stencil layer affect layer.
COMPOSITE
Note: You can also click the Pick button and then
click the Matte layer in the active viewport. Applying a Matte to a Layer
If you have a video clip and a corresponding matte
6. Do one of the following:
clip that was created separately from the video (not
• Click Alpha to apply the Matte layer’s alpha channel on the alpha channel), you can use the Set Matte
to the front layer. effect to easily composite the clips over a back clip.
Note: The matte layer must contain an alpha By linking the clips together, the matte layer acts as
channel to use the Alpha button. an alpha channel for the front video layer.
• Click Luma to create a matte from the luminance Set Matte differs from stencils in that the matte layer
values of the matte layer. Use this option when your follows the front layer transforms. You cannot move
matte layer is an 8-bit grayscale clip. these layers independently from one another.
FRONT BACK
To use an existing matte clip: 8. Select the Footage operator under the Matte Lay-
1. Choose File | Import Footage to import the back, er and click OK.
front, and matte clip into Combustion.
The file browser appears.
Note: Make sure the front and matte clips are Matte
synchronized (the first matte frame corresponds to Layer
the first front layer frame, and both sequences have footage
the same total number of frames).
• Minimax on page 144. click the color square to choose a color from the
Color Picker.
• RGB Arithmetic on page 145.
• Set Matte on page 145. Blend — Specifies the percentage amount for
which the channel effect is visible over the original
For more information on operators in general, see
layer. Values below 100% allow you to see the orig-
Chapter 14, “Filters.”
inal layer.
Method — Specifies the technique used to blend The Compound Alpha Arithmetic controls are made
the two layers. up of the following elements.
Using Compound Alpha Arithmetic Undefined Areas — Specifies the color used to fill
Use the Compound Alpha Arithmetic to set the in the blank (0% opacity) areas of the image. Click
alpha channel of a layer using another image in the the Pick button to select a color from the screen, or
composite. click the color square to choose a color from the
color picker.
To apply a Compound Alpha Arithmetic filter:
1. Select the layer. Blend — Specifies the percentage amount for which
the channel effect is visible over the original layer.
2. Choose Operators | Channel | Compound Alpha
Arithmetic. Values below 100% allow you to see the original
layer.
The Compound Alpha Arithmetic controls appear.
Layer — Specifies the layer to be used as the source Operator — Specifies which mathematical opera-
for the mathematical operations. To remove a layer, tion is applied. For a complete list of Operator
click the appropriate Layer button, then click the options, see “\Operator List Options” on page 146.
None button in the operator Picker dialog.
Operators are available for Red, Green, and Blue.
Control s are available for Hue, Saturation, and
Value. Layer — Specifies the layer to be used as a source
for the mathematical operations. To remove a layer,
Input Channel — Specifies which channel of the click the appropriate Layer button, then click the
source layer is used. Available channels include: None button in the Operator Picker dialog.
Luminance, Red, Green, Blue, Alpha, Hue, Satura-
tion, and Value. Layer controls are available for Red, Green, and Blue.
Blend — Specifies the percentage amount for Input Channel — Specifies which channel of the
which the channel effect is visible over the original source layer is used.
layer. Values below 100% allow you to see the orig- Input channel controls are available for Red, Green,
inal layer. and Blue.
Blend — Specifies the percentage amount for which Typically, 0% applies no mathematical operations,
the channel effect is visible over the original layer. while 100% is full intensity of the selected operator.
Values below 100% allow you to see the original
Operands are available for the Hue, Saturation, and
layer.
Value channels.
Using HSV Arithmetic Blend — Specifies the percentage amount for which
Use HSV Arithmetic to apply specific mathematical the channel effect is visible over the original layer.
operations to the Hue, Saturation, and Value chan- Values below 100% allow you to see the original
nels. Each channel has an separate Operator list and layer.
Operand slider for specifying settings
independently. Using Invert
Use Invert to invert the color information in the area
To apply an HSV Arithmetic filter:
to which it is applied.
1. Select the layer.
2. Choose Operators | Channel | HSV Arithmetic. To apply an Invert filter:
The HSV Arithmetic controls contain the following The Invert controls contain the following elements:
elements.
Channel — Determines which channels are
Operator — Specifies which mathematical opera- inverted: choose RGB to invert all color channels, or
tion is applied to the selected channel. For a choose Red, Green, or Blue to invert these channels
complete list of options, see “\Operator List separately.
Options” on page 146.
Operators are available for the Hue, Saturation, and Using Minimax
Value channels. Use Minimax to change pixels to their minimum or
maximum value within the range of the radius
Operand — Specifies the intensity of the selected sliders, depending on the effect method you select.
operator for the specified channel. The effect You can use this effect to expand or shrink bright
depends on the mathematical operator specified. areas of an image, with independent control over the
horizontal and vertical intensity of the effect.
Use: To:
Minimum Compare the value of pixels with-
in the range of the radius sliders
and set those pixels to the mini- The RGB Arithmetic controls are made up of the
mum value in the range. This has following elements
the effect of shrinking bright ar-
eas and expanding dark ones.
Operator — Specifies which mathematical opera-
Maximum Compare the value of pixels with- tion is applied to the specified channel. For a
in the range of the radius sliders
complete list of options, see “\Operator List
and set those pixels to the maxi-
mum value in the range. This has Options” on page 146.
the effect of expanding bright ar- Operators are available for the Red, Green, and Blue
eas and shrinking dark ones.
channels.
Min then Max Apply a minimum operation with-
in the specified radius then apply Operand — Specifies the intensity of the selected
a maximum operation within the
operator for the specified channel. The effect
same radius in a second pass.
depends on the mathematical operator specified, but The Set Matte controls appears.
in most cases, 0% applies no mathematical opera-
tions, while 100% is full intensity of the selected
Operator.
Note: Transformations to the layer that you are \Operator List Options
using as the matte layer are disregarded. If the The Operator list appears in most channel effect
matte layer’s dimensions differ from the front
controls. The options in this list specify which math-
layer’s, the matte layer is scaled so the two layers
match. ematical operation is applied to the selected channel.
The following operators are available.
To use the Set Matte effect:
1. Select the layer to which you want to apply a None — Applies no calculation to the channel; that
matte (the layer whose transparency you want to is, turns the effect off. The Operand slider has no
modify). effect.
2. Choose Operators | Channel | Set Matte.
Set — Specifies a preset value for all pixels in the
channel. The Operand slider specifies which value is
used.
pixels in the channel. When used in Alpha Arith- Threshold — Converts channel pixels to either
metic the overall effect makes the footage more fully on or fully off. The Operand slider determines
opaque. the threshold value: channel pixels below the
Operand slider setting are turned fully off, while
Subtract — Decreases the channel levels by pixels with values above the Operand slider setting
subtracting the level set by the Operand slider from are turned fully on.
the current level of pixels in the channel. When used
in Alpha Arithmetic, it makes the overall effect more Screen — Multiplies the inverse of the Operand
transparent. slider setting with pixels in the channel. The new
pixel is always lighter than the existing one.
Multiply — Takes the value of pixels in the channel,
and multiplies it by the value specified by the
Operand slider. Editing Channel Effects
You can modify channel effect parameters after you
Difference — Uses the value of pixels in the apply an effect to a layer in your Workspace panel.
channel and the value set by the Operand slider and
calculates the difference between them. To edit a channel effect:
1. In the Workspace panel, expand the Branch,
Min — Compares the value of pixels in the channel composite, and the layer upon which you applied the
to the value of the Operand slider. If a pixel has the effect.
lower value, it is unchanged; if it has a higher value,
it is changed to the value of the Operand slider.
The channel effect controls appear in the appro- Examples of Using the Channel
priate control panel. Effects
The following examples illustrate ways of using
channel effects to arrive at specific results. Examples
for the following are included:
1. In the Workspace panel, expand the branch, 2. Select Composite from the Type list and enter
composite, and the layer upon which you applied the Channel_effect in the Name field.
effect. 3. Enter the following document settings:
2. Select the channel effect. • D1-NTSC
• Duration = 00:00:01:00
• Background Color = Black
Selected effect 4. Click OK.
A new composite branch is created.
panel, clicking the layer once, entering a new name The RGB Arithmetic Controls appear.
in the field that appears, then pressing the ENTER key.
Enter new
name here.
1. Copy and paste the RedChannel layer two times. Because only the green channel remains in your
2. Rename one layer GreenChannel and the other
image, you should see black and varying shades of
BlueChannel. green in the thumbnail preview.
Renamed layers
Because only the blue channel remains in your Step 5: Animate the Layers
image, you should see black and varying shades of Animate the position of each layer so that you see the
blue in the thumbnail preview. color channels of the image move out of phase then
return to a normal-looking image.
6. Click Reset to center the layer. The grain is less apparent. Try experimenting with
7. Center the other layers.
different values to see how further blurring the Blue
channel affects the image quality. While you are at it,
The image returns to a normal composite image.
try blurring the red and green channel as well.
8. Press Home to move back to the first frame of the
composite and press Play. Step 2: Regraining the Image
9. Try experimenting with the interpolation be-
After compositing with a degrained layer, it is a good
tween the keyframes to arrive at a more interesting idea to put some grain back in the image to make it
effect. For information on keyframing and interpo- fit in with the other layers (and, therefore, look more
lation, see Chapter 8, “Keyframing.” realistic).
Note: Expand the Nested folder to see the old 9. On the Playback controls, enable Loop ,
composite. If you expand the old composite, you then click Play to see the effects of the
can see your original footage. grain over the composite.
3. To add grain over all layers at once, in the Work-
space panel, select the Nested Layers object.
Rendering Alpha Channels
4. Press Home to make sure you are positioned on Combustion automatically generates an alpha
the first frame of the composite. channel for composites. You can view this alpha
5. Choose Operators | Selections | Channel Selec- channel at any time, and render it embedded into the
tion. final movie or sequence, or to a separate movie or
6. In the Channel Selection Controls, select Blue sequence. Rendering a separate alpha channel is
from the Channel list. useful for creating footage that you can use in other
programs, or as a linear key in a traditional tape-
based editing suite.
Creating Masks
About Mask Objects You can create masks at anytime when working in
Use mask objects to modify a layer’s alpha channel,
Combustion. Masking tools are available as opera-
thus creating areas of transparency on the specified
tors for creating masks directly on a layer in a
layer. You can then use the visible portion of the layer
composite. You can also create a mask directly in
in your composite.
Paint (when masking in Paint, the mask’s effect only
For instance, use a mask to make the sky in a fore- appears when you return to the composite or when
ground clip transparent and then place a more you render the mask).
dramatic sky in the background.
If you need only to create a mask for a layer, use the
Mask operator. If, however, you may need to retouch
an element of the layer, access the Mask tools from a
Paint operator.
Choose: To:
those who are familiar with creating masks in their
workspaces. Learn more about how to use these
Elliptical Mask Access the mask tools and create
tools further on in this chapter.
an ellipse mask.
Rectangle Access the mask tools and create
Mask a rectangle mask. Mask Toolbar
The Mask Toolbar is divided into two sections: tools
3. Click the Toolbar tab. and the tool options. Each tool has its own set of
The Mask tools appear and the specified to is options.
selected.
Freehand Mask
Mask tools
Click the Freehand mask tool to draw a free-
hand mask.
Tool options
Mask tools
Use the Mode list to access various Rectangle The Mode list tool options give you access the
drawing modes. various Ellipse drawing modes.
Grabber Tool
When you click the Grabber button , you can
adjust what you see in the viewport.
Invert
Enable this option to invert the current mask(s).
Mask mode
list Anti Alias
Enable this option to soften the mask edges.
You can access these controls in Paint or in a
composite: Global Apply Mode
Use the items in the Global Apply list to specify how
• In Paint, on the Paint Controls panel, click the masks affect an existing alpha channel for the
Modes button. selected layer.
• In a composite, after adding a Mask operator to a
layer, click the Modes button on the Mask Controls
panel.
Transform Controls
Use the Transform controls to adjust mask proper-
ties such as position, rotation, scaling, shear, and BACK
pivot point.
FRONT
6. To feather the mask’s edge, adjust the value in the Control points appear around the mask.
Feather field.
7. To invert the mask, enable the Invert button.
8. To adjust any of the mask’s transform properties
(position, rotation, scale, and pivot point), click the
Transform button on the Mask Controls panel and
make the necessary modifications.
Freehand Masks
Use the Freehand mask to draw a mask around the
appropriate area of the current layer. In the following
example, a freehand mask is used to completely
isolate the subject (Little Mermaid) from its original
background and composite it over the back layer. 7. Refine the mask as needed.
8. Double-click the composite in the Workspace
To draw a Freehand mask:
panel to return to the composite and see the results
1. Select the front layer (the layer to which you want of the masking operation.
to add a mask).
2. Choose Operators | Mask | Draw Mask.
The selected layer is loaded into the Mask operator.
Rectangular Masks
Use the Rectangular mask to mask out a rectangular
portion on the current layer. In the following
example, a Rectangular mask is used to partially
3. Click the Toolbar tab. isolate the subject (Little Mermaid) from its original
background and composite it over the back layer.
4. On the Toolbar, click the Arrow tool .
5. In the viewport, use the bounding box to adjust To draw a Rectangular mask:
the size and rotation of the Elliptical mask. For in- 1. Select the front layer (the layer to which you want
formation on sizing and rotating with a bounding to add a mask).
box, see “Editing Object Transform Properties” on
page 247. 2. Choose Operators | Mask | Rectangular Mask.
The Mask operator opens and a default size rect- Editing Masks
angle mask is added to the layer. Once you create a mask, you can edit its shape, prop-
erties, mode, and so on. To see the mask edges more
closely, use the Magnify tool to zoom in when
editing masks.
Mask
operator
Note: You can also edit the mask’s shape, position, 6. Drag the control points to give the mask a differ-
and rotation in the active viewport as you would ent shape.
any object.
Animating Masks
Animate mask shape and transform properties to
make a mask follow an area of a clip. You can
• Press CTRL (Windows) or COMMAND (Macintosh)
animate a mask object in the same way other objects
while dragging a tangent handle to toggle between a
are animated.
broken or continuous tangent handle.
For information about animating objects, see
Chapter 8, “Keyframing.”
Tracking Masks
Use the Tracker to track the motion on a clip and
apply that motion to your masks. This makes the
process of animating masks much faster. You can
track a mask object in the same way other objects are
tracked.
Deleting Masks
To delete a mask, select it and press the DELETE key.
Opacity slider
Invert button
Feathering Masks
To feather the edges of a mask, select the mask, and
then adjust the Feather amount in the Modes
controls.
Combining Masks
Once you create a mask using any of the mask tools,
you can add to the mask, subtract from the mask, or
Feather slider
obtain a mask from the intersecting portion of any
new mask that overlaps existing ones.
To combine mask objects: The second mask is removed from the first.
1. Draw a mask object.
2. In the Modes controls, select Subtract from the
Mask mode list. Remaining
mask
3. Select a masking tool and draw the second mask.
The mask are combined. Subtracted
portion of
mask
Note: You can also hold down the SHIFT key while 2. In the Modes controls, select Intersect from the
drawing masks with any mask tool to combine Mask mode list.
masks.
3. Select a masking tool and draw the second mask.
To remove a portion of an existing mask object: The resulting mask is the overlapping portion of the
first and second mask.
1. Draw a mask object.
2. In the Modes controls, select Add from the Mask
mode list.
Elliptical
3. Select a drawing tool and draw the second mask. Mask Intersecting
portion of
masks
Rectangular
Mask
betweening". Interpolation
• “Creating Animations” on page 171 To make a layer appear gradually over a span of two
seconds you have to import the layer, make it fully
• “Editing a Motion Path” on page 173
transparent, then move ahead two seconds into the
• “Timeline Overview” on page 175 video and make the layer fully opaque. Frames at
which you set the opacity become keyframes. The
• “Playback Controls” on page 180
opacity values for the frames between the keyframes
• “Creating Keyframes” on page 183 are calculated automatically using interpolation.
Interpolation is used to create smooth motion. It is
• “Editing Keyframes and Animation Curves” on
easy to change this animation: go to the first or last
page 184
keyframe and change the opacity for the layer. All in-
• “Cutting, Copying, and Pasting Keyframes” on between frames are recalculated automatically.
page 191
Enabling Keyframing In the following illustration, you can see how a layer
Before you can set keyframes to create any anima- moves across the viewport and fades in at the same
tion you have to toggle the Animate button. When time.
active, the Animate button is red.
interpolation.
However, you can add complexity (and realism) to There are procedures for applying a motion path to
movement by adjusting the shape of the motion path a layer in a composite and to an object in Paint.
between keyframes using the tangent handles.
To create a motion path for a layer in a composite:
1. In the Workspace panel, select the layer you want
to animate.
2. Use the playback controls to move to the first
frame (or press HOME).
The motion path starts here.
Use the motion path to visualize the movement of a 7. Drag the layer to its new location (you can also
layer and compare it to background elements; for rotate, scale, or adjust any other channel).
example, using the motion path you can easily align A keyframe is created, and the layer’s motion path
the movement of a composited boat with an aerial appears.
photograph of a meandering river. 8. Advance (or go back) to another frame, and
River Motion path Boat move the layer again to create another keyframe.
9. Continue adding keyframes until you achieve a
result you like.
The keyframes are joined by a motion path.
Also, curves are automatically applied to the motion A keyframe is created, and the object’s motion path
path to create smooth motion. appears.
To edit a motion path: can adjust the shape of the curve on either side of the
• To move a keyframe, click the Arrow tool and control point.
drag the keyframe in the active viewport.
space panel. However, you can also use the Timeline in parenthesis to its right. Click and drag the cursor
menu to navigate to any level in your workspace. over the value in parenthesis to increase or decrease
it. Press ALT (Windows) or COMMAND (Macintosh)
Timeline menu
while dragging to pan the Timeline list.
Layer icon
Expand
Triangles
Collapse
triangle
Up Arrow
The Timeline list is made up of the following
elements.
Use: To:
Layer icon Show the type of footage. The icon
varies depending on the type of
footage. Toggle the Layer icon to
show or hide the corresponding lay-
er.
A yellow icon indicates that it is visi-
ble in the viewports.
Timeline List
The Timeline list shows all the layers in the current Expand/ Display or hide categories or chan-
collapse tri- nels. Click the right triangle to ex-
workspace. This list is arranged hierarchically—the
angle pand an item. Click the downwards
first layer created or imported is at the bottom of the triangle to collapse an item.
list, and the most recent at the top. Expand the list to
display animation channels grouped in categories.
When a channel is selected, its current value appears
Timeline Categories
Graph Mode
In the Timeline list, expand a layer to display its cate-
Graph mode shows the value of a category’s channel
gories and channels.
over time. Select a channel in the Timeline list to
Expand: To: display its graph line. Horizontal position represents
time, while vertical position corresponds to the
Global Set- Display ambient light and back-
channel’s value. If a channel has no keyframes, the
tings ground categories.
line is straight. In Graph mode, you can edit a
Transform Display position, scale, pivot, and keyframe’s value as well as its position in time. See
color categories.
Editing Keyframes and Animation Curves, on page
Geometry Display Crop, Control Point, and G- 184.
Buffer categories.
Surface Display surface categories such as
opacity, reflectivity, shading, and
transfer modes.
Operators Display filters, operators, and their
channels.
Overview Mode Note: The dotted lines that extend beyond the
Overview gives you a “bird’s eye” view of your layer in-point and out-point represent unused
composite. In this view, each layer is represented by available frames in the imported clip.
a horizontal bar that shows the layer’s duration in the
To move a layer in time:
composite.
Drag the center of the bar left or right to move the
If you expand a layer in the Timeline list, each cate- layer in time.
gory is represented by a dotted straight line, with
white squares indicating keyframes. In this mode,
Grab layer
you can edit a keyframe’s position in time, but not its here.
value. For more information, see Editing Keyframes
and Animation Curves, on page 184.
Timeline Positioner
Drag here.
A vertical line in the Timeline view represents the
current time for the composite. Click and drag the
positioner to change the current frame displayed in
the active viewport.
After adjusting
layer duration. Note: You can also double-click anywhere in the
Timeline view to move the positioner to that
position.
• Enable Auto Scale to zoom to the extent of the ani- — Zooms in by a factor of two.
mation so that when you open a channel in Graph
— Zooms out by a factor of two.
view, the animation curve is sized to fit in the Time-
line view.
Frame All — Resizes the entire project so it fits into
the Timeline view.
Reset Tngts — Resets tangents for selected • Click to play the clip.
keyframe(s).
• Click to move ahead to the next frame.
Interpolation — Select an option to set the inter- • Click to move ahead to the last frame of
polation mode for selected channels or keyframes. the clip.
For more information, see “Setting Interpolation
• Click to go back to the previous key-
Method” on page 186.
frame.
Extrapolation Before and After — Select an • Click to go ahead to the next keyframe.
option to define the shape of the Timeline animation
• Click or or to toggle be-
curve before and after the first and last keyframes.
tween play once, pingpong, and loop play mode.
For more information, see “Setting Extrapolation
Methods” on page 188. • Enter a value in the current frame field to
move to a specific frame in the animation.
Math Operation — Displays the Math Operations
• Use the scrub bar to scrub through (preview) the
dialog. Use this dialog to add effects such as jitter,
animation or move to a specific frame.
random noise, and scaling to keyframes. For more
information, see “Math Operations” on page 190. • Use to view the total duration of the ani-
mation.
Playback Controls
Current Frame field Scrub bar Playback in point Playback out point Animation duration
2. Select a unit from the Display Time As list. To scrub through a clip using the current frame
field or the scrub bar:
• Click and drag either the current frame field or the
scrub bar to scrub through the animation. Drag
right to move ahead in the clip; drag left to move
back.
Select from the following options: • Double-click at a specific frame in the Timeline to
move to that frame.
Select: To:
By default, when scrubbing you see a wireframe
Timecode Display time in SMPTE timecode. preview of the motion. To preview images, enable
Frames Display time in total number of Feedback.
(from 0) frames, starting at zero.
Note: The scrub bar offers greater resolution for
Frames Display time in total number of scrubbing. If you find it hard to land on the correct
(from 1) frames, starting at one. frame when scrubbing in the current frame field,
try scrubbing with the scrub bar.
Moving to a Specific Frame
Setting In and Out Points
Click the current frame field and then enter a time-
You can set playback in and out points to limit the
code value or frame number to move to that frame.
range of frames that are played back.
To move to a specific frame: The system always plays back between the specified
1. Click the current frame field. frame range. To play back your entire clip, make sure
the in and out-points are at the first and last frame,
2. Enter the timecode or frame number of the
frame to which you want to move and press ENTER. respectively.
If you start playback when the current frame is
Note: You can type the value in timecode or in
frame number, regardless of the units displayed in outside the range, at first the system ignores the in
the current frame field. and out points and plays normally until it moves into
the range specified by the in and out points. At this
3. Use the following shortcuts when entering time-
point, the in and out points are respected.
code:
To set playback in and out points:
To: Type:
1. To set the in point, drag the green marker under
Go to 5:00:00 5.00.00
the scrub bar to the appropriate frame.
Go to 05:00 5.
2. To set the out point, drag the red marker under
Go to 05:00:00 5.. the scrub bar to the appropriate frame.
Move ahead 5 frames +5
Move back 5 frames -5
Using the Timeline To toggle the visibility of several layers at once, select
When creating an animation, use the Timeline to the layers, then choose Object | Toggle Visibility.
manage how layers appear in the viewports. You also
Note: When you render the workspace, hidden
us the Timeline to display the categories and chan- layers are not rendered.
nels that you want to animate.
Note: You can also click the layer in a viewport to You can change the stacking order of the layers to
select it, or click it in the Workspace panel. move them forward of backward in the viewport. In
the Timeline list, click and drag a layer to change its
To select multiple layers at once: stacking order.
In the Timeline list, drag a selection box around the
layers that you want to select, or SHIFT-click each
one.
Displaying Categories in the Timeline editing a channel does not set a keyframe; the
List channel maintains a constant value (based on the
Use the Timeline list to display the information you last value you set).
need. Click the expand triangle next to a category to
Note: To change animation default settings,
display its channel information. Click a triangle choose File | Preferences | Animation.
again to collapse its contents.
• Modify the layer in the active viewport. Keyframes Editing Keyframes and
are automatically created for all channels that Animation Curves
change. Once you create keyframes, there are a number of
• In the Composite Controls, click the Transform ways to edit them:
button then use the sliders to adjust the values for the • Edit keyframes directly in the active viewport.
channels you want to animate. Keyframes are added
automatically for all channels that change. • Drag the keyframe to change its value in Graph
mode.
• In the Timeline list, double-click the channel you
want to keyframe, and type a numeric value in the • Double-click the keyframe you want to change,
field that appears. You can also click and drag a value then enter a new value in the Numerical Input dialog
in parenthesis to increase or decrease it. that appears.
• In the Timeline list, click the key icon next to the The keyframe automatically reflects any changes you
channel. If the icon is gray, automatic keyframing is make.
disabled for that channel (the system uses the last
specified value). Editing Keyframes in Graph View
Use Graph mode to gain precise control over
keyframes and animation between keyframes.
To edit a keyframe in Graph mode: increase or decrease it. The graph reflects the new
1. In the Timeline controls, click the Graph button. value.
Tangent handles before and after breaking. Click and drag the keyframe(s) to its new time.
6. To edit a keyframe using numeric input, double- To move a keyframe in time in Graph mode:
click the keyframe you want to edit, then type a value Right-click (Windows) or OPTION-click (Macintosh)
in the Numeric Input dialog that appears. Or click the keyframe(s) and drag it in time. The cursor
and drag the cursor over the value in parenthesis to
changes to indicate that you can drag the keyframes For information on animating with Bezier curves
left or right. and other interpolation methods, see “Setting Inter-
polation Method” on page 186.
Tangent
control
points
keyframes. You can set the interpolation method for Cubic — Draws smooth curves between keyframes,
an entire curve, or for individual keyframes. so that the animated channel does not change
abruptly at keyframes.
Types of interpolation include:
The animation curve appears in the Timeline view. You see the effects of extrapolation only if your clip
has frames before the first keyframe or after the last
3. Select the keyframe(s) you want to change.
keyframe.
4. In the Timeline controls, select an interpolation
from the Interpolation list. Keyframes set for this region
of the animation curve.
Interpolation
list
Setting Extrapolation Methods Constant — Applies the value at the first or last
Extrapolation is used to determine the behavior for keyframe to all the frames that come before the first
a channel before the first or after the last keyframe. A keyframe or after the last keyframe.
dotted line appears in the Timeline to indicate where
extrapolation is used.
Extrapolation is useful when you want to create a
cyclical effect, such as a shutter flicker (as you would
find in an old-time movie clip). You create one
period in the flicker cycle, then use extrapolation to
repeat the period over and over.
Linear — Continues the curve in a linear fashion backward like a pingpong ball bouncing back and
before the first keyframe or after the last keyframe. forth across a pingpong table.
Loop — Cycles the animation as it appears between Relative Repeat — Cycles the animation as it
the first and last keyframe. appears between the first and last keyframe, simi-
larly to Loop extrapolation, but with a relative offset
based on the channel value at the last keyframe.
3. To set the animation behavior for frames before The Math Operations dialog appears.
the first keyframe, select an extrapolation from the
Extrapolation Before list.
Extrapolation
list
4. To set the animation behavior for frames after 3. Click a button to apply the corresponding oper-
the last keyframe, select an extrapolation from the ation.
Extrapolation After list.
Click: To:
Negate Flip a channel or group of keyframes
horizontally.
Reverse Flip a channel of group of keyframes
vertically.
Extrapolation
Average Apply a weighted average to the se-
list lected channel or group of keyframes.
When you select Average, an Over
field appears. Enter the divisor for the
average operation in this field.
Math Operations Simplify Approximate the selected keyframes
Use the Math Operations dialog to perform or channel using the number of key-
common mathematical transformations on one or frames you specify in the To n Key-
more keyframes, or on an entire channel. Some frames field.
common transforms include: Averaging, Flipping, The overall shape of the curve is pre-
Reversing, and so on. served when you use this operation
Scale Scale the selected keyframes or chan-
To apply a math operation to a channel: nel. You can scale the Horizontal axis
and the Vertical axis separately.
1. In the Timeline, select the keyframes in a chan-
When you click this button, the H and
nel to which you want to apply the math operation.
V fields appear. Enter the scale factors
2. Click the Math Operations button. in these fields.
Remove Remove jitter from selected keyframes
Jitter or channels.
To increase the playback speed, you can reduce layer To preview animation at different resolution:
detail, lower display resolution, or turn off Do one of the following:
processing-intensive effects. You can also use the
• Select a resolution from the quality list. Play the To preview changes to an animation on-the-fly:
clip. 1. For the sake of this example, create a simple ani-
mation. For instance, animate a layer with two key-
quality list frames moving across the viewport.
2. Click the two-viewport layout button.
Two-viewport
Layout button
Parenting Layers
Use Parenting to make one layer (the parent layer)
control the movement of another (the child layer).
To parent a layer: rotates to keep the link to the parent hinge layer’s
1. Select the child layer. edge.
Parent list
Parent list
Hinge list
Hinging layers
Use Hinging to link the edges of two layers. The 4. On the Layer panel, do one of the following to
hinged layer moves like a door on a hinge, or a page select the parent-hinge layer:
in a book. When you move, rotate, or scale the • Select it from the Hinge list.
parent-hinge layer, the hinged layer moves and
• Click the Pick button and click the parent- To target a layer to another:
hinge layer in the active viewport. 1. Select the layer that you want to point at a target.
The layer you hinged immediately snaps to the 2. Do one of the following to select the target layer:
nearest edge of the parent-hinge layer. You can rotate
• Select it from the Target list.
the hinged layer like a door: only along one axis.
When you move, rotate, or scale the parent-hinge
layer, the hinged layer is also affected.
Target list
You can align the path to the layer’s X, Y, or Z axis. Animating with Onion Skin
Use onion skinning when you are doing frame-
based animation. Onion skinning allows you to see
through the current frame to preceding or successive
frames. This is useful to see how one frame compares
to the frames before or after it.
You can use the onion-skinning animation tech-
nique when compositing and painting; however, it is
most useful when you are drawing a traditional 2D
cartoon-type animation in Paint.
Align buttons
frames, and the position of the frames in relation to 2. In the Preceding Frames section, adjust the set-
the current frame. tings for the preceding frames.
Use: To:
Number of Set the number of visible frames be-
Frames fore the current frame.
Starting Set the opacity of the onion skin im-
Opacity mediately before the current frame.
Opacity Set the percentage in which opacity
Fade decreases between onion-skin
frames. For example, if the onion-
skin frame preceding the current
frame is 50% opaque and the fade
value is 50%, then the frame before
it is 25% opaque, and so on.
Onion-skin composite showing Frames 1, 2, and 3
Position Set the position of the onion skin.
Select Above to place the onion skin
To set onion-skinning options: on top of the current frame, or Be-
low to place the onion skin under
1. Choose Window | Onion Skin Settings.
the current frame.
Note: You can also press SHIFT + ].
3. Use the Current Frame Opacity slider to set the
The Onion Skin Settings dialog appears. opacity of the current frame. Set the opacity for the
current frame below 100% for clips without an alpha
channel to see the onion-skin frames behind the
current frame.
4. In the Successive Frames section, adjust the set-
tings for the successive frames.
Use: To:
Number of Set the number of visible frames af-
Frames ter the current frame.
Starting Set the opacity of the onion skin im-
Opacity mediately after the current frame.
Opacity Set the percentage in which opacity
Fade decreases between onion-skin
frames. For example, if the first on-
ion-skin frame is 50% opaque and
the fade value is 50%, then the next
frame is 25% opaque, and so on.
Use: To:
Position Set the position of the onion skin in
the viewports. Select Above to place
the onion skin on top of the current
frame, or Below to place the onion
skin under the current frame.
Combustion’s vector-based
composite clip.
B
• “Paint Interface” on page 211 Although the Paint operator gives you access to all
the drawing tools, there are two other drawing oper-
ators accessible through the Operators menu from
About Paint which you can access specific drawing tools: the
Paint is an interactive, vector-based and object Selection operator and the Mask operator.
oriented drawing operator that you apply to a layer as
Choose the various Selection operators to use selec-
you would other operators. It allows you to perform
tion tools only. For information on selection tools
a wide range of painting tasks from simple
and the selection operators, see Chapter 12, “Paint:
retouching, to motion tracking, to full cartoon
Drawing Selections.”
animation. As with other painting-type software
packages, there are tools for creating paint strokes, Choose the Mask operators to access a simplified
geometric shapes, text, selections, and masks. version of Paint from which you can only use mask
tools. For information on mask tools and the mask
With Paint, however, you create projects (called
operators, see Chapter 7, “Using Masks.”
branches) for painting on changing video frames,
not on a still. Therefore, you have to make your Paint
objects move to follow the action in a scene. For
About Objects
instance, if you want to change the color of a
Simply put, an object is anything you can draw with
subject's eyes by drawing over them with light-blue
one of the drawing operators. They are divided into
brush strokes, it is not enough to change them on
three main groups: Paint objects, Selections, and
one image only. You have to change the eye color on
Masks.
each frame, and the brush strokes have to follow the
movement of the eyes from frame to frame. You manipulate paint, selection, and mask objects in
the same way; however, you use the objects differ-
You could manually apply paint strokes to each
frame, but, thanks to the object-based nature of
brush strokes in Paint, you can create the strokes for
one frame, then move them (or track them!) for the
successive frames so they follow the eye's motion.
ently. Paint objects create or modify pixels in your Add effect to selection objects to restrict the area
Paint branch. upon which effects act.
Paint objects drawn onto subject to make glasses. Brighten effect and lens flares applied to selections to
simulate real glasses.
Selection objects define a specific area of the screen
within which other paint objects or effects operate. You use mask objects to make areas of a layer
transparent.
Also, once you create one type of object (say a Paint Setting Object Duration
rectangle), you can change it to another type of By default, when you create an object, it exists only
object of the corresponding type (either a rectangle on the current frame. You can extend an object’s
selection or a rectangle mask). duration automatically using the Auto Duration
Here is a list of all the objects you can create in Paint: feature, or you can set its duration using the
Timeline.
• Brush strokes, Rectangles, Ellipses, and Polygons
You can also set an object’s initial duration using the
• Text Default Object Duration setting in the Settings panel
• Lasso selections of the Paint Controls. For more information, see
“Settings Controls” on page 232.
• Magic wand selections
• Rectangle, ellipse, and polygon selections Using Auto Duration
If the Auto Duration feature is enabled, objects you
• Text selections create are automatically copied to subsequent frames
• Fill as you advance through the Paint branch. The Auto
Duration feature affects only newly created objects.
• Freehand masks It does not change the duration of objects or effects
• Rectangle, ellipse, and Polygon masks. that you created before enabling Auto Duration.
Using the Timeline clone. For more information on color modes, see
You can extend an object’s duration by dragging its Chapter 11, “Paint: Advanced Drawing Tools.”
in and out points on the Timeline, or by adding a
keyframe for that object at the desired time.
Editing Objects
After you create an object, you can modify any of its
properties at any time.
Object with a To modify an object’s modes properties (color,
one frame
opacity, draw modes, and so on), use the controls on
duration.
the Modes panel of the Paint Controls. For more
information, see “Modes Controls” on page 217.
Drag the in or out
point (or both) to
To modify an object’s transform properties, use the
extend object controls on the Transform panel of the Paint
duration. Controls. For more information, see “Transform
Controls” on page 225.
The object changes to the specified object type. Use Highest object in
the following object types: stack appears on
top of other objects
Select: To: in the viewport.
You can change the order of objects, moving them Use: To:
backward or forward one step at a time, or moving
Send Move the object back one step. In the
them directly to the front or to the back of the image.
Backward Timeline list, the object moves down
one position.
Mosaic effect
applies only to
To change the order of overlapping objects: Ellipse Selection.
About Animating Objects The object’s name changes into an editable field.
Because Paint is a painting application for moving
images, you need to be able to animate the proper-
ties of your Paint objects so they follow the motion in
the viewports.
1. Select the layer upon which you want to paint in To paint over multiple layers simultaneously:
the Workspace panel, Timeline, or viewport.
Note: To follow this procedure, you must first
2. Choose Operators | paint. create (or open) a workspace in Combustion that
The layer is loaded into Paint. A Paint operator contains multiple layers.
appears under the selected layer in the Workspace 1. After setting up your layers, select the composite
panel. operator in the Workspace panel.
Paint
operator
The selected composite is nested into a layer called Paint opens with all the layers of the original
“Nested Layer,” which, in turn, is placed in a second composite visible. A Paint operator is added to the
composite. workspace.
Note: If you expand the Nested Layer, you can see 5. Click the Toolbar tab to access the drawing tools
the original composite and the layers. and begin painting. For information on using the
Paint drawing tools, see “Creating a Paint Object” on
page 238.
6. When you are finished painting, you can return
to the composite by clicking the Workspace tab, then
double-clicking the top composite in the Workspace
panel.
The image appears in the viewports. You are ready to To open a Paint 2.x project:
begin painting. For information on using the Paint 1. Choose File | Open Workspace.
drawing tools, see “Creating a Paint Object” on page The Open Workspace file browser appears.
238.
2. In the Format list, select paint* 2.0 Project.
• JPEG (.JPG)
Opening a Paint 2.x Project
You can open Paint 2.x projects in Combustion. • Adobe Photoshop (.PSP)
Menu
bar
Paint Brushes
controls palette
Toolbar Color
controls
Status bar
Save Workspace As — Saves the current work- Feather — Feathers a selection by a specified pixel
space with another name. amount.
Close Workspace — Closes the current Expand — Expands a selection by a specified pixel
workspace. amount.
Render — Opens the Render Queue dialog for Bring to Front — Moves the selected object to the
rendering your clip. top of the stacking order.
Render to Ram — Renders the clip in the active Bring Forward — Moves the selected object up
viewport to RAM. one level in the stacking order.
Preferences — Accesses the Preferences dialog. Send to Back — Moves the selected object to the
bottom of the stacking order.
Exit — Exits the application.
Send Backward — Moves the selected object
Edit Menu down one level in the stacking order.
For information on the commands in the edit menu,
see “The Edit Menu” on page 34. Group — Groups all selected objects together.
Hide — Hides the selected objects. This is useful neous tools. To use a tool, click the tool’s icon on the
when other objects are obscuring the object you Toolbar.
want to work on.
Drawing tools
Hide All — Hides all objects in the branch.
Selection tools
Show All — Shows all objects that were previously
Miscellaneous tools
hidden.
Mask tools
Horizontal Alignment — Aligns or distributes Tool options
selected objects horizontally.
Window Menu
Paint Toolbar
The Toolbar contains four groups of tools: drawing
tools, selection tools, masking tools, and miscella-
Ellipse Tool — Draws an outlined ellipse or filled Ellipse Selection Tool — Selects an elliptical area
ellipse. of the work space.
Ellipse Mask Tool — Use this tool to select an background color, hold down the ALT key
elliptical area of the work space. (Windows) or OPTION key (Macintosh) as you select
the new color with the color picker.
Unfilled Rectan- Mode (Normal, Constrained, or Rectangle Mask Mode (Normal, Constrained, or
gle Tool Fixed). Tool Fixed).
Filled Rectangle Mode (Normal, Constrained, or Ellipse Mask Mode (Normal, Constrained, or
Tool Fixed). Tool Fixed).
Modes List
The Modes list changes depending on the tool you
pick.
• For Paint objects, use the items in the Modes list to
Modes Controls for Selection and select a draw mode.
Mask Tools • For selection and mask objects, use the items in the
Use the Modes Controls with selection and masking Modes list to specify how objects are combined.
tools to create opacity for selections and masks,
For information on the draw modes, see “Draw
specify how selection and masks are combined, and
Modes” on page 218.
to feather selections and masks.
For more information on combining selections, see
“Adding, Subtracting, and Intersecting Selections”
on page 290.
Pressure Slider
For more information on using the Modes controls, Use the Pressure slider in conjunction with a pen
see “Creating a Paint Object” on page 238. and tablet.
Use the Pressure slider to alter the pressure or
Opacity Slider amount of the selected draw mode. This slider is
Use the Opacity slider to control the opacity of
ghosted for draw modes that do not have a variable
objects in the Paint branch. You can also change an
intensity.
the area being processed. Use this as you would the and forth between positive and negative modes. The
brightness control on a television set. If you are using Pressure slider is not available in Negative mode.
a tablet, a Pressure slider setting of 50% produces no
effect, while values of more than 50% increase Sharpen — Sharpen mode highlights the detail in
brightness and those of less than 50% cause a reduc- an image. It can be used to clarify and sharpen the
tion in the brightness level. edges and contrast of blurred or out-of-focus
images. Repeated use of this mode has a cumulative
Contrast — Contrast mode modifies the content of effect, with each pass heightening the sharpening
all pixels in the area being processed. It ignores the and creating a crisper effect. If you are using a tablet
current foreground color and modifies the intensity instead of a mouse, the Pressure slider controls the
of the contrast between lighter and darker pixels. If extent of the sharpening effect.
you are using a tablet instead of a mouse, a Pressure
slider setting of 50% produces no effect, while values Smooth — Smooth mode reduces the overall
of more than 50% increase contrast and those of less crispness of an image or clip. It reduces detail and
than 50% reduce contrast. selectively reduces the contrast between adjacent
pixels. It is especially useful to reduce the appearance
Tint — Tint mode changes the tint of an image of “jaggies” in aliased images. It has the opposite
selection while retaining the existing shading and effect of the Sharpen mode. If you are using a tablet
contours. It does this by changing the Hue compo- instead of a mouse, the Pressure slider controls the
nent without affecting saturation and value levels. If amount of smoothing that is achieved with a single
you are using a tablet instead of a mouse, you can brush stroke.
control the amount of tinting effect that occurs
during a single application by setting the percentage Blur — Blur mode has an effect similar to, but more
level on the Pressure slider. pronounced than, Smooth mode. It replaces the
color of each pixel with the average color of the eight
Colorise — Colorise mode functions similarly to pixels that surround it. It is less selective than
the Tint mode, but it is specifically designed to work Smooth mode, so the overall reduction in detail is
with grayscale images. It replaces the Hue and Satu- much stronger. The Pressure slider is not available in
ration of the existing image with those values Blur mode.
contained in the object’s current color. The Pressure
slider is not available in Colorise mode. Posterise — Posterise mode produces dramatic
results. It reduces the number of colors in the area of
Negative — Negative mode converts positive an image or clip. This produces an effect that is remi-
images to negative ones, or negative ones to positive niscent of the days when computers could only
ones. It makes a positive image look like a photo- display a few colors. If you are using a tablet instead
graphic negative, or inverts a negative image to a of a mouse, the Pressure slider adjusts the number of
positive. Since each time you apply the negative colors to which the image is reduced. A 100% setting
mode to an image it works on the new color levels, produces maximum posterization of your image,
repeated applications cause the image to flip back while lower settings create less stark results.
Emboss — Emboss mode detects areas of high levels in different areas of an image. The Pressure
contrast, highlighting them with black and white slider is not available in Luminance mode.
pixels and filling the remaining area with a neutral
gray. Emboss mode produces a 3D, monochromatic Multiply — Multiply mode “multiplies” or
effect similar to the way in which images are combines the current color with existing colors in
stamped into coins when they are minted. The high the image to produce a new, third color that is darker
contrast edges of images appear to cast shadows, than the other two. The overall effect is similar to
with the light source placed in the upper-left corner drawing with a colored marking pen over an image:
of the image. The Pressure slider is not available in it darkens and colors at the same time.
Emboss mode.
Screen — Screen mode is the inverse of Multiply
Color Emboss — Color Emboss mode is similar to mode. It combines the current color with the colors
Emboss mode, except that instead of replacing the in the image to create a third color that is lighter than
color information in the image with a neutral gray, it the existing one. The effect is similar to the photo-
retains the image’s existing colors to create an graphic technique of combining two slides in a slide
embossed, colored, 3D effect. The Pressure slider is “sandwich” and then reshooting them.
not available in Color Emboss mode.
Dodging Modes
Gray — Gray mode removes all color information The name “dodging” comes from the traditional
from an image or clip while retaining all of its bright- darkroom technique of using a small, circular
ness and contrast. The Pressure slider is not available paddle to block (or dodge) the amount of light
in Gray mode. received by a print, thereby lightening the areas of
the print which have been dodged. These dodging
Mosaic — Mosaic mode creates a mosaic or tiled tools do not take into account the current color when
image. It produces square, pixelated effects on the applying their effects. However, the Pressure slider is
selected areas of an image, transforming normally active, and if you are using a tablet instead of a
detailed images into blocks or tiles. You’ve probably mouse, the Pressure setting affects the amount of
seen this effect used to disguise the face of an infor- dodging (or lightening) that occurs with one appli-
mant or to obscure other visual information on TV. cation. Repeated application increases the amount
If you are using a tablet instead of a mouse, the Pres- of lightening that occurs. In all of the dodging modes
sure slider setting controls the size of the resultant the Pressure slider is active and controls the strength
tiles. of the lightening effect. In Combustion, there are
three draw modes that allow you to lighten areas of
Luminance — Luminance mode replaces the your work: Dodge Shadows, Dodge Midtones, and
brightness of the image’s color in the selected area Dodge Hilights.
with the luminance value from the current color.
This is most effectively done by using a shade of gray Dodge Shadows — This mode lightens the
as the current color so that the portion of the image darkest areas of the image.
being affected takes on a uniform level of luminance.
Luminance mode can be used to match brightness
Dodge Midtones — This mode lightens the Desaturate — Desaturation reduces the overall
midlevels or midtones of both color and grayscale saturation of color. It’s like turning down the color
images. level on a TV set. If you are using the tablet instead of
a mouse, the Pressure slider sets the amount of color
Dodge Hilights — This mode lightens the decrease that occurs. You can animate this control to
brightest areas of the image make areas gradually change from color to black and
white.
Burning Tools
The opposite of the dodging technique described Lighten — Lighten mode functions like the normal
above, “burning” a print in a darkroom is achieved paint mode with one difference: before changing a
by holding your hand in sort of an “O”, focusing the pixel, the luminance value of that pixel is compared
light and allowing more light to reach some areas of to that of the current color. If the current color is
a print more than others. Burning an image thus lighter than the pixel to be affected, then change
darkens the selected area. These burning tools do takes place. If the current color is darker than the
not take into account the current color when pixel, no change occurs. The Pressure slider is not
applying their effects. However, the Pressure slider is available in Lighten mode.
active, and if you are using a tablet instead of a
mouse, the Pressure setting affects the amount of Darken — Darken mode functions like the normal
burning (or darkening) that occurs with one appli- paint mode with one difference: before changing a
cation. Repeated application increases the amount pixel, the luminance value of that pixel is compared
of darkening that occurs. to that of the current color. If the current color is
darker than the pixel to be affected, then change
Burn Shadows — This mode darkens the darkest takes place. If the current color is lighter than the
sections of the image. pixel, no change occurs. The Pressure slider is not
available in Darken mode.
Burn Midtones — This mode darkens the
midtones of the image. Difference — Difference mode subtracts the RGB
color values of the current color from those of the
Burn Hilights — This mode darkens the highlights image upon which you are painting. If the result is a
(the lightest areas) of an image. negative number, the inverse value is used. This can
produce a psychedelic effect. In this mode, black has
Saturate — Saturate mode increases the saturation
no effect (since all values are zero) and white creates
of a color without affecting its actual color values or
a complete inversion of the color information.
lightness or darkness. Because it works on color
information, it does not have any effect on grayscale Soft Light — Soft Light mode applies a soft, diffuse
images. It can be used to increase the brilliance of light of the current color onto your image. It does not
colors, transforming pastel areas into brightly completely affect areas of detail, but does reduce the
colored ones. It essentially behaves like the color contrast levels in the image. It takes into account the
control on a television set. If you are using the tablet brightness levels of the current color and can actu-
instead of a mouse, the Pressure slider sets the ally reduce the brightness level of areas if the current
amount of color increase that occurs.
color is a dark one. Using this mode with black Source Type Buttons
produces a very dark effect, with white a very bright Use these buttons to determine how an object
one. The Pressure slider is not available in Soft Light appears. Source types include: Solid, Gradient,
mode. Reveal, and Clone.
You can also click and drag on the Set Position To access the clone controls:
button to move the reveal source to the neces- 1. Select a layer in the workspace.
sary position. To facilitate the placement of the
2. Choose Operators | Operator | Paint to add a
reveal source, when you are moving the reveal
Paint operator to the selected layer.
source, a partially transparent image of the reveal
source appears over the current footage in Paint. 3. In the Color Mode heading of the Modes panel,
click the Clone button.
Edge Mode List The Clone controls appear.
Select an option from the edge mode list to indicate Clone button
how the system treats the reveal operation when it
runs up against the edge of an offset reveal source.
Edge Mode options include:
Repeat — With this option selected, the reveal The Clone controls are made up of the following
source repeats (like tiles) if you draw past the edge of elements.
the source.
Source List
Mirror — With this option selected, the reveal Use the Source list to pick the layer to use as the clone
source is mirrored if you draw past the edge of the source. Select Current to clone from the footage
source. currently in Paint.
You can also click the Set Position button then Transform Controls
click the image in the starting position. Use the Transform controls on the Paint Controls
If you are using another layer as the clone source, panel to make changes to object transform
when you click the Set Position button , a the properties.
layer appears in the viewport. Click the starting
location on the clone source to return to the other
layer.
AA Button
Enable the AA button to turn on sub-pixel
positioning of the clone source. When this option is
disabled, the clone source always snaps to the posi-
tion of the source to the nearest whole pixel.
Working with Brushes
Enable this option when you are animating the clone Use Combustion hard brushes and airbrushes when
source position. creating unfilled paint objects. When you launch
Combustion, the default brush palette appears. It
By default, this option is enabled.
includes both hard-edged round brushes and soft-
edged airbrushes.
100% spacing
50% spacing
0% spacing
Adjusting the Opacity of a Brush Stroke handle anywhere, even outside the brush. To move
Use the profile graph to control the opacity profile of the handle back to the center of the brush, click the
the brush. Center button.
Opacity profile curve Brush preview
Brush handle
When adjusting the opacity profile, you can access To create a new brush:
the following controls:
1. On the Brushes palette, select a brush.
Click: To: Brush menu
Profile curve Add a control point.
Line type Toggle between linear and Bezier Brushes palette
button profiles. A Bezier graph creates a
profile where the opacity chang-
es more gradually.
Vertical flip Invert the profile vertically.
button
Note: When you create a new brush, it is inserted
Horizontal Invert the profile horizontally. before the selected brush.
flip button
Remove Remove the selected control 2. Click Brush menu, and select New Brush.
Control Points point. On the Brushes palette, a new brush is inserted and
button highlighted.
Reset button Remove all control points to cre-
3. Set the attributes for the new brush. See “Editing
ate 100% opacity across the en-
tire brush. Brush Attributes” on page 226 for more informa-
tion.
Moving the Brush Handle On the Brushes palette, and in the Edit Brush
When you draw in the active viewport, the cursor Preview area, the brush changes as you modify the
drags the brush handle. By default, the cursor corre- brush parameters.
sponds to the center of the brush. Use the Handle You can now work with the new brush.
button to move the brush handle. You can place the
gradient type and orientation looks like in the direc- colors, opacity, and the rate at which the color
tion control box. changes.
Color Bar
Opacity Bar
Linear Radial
Opacity slider
Note: You can select multiple tags and set the Clear Gradient
opacity for them all simultaneously. Click the Clear button to delete all tags from the
gradient and reset the color to the foreground color
Remove Tags
as specified in the Modes panel.
Click the Remove Tags button to remove the
selected tag(s).
Reverse Gradient
Shadow Controls
Use the Shadow controls to create a shadow on the
Click the Reverse Tags button to reverse all the
underlying objects and footage, based on the shape
tags on both gradient bars.
of the selected object(s). You can use this to create
imagery that appears to float off the screen in 3D.
Color — Specifies the color of the shadow. The Output Selection — Enable this option to keep
default color is black, but you can choose any color selections active when you exit Paint and return to a
by clicking the color box and choosing a color from Composite. This allows you to continue adding
the Pick Color dialog. operators to a layer that only affect the selection you
created in Paint.
Enable — Turns on the shadow.
Note: Until you click this button, you will not see a
shadow.
Color Controls
The Color controls are made up of the Swatches,
To add a drop shadow to Paint objects: Mixer, Color Picker, and Sliders panels.
1. Click the Arrow tool and select the paint ob-
ject to which you want to add a drop shadow.
2. On the Paint Controls panel, click the Shadow
button.
The Shadow controls appear.
Settings Controls
The Settings controls allow you to set Paint options.
Click to display • Press SHIFT while dragging your cursor over a range
Swatches menu of swatches to set them to the current foreground
color.
To delete a swatch:
• Press the CTRL key (Windows) or COMMAND key
(Macintosh) and click the swatch you want to delete
(the cursor changes to scissors). The swatch is re-
moved from the set.
The mixing area is filled with the current back- Sliders Panel
ground color. Use the Sliders panel to select color by adjusting a set
of RGB or HSV sliders individually.
To choose a preset mixing area:
Click the Mixer menu and choose a named mixer
from the menu.
HSV color), as well as system meters. You also use Enable: To:
the status bar to flush the system’s cache.
Tool Feedback Display updating values that in-
The X and Y coordinates represent the position in dicate what the current tool is
terms of a column/row ordered pair; for example, doing.
the pixel at column 75, row 460. This palette also Cache Meter Display a meter that indicates
displays the pixel’s color values in both the RGB and how much system cache has
the HSV color models. been used.
Progress Indi- Display progress when the sys-
In addition, the right side of the status bar displays
cator tem is rendering.
tool feedback, a cache meter, and a progress
indicator. To flush the system cache:
1. Right-click the status bar, and then choose Flush
To show/hide elements of the status bar:
Cache from the Status Bar menu.
1. Right-click the status bar.
A message appears prompting you to confirm the
The Status bar menu appears. operation.
2. Click OK.
The cache is flushed.
Enable: To:
Position Display X and Y coordinates for
the cursor position.
Color Plot Display the color of the pixel at
the cursor position in a color box.
Color Values Display, in both RGB and HSV val-
ues, the color of the pixel at the
cursor position.
to enhance multi-frame
a
clips and single-frame
full control over their individual properties. objects, copy and paste them, as well as apply effects
to them individually or as a group.
Summary
This chapter explains:
Once you create the object, you can edit any of its Use: To:
properties or the object duration.
Draw a straight line.
Draw an unfilled rectangle
Selecting Drawing Tools
You create paint objects using the drawing tools Draw an unfilled ellipse
located in the Toolbar. Use the Freehand, Rectangle, Draw an unfilled polygon
Ellipse, and Polygon drawing tools to create filled or
unfilled (stroked) objects. These tool icons are like Selecting an Object Color
toggle switches: when you click an icon, it switches Use the color boxes to select the foreground and
between filled and unfilled. background colors. The system applies the current
Freehand Straight Line Rectangle foreground color to new objects.
Use: To:
Draw an unfilled freehand stroke.
For information about the available draw modes, see For information on customizing brushes or
“Modes Controls” on page 217. selecting different brush palettes, see “Brushes
Controls” on page 225.
Selecting a Brush
Many drawing tools also work together with Drawing Paint Objects
brushes, which affect the application of your paint The following sections describe how to draw paint
strokes. Obviously, when using a paint brush, the objects.
brush you select determines the size of the brush
strokes. Also, if you create an outline of a rectangle (a
2. For filled strokes, enable to create a smooth The line is drawn with the currently selected brush
curve with control points that you can edit. and draw mode.
3. If you are using a graphics tablet with Combus-
tion, use the Pen Pressure options to control the
stroke. For example, you can vary the amount of
Mode list
Select: To:
Normal Use the default setting.
In Normal mode, holding SHIFT
while dragging is the same as us- Filled closed curve Open curve Unfilled closed curve
ing Constrained with a setting of
1 and 1.
To create a Bezier curve: The way the Eraser tool functions depends on the
1. On the Toolbar, click the Polygon tool . tool option you select from the Erase to list.
4. In the active viewport, move the cursor over the To use Fill:
object(s) to erase, then hold down the left mouse 1. On the Toolbar, click the Fill tool.
button and drag to erase.
2. Set the tool options as needed.
5. If you are using a graphics tablet with Combus-
tion, use the Pen Pressure options to control the Use: To:
stroke. For example, you can erase more softly de-
pending on how softly you press the stylus. Tolerance Indicate the fill operation sensi-
tivity. Use a low tolerance value
Note: You can delete an eraser object by selecting so that the fill operation acts only
it and then pressing Delete. on a small range of colors. Set the
Tolerance to zero so only colors
that are identical to the selected
Fill Tool color are replaced.
Use the Fill tool to fill a specific area of your branch Set the tolerance to a high value
with the color currently specified in the foreground so that the fill operation acts on a
color box. wider range of similar colors. Set
the Tolerance to 100 to replace
When you click in the viewport, a Fill marker is all colors with the foreground
added to the composition. The Fill marker acts on color.
the pixels directly beneath it; depending on the Anti-alias Soften the edges of the fill ob-
Tolerance value, all consecutive pixels with a color jects.
similar to the one under the marker are replaced
with the foreground color. You set the Tolerance 3. Click the foreground color box to set the fore-
ground color.
value in the Fill tool options.
4. In the active viewport, click in the area of the im-
If you animate the position of the Fill marker (or age you want to fill.
animate the objects under the Fill marker), the fill
operation may change as the marker passes over
different sections of the underlying image.
Grabber Tool
Use the Grabber tool to move your workspace
around within the active viewport. This is useful
when you are zoomed in very tight and want to move
to another part of the workspace.
Area Sample
option
4. Press SHIFT and draw a selection box over the Arrow Tool
area containing the colors you want to sample. Whether you are working with geometry, selection,
The average color is loaded into the foreground or text objects, before you can edit an object, you
color box. You can now use it with any selected must select it using the Arrow tool.
drawing tool. The color is also applied to all selected
objects.
3. Move to the last frame of the animation. 2. Position the cursor anywhere inside the object,
and then click and drag.
4. Press the . (period) key to set the object’s out
point to the current frame (and, therefore, extend
the object’s duration).
Rotation field
Pivot fields
Scaling Objects you change the value in one field, the other field
You can change the scale of an object by manipu- updates to the same amount.
lating the bounding box handles. You can scale in
different ways: by changing proportions, resizing
while maintaining aspect ratio, and scaling with
respect to pivot point position.
To scale an object:
Scale Proportional
1. Select the object. fields button
2. Position the cursor over one of the handles on
the object outline. 4. Click the R button above the Scale fields to reset
changes made to the object’s scale.
The cursor becomes a double-headed arrow.
Shearing Objects
You can change the shear of an object using the
Transform controls.
Note: In the Transform controls, you can also enter 3. Click the Transform button.
precise scale values in the X and Y Scale fields.
Enable the Proportional option to maintain the
object’s aspect ratio. With this option enabled, if
The Transform controls appear. freehand strokes, lasso selections, eraser objects,
text, and text selection.
The object’s bounding box disappears and is The cursor changes to show crosshairs with a small
replaced by shape control points. plus sign .
3. Click and drag the object’s control points. To delete a control point from an object:
1. Select the object.
2. In the tool options, click the Control Points
option.
The object’s control points appear.
3. Click the control point that you want to delete.
The point changes to a solid white square, and its
tangent, if it has any, appears.
The shape of the curve changes as you drag. 1. Choose File | New and create a paint branch
called Transform with the following settings:
• Type: Paint
• Duration: 45 frames
• Format: D1 - NTSC
5. On the Toolbar, click the Unfilled Rectangle 10. Add one control point to the middle of the bot-
tool and draw a square in the middle of the viewport. tom side.
The square should look like this:
Use: To:
Left Justify Align the object with the left
edge of the viewport.
Center Justify Align the object with the center
of the viewport.
Right Justify Align the object with the right
edge of the viewport.
3. Choose Object | Vertical Alignment and select 4. Choose Object | Horizontal Alignment and se-
one of the following: lect the type of alignment from the menu.
To group an object:
1. Click the Arrow tool , and SHIFT-click each
object you want to group together.
Bounding boxes appear around each object:
the effects may affect to the underlying clip or still To copy an object from one branch to another:
image. 1. Select the object.
For more information, see “Stacking Order” on page 2. Choose Edit | Copy.
204. The object is copied to the clipboard.
To cut an object from a branch: Note: You can also duplicate an object by pressing
the ALT key (Windows) or OPTION key (Macintosh)
1. Select the object. while clicking and dragging it.
2. Choose Edit | Cut.
The object is removed from the branch.
Deleting Objects
To paste an object into a branch:
You can delete objects in your branch one at a time
or all at once.
1. Open the branch into which you want to paste
the object that was previously cut. To delete an object:
2. Choose Edit | Paste. 1. Select the object(s).
The object appears in the same relative position in
2. Choose Object | Delete (or press the DELETE key).
the branch, whether you paste it into the same or a
The object is deleted.
different branch. Pasted objects include all their
original settings.
To delete all objects at once:
Choose Object | Delete All (or press SHIFT-DELETE).
Copying and Duplicating Objects
Use the copy and paste commands to copy objects
between projects. Use the duplicate command to Undoing Edits
copy objects in the same branch. Duplicate Use Undo to remove unwanted edits. Combustion
combines copy and paste to a single command. provides unlimited user-defined levels of Undo. You
can undo a keyframe, color change, and so on. You
are not limited to edits made to objects themselves.
To set the number of undo levels: These topics are discussed in Chapter 11, “Paint:
1. Choose File | Preferences | General. Advanced Drawing Tools.”
2. Enter the desired number in the Undo Level Use draw modes to apply effects either as you paint
field. or to an existing object. Many draw modes are
similar to the effects available in the Effects menu,
To undo unwanted edits: but differ in application: a draw mode is an attribute
1. Choose Edit | Undo. of a paint object; an effect is applied to a selection or
Your last edit is undone. to the whole Paint branch.
2. Repeat this procedure to undo previous unwant- When you apply a draw mode to a selected object,
ed edits, or commands. the draw mode applies an effect to whatever objects
3. To Redo an edit, choose Edit | Redo. You can exist under the selected object in the stacking order.
redo edits up to the last edit you made. The result varies depending on the order of the
objects. For example, if you draw an object using the
Negative draw mode first, and then draw another
Using Draw Modes one using Tint, the effect would be different than if
By default, tools are set to Paint draw mode, which you had drawn an object in Tint first and then
applies the current color to the image on the screen. another Negative mode. Once an object is created,
By changing the draw mode, you can use paint tools you can modify the draw mode at any time, and
to create varying effects. experiment with different effects.
For an explanation of the different draw modes, see
“Draw Modes” on page 218.
You can also use the color mode buttons in the Paint
Controls, which, in addition to enabling you to
create a solid object, allow you to create a color or 2. Select a brush type from the Brushes palette, se-
lect a tool from the Toolbar, and then create an ob-
opacity gradient, reveal through to another layer,
ject.
and use cloning.
In the active viewport, the object you create modifies Note: You cannot animate draw mode changes
underlying objects and images. using anything other than constant interpolation.
Note: You can use the Fill command in the Edit The Pressure slider value is keyframeable so you can
menu at any time to apply the currently selected modify this variable at different points in your movie
draw mode to an entire frame. to create virtually unlimited animated special
effects.
composites. Rotoscope to
• “About Advanced Drawing Tools” on page 262 The Gradient tool lets you apply smooth transitions
between two or more colors and opacity levels to
• “Creating Gradients” on page 262 Paint objects. You can use the default gradient
• “Animating Gradients” on page 267 settings, or you can create your own gradient.
• “Using the Reveal Tool” on page 271 You can also place gradients on the alpha channel to
create gradient transparency masks. For informa-
• “Using the Clone Tool” on page 275
tion, see “Example: Drawing Gradients on the Alpha
• “About Rotoscoping” on page 278 Channel” on page 268.
The Reveal tool provides a quick way of “erasing”
through one clip to a clip that is placed behind it.
About Advanced Drawing Tools
Drawing with the advanced drawing tools is like The Clone tool allows you to copy parts of a clip to
drawing with the basic drawing tools. You can draw another clip (or elsewhere in the same clip).
a freehand stroke, create a filled ellipse, or perform
You often use the latter two tools for rotoscoping.
an area fill. However, with the advanced drawing
Rotoscoping can describe many different actions in
tools you do not draw objects with one solid color.
the compositing process, but, in Combustion, it
Your drawing objects, instead, are filled with a
describes the act of painting an element into, or out
gradient or an image taken from another layer.
of, a scene. For instance, if you use wires to support
a subject during shooting, you can rotoscope the
wires out of the scene during post-production,
making the subject appear to be flying. You can use
the Reveal tool to add an element to a scene that was
not present during shooting. You can use the Clone
tool to make many copies of the same image (such as
Solid White Polygon Solid Polygon with making one tree into a forest).
Reveal to another layer
Rotoscoping also refers to the process of drawing
over top of live action to create realistic looking
animation. This topic is discussed briefly in “About
Rotoscoping” on page 278.
8. Select a drawing tool and draw an object in the To create an opacity gradient:
active viewport. 1. Select a layer and choose Operators | Paint.
The gradient is applied to the new object.
2. On the Modes controls, click the Gradient color
type button.
Creating an Opacity Gradient Gradient color type
Use opacity gradients to create an object with a button
gradual change in transparency across the object.
Gradient button
Editing a Gradient
You can fine-tune a gradient by editing its profile.
You can add and remove tags, and change the color
and/or opacity of a tag. You can also adjust the range
of each color, use a different type of profile, or create
an evenly distributed profile.
1. Click a gradient tag to select it. Click the Distribute Tags button .
A handle appears under the selected tag. To invert the opacity or color:
Click the Reverse Tags button .
Gradient
handle To compress a gradient:
Press the ALT key (Windows) or OPTION key (Macin-
2. You can adjust the handles as follows: tosh) while dragging a gradient tag.
Expanded
gradient
handles
• Drag the handle inward to reduce the range and After compressing a gradient.
create a sharper gradient.
Expanded gradient
2. Using any one of the drawing tools, create a Paint
object in the active viewport (for instance, a filled
rectangle).
Shrunken gradient
Note: Experiment with moving and rotating the 3. Select the object.
gradient control bar to arrive at different gradient
4. On the Modes panel of the Paint Controls, click
effects.
the Gradient color mode button.
Gradient color
Modified radial mode button
gradients
Modified spiral
gradients
Modified radial
sweep gradient Gradient thumbnail
preview
The Gradient controls appear. the Toolbar tool options to achieve the necessary re-
sult.
Your Filled Rectangle should look like this: 10. Choose File | Import Footage to import a back-
ground layer.
In this example, the following layer is used.
Using the Reveal Tool In each case, the way the reveal area is applied
Revealing is similar to using an eraser on one layer, depends on the Edge mode setting.
allowing you to see what is beneath it. Typically you
use this tool for adding or removing objects from a Showing the Reveal Source
scene (rotoscoping). To use the Reveal tool successfully, you need to see
Lock the source to reveal a portion of one frame of the reveal source as you use the drawing tools.
the source clip, or unlock the source to reveal a
To show the reveal source:
sequence of frames on the target clip.
Choose Window | Show Reveal Source.
The Reveal tool is commonly used to remove
unwanted elements of a scene (such as scratches, Note: You can also press ; (semi-colon) to show the
wires, or the microphone boom) that were shot from reveal source.
a stationary camera.
Choose Window | Show Reveal Source again to turn
Before off the reveal source.
removing the
microphone To adjust the opacity of the reveal source:
from the top
part of the 1. Choose Window | Reveal Overlay Settings. You
image. can also press SHIFT + ; (semi-colon).
The Reveal Overlay Settings dialog appears.
After the
boom is
removed
using
Reveal.
green screen, you can no longer distinguish where To remove an object from a clip by revealing to a
the wires were. frame elsewhere in the clip:
1. Load the layer into Paint.
2. Scrub to the first frame in which the object is
present.
3. On the Modes panel of the Paint Controls, click
Reveal.
The Reveal controls appear.
Wires removed by revealing to the current frame with a
position offset of a couple of pixels.
10. If necessary, reposition or scale the reveal object 3. On the Modes panel of the Paint Controls, click
(throughout the clip) so that it covers the unwanted Reveal.
object.
Note: Look in the head and tail margins of a clip for Source list
a frame you can use as a reveal source. Lock button
You may also want to do this if you need to add an Frame field
element to the scene that is not present in the current
clip.
The Select Reveal Source dialog appears.
Note: Click the Lock icon to reveal only to the To select a reveal source:
frame specified in the Frame field. Disable lock if
1. Click Pick Operator from the Source list.
you want the reveal source to advance and reverse
frames as you move through your clip.
8. On the Toolbar, select the Paint tool. The Select Reveal Source dialog appears.
9. Press ; (semi-colon) to show the reveal source.
10. Begin painting in the active viewport.
The specified frame from the source image is
revealed on the target image.
To position the reveal source, do one of the pasted onto the other image. You can move and edit
following: cloned objects as you would any other object.
• Click and drag the Set Position button to po-
sition the source layer. Cloning on the Current Frame
• Enter X and Y offset values in the corresponding You can repeatedly clone part of an image wherever
fields. you like in the current frame. For example, if the
source image contains a flower, you can repeatedly
The source layer appears semi-transparently over
clone it to create a field of flowers. Lock cloning to
the target layer.
create a clone from a selected area of one frame, or
unlock cloning to create a clone from a selected area
Locking the Reveal Source of a clip.
Click the Lock icon to reveal only to the frame spec-
ified in the Frame field. Disable lock if you want the To clone part of an image in the current frame:
reveal source to advance and reverse frames as you 1. Open a layer in Paint.
move through your clip.
2. On the Toolbar, select a drawing tool or brush.
3. On the Modes panel, click the Clone button.
Using the Clone Tool The Clone controls appear.
Use the Cloning tool to take a sample from one
frame and then apply it to:
Frame field
Lock button
Using the Clone tool to clone sheep.
Set Position
button
Objects that you clone onto the original image are
taken into account if you are cloning on the original
image (for example, cloning from one area of a clip
to another). However, if you are working with two
different layers, cloning works only with the original
image data, ignoring any objects that you might have
Note: The current frame timecode is displayed in 4. On the Modes panel, click Clone.
the Current Frame indicator on the Playback
controls.
Current Frame
indicator
1. Import two layers into a composite. 7. In the Frame field, type the frame number of the
frame that contains the image that you want to clone.
Use the topmost layer as a target layer and the
bottom layer as the clone source.
Frame field
2. Select the top layer and choose
Operators | paint. Lock button
3. On the Toolbar, select a drawing tool or brush.
Set Position
button
selected frame and then advances with the clip, click To select a clone source:
the Lock button so that it appears unlocked . 1. Click Pick Operator from the Source list.
9. Click the Set Position button and then
click the part of the source image that you want to
clone.
Source list
Note: The point that you click becomes the
starting point of the “clone.”
10. Click the target image where you want the clone
to appear, and begin painting.
The clone appears on the target image.
The Select Clone Source dialog appears.
11. To reapply the clone to a different area of the tar-
get image, move the cursor to the new area and begin
painting.
12. To reapply the clone to a new frame of the target
image, go to the new frame and begin painting.
Selecting the Clone Source 2. Select the Footage operator corresponding to the
You can select a source image other than the current layer you want to use as the clone source.
layer for the clone operation. 3. If necessary, click Import Footage to load new
footage into the Workspace.
4. Click OK to specify the new clone source.
To specify the clone source starting point, do one Rotoscoping also refers to the process of drawing
of the following: over live action to create realistic looking animation.
• Click and drag the Set Position button to po-
sition the source layer.
Gradual change in
Horizontal Radius channel.
Combustion’s selections
allow operators to be
a
isolated to selected
distortions to real-world
and magnitude of
Choose: To:
Channel Selec- Create a selection based on a col- Make the necessary selection.
tion or channel.
4. Return to the composite and apply an effect to
Elliptical Selec- Create an ellipse selection. the layer.
tion When You choose this com- The effect only appears on the selected portion of
mand, a default size ellipse selec-
the layer.
tion is added to the layer in the
middle of the viewport.
You can edit this selection as Selecting in Paint
needed. The selection tools are always present in the Paint
Feather Selec- Soften the edge of a selection. Toolbar. You use these tools to create selection
tion objects in the same way you create paint and mask
Freeform Se- Draw a freeform selection. objects. For information on objects, see “About
lection Objects” on page 200.
GBuffer Mate- Select materials in an RLA or RPF One advantage of working from within Paint to
rial Selection file.
create selections is that once you create a selection
GBuffer Object Select objects in an RLA or RPF object, you can transform it into either a mask or a
Selection file.
paint object. Also, once you make a selection in
Invert Selec- Invert the current selection. Paint, you can apply effects and paint strokes to it.
tion
For information on changing object type, see
Rectangle Se- Draw a rectangle selection.
“Changing Object Types” on page 203.
lection When You choose this com-
mand, a default size rectangle se-
To access selection tools from Paint:
lection is added to the layer in
the middle of the viewport. 1. Load the layer to which you want to apply a mask
You can edit this selection as into Paint.
needed.
2. Click the Toolbar to access the Paint tools.
Select None End a selection.
Text
Selection Setting Up the Selection Marquee
When you create a selection object a marquee
appears to indicate the limits of the selection. You
can customize the way the marquee appears for
feathered selections so that it indicates the inner or
Magic Wand Elliptical Selection
outer limit of the feathering (or anywhere in
The following selection tools ar available. between).
Select: To:
Draw a freehand selection. When you
release the mouse button, a line is
drawn from the first to last position of
the cursor to close the selection. For
more information, see “Creating a
Lasso Selection” on page 286.
Select adjacent areas of similar
brightness and color. Increase the
tolerance to include more shades in
the selection. For more information,
see “Creating a Magic Wand
Selection” on page 287.
Stacking Selections
Marquee
Threshold slider If you create a new selection on top of an existing
selection, the new selection becomes the active
selection.
2. Under the Host > General preferences, set the
Marquee Threshold value as follows:
Value: To:
1 Draw the selection marquee at
the outer-most limit of the feath-
ering.
128 Draw the selection marquee at
Mosaic effect Bright/Con effect
the halfway mark between applies only to applies only to
where the feathering starts and Ellipse Selection. Rectangle Selection.
the outer limit of the feathering.
254 Draw the selection marquee at
the inner-most limit of the feath-
If you create a selection and apply an effect, then
ering. create a second selection and apply a different effect,
the second effect only acts on the second selection
3. Click OK to accept the changes.
because the first selection is deselected when you original selection, but to do so, you have to add it to
make the second selection. the top of the stack, then drag it down to the appro-
priate position above the first selection (and below
the second).
To create a Lasso selection: element of your image that has a consistent color
1. On the Toolbar, click the Lasso tool . (without having to trace the image).
The Lasso options appear at the bottom of the Combustion determines how similar adjacent pixels
Toolbar. are using the Tolerance value in the Magic Wand
options.
Enable: To:
Make Curve Create a smooth curve with control
points that you can edit. Generally,
you should enable this option be-
cause you almost always need to
fine-tune a selection after drawing
freehand.
For information on editing control
points, see “Editing Object Shapes
with Control Points” on page 250.
Anti-Alias Remove jagged edges around the
Lasso selection.
Use: To:
Anti-Alias Remove jagged edges around the
Magic Wand selection.
Tolerance Specify the range of color that the
Magic Wand selects.
The higher the number, the greater
Negative effect applied to a freehand
the range of color that is selected.
selection around woman’s head.
Set tolerance to 0% to select only an
area of contiguous color that is the
The selection object is outlined with a marquee
exact same color as the one you
(dotted line). click with the Magic Wand. As you
increase the tolerance, the area se-
lected expands to include a greater
Creating a Magic Wand Selection
range of color.
Use the Magic Wand to select portions of your image
based on the hue and brightness similarities of adja- 2. In the active viewport, click in the area of color.
cent pixels. This tool is useful for quickly selecting an
The selected area is outlined with a marquee. The following example illustrates how to select a
simple polygon-shaped object (in this case, the
▲ Because the Magic Wand makes selections object is a rectangle that has been skewed because of
based on pixel color, if the color of the selected
pixel changes on the following frames, the selec-
the perspective).
tion changes. If the color of the pixels change over
time, you have to animate the position of the Magic To create a selection for a simple polygon:
Wand to follow the color area. 1. On the Toolbar, click the Polygon Selection tool
.
Creating a Rectangle or Ellipse 2. Move the cursor over the first corner of the poly-
Selection gon.
Use the Ellipse or Rectangle selection tool to create The cursor turns into crosshairs.
an ellipse or rectangle selection.
5. Move to the next corner and click to anchor the 3. To create Bezier control points for a curved poly-
control point. gon, click to anchor a control point, and then drag
the crosshairs to create a curved side of the shape.
7. Click to close the selection. 5. Move the crosshairs back to the first control
point, then click to close the bezier curve selection.
The selection is outlined with a marquee.
The selection is outlined with a marquee.
To create a selection for a complex polygon:
1. On the Toolbar, click the Polygon Selection tool
.
2. Move the cursor to where you want to start the
selection.
Editing a Selection
Once you create a selection, you can edit its proper-
ties (shape, size, rotation, and so on) as you can any
other object. For more information on editing
objects, see “Editing Object Transform Properties”
on page 247.
The new area is added to the previous selection. To intersect two selections:
Press CTRL-SHIFT (Windows) or COMMAND-SHIFT
(Macintosh) while drawing a selection that overlaps
the previous selection.
You can modify the stacking order for Feather Selec- Expand and Contract Selections
tion objects in the Timeline list. You can also adjust Expand or contract the current selection by a
the feather pixel value for Feather Selection objects number of pixels to fine-tune it. Use this feature to
at any time. gain greater control over a selection. For example,
make a selection with the Magic Wand, and then
To feather a selection: expand or contract the selection to the exact size that
1. On the Toolbar, click a selection tool and create you want.
a selection object in the viewport.
You can modify the stacking order for Expand Selec-
2. Do one of the following: tion and Contract Selection Objects. You can also
• Choose Select | Feather. The Feather Selection dia- adjust the expand/contract pixel value at any time.
log appears. In the Pixels field, type the width of the
feathered border and then click OK (feathering in To expand a selection:
this way adds a Feather Selection object to the Time- 1. Choose Select | Expand.
line list). 2. Enter the number of pixels to expand in the dia-
log.
An Expand Selection object is added to the list and a
dotted line appears on the selection. When you
apply an effect, the effect is applied to the area inside
the dotted line.
• Select the selection object and adjust the Feather To contract a selection:
slider in the Modes controls (feathering in this way 1. Choose Select | Contract.
does not add a feather selection object to the Time-
2. Enter the number of pixels to contract in the di-
line list). alog.
A Contract Selection object is added to the Timeline
list and a dotted line appears on the selection. When
you apply an effect, the effect is applied to the area
inside the dotted line.
Selection None object, select either the Lasso, Rect- 4. Choose Edit | Paste to paste the new object on
angle, or Ellipse selection drawing tool and single- top of the selection.
click in the viewport.
of Combustion’s vector-
a
based text not only let you
Text options
About Text Objects
Text objects in Combustion are like any other object,
with a few important differences. As with all objects, Font list
you can move, rotate, size, and shape text. Once you Select the font for the text object from the font list.
create it, a text block exists as an object on a layer.
You can move it up or down in the stacking order, Click the Font menu to select a character direction
and group or ungroup it. For more information on and line direction.
objects, see “About Objects” on page 200.
Installing Fonts
Combustion uses system fonts that are installed the
same way you install other fonts on your system.
Note: Only line directions corresponding to the
Postscript and Truetype fonts are supported.
selected character direction are available.
For information on installing fonts on your system,
refer to your system documentation. Size field
Enter the font size in the Size field.
Alignment buttons
Text Interface Click an alignment button to set the alignment. Only
This section briefly describes all the text controls in
alignments corresponding to the selected character
Combustion. It is intended as a quick reference for
direction are available.
those who are familiar with using text tools in their
Anti-alias
Turn anti-aliasing on or off by enabling or disabling
Anti-Alias.
3. Enter the font size in the Size field.
4. Click the Font menu and select a character direc-
Creating Text tion.
When creating text objects, you typically set them to
a solid color. However, you can apply draw modes
and gradients to text objects, as well as reveal and
cloning operations.
If the character direction is horizontal: a new font type. If you make a spelling mistake, you
have to recreate the text object.
Select: To:
To create a text outline:
Create left-aligned text.
1. Repeat the steps in the previous procedure to
Center the text horizontally. create solid text.
Create right-aligned text.
2. Once you have created the text, click the Arrow
tool on the Toolbar.
If the character direction is vertical:
3. In the Paint Controls, select Stroked from the
Select: To: object list.
Create top-aligned text. Object list
8. Select a color for the text by choosing a color 4. To adjust the outline thickness, select a brush
from the foreground color box on the Modes panel from the Brushes palette.
of the Paint Controls.
9. In the active viewport, click where you want the Automatic Text Grouping
text to appear. Click and drag to adjust the position When you type text, it is automatically grouped into
of the cursor. letters, words, and text blocks. For example, after
10. Type the desired text. you type “SHOW TITLE” you can see a group called
SHOW TITLE in the Timeline list. This group
The text appears on the background image.
contains two subgroups: SHOW and TITLE. In the
subgroups, each letter is a separate object.
Show
sub-group
1. On the Toolbar, click the Arrow tool . Note: To rotate an individual letter in a block, you
have to first ungroup the text block, then select the
2. Click anywhere on the text. letter you want to rotate.
The entire text block is selected.
1. On the Toolbar, click the Arrow tool .
3. Click and drag the text to the new location.
2. Click anywhere on the text.
The text block is highlighted with scale and rotation To edit the pivot point of a text block:
handles. 1. With the text selected, click the Pivot Point op-
3. Move the cursor to the rotation handle.
tion in the tool options.
Rotation handle
Pivot point
option
Pivot point
To edit the shape of text: 4. Drag the control points to change the appear-
1. On the Toolbar, click the Arrow tool and do ance of a letter.
one of the following to select the letters that you want Control points
to edit:
• In the viewport, press the CTRL key (Windows) or
COMMAND key (Macintosh) while drawing a selec-
tion box around the letter(s) that you want to edit.
• In the viewport, press the CTRL+SHIFT keys (Win-
dows) or COMMAND+SHIFT keys (Macintosh)while
clicking on the letter(s) that you want to edit.
• In the Timeline list, expand the Timeline groups,
and click the letter that you want to edit. Shift-click
to select more than one.
Control Points
option Kerning and Leading Text
Kerning is the amount of space between individual
Control points appear around the perimeter of the characters. Leading is the amount of space between
lines of type. You can kern or lead lines of text,
letter(s).
words, or individual characters, in the following
ways:
• For even more control, kern or lead the letters indi- 4. Select the last letter (the right-most letter), and
vidually in text objects. then choose
Object | Horizontal Alignment | Right Justify.
To use the Distribute feature to evenly space
horizontal text:
1. Type the word (or words) you want to space
evenly across the viewport.
2. In the Timeline, select the word(s), and then
choose
Object | Horizontal Alignment | Left Justify.
The text object aligns with the left edge of the
viewport.
To move text objects using the keyboard: To adjust leading for individual characters or
lines:
1. Select the text object(s).
Note: You can only perform the following proce-
2. Press the LEFT, RIGHT, UP, and DOWN ARROW keys
dure when typing multiple line text objects.
on the keyboard to move the text object(s) left, right,
up, or down. 1. Type the word (or words) you want to lead. Do
Each press of the ARROW key moves the object(s) one not exit the text object.
pixel in the corresponding direction. To move the 2. Using the LEFT ARROW or RIGHT ARROW keys to
object(s) faster, hold down the ARROW key. move between letters.
Note: You can move individual characters in a text 3. Position the cursor to the left of the first charac-
object by expanding the object in the Timeline, ter in the line, press CTRL (Windows) or COMMAND
selecting the character object corresponding to (Macintosh) and:
the character you want to move, then pressing Left
Arrow or Right Arrow. You can also CTRL-click
• Press UP ARROW to move the line up (and all lines
(Windows) or COMMAND-click (Macintosh) the char- beneath it) one pixel at a time.
acter in the active viewport to select the individual
• Press DOWN ARROW to move the line down (and all
letters.
lines beneath it) one pixel at a time.
To adjust kerning for individual characters or 4. As soon as you exit the text object, you can no
lines:
longer adjust the leading in this manner.
Note: You can only perform the following proce-
dure when typing the text object.
Example: Animating Letters
1. Type the word (or words) you want to kern. Do
not exit the text object.
Separately
The following example illustrates a method for
2. Using the LEFT ARROW or RIGHT ARROW keys to making letters appear on screen as if they are typed
move between letters.
on a typewriter.
3. When the cursor is between the letters for which
1. Create a new Paint branch with the following
you want to adjust the kerning, press CTRL (Win-
settings, then click OK:
dows) or COMMAND (Macintosh) and:
• Format = D1 - NTSC
• Press LEFT ARROW to reduce the spacing between
characters by one pixel at a time. • Duration = 00:00:05:00.
• Press RIGHT ARROW to increase the spacing by one • Background = White
pixel at a time.
2. In the Toolbar, select the Text tool.
4. As soon as you exit the text object, you can no
3. In the Text options, select Courier Bold from the
longer adjust the kerning in this manner.
Font list (or any other font, if Courier Bold is not on
your system), and then enter 30 in the Size field.
4. In the Modes controls, click the foreground col- 11. Expand the “It” object.
or box and set the color to Black.
5. Click a viewport and type:
It was a dark and stormy night.
6. Click the Timeline tab.
The Timeline appears.
7. Expand the Paint object.
8. Select the “It Was A Dark And Stormy Night”
object in the Timeline.
Note: Each character in the expanded word object
is a separate object.
Drag to adjust
Note: Each word in our text object is a separate object in point.
object.
14. In the Timeline, expand the other words in the
“It Was A Dark And Stormy Night” object and stag-
ger the letters’ in points by five frames.
mask-able, and
About Filters and Resolution Store — Saves a snapshot of the filter settings. You
You do not have to readjust filters settings when you can save up to 5 snapshots. For more information,
replace footage or use proxies — the filters are auto- see “Storing Operator Settings” on page 113.
matically scaled in order to maintain the visual effect
Pick Button — Use this control with operators that
that you created originally.
require a position in the viewport, for example to
position a lens flare. Click the Pick button and then In some cases, enabling Resize Image increases
click and drag the pick icon in the Viewport. rendering time.
This option is not available when you access filters
from a Paint operator because you cannot scale a
layer inside a Paint operator.
Pick Icon sets
center of lens flare
Blur/Sharpen Filters
Use Blur filters to create a blurring effect. Sharpen
filters do the opposite: they make the image appear
Resize Image — Some filters render information sharper.
outside the boundaries of the layer itself. Blurs, for
example, can blur outward from the edges of the Box Blur
layer to give a softness to the edge. When Resize Use Box Blur as a quick and effective method to
Image is on, the result resized and the result can create a blurring effect. The box blur changes the
extend past the edge of the layer; when Resize Image color value of each pixel based on the pixels next to
is off, the result is cut off at the edge of the layer. The it in the vertical and horizontal directions. It is fairly
following shows the different results obtained with a close to the look achieved using Gaussian Blur, but
Crumple filter. Notice how the first image uses all the renders much faster. Use it when a faster rendering
space available in the composite, while the second time is important, and the quality of the blur is less
maintains its original size. important.
Undefined Areas — Sets the color to use to blur Center — Determines the point from which the
pixels at the edge of the image, or where the color blur radiates. The center is not blurred. You can enter
channel is black. the X and Y values of the center, or click the Pick
button and pick a point in the active viewport.
Resize Image — Extends the blur beyond the edge
of the blurred layer. Quality — Determines whether the effect is grainy
or smooth.
Radius — Sets the blur strength. The Radius is Radius — Varies the amount of the blurring
measured in pixels. effect.The radius is measured in pixels.
Channel — Determines which channel, in the Resize Image — Blurs outward from the edges of
source Layer, is used to set the amount of blur the layer.
applied.
Motion Blur
Blur Type — Determines whether the blur is a Box Use Motion Blur to simulate the blur created by fast-
blur or a Gaussian blur. moving objects.
them over the current frame.Combustion uses sub- you don’t need antialiasing on a blurred layer, so to
frame sampling to create a smooth effect. save processing, time you can turn it off.
You control the number of samples, the transpar- Phase — Specifies whether the motion blur is based
ency (or weight) of the samples, and the duration on the movement before or after the current frame.
over which the samples are taken. A value of -100 places the motion blur before while a
value of 100 places the motion blur after. A value of
Motion Blur Controls 0 is centered, which evenly distributes the motion
blur.
Shutter = 3 Shutter = 15
Samples = 5 Samples = 20
To change the weight distribution of the samples: In the following procedure, the front layer, a still
Click the curve to add a keypoint, then drag the image of a 16-ton iron weight, moves from the top to
keypoint up or down to change the weight of the the bottom of the frame. The procedure describes
samples at that point. Click and drag a green line to how to use motion blur to create the illusion that the
shift the samples along the curve. layer is falling fast.
In the following illustration, samples in the center of
the blur carry more weight than samples at either
end of the effect.
Back Layer
3. Select the new nested composite. you should use the Motion Blur in the 3D Post filter
menu. “3D Motion Blur” on page 511.
Pan Blur
Pan Blur simulates a directional blur created by a
fast-moving object. Use this filter to simulate the
blur created from a fast-moving camera panning or
craning.
Quality — Determines whether the effect is grainy Horizontal Radius — Sets the strength of the blur
or smooth. in the horizontal direction.
Resize Image — Blurs outward from the edges of Vertical Radius — Sets the strength of the blur in
the layer. the vertical direction.
Component — Determines which channels are Amount — Varies the amount by which the satura-
equalized. Select RGB to equalize the R, G and B tion increases.
values simultaneously; or choose R, G, B, or Lumi-
nance to equalize each channel separately. NTSC Colors
Use NTSC Colors to make sure your image or clip
Blend — Determines how much to blend the
colors do not exceed the NTSC limits for television.
equalized version of the image with the original.
This filter is useful if you are working on a project
that will be output to video tape or televised in a
Gamma/Pedestal/Gain country that uses the NTSC video standard.
Use Gamma/Pedestal/Gain to lighten or darken an
image.
PAL Colors
Use PAL Colors to make sure your image or clip
Gamma — Affects the slope in the color curve to
colors do not exceed the PAL limits for television.
lighten or darken the image overall, with minimal
This filter is useful if you are working on a project
effect on the bright and dark areas already present in
that will be output to video tape or televised in a
the image.
country that uses the PAL video standard.
Pedestal — Affects the low-end cutoff value of the
curve. Increasing the Pedestal value pushes pixels Tint
towards the lighter end of the curve. The Pedestal Use Tint to change the tint of an image while
value is added to the color value of each pixel. retaining its original shading and contours. The
effect is similar to looking at an image through a
Gain — Affects the high-end cutoff value of the color lens.
curve. Increasing the Gain value lightens the image
uniformly. Color — Determines the color of the tint you are
applying. To set the color:
Grey • Click the color box and select a color using the Pick
Grey converts a colored image into a grayscale Color dialog that appears
image.
• Click the color picker and sample a color in the ac-
Amount — Determines the amount of color to tive viewport. In the Toolbar, enable Area Sample in
remove. Increase the amount to remove more and the Toolbar, then click and drag your cursor over the
more color from the image. A 100% value makes area to sample the average color in that area.
your selection colorless, a true grayscale image.
Amount — Determines how much tint to apply to
the image.
Movie Color
Movie Color increases the saturation of all colors in
your image at the same time. It is useful for bumping
up the colors in a listless image to provide a more
saturated and colorful look.
Time Slice — Makes modifications to the fractal Layer — Selects a layer to use as a displacement
patterns yielding random results. map.
Octaves — Controls the smoothness of the effect. Method — Specifies how the displacement map is
The lower the octaves, the smoother the effect. treated if the layer sizes do not match.
Channel X — Determines which channel from the Resize Image — extends the effect past the edges
source layer is used to offset the pixels along the X of the layer.
axis.
Magnifying Glass
Channel Y — Determines which channel from the
Use Magnifying Glass to make your image look as
source layer is used to offset the pixels along the Y
though it is being viewed through a glass lens.
axis.
or Vertical instead of the default Both in the Direc- Scale — Controls the scale at which the pinching
tion list. This has the added effect of squaring off the occurs. If you think of a layer as a sheet of paper, the
filter’s corners. scale is like the difference between wrapping the
sheet of paper around a basketball compared to
Resize Image — Extends the effect past the edges wrapping it around a baseball. Wrapping the paper
of the layer. around a basket ball is like applying a negative pinch
with a high scale value. Wrapping it around the base-
Offset ball is like applying a negative pinch with a low scale
Use Offset to pan images or frames. value.
Center — Sets a new center point for the layer. Aspect — Modifies the ratio of horizontal to
Enter a value in the X and Y coordinates fields or vertical distortion. Positive values make the hori-
click the Pick button and pick a center point in the zontal dominate, while negative numbers favor
image. vertical distortions.
Undefined Areas — Determines what appears in Center — Determines the point around which the
the empty space created by offsetting the layer. image is distorted.
The filter bends an layer around its center so that it Amplitude — Controls the height of the ripples. If
appears round. you choose negative values, the ripples descend
beneath the surface.
Use: To:
Pond Rip- Create ripples that move out from
ples the center and that zigzag around
the center at the same time.
Out from Create very smooth, even ripples.
Center
Select: To:
Crop Crop the image. This option has no ef-
fect if you enlarge the image.
Stretch Scale the image to fit in the resized ar-
ea.
Tile Tile the image to fill the resized area. Amplitude — Controls the height of the ripples. If
This option has no effect if reduce the you choose negative values, the ripples descend
size of the image. beneath the surface.
Use: To:
Pond Rip- Create ripples that move out from Amount — Controls the extent of the rounding
ples the center and that zigzag around effect.
the center at the same time.
Out from Create very smooth, even ripples. Direction — Defaults to Both, meaning that both
Center Horizontal and Vertical rounding occurs. Selecting
Around Create ripples that spiral around the either the Horizontal or Vertical options modifies
Center center point. the effect so that the results appear more like wrap-
ping the image onto a vertical or horizontal cylinder.
Shift
Shift is similar to the Offset filter. You can use it to Twirl
pan images or frames. Use Twirl to spin, twirl, and rotate the image.
Center — Sets the center around which the image Tolerance — Specifies how much variation in
twirls. brightness levels between adjacent pixels is allowed
when defining scratches.
Resize Image — Extends the effect past the edges
of the layer.
Fractal Noise
Use Fractal Noise to generate random noise filters.
By animating this filter you can create either subtle
Noise Filters
or dramatic effects similar to flowing water or undu-
You can use Noise filters to add realism to computer
lating clouds.
generated images, or to simulate or match film grain.
aging occurs and produce results with less detail. The following controls are available for all selection
Smaller values create more subtle effects. operators.
Turbulence
Turbulence is like a texture generator since it gener-
Modes List
ates an effect that replaces your current selection or
image.
Horizontal and Vertical Scale — Adjusts the Modes List — If you create several selections in the
horizontal and vertical undulation of the noise. same operator, the Selection Mode determines how
Higher values create smoother, more subtle results, the selections are combined. In addition, if you place
while lower values create more banding in the a Channel selection above another Selection oper-
dimension being affected. ator, the list determines how the two selections are
combined.
Draw Selection
Use this operator to access the selection drawing G-Buffer Material Selection
tools. Use this operator to select material IDs in RLA or
RPF files. For more information, see Appendix ,
To use the Draw Selection operator: “Combustion and 3D Studio MAX."
1. Select a layer.
2. Choose Operators | Selections | Draw Selection. G-Buffer Object Selection
Use this operator to select objects in RLA or RPF
The operator is added to the layer in the Workspace
files. For more information, see Appendix ,
panel.
“Combustion and 3D Studio MAX."
3. Click the Toolbar, select a drawing tool, and
draw a selection in the active viewport.
Invert
For more information on drawing selections, see
Use Invert to invert the selection below this operator
Chapter 12, “Paint: Drawing Selections.
in the Workspace panel.
3. Click and drag the selection marquee to position In the following illustration, the top image is used as
the selection. Click and drag the marquee handles to a source for a bump map applied to a solid white
resize the selection. layer. The bottom illustration shows the result.
For more information on drawing selections, see
Chapter 12, “Paint: Drawing Selections.
Remove
Use Remove to cancel any selections below this
operator in the Workspace panel.When you apply a
filter after the Remove operator, the filter affects the
entire image, in other words it is not limited by any
underlying selections.
Stylize Filters
Stylize filters use the colors in a layer to generate
creative effects.
Bump Map Layer — Determines the source layer for the bump
Use Bump Map to simulate the look of a raised or map. Choose from any of the layers currently in the
bumpy surface on the current layer using another composite (excluding null objects, lights, and the
layer’s pixels as a source. The result looks like the camera).
source layer is embossed or stamped onto the
Channel — Determines the channel to use as a
surface of the current layer, complete with bright
source. The default value is Luminance.
highlights on raised points.
Specular and Shininess — Modify the highlights Amount — Determines the height or depth of the
created when the imaginary light source hits a raised emboss filter.
point:
Radius — Controls the size of the emboss filter.
• Specular controls the brightness of the highlights.
• Shininess controls the spread of the highlights. A Light Source — Determines the light source angle
high value creates small, tightly focused highlights for the shadow.
on the edges of the bumps, while a low value creates
wide highlights. Drop Shadow
Use Drop Shadow to create a shadow on the under-
Source Latitude — Determines the X direction of lying layers and footage, based on the alpha channel
the imaginary light source. of the image or clip. You can use this to create
imagery that appears to float off the screen in 3D.
Source Longitude — Determines the Y direction
of the imaginary light source. Opacity — Specifies the transparency of the drop
shadow.
Source Color — Specifies the color of the light
source. Click the color square to choose a color from Shadow Center — Determines the location of the
the Pick Color dialog, or click the Pick button to shadow.
choose a color from the screen.
Feather — Softens the edges of the drop shadow.
Color Emboss Use this slider to create a more realistic shadow.
Use Color Emboss to produce the illusion of 3D
embossing. The look is similar to the way your name Shadow Color — Specifies the color of the drop
appears on a credit card. The filter retains the image’s shadow.
existing colors to create an embossed, colored, 3D
Resize Image — Creates a drop shadow that
effect. The high-contrast edges of images appear to
appears outside the layer boundaries.
cast shadows.
Emboss
Use Emboss to create an illusion of 3D embossing in
grayscale. The filter works by detecting areas of high
contrast, highlighting them with black and white
Leave Color
Use Leave Color to convert your image to grayscale
except for a specified color or range of colors. This
filter was popularized a few years ago by music
videos and a few cola commercials where the entire
scene is in shades of gray except for the product (or
star of the video), which remained in color.
Invert — Reverses the image for a negative edge
filter.
Color — Specifies a color to remain untouched; the Color — Sets the color for the overall effect. For
other areas of your image are converted into example, make a flaring filter generated by a purple
grayscale. sun.
Tolerance — Determines the amount of variation Rotation — Spins the central flare around its flare
from your chosen color to tolerate before it converts center.
what remains into grays.
Elements — Creates a central flare, reflections
Feather Amount — Determines how smooth the only, or both.
transition is between areas which remain in your
chosen color range and the gray areas. Flare Type — Determines the type of lens flares by
selecting different camera lens types.
Method — Sets either RGB or HSV methods of
color selection. Mosaic
Use Mosaic to create a mosaic tiled filter. Since you
Lens Flare can keyframe the filter, you can vary the size of the
Use Lens Flare to create an effect similar to when a tile over time.
camera lens is hit directly by the sun or another
bright light source.
Oil Paint
Use Oil Paint to create effects that give your image a
hand-painted style, or an impressionistic look.
Solarize
Use Solarize to convert grays to white, black and
white values to black, and remap intervening color
values to shades in-between.
Block Dissolve
Use Block Dissolve to create blocks of transparency.
Linear Wipe
Use Linear Wipe to apply a transition with a linear
Top: Gradient
edge.
Wipe Source
Right: Gradient Amount — Determines how much of the image is
Wipe at 50% obscured or revealed.
Gradient Wipe
Linear Wipe
Amount — Determines the time marked by the Direction — Adjusts the direction of the strips.
edge of the transition. Zero degrees creates horizontal strips, while 90°
creates vertical strips.
Start Angle — Determines the angle of the center
of the transition. If the start angle is 0°, then the Blinds — Determines the number of strips.
center of the transition is vertical. If the start angle is
90°, then the center of the transition is horizontal. Feather Amount — Creates an opacity gradient at
the edge of the mask creating a smoother effect.
Feather Amount — Creates an opacity gradient at
the edge of the transition creating a smoother edge.
based systems.
• “Setting the Range to Key Out” on page 350 With the Discreet keyer in Combustion, you can also
use the matte to define a selection on the keyed
• “Adjusting the Matte” on page 354
image.
• “Removing Background Spill and Color Correct-
ing Your Clips” on page 357
The Discreet Keyer Interface
• “Using Curves” on page 359
The following section provides a brief description of
• “Animating Keyer Parameters” on page 360 all the tools available in the Keyer. It is intended as a
quick reference for those who are familiar with
• “Importing and Exporting Setups” on page 360
keying techniques. Learn more about how to use
• “Keying Uneven Blue Screens” on page 361. these tools further on in the chapter.
The Keyer controls appears. the Curve controls and you click Reset All, all the
settings in the Key, Matte, Curves, Color, and Setup
Global Keyer Controls controls are reset to their default values.
The following elements are appear with all the keyer Note: Only the current Store is affected.
controls.
Store Buttons
Panel Access Buttons Use store buttons to save up to five versions of your
The buttons on the left of the keyer give you access to keyer settings, and then quickly switch between the
the different sets of controls in the Keyer. When you different stores to compare the results.
click a button, the corresponding controls appears.
Key Controls
Use the Key controls to set the key color, and the
tolerance and softness ranges. You can set these
values using sliders and numeric fields, or by
sampling colors in the image. When sampling
colors, remember that the cursor samples the color
in the key-in layer regardless of the output displayed
Front — Displays the image to which you applied in the Keyer viewport. This lets you adjust softness
the key. This is the layer you are keying with any and tolerance while viewing any of the Keyer
operators you applied to that layer before the keyer. outputs.
Note: If the front layer is not the one you expect, The Key controls vary depending on the mode you
you probably applied the key to the wrong layer. In select.The following section describes the Key menu
the Workspace panel, move the keyer operator in RGB, YUV, HLS, and CMYK modes. For infor-
onto the right layer. mation on the Key menu in channel mode, see
“Extracting a Single Color” on page 350. For infor-
Key In — Displays the image that is used to pull a
mation on the Key menu in Luma mode, see
key. By default, the front and key-in images are one
“Extracting a Key Based on Luminance” on page
and the same. But in some cases you pull a key on a
354.
different key-in image, and apply the resulting matte
to the front layer. You may also want to see the key-in Mode
image if you apply a key-in blur before pulling the The Keyer Mode determines the color models used
matte. for extracting a matte from the key-in image.
RGB — Defines a range of colors to be keyed out The key color appears in the key color box.
using the red, green, and blue channels of the image.
Enable Lock to use the same key color when
comparing Keyer modes. Disable Lock if you want to
YUV — Builds a key using the luminance and
sample different pixels for each Keyer mode.
chrominance channels of the image.
Tolerance Controls
HLS — Builds a key using the hue, luminance, and
Sets the range of colors to be keyed out.
saturation channels of the image.
Channel — Extracts pure red, green, or blue from • Click the plus picker, and then sample a color in the
the image. You can also select a custom color, which image to extend the tolerance range to include that
is useful if the front clip includes transparencies, color. CTRL-drag your cursor over a region to key out
shadows, or reflections. all the pixels inside the rectangular marquee.To per-
form detailed adjustments, you can zoom into the
Lum — Builds a key according to the clip’s lumi- image and sample colors at the pixel level.
nance values. This mode is useful for clips with high
• Click the minus picker, and then sample a color in
contrast or filmed against a black background.
the image to shrink the range so that the color is ex-
Key Color cluded.
Sets the color to be keyed out. • Adjust the Tolerance Offset to change the tolerance
by the same amount for all the channels.
Softness Controls
To set the key color, click the picker, move your Set the range of colors to make semi-transparent and
cursor over the Keyer viewport and do one of the create a softer key.
following:
color. CTRL-drag your cursor over a region to add all Click Lock to plot the same color if you try different
the pixels inside the rectangular marquee to the soft- Keyer modes.
ness range. To perform detailed adjustments, you
can zoom into the image and sample colors at the
pixel level.
Plot
Click the Plot picker, and then sample a color in the
viewer.
Enable/disable Use these fields to adjust softness range for individual channels. You can also
keying for a channel. drag the yellow lines in the color gradients.
Input levels
Output levels
Curves Controls You can also use the following keyboard shortcuts:
Use the Curve controls to remap the pixel values of
Press: To:
the front and back mattes.
DELETE Delete selected keypoints.
Front — Selects the front matte curve. You can also CTRL+A Select all keypoints.
click a curve to select it.
CTRL+D Deselect all keypoints.
Back — Selects the back matte curve.
Curve Controls
The following curves appear in the Color controls. Delete — Deletes a point on the curve.
Click a curve label to select it. Click the yellow box
next to the label to show or hide the curve. Click and Reset Selected — Resets the selected curve to its
drag a curve to adjust it. default.
Note: When you first open the Color menu, the Note: To reset all the curves at once, click the Reset
seven color curves are one on top of another and button under the Setup button.
appear as one.
Enable — Enable the color correction. Toggle this
Hue Shift — Shifts a hue toward the Hue Shift on and off to view or hide the effect of the color
Target. correction as you work.
Supp — Suppresses a specific color from a hue. Color Suppression Target — Determines which
Color suppression reduces the saturation of the color to suppress. To select a color, click the picker
Suppression Target color. and sample a color in the viewport. By default, the
color suppression target is the key color.
Sat — Changes the saturation of a hue.
Hue Shift Target — Determines the color to use
Red — Changes the value of the Red component in instead of the unwanted color spill. When you apply
a hue. a hue shift, the unwanted hues are replaced by the
hue shift target. To specify this target color, click the
Green — Changes the value of the Green compo-
picker and sample a color from the image. For
nent in a hue.
example, if you are removing blue spill from hair, the Key-In blur button to enable the blur, then set the
you set the hue shift target to the hair color. blur width and height. These values determine the
number of adjacent pixels used to blur each pixel. A
Plot Gaussian blur is used by default, but you can change
Plots a color in the hue spectrum. Click the picker the type to a Box blur in the Filter Type list.
and sample a color from the image. The color you
sampled is represented by a vertical red line in the Setups
color spectrum. Use these controls to import and export setups from
discreet’s SGI-based products, as well as setups
Setup Controls created in other Combustion projects.
Use the Setup controls to adjust the setup options.
Load — Imports keyer setups. Click load, and then
Note: You can change the setting on the Setup navigate to the location of a saved setup file, select
palette at any time. For example, you do not have to the file and click Open. The loaded setup is applied
apply the key-in blur before you start keying. You to the current keyer.
can attempt to pull the key, then apply a key-in blur
only if you find that it’s needed.
Save — Exports keyer setups. Click Save, and then
Key In navigate to the location where you want to save the
setup file, enter a file name and click Save. The
Source — Determines which image to use to set the current keyer setup is saved.
key. By default, the key in source is the front image.
To use a different image, click the Source button and Colors
select an operator from the dialog that appears. This
Comp — Determines the color of the solid layer
is useful if the blue screen contains artifacts. See
used when the output is set to Comp. To change the
“Keying Uneven Blue Screens” on page 361.
color, click the color box and select a color using the
Blur — Applies a blur filter to the key-in source. Color Picker that appears.
This is useful when the blue screen is grainy. Click
The Setup Controls
Plot Bar — Determines the color of the bar that your final output. This section gives an overview of
appears when you plot a color in the Key, Curves, one of these techniques. You will find detailed proce-
and Color menus. dures in subsequent sections.
The first step is to place the front clip over the back
Miscellaneous
clip and apply a Keyer operator to the front clip.
Composite Operation — Use Punch Back with
computer graphics images in which the area to be
keyed out is pure black. Use Blend if the color to be
keyed out is not pure black (most digitized footage).
Output Matte As
the pixels around the edge of the matte partially your viewports to display the keyer, the matte, the
transparent so that they blend into the background. key in context, or all three.
If you are keying an uneven blue or green screen, you
can apply filters to correct the blue screen, and then
apply the keyer, or use another operator as a key-in
source. In this case, the transparency of the front clip
is based on the matte created by keying the second
key-in source.
Notice the hard edge in the left image. The right For information on loading layers, see “Importing
image shows the same edge, with added softness.
Footage” on page 63.
One way to get just the right amount of softness is to For information on working with uneven blue
add too much softness, and then remove some. You screens, see “Keying Uneven Blue Screens” on page
know that the softness range is too large when gray 361.
appears in the white part of the matte.
Note: You can also key a clip without building a
composite, for example to generate a matte for use
in another branch, or another composition. To do
so, choose File | Open, select the clip that you want
to key, and choose Discreet Keyer in the Open
footage dialog that appears.For information on
using an external matte, see Chapter 6, “Channels.
Note the gray areas in the matte. In the composite, Applying a Keyer Operator
the background will show through in these areas. You apply the keyer operator to the front layer.You
can apply the Keyer directly over the footage oper-
How you proceed from here depends on the image ator or after other operators.
you are working with. You can adjust the softness
range, increase the tolerance, adjust the matte using To apply a Keyer operator:
the histogram, or even use garbage masks to work 1. Select the front layer.
around problem areas.
2. Choose Operators | Keyer | Discreet Keyer.
The final steps involve refining the edge. You can use The active viewport displays the front image keyed
the Shrink, Erode, or Blur tools, or use the color over the background, based on the default keyer
controls to remove color spill. You can also adjust the settings.
front and back mattes using the Curves menu.
Setting Up your Viewports for Keying
You can customize your viewports according to your
Setting Up the Keyer personal preference. For example, if you want to
Before you start keying, you load the front and back preview the key on the entire clip, use two viewports,
clips, apply a keyer operator to the front clip, and
one for keying and one to playback the animation.
adjust the keyer setup options. You can also setup
Or, if you prefer to work on the matte, use several
viewports, one for keying, one to display the matte, viewport if you want to sample with the same tool
one to view the key in context, and one to play the from both viewports.
animation.
In the Viewports, the front layer is displayed against The softness value determines how much of the key-
a solid background. in clip is partially transparent in the matte. Softness
is used to create a smoother transition between the
front and back clips in the composite clip.
Setting the Range to Key Out 5. Enable More to increase the softness around the
The following sections describe three common
edge of the key.
keying techniques:
To pull a key by extracting a custom color:
• Extracting a single color from the key-in clip.
1. In the Keyer controls, click Key.
• Extracting a range of colors to be keyed out in the
key-in clip. 2. Select Channel from the Mode list.
The Channel controls appears.
• Building a key according to the clip’s luminance val-
ues.
When you build a key by defining a color range, you Trying Out the Different Color Models
can use one of several color models, each of which To determine which color model will give the best
interprets the key-in image differently and gives a key, try creating a sample matte for each model.
slightly different result. Each model operates independently of the others,
Once you chose a color model, you set a range of except for the key color which you can lock to one
colors to become partially transparent to soften the value for all color models. When you switch from
transition between the front and back clips in the one model to another, the values you set are
composite image. This is called the softness range. All retained, so you can easily compare the results.
pixels in the front clip within the softness range are
To try out different color models:
gray in the matte.
1. Make sure Animate is disabled.
After setting the softness range, you set a range of
2. In Key controls, select a color model from the
colors to be keyed out. This is called the tolerance
Keyer Modes list.
range. All pixels in the front image within the toler-
ance range are black in the matte. The tolerance 3. Click the Key Color picker.
range must not be too large or the edge of the
composite will be too hard and the subject in the
front image will appear to be pasted into the 4. Do one of the following:
background. • Click on the image to sample a single color
• Click and drag the cursor over the area that you
Selecting a Color Model want to key out. The key color is set to the average
Select one of the four color models from the Keyer of the pixels that the cursor samples.
Mode list.
Note: By default the pixel that you sample is used to
determine the key color in all the keyer modes. If you
RGB — Defines a range of colors to be keyed out want to sample different pixels in each keyer mode,
using the red, green, and blue channels of the image. disable Lock. When you enable Lock again, the key
color in all modes is reset to the key color in the
YUV — Builds a key using the luminance and current mode.
chrominance channels of the image.
All the pixels with the selected color value are keyed
out of the front clip.
HLS — Builds a key using the hue, lightness, and
saturation channels of the image. 5. Click the Matte output button to view the matte.
6. Repeat these steps using the other color models,
RGB-CMYL — Builds a key using the red, green, then view each of the resulting mattes to determine
blue, cyan, magenta, yellow, and lightness channels which color model gives the best result. Once you
of the image. This color model offers sub-pixel
resolution.
have decided on a color model, you can adjust the front clip. But remember, if the range is too large,
softness and tolerance ranges. you will key out parts of the front subject.
Softness Controls
Tolerance Controls
• Set the Softness Offset. This changes the softness Using the Plot Tool
range by the same amount for every channel. You can plot the color value for any pixel in the Key
• Click the add softness picker. The cursor color bars. You can then adjust the tolerance or soft-
changes to an eye dropper. Drag the eye dropper in ness range so that the pixel falls within one of the
the area that needs softening. The softness range ex- ranges.
pands to include the colors that you sampled. CTRL-
To plot a pixel’s color values:
drag to sample a rectangular area.
1. Click the Plot picker.
• Click the Remove Softness picker and drag
The cursor changes to an eye dropper.
the cursor over areas that are too soft. The softness
range shrinks to exclude the values that you sampled 2. Sample a pixel in the image.
with the eye dropper. A red bar appears in each of the color bars showing
the color value of the pixel that you sampled.
• Set the Softness by channel. You can set the softness
on either side of the range by dragging the yellow Note: You can change the color of the plot bar in
line in the channel color bar. the Setup controls.
• Set the Tolerance Offset. This changes the softness Increasing tolerance increases the transparency of
range by the same amount for every active channel. the whole image. Tolerance values are expressed in
percentage. A value of 100 makes the front image
• Click the Add Tolerance picker , and then
completely transparent.
pick a point in the image, or click and drag the cur-
sor over the image to sample a range of pixels. CTRL- 3. Set the softness. By default, softness is set to 100.
click and drag to sample a rectangular area. The tol- Increasing softness makes the image more transpar-
erance range extends to include the color of the pix- ent. When Softness is 0, only pixels that fall into the
els you sampled. tolerance range are keyed out. The matte is black and
white with no grays.
• Click the Remove Tolerance picker , and then
pick a point in the image, or click and drag the cur-
sor over the image to sample a range of pixels. CTRL- Adjusting the Matte
click and drag to sample a rectangular area. The tol- The keying process extracts colors from the front
erance range shrinks to exclude the pixel you picked. image and generates a matte. You can adjust that
matte using the histogram, Lift and Gain controls, or
• Set the Tolerance by channel. You can set the toler-
you can modify the edge of the matte using the
ance on either side of the range.
Shrink, Erode or Blur tools.
• Drag the blue line in the color bar.
To access the Matte menu:
In the Keyer, click the Matte button under the Key
Extracting a Key Based on button.
Luminance
You can create a key by using only the Luminance
Using the Histogram
channel. This technique is most often used for shots
The histogram, displays the distribution of lumi-
filmed against a black background, or when
nance values within the matte.
bringing in a matte (for example a black and white
logo) as a key-in source. The horizontal axis of the histogram represents the
range of alpha values in the matte and spans from 0
You can also use the Luma mode to adjust a matte
(black or transparent) to 255 (white or opaque). The
that has already been rendered. Load the matte as the
vertical axis shows the number of pixels at each
key-in clip then adjust it using the key controls in
Luma mode. value.
Removing Gray from the Matte Boosting the Matte’s Brightness Using
Use the Input Level controls to remove gray from the Gain and Lift
matte. You can darken the black areas, or brighten You can remove the gray from the matte by
the white areas of the matte. increasing the gain and lowering the lift values in the
Matte controls. Increase the gain to eliminate the
light grays in the white areas, and decrease the lift to
eliminate dark grays in the black area of the matte.
Note: The Shrink, Erode, and Blur functions are Shrink tool, Erode can remove fine detail from the
based on the filter type specified in the Setup edge.
controls. By default a proportional Gaussian filter is
used. To erode the edge of the matte:
To access the Shrink, Blur and Erode controls: 1. Click the Erode button and set the Erode width.
Click Matte button under the Key button in the The edge of the matte becomes softer. In the front
Keyer controls. clip, the blue spill is more transparent.
Blur
Applies a softening blur filter to the matte.
Shrink
Removes pixels from the edge of the matte.
To blur the edge of the matte:
To shrink the edge of the matte: 1. Click the Blur button.
1. Click the Shrink button and set the Shrink 2. By default, the 1-pixel gaussian blur is applied in
width. A negative Shrink value expands the matte. the horizontal and vertical directions. If needed, ad-
Pixels are removed from the edge of the matte. This just the blur width and height using the correspond-
ing fields.
has the effect of cutting away at the color spill around
the edge of the subject. The edge is blurred.
Note: Any Gain and Lift Level adjustments you To suppress a color in the image:
make to the matte are not inverted when Invert is
1. In the Keyer Controls, click the Result Output
selected. You must therefore invert the matte
button so that you can see the color spill on the im-
before adjusting the Gain and Lift levels.
age in the viewport.
2. By default, the color that is suppressed is the key
Removing Background Spill and color. To suppress a different color, click the Sup-
Color Correcting Your Clips pression Target picker, then sample a color from the
image.
After you create your key, remove the background
color that may have spilled over at the edge of the
key. Use the color correction tools in the Keyer to
suppress the spill. If you need a more extensive set of 3. To plot the unwanted color on the color chart,
color controls, use the Discreet Color Corrector. For click the Plot picker, and then sample a pixel from
more information, see “Color Correction” on page the area that contains color spill in the image.
365.
5. Click the curve near the plot line and drag it from the image. For example, use hue shift to make
downward. the blue spill around a talent’s hair shift to match the
Color suppression affects these hues real hair color.
You can also use hue shift to shift colors in the image
toward a hue in the background.
Press: To:
DELETE Delete selected keypoints.
CTRL+A Select all keypoints.
CTRL+D Deselect all keypoints.
Hue Shift
Shift the curve up to the 75% line to shift the source
Another way to remove unwanted color from the
fully to the target hue. If you drag the curve to an
front clip is using hue shift. You can change the hue
intermediate point, the color shifts only partially
of the color spill to another target hue that you pick
around the color wheel and may give unexpected For example, if a pixel has a value of 127.5 (1/2 the
results. value of pure white) in the front matte and in the
back matte, then the value of each color channel in
Note: Turn on Enable to apply changes made in the result pixel is equal to 1/2 of its value in the front
the Color menu.
pixel plus 1/2 of its value in the back pixel.
You can adjust the luminance of the front matte and Use the matte curves to change these ratios.
back matte separately in the Curves menu. For If you want more of the back image to show through,
example, you can increase the luminance of the back drag the back curve up to a higher value, and drag
matte so that more of the back clip shows through at the front curve down by a similar amount.
the edges of the key. This can create a better blend at
the edges of the key.
The following calculation is applied to each pixel of Result=1/4 Front + 3/4 Back
the image to create the composite. The calculation is
applied in three passes, one each for the R, G, and B
values of the front and back images, and the pixel is
given the resulting R, G, and B values.
Note: Increasing one curve without decreasing
Result = F x FrontLUT + B x BackLUT
the other, will result in a glow around the edge of
where: the key. If you decrease both curves, you’ll get a
dark outline around the key.
F = the R, G, and B values of the front image.
To adjust the matte curves:
B = the R, G, and B values of the back image.
1. Click the Curves button.
FrontLUT is the front matte pixel value, re-mapped
2. Use the Output buttons to select the output you
according to any luminance curve change made in
want to view as you adjust the curves. To see the back
this menu. The value is expressed as a decimal,
matte, set the Output to Matte and enable Back
where, for example, in 8-bit mode, 0 = 0, 127.5 = 0.5 Matte.
and 255 = 1
3. To adjust the luminance curve for the front
• BackLUT is the back matte pixel value, re-mapped matte, click the Front button in the Curves menu. To
according to any luminance curve change made in adjust the back matte curve, click the Back button.
this menu. The value is expressed as a decimal, as for Alternatively, click on a curve to select it.
the FrontLUT. The selected curve changes to white.
4. Click on a point to display its tangent handle and Importing and Exporting Setups
drag the handle to adjust the curve. To break a tan- The Keyer setups you create in Combustion are
gent handle, press CTRL while dragging. Press CTRL
compatible with the keyer setups in the following
again to unbreak the handle. Click on the curve to
add a control point. discreet systems: effect* opt. 3, flint*, flame*,
inferno*, smoke*, and fire*.
Keying Uneven Blue Screens 4. Select the new layer, and apply filters to correct
If the bluescreen you are keying is grainy, you should irregularities in the blue screen.
apply a key-in blur to smooth out the blue before
keying.
7. In the Setup menu, click the Key In Source but- 5. Apply a Keyer Operator. Now the Keyer only af-
ton, and choose the corrected blue screen from the fects portions of the image which are outside the se-
Pick Operator dialog. lection.
7. Play the clip to make sure the mask covers the el-
ements for the entire duration of the clip. Animate
the masks if needed.You can also track the mask to
the feature that you want to hide.
• You need to color-match the source image to the back- • Hue Shifting
ground image for more realistic composites.
• Saturation
• Color Balance
Before You Begin
This section provides information on how to load • Gamma
your clips, set up your work environment, as well as
• Gain/Offset/Contrast/Histogram
the processing order of color corrector commands.
• RGB Curves
• HLS Curves
• Suppression • you can access the desired set of controls without en-
tering the full Color Corrector.
Forcing Adjustments to be Made in a
Different Order Color Corrector Controls
If you want to force the adjustments to be performed Each of the five buttons on the left side of the Color
in a different order to achieve a desired effect, you Corrector gives you access to different controls.
must use the individual controls, found under Oper-
For more information on each set of controls, see:
ators | Color Correction.
• “The Color Controls” on page 370
• “The Basics Controls” on page 372
The User Interface • “The Histogram Controls” on page 373
The following sections introduce the different Color
Corrector controls, and describe the interface • “The Curves Controls” on page 377, and
elements. • “The Ranges Controls” on page 377.
Color Sampling
Color Sampling can provide you with exact RGB
values for one pixel, or averaged values for an area.
3. Click the left (source) color picker. Note: Not all Color Matching options will use all
sampled values. Match All and Match SMH will use
4. Ctrl-Drag the color picker over a portion of the
all of the four pairs, but Match Gain and Match
image. This averages out the color for the area. The
Offset will only match the Master pair of colors. In
RGB (or HLS) values change in the Source patch. this second case, the gamma, gain, and offset of
the Master range will be changed to perform the
Matching Colors match.
You may want to color correct your front image to
match the back for a more seamless composite.The
following describes the procedure for matching RGB
values of a pixel or an area. See also “Color Corrector
Pickers” on page 368.
Custom Custom redirect information Because RGB is an additive color model, Magenta,
from one color channel to anoth- Cyan, and Yellow are expressed as combinations
er. here of two other colors.
Mono Create a monochrome (black and
The default display of the color wheel is the
white or grayscale) version of
following:
your clip.
Tonal Ranges Rewire Color Wheel Hue Shift, Saturate, Color Pickers, Compare, and
Controls Contrast, and Suppression Store
• Magenta (red plus blue) is at 5 o’ clock. Choose the Color Controls and do one of these three
things:
• Cyan (green plus blue) is at 9 o’ clock.
• Drag your mouse back and forth in the Hue Shift
• Yellow (green plus red) is at 1 o’ clock. field.
Color Wheel Hue Shift, Color
Saturate, and Suppression • Double-click on the Hue Shift field and enter a nu-
Contrast meric value from the keypad.
To use Saturate:
Hue Shift, Saturate, and Contrast Choose the Color Controls and do one of these two
Use the Hue Shift, Saturate, and Contrast controls things:
for fine control over the color you are adjusting. The
• Drag your mouse back and forth in the Saturation
defaults for these parameters are 0, 100, and 100
field.
respectively.
• Double-click on the Saturation field and enter a nu-
Hue Shift — Hue Shift changes the colors in the meric value from the keypad.
image. Since you are working with a circle, a hue
shift value of 360 returns to the original color or Contrast — Contrast indicates the difference
image. A hue shift of 180 is equivalent to a negative, between the light and dark colors in an image. A
as the colors are at their complements. high-contrast image is mostly black and white, with
very little gray. A low-contrast image is very flat,
You can use hue shift to compensate for material that
foggy, and composed mostly of midtones.
is too hot or cool, or simply to correct undesired
tones present in the images. Note that in a mono- To use Contrast:
chrome or very low saturation image, a hue shift Choose the Color Controls and do one of these two
things:
• Drag your mouse back and forth in the Contrast To use color balancing:
field. 1. Start increasing the value in the Strength display
• Double-click on the Contrast field and enter a nu- until a black marker becomes visible on the color
wheel.
meric value from the keypad.
2. Click and grab this marker and relocate it any-
where on the wheel.The Tint and Strength values
Color Balancing With Hue Tint and will update accordingly.
Strength
The two parameters used with color balancing are
Color Suppression
Tint and Strength. The value of Tint determines the
Color Suppression suppresses or "dampens" the
color to add and the value of Strength specifies the
channel information for one or more channels. It is
amount of color to use.
available for all channels.
To adjust Tint and Strength, you can either set the
values in the Tint and Strength fields or use the color To suppress a color or channel:
wheel. Disable the color or channel’s box by clicking on it.
Pure red is the 0-degree point for hue on the color Note: Suppressing blue may result in a subtle
wheel. When you increase the Tint value, you move overall pale yellow cast, since yellow is the spectral
counterclockwise on the color wheel. When you use complement of blue. The effect of suppressing any
a negative value for Tint, you move clockwise on the color will appear to “unsuppress” its complement.
color wheel.
The center of the color wheel represents 0 Strength. The Basics Controls
As you increase the value of Strength, you move This section describes features which are unique to
towards the edge of the color wheel and add more of the Basics controls. Along with the Color controls,
the selected color to the image. the Basics controls make universal, yet as fine as
required, changes.
Adjusting Gamma, Offset, and Gain 2. Select a Match option.The result patch updates
You can adjust the gamma, gain, and offset for the to reflect the changes combustion* has made to
entire image (RGB), or alter them for one or more match the color.
channels. Select: To:
Gamma — Lightens or darkens midtones. This Match All Match RGB values, match gam-
ma, gain,
does not affect pure black and white.
and offset, and match shadows,
mid-tones,
Gain — Maintains the shadows at their current
and highlights from source to
levels, but progresses much faster towards highlights
back.
(positive gain), or much faster towards the shadows
(negative gain), reducing the number of colors in the Match Match shadows, midtones, and
SMH highlights
image.
from the source to the back.
Offset — Uniformly lightens or darkens images. Match Gamma Apply Gamma to the source to
Shadows are raised and highlights are raised. When match it to
the mapped location of any value is off the chart, the back.
either too dark or too light, it is “clipped”.
Match Gain Apply Gain to the source to
If you are changing both the Gamma and Offset in
match it to
the same image (for one, two, or all three curves),
the back.
combustion* performs the Gamma change first.
Match Apply Offset to the source to
Offset match it
Color Matching to the back.
You have four options to transfer the color value
settings from one clip to another. One Match option
will almost certainly work better than all others for The Histogram Controls
each particular shot, but it may take trial and error to Use the Histogram controls to help you visualize
determine which option works best. how the individual pixel RGB values are distributed
across the image. This section describes items that • The white triangle on the right sets the maximum val-
are unique to the Histogram controls. ue for the range.
• The black triangle on the left sets the minimum value
The Histogram for the range.
The histogram is a visual representation of all the
• The gray triangle in the middle (gamma) will
color values contained in the image as they are
change gamma in the same way as gamma is
distributed over the range of pixel values (0-255).
changed in the Basics Controls
You can view histograms for the red, green, or blue
channels, or you can view the histogram for the You can use the Input Levels controls to increase the
entire image (RGB). contrast in the image. For example, if you set the
minimum value to 50, pixels with color values less
than 50 are remapped to 0(black). Pixels with color
values greater than 50 are remapped to the appro-
priate color.
Using the Input Sliders Note: Input levels increase contrast (remap more
The slider directly below the histogram contains the grays to blacks and whites), while output levels
Input Levels controls. Use these controls to set the decrease contrast (remap more blacks and whites
to grays). If you have a clip that requires some soft-
range of color values in the image.
Tonal Histogram, Input and Output Sliders, Equalize and Match All
Ranges Gamma Slider
ening of color of tone, the output levels may be Using the Output Sliders
able to re-introduce some midtones to your clip. The slider controls on the gradient bar below the
The slider on the right can be moved towards the histogram are the Output Level controls. Use these
left, bringing down or ‘choking’ the highlights. controls to set the range of colors in the image.
Again, this redefines where the highlights stop, and • The white triangle on the right sets the maximum val-
shifts them down in RGB values. ue for the range.
When you move the right or left sliders, the middle • The black triangle on the left sets the minimum value
gray slider always maintains an equal distance from for the range.
both of the others. However, you can also move the
gray slider independently, right or left, giving more You can use the Output Level controls to decrease
weight to the distribution of shadows or highlights the contrast in the image. For example, suppose that
respectively. you set the minimum value to 100. A pixel with a
color value of 0 is remapped to 100. Pixels with color
To increase the contrast in an image: values greater than 0 are remapped to the appro-
priate values. This has the effect of lightening the
1. Click the Histogram button in the Color Correc-
tor to display the histogram. image and decreasing the contrast in the shadow
areas.
2. Click the Master, Shadows, Midtones, or High-
lights button to select the areas of the image that you Now suppose that you set the maximum value for
want to modify. the range to 200. A pixel with a color value of 255 is
3. Click the RGB, Red, Green, or Blue button to se- remapped to 200. Pixels with color values less than
lect the channel that you want to work with. 255 are remapped to the corresponding values. This
has the effect of darkening the image and decreasing
4. Do one of the following:
the contrast in the highlight areas.
• Position the cursor on the black triangle below the
You can also set the maximum and minimum limits
histogram. Adjust the level until the value that you
for the color range by setting the values directly in
want to use as the lower limit for the color range ap-
the Maximum and Minimum numeric displays.
pears in the Minimum display. This darkens the
shadow areas.
To reduce the contrast in an image:
• Position the cursor on the white triangle below the 1. Click the Histogram button in the Color Correc-
histogram. Adjust the level until the value that you tor controls to display the histogram.
want to use as the upper limit for the color range ap-
2. Click the Master, Shadows, Midtones, or High-
pears in the Maximum display. This increases the lights button to select the areas of the image that you
brightness in the highlight areas. want to modify.
Note: Note: You can invert the image by reversing 3. Click the Lum, Red, Green, or Blue button to se-
the position of the black and white triangles. lect the channel that you want to work with.
The changes to the clip. To cancel the changes, click 4. Do one of the following:
the Reset button.
• Position the cursor on the black triangle below the Plot Lines on Gradient
output Levels bar. Adjust the level until the value that The plot lines appear on the gradient under the
you want to use as the lower limit appears in the histogram. After you sample a front and/or back
Minimum display. This has the effect of lightening color, blue and yellow plot lines appear. The yellow
the shadow areas. line is for the Source color, and the blue line is for the
• Position the cursor on the white triangle below the Back color.
Output bar. Adjust the level until the value that you Note: The colors of these plot lines are changeable
want to use as the upper limit appears in the Maxi- under the Setup controls.
mum display. This has the effect of decreasing the
brightness in the highlight areas. These lines show the pixel value(s) of the sampled
color(s) in terms of the distribution of pixels sharing
that pixel value.
Match All
Use the "Match All" button to adjust the gamma, For example, if you sample a red (for the front) that
gain, and offset for the R,G, and B components of the is very prevalent in the image, the blue line appears
Master layer. under a high peak on the gradient. If you then
sample a blue (for the back) that is very scarce in the
To use the "Match All" button, you should first
image, the yellow line appears under a "trough" or
sample and store 4 color pairs, one pair for each of
"valley" on the gradient.
the tonal ranges: Shadows, Midtones, Highlights,
and Master. Equalize
Also, see “Color Sampling” on page 369. If you have Equalize “smooths” the histogram values to produce
not specified all the color pairs, combustion* will more even color distribution. You can choose to use
use the following default color samples: Equalize for any given channel or for the entire
image. You can use it to even out the distribution of
• Black for the shadows.
values across one or more channels for aesthetic
• 50% gray for the midtones. considerations.
• White for the highlights
• White for the master.
combustion* operates on each of the R,G, and B
channels individually. For each channel there are
four source and destination values corresponding to
the four colors you sampled. combustion* then
adjusts the gamma, gain, and offset so that when the
color correction is applied to the source colors, they
match the destination colors as closely as possible.
channel (or all three channels) that you are working To redefine shadows:
on at the time.
Drag the left tangent handle next to the S.
The Curves, Color Space Display, Match All
To see the effect of adjusting these curves: The Load and Save Setup functions are found under
1. Go to the Color controls. the Setup controls.
flame_cc_setup.correct
otherwise alter a file. By default, the “owner” of the characters such as the asterisk (*), which is a meta-
setup will probably be /usr/flame_version. You may character in UNIX. For that reason, use only alpha-
need to change read, write, and execute privileges, or numeric (letters, numbers, and underscoring
to change ownership on the setup before transfer- instead of spacing) characters in files destined for a
ring it. UNIX computer.
3. Type: 3. You can then use any FTP utility to transfer the
setup from your NT to your SGI machine. On the
man chown
SGI machine, put the setup in the
or:
/usr/discreet/flame_version/correct
man chmod folder, or another folder that you have designed for
on your UNIX system for more information. this purpose. You can then start flame*, enter the
4. You can then use any FTP utility to transfer the Color Corrector, import the setup, and the setup is
setup from your SGI to your NT machine through applied.
your network.
5. On the NT machine, put the setup somewhere
obvious, like the folder containing the project, or the Storing Operator Settings
desktop. You can then start combustion* and enter Use the storage buttons to store up to five versions of
the Color Corrector. your operator settings, and then quickly switch
6. Go to Setup, then Load, and the setup is applied between the different stored settings to compare the
to the image. results.
2. Save the combustion* setup to somewhere obvi- 2. Click Store number 1 and adjust the operator’s
ous, like a folder on your desktop called parameters.
“oxy_to_flame”, for example.
As you make adjustments the filter settings are empty, but if you have saved settings in all five stor-
stored in storage 1. ages, you may need to empty a few.
When you move between filled storage buttons, the Note: You need to have previously taken store
shots in order to have comparison sources. You can
system displays the stored settings for each one. But
tell if the store shot is there by the presence or
remember, if you adjust any settings while Store is absence of the dot in the lower right corner of the
enabled, the storage is automatically updated. numbered box.
• “About Tracking” on page 384. You can apply the stored motion to various elements:
• “The Tracker Interface” on page 385 • You can apply the motion to an object. For exam-
ple, you could track a halo over the head of a person
• “Using the Tracker” on page 390 in a clip. Assume that in the clip the person tilts their
• “Tracking Position” on page 392 head and advances toward the camera. You would
want the halo to reflect the position, scaling, and ro-
• “Tracking Scaling” on page 394
tational changes of the tracked features on the per-
• “Tracking Combinations of Position, Scaling, and son’s head.
Rotation” on page 395
Note: When you track scaling with Combustion,
• “Tracking Multiple Points” on page 395 you are not performing “3D tracking” in true Z-
space. You are simply measuring the amount of
• “Tracking the Center Point of an Effect” on page change over time in the size of the tracked object.
397
• You can apply the motion to each of the control
• “Stabilizing” on page 399 points of an object. The shape of the object changes
• “Stabilizing Options” on page 400 to reflect the motion of the reference feature its con-
trol points are locked to. For example, if you want to
• “Advanced Tracking Techniques” on page 406
replace the label on an actor’s clothing. Each corner
• “Importing and Exporting Tracker Data” on page on the new label tracks a corner on the old label in
413 the clip. The shape of the new label changes to corre-
spond to those movements.
The Tracker Interface Reference and Analyze Magnification and Preview Box
Snap Settings Controls Tracker Selection
Track, Axis, and Tolerance and Show/Hide and Import and Export Data
Mode Settings Auto Snap Box Color
Mode
Use the Mode options to indicate whether or not to
Axis, Mode, and Tolerance and
Parent to Source Auto Snap
keep any offset that exists between the center of the
reference box and the pivot point of the object.
Absolute — Eliminates any offset. For example, in Y Only — Track only the vertical motion of the
the illustration below, the oval is tracking the motion reference feature.
of the asterisk. When the analysis started, the pivot
For example, say you have a feather you want to track
point of the oval was positioned to coincide with the
to the vertical (Y) motion of a leaf falling. Assume
center of the reference box on the asterisk.
you do not want the feather to follow the side-to-side
(X) motions of the leaf as it falls. You would restrict
the Tracker to following the Y motion.
Roaming — Updates the contents of the reference keyframe, it updates the contents of the reference
box at each frame. Use this option when the refer- box with the last good match, and then searches for
ence feature undergoes significant changes in luma a match on the updated contents.
or shape cues during the clip. For example, if the
reference feature undergoes lighting changes, Analysis Controls
choosing Roaming increases the chances of finding a Use the Analysis controls to start, pause, and restart
match at each frame. the analysis, as well as to advance the analysis by a
Roaming is slower than Fixed since the reference box single frame.
must be updated at each frame.
A good rule of thumb is to leave Tolerance set to Preview and Enable Preview
100% and then lower it if necessary. It can also save The Preview displays the most recent match found
time to play your clip through several times. Note for the Tracker selected. Use it to see what match was
where 100% Tolerance might cause the Tracker to
lose the reference feature. You can then lower the
setting for these portions of the clip.
found for the current frame. If you cannot see the Tracker Display Options
match, enable the Preview checkbox. Use the Tracker display options to control what
tracking information appears in the viewport while
tracking is in progress.
Tracker Box and Tracker Box Number
Show Paths — Shows the paths that the tracker Reset and Select Options
boxes make from frame to frame. By default the Use the reset options to reset one of the values alone
paths are shown. or to reset both the Trackers and the shift values.
Show Crosshairs — Shows the Crosshairs which Select All Trackers — Selects all Trackers so that
intersect at the reference feature. any changes made are simultaneously made to all
trackers.
Tracker number
Reference box
Tracker box
• The Reference Box holds the reference feature. For 9. Click one of the Analyze buttons to start the
example, if you want a lens flare to follow the head- Tracker analysis from the current frame.
light of a truck as it moves across the screen, position 10. Pause the analysis if the tracker box loses the ref-
the reference box over the headlight of the truck in erence feature(s).
the reference frame.
Press the BACKSPACE key to delete one keyframe at a
• The Tracker Box shows the boundaries of where the time until you are positioned at the frame where the
Tracker searches for the reference feature. The size of Tracker loses the reference feature.
this box needs to be at least as large as the reference
Make the necessary adjustments to the Tracker. See
box, and by default is slightly larger.
“Advanced Tracking Techniques” on page 406 for
Note: The larger the tracker box, the slower the ideas on how to handle various tracking situations.
tracking. This is because it takes more time for the
11. Repeat steps 3 and 4 until you have completed
Tracker to search a larger area.
the track.
12. Click the Off button on the Tracker panel to turn
Using the Tracker off the tracking process.
No matter what sort of tracking you are doing, your
work flow takes the following general form. The element follows the motion of the reference
feature.Finding a Good Reference
To use the Tracker: Feature
1. Load the clip. Your choice of reference feature directly affects the
2. Find the reference feature that has the motion accuracy of the Tracker. As you work with the
you want to track. Depending on what kind of track- Tracker you will develop an eye for evaluating what
ing you are doing, you may need to use more than makes good reference features.
one reference feature.
Play a clip several times before you choose a refer-
3. Determine a good reference frame and position ence feature. Ideally, you want a reference feature
the clip at that frame. This is usually the first frame. that:
4. Select the source of the reference features (the
• Appears in every frame of the sequence being
Background Clip, or the Background Clip and Ob-
jects). tracked
5. Select the element or layer you want to have track • Cannot be confused with any other similar feature
the motion. in the frame, for instance, a button on a shirt would
The Trackers are added. be a poor choice if there are identical buttons above
and below it
6. Reposition and resize the Trackers if necessary.
• Moves exactly as you want your element to move
7. Adjust the options on the Tracker panel as neces-
sary. • Has shape and luma cues that allow for perfect reg-
istration (“locking”) of a match both vertically and
8. Make sure all the Trackers are selected.
horizontally.
The Tracker uses the luma (or light vs. dark) and By default, when you move the reference box, the
shape information of the reference feature to locate tracker box automatically moves with it. If you move
matches in subsequent frames. Finding perfect or resize the tracker box, however, the reference box
reference features all the time is rare. For example, does not follow. Once you move or resize the tracker
finding a feature that is present in every frame is not box, the size and position of each box remain inde-
always possible. You may have to track two different pendent of the other. You can re-establish the
features, track a feature that disappears behind relationship using the Reset Tracker option.
another one, or track a feature that moves out of the
frame. Advanced Tracking Techniques, on page 406, To position the reference box using the mouse or
stylus:
offers suggestions on how to work with these kinds
of situations. Click inside the reference box and drag it over the
feature that you want to track.
In the best possible situation, you have planned the
reference features during pre-production and delib- The reference box changes to a magnifying glass to
erately marked them (with Xs, say) on the set and/or help you find a good reference point. You can adjust
talent during production. In the worst situation, the the magnifying glass by changing the magnification.
reference feature is so poorly defined that the only
way to track it is manually (see “Snapping to Update To adjust the magnifying glass:
the Reference Box” on page 411 for an explanation 1. Click the right arrow in the upper-right corner of
of how to do this). the Tracker panel.
2. Choose Magnification, and then select a magni-
Note: You may want to add an effect to the clip to
fication from the list.
make the reference feature better, such as contrast
adjustments or emboss, then track the altered clip. 3. From the Tracker panel menu, choose Magnifier
Finally, you would remove the effect. Mode.
Positioning the Reference and Tracker Edge — See high-contrast edges in the reference
Boxes box area.
You can position the reference and tracker boxes
using the mouse, the stylus, or the numeric controls To position either the reference box or the tracker
box using the numeric controls:
in the Timeline.
1. In the Timeline, expand the layer that contains
the reference feature to display the Tracker(s), then
expand the Tracker with the box(es) you want to re- Modifying Several Trackers at Once
position. You can change the parameters for several Trackers
2. Expand the folder corresponding to the box you by multiple-selecting the Trackers (using SHIFT-
want to reposition. CLICK) and then modifying the setting. You can
3. Double-click x or y, and enter the desired X or Y change the Mode for all Trackers from Fixed to
value(s). Or click and drag the cursor over the prop- Roaming. Or, you can change the tolerance for all
erty’s value in parenthesis to change the X or Y value. Trackers.
example, you track a simple logo to the label on the 6. On the Tracker panel, click Position. Make sure
back pocket of a pair of jeans. the object is selected, and then click the Position but-
ton to add a Tracker.
Note: In this clip you are tracking position only and
not doing a four-corner pinning, as you would do
to completely replace the label.
13. Click the button on the Tracker panel to 4. Two Trackers appear. The first Tracker appears
start the analysis. When the analysis is complete, over the pivot point of the object and the second ap-
click the Off button on the Tracker panel. This de- pears to its lower right. Resize and reposition each
letes the tracker folders in the Timeline. Tracker so that they track the scaling change.
14. If one or more of the Trackers gets “lost”, pause 5. Adjust the settings for each Tracker as necessary.
the analysis, make adjustments, and restart the anal- On the Tracker panel, click one of the Analyze con-
ysis. trols to start the analysis.
15. Save the tracker data if necessary. Remember it 6. If you encounter difficulties, pause the analysis,
has already been applied to the front object. make adjustments, and restart the analysis as neces-
sary.
16. Click the Off button in the Tracker panel when
tracking is complete. 7. Save the tracker data if necessary.
4. On the Tracker panel, select the Source of the Tracking Multiple Points
reference feature. Click Rotate. When you track multiple control points, you apply
Two Trackers appear. The first Tracker appears over the motion of each reference feature to control
the pivot point of the object and the second appears points on the foreground object.
to its lower right.
The shape and content of the object changes to
5. Position the reference box of the first Tracker reflect the motions of the reference features it is
over the pivot point of the rotation you want to track. tracking. For this reason, a precision track is
Position the reference box of the second Tracker over required, as even small drifts will cause any lettering
the area which describes the arc of the rotation you or graphics on the front clip to "swim" or "crawl".
want to apply to the object.
For example, you can put a new label on a ketchup
6. Adjust the settings for each Tracker as necessary.
On the Tracker panel, click one of the Analyze con- bottle in a clip. You would create a new label, then
trols to start the analysis. have each control point on the new label track one of
the reference features of the old label. The shape of
The object rotates at its pivot point at each frame to
the new label changes along with the shape changes
reflect the rotation defined by the motion of the two
of the original.
reference features.
7. Pause the analysis, make adjustments, and re- To track multiple control points:
start the analysis as necessary until the analysis is Determine a good reference frame and position the
complete. clip at that frame. In this example, we have a trian-
gular purple logo following three corners on a jeans
8. Save the tracker data if necessary.
label.
9. Click the Off button in the Tracker panel when
tracking is complete. Load the clip and play it a few times to evaluate what
reference feature you want to use and if there are any
foreseeable problems for the tracking.
Tracking Combinations of 1. Position the clip at the reference frame. In this
Position, Scaling, and Rotation case it is the first frame of the clip.
It is also possible to track any combination of posi-
tion, scaling, and rotation. To do so, you always work
with two Trackers. As you combine tracking opera-
tions, you add to what each Tracker is tracking.
If you want to track position, rotation, and scaling
simultaneously, the first reference box will track
position. The second reference box will track rota-
tion. The distance between the centers of the two
reference boxes will be used to track scaling.
In the Tools options, select the Control Points tool. If 9. Set Type to Fixed since the reference feature does
necessary, add control points to the object. Create not undergo any significant changes that would pre-
the logo using the Polygon tool in Paint. vent the Tracker from finding a match.
10. Leave the Tolerance at its default value given that
each reference feature should be easily matched
throughout the clip.
Click the button on the Tracker panel to start the
analysis. The tracking proceeds to the end of the clip
without any need for intervention.
difference in the shape of the polygon between the For example, a panning shot of a mini-van requires
first frame and the last frame. you to track a lens flare to the headlight of the mini-
van.
Last frame
of the clip, and verify that the same brightness and 9. On the Tracker panel, set the Source of the refer-
contrast is applied up to the last frame. ence feature to Background.
5. The color correction makes the headlight usable The contents of the reference box look good so you
as a reference feature, so return to the first frame and do not need to reposition it.
prepare to track the lens flare onto the headlight.
6. Choose Operators | Stylize | Lens Flare. The lens
flare palette appears and a Lens Flare folder appears
in the Timeline. The palette for that effect appears.
7. Adjust the lens flare settings. Set Strength at
15%, and choose Central Flare Only from the Ele- 10. The tracker box is probably large enough to ac-
ments menu. commodate the largest frame-to-frame motion of
the headlight so leave it as is.
Click the Pick button on the effect palette.
Crosshairs appear over the center of the lens flare in 11. On the Tracker panel, leave the Mode set to Rel-
the viewport. ative. You want the lens flare to follow both the X and
Y motion of the headlight, so set the Position option
8. Position the crosshairs (the lens flare follows) to X&Y.
over the headlight of the van.
12. Leave the Type set to Fixed since this can im-
prove the accuracy of the Tracker and the headlight
does not seem to change during the clip. Set Toler-
ance to 80% since you will be playing with this value
when the van passes behind the tree.
13. On the Tracker panel, click the button to
start the analysis. The center point of the effect is re-
positioned at each frame, corresponding to the ref-
erence feature.
When the analysis is complete, click the Off button The Tracker moves the image so that the reference
on the Tracker panel. This deletes the tracker folders feature occupies the same position it did in the
in the Timeline. preceding frame. In other words, the reference
feature stays still because the frame is being moved.
Note: You need to hide the lens flare when the
headlight is hidden by the tree. Do this by setting The repositioning of the image also introduces a
keyframes at zero Strength (for the lens flare) for border along one or more edges of the frame, and
the duration of time the van is behind the tree. may involve the temporary loss of some of the
14. Finally, remove the color correction by deleting image’s edge information.
the Brightness/Contrast folder in the Timeline. Now
when you play the clip, the lens flare follows the mo-
▲ Select Wrap as Mode to wrap pixels around
while stabilizing. You can then Invert afterwards
tion of the headlight, disappearing with it behind the
and have zero information loss.
tree and reappearing with it on the other side.
15. Save the tracker data if necessary.
16. Click the Off button in the Tracker panel when
tracking is complete.
Now when you replay the clip, the effect follows the
motion of the reference feature.
Stabilizing
Stabilizing is a powerful process that represents one
of the most common uses of the Tracker.
frame 5
Mode
The Mode option determines how the image is
frame 6
treated once the shift values are applied. Experiment
Select: To:
Shift Leave a border.
Borders
This option is only of use to you when you choose
To perform 1-point stabilizing:
Shift mode. It determines how the borders are
1. Determine a good reference frame and position
the clip at that frame. In this example, use 1-point
stabilizing to remove unwanted camera jitter from a
clip.
treated. With Fit and Wrap there are no borders and Note: Make sure that Animate is on for the entire
stabilizing process. Stabilizing will not work with
Select: To: Animate off, as the Position channels will be locked
in the Timeline and Combustion will be unable to
Use Color Fill the border with color. Once you write the stabilize information to them.
have selected this option, click the
color square at the bottom of the 2. Choose Operators | Stabilize | Stabilize 1 Point.
palette and select a color from the
Color Picker.
Transparent Create transparent borders.
axes. The clip is stabilized “live”, and the inverted Stabilize 1 Point panel in place throughout the stabi-
lizing.
2-Point Stabilizing
Use 2-point stabilizing when the motion you want to
shift values are written to the Stabilize channel in the
Timeline. remove involves changes in scale (zoom) and/or
rotation (roll). For example, your camera may be
12. If necessary, pause the analysis, make adjust-
zooming out from someone in a rocking chair.
ments, and restart the analysis.
The 2-Point Stabilizing panel is as follows:
Note: If you move the Stabilize effect crosshairs
during or after the analysis, you introduce unex-
pected motion (and therefore error) into the
stabilizing process.
To stabilize, track, then re-establish the original As in tracking, when you choose to stabilize combi-
motion of the shot: nations of position, scale, and rotation
1. Perform 1-point stabilizing (see “To perform 1- simultaneously, the roles of each of the points are
point stabilizing:” on page 401). Be sure to leave the additive:
• If you track both scale and rotation, the first point 3. Click the Stabilize Point 1 Pick button, or use the
indicates the pivot point of the rotation, the second explicit X and Y value boxes to place the crosshairs.
indicates the arc of the rotation, and the distance be- 4. Click in the viewport over a point which repre-
tween the two indicates the scaling changes. sents the motion(s) you want to eliminate. This
point is also at the center of your reference feature.
• If you track position at the same time, the first point
also indicates the vertical and/or horizontal motion 5. On the Stabilize 2 Points panel, set the Mode,
you want to eliminate. Borders, and Border Color options.
On the Stabilize 2 Points panel, select the type of
When you track scale, choose two reference features
motion that you want to remove from the clip: Posi-
that are at the same Z-depth throughout the shot.
tion, Scale, and/or Rotation. You must choose the
For example, if you have two rows of trees lining a
same combination for both points.
driveway, choose two trees at about the same Z-
depth (distance away from camera). 6. On the Tracker panel, click the Position button.
In the viewport, a tracker box appears, centered over
When you track rotation, choose two reference
the Stabilize 1 Point crosshairs.
features that are as far as possible from each other.
This gives the Tracker the maximum amount of 7. Reposition the reference box of the Tracker if
"roll" to analyze and correct. necessary.
• When you do 2-point stabilizing, each of the two 8. On the Tracker panel, set the options for Mode,
reference features stays fixed throughout the stabi- Position, Type, and Tolerance.
lized clip. That is, if you are stabilizing scaling, the 9. Click one of the Analyze buttons on the Tracker
scaling change is eliminated. If you are stabilizing ro- panel to start the analysis.
tation, the rotation is eliminated. The first reference feature is tracked and the clip is
stabilized “live”, and the inverted shift values are
Note: Two-point stabilizing is done one point at a
written to the Stabilize channel in the Timeline.
time. This procedure is written so that you do not
need to repeat steps 3-9 twice. Perform the entire 10. Click the Stabilize Point 2 Pick button to activate
procedure once. the second crosshairs. The button turns yellow.
To stabilize position, scale, and/or rotation: Point 2 crosshairs appear in the viewport.
1. Determine a good reference frame and position 11. Click in the viewport over the area you want to
the clip at that frame. stabilize. This point is roughly where you want the
center of your reference feature.
▲ Make sure that Animate is on for the entire
stabilizing process. Stabilizing will not work with 12. Reposition the crosshairs in the viewport if nec-
Animate off, as the Position channels will be locked essary.
in the Timeline and Combustion will be unable to 13. On the Tracker panel, click the Position button.
write the stabilize information to them.
In the viewport, a tracker box appears, centered over
2. Choose Operators | Stabilize | Stabilize 2 Points. the Stabilize Point 2 effect crosshairs.
The Stabilize 2 Points panel appears. Do not close
14. Reposition the reference box of the Tracker if
this panel until you have completed all of the steps necessary.
outlined in this procedure.
Point 2 is tracked
and stabilized after
point 1. Each of the
2 points is stabilized
individually
Advanced Tracking Techniques tions the tracker box. It extrapolates the likely posi-
The tracker box sometimes loses its reference feature tion of the reference feature based on the amount
during the analysis. This is because in most clips it is and direction of the motion that occurred between
rare to have reference features that move predictably, the last two frames. The Tracker makes an “educated
remain visible, and do not change their appearance guess” of where the feature may be, based on having
during the clip. noted past matches.
By understanding how the Tracker analyzes the Note: This strategy means the Tracker works best
information in your clip you can predict the when the motion of the reference feature is regular
Tracker’s behavior and obtain the results that you and does not suddenly or erratically change direc-
tion or speed.
want. You can also observe the Tracker data in the
Timeline to troubleshoot a difficult track. Finally, Once the Tracker has analyzed the motion of the
there are a number of simple strategies you can use reference feature, and stored it as Shift values for
when the Tracker “loses” its reference feature. each frame:
the headlight enters the tunnel, adjust the tolerance frame in which the headlight is visible. Use the BACK-
until the Tracker cannot find a match, and then SPACE key to back up if you advance too far.
restart the analysis. When the headlight reappears,
the tracker box is positioned over it, the Tracker
finds a match, sets a keyframe, and continues
tracking.
To adjust tolerance:
1. Analyze the clip with the default tolerance value.
2. Pause the analysis when the Tracker loses its ref- Lower the tolerance value until the diagonals disap-
erence feature. pear from the tracker box or the display in the
3. Return to the frame where the reference feature Preview is blank, indicating there is no match found
is first hidden by another object. in the current frame. This adjustment prevents the
4. On the Tracker panel, reduce the tolerance value
Tracker from finding a match and setting keyframes
until the two diagonals in the tracker box disappear. as the van passes behind the tree.
The two diagonals indicate that a keyframe was set. The Tracker uses the motion of the headlight up to
5. Restart the analysis. this point to predict where to place the tracker box in
The analysis resumes. No keyframes are set while the the next frames.
reference feature is hidden. The Tracker extrapolates Use the button to advance the clip one frame at
the estimated position of the reference feature until a time until the headlight emerges on the other side
it reappears. of the tree. No keyframes are set as you advance now.
Using a Roaming Reference Box The reference box moves inside the tracker box and
Use a roaming reference box when the reference its contents are updated with the match found inside
feature changes gradually from the first frame to the the tracker box.
last frame in the clip, for example, if the reference 4. Restart the analysis.
feature is gradually rotating or changing size or
The analysis resumes, using the updated contents of
shape.
the reference box.
To use a roaming reference box:
1. In the viewport, select the reference box(es) that Using a “Dummy” Clip to Ease
you want to set to roaming. Tracking
Use a “dummy” clip to make the reference feature(s)
2. On the Tracker panel, select Roaming from the
Type list. easier to track. Once the tracking is complete with
your “good” tracking data, you remove the effect by
The reference box(es) will be updated at each frame
deleting it from the composite in the Timeline.
with the contents of the match found in the frame. In
other words, the Tracker will always look for a match For example, if the reference feature does not have
of the reference feature from the previous frame. enough contrast, you might use the Color Corrector
to increase the contrast. Or you might apply an
Note: If you later switch from Roaming back to emboss effect.
Fixed, the Tracker updates the "Fixed" contents
with the last Roaming reference feature. For more information on applying effects, see
“Applying Operators” on page 107.
Snapping to Update the Reference
Box To apply an effect to create the “dummy” clip:
Use the Snap button when the appearance of the 1. Choose an effect from the Effects menu.
reference feature changes suddenly at one or more 2. Apply the effect to the clip.
points in the clip. The Snap button updates the refer-
3. Set up the Tracker and start the analysis on the
ence feature with the match found in the current
altered version of the clip.
frame.
4. When the tracking is complete, remove the effect
For example, you might use the Snap button in a clip from the clip.
where a bouncing popcorn kernel pops, resulting in
a completely different shape.
Deleting Bad Keyframes and Letting
To snap to update the reference box: the Tracker Interpolate
When the motion is regular between keyframes, you
1. Pause the analysis when the Tracker loses its ref-
can delete bad keyframes and let the Tracker inter-
erence feature.
polate the motion between two good keyframes.
2. Return to the last good keyframe.
3. On the Tracker panel, click the Snap button.
To delete bad keyframes and let the Tracker To continue the analysis with a different reference
interpolate: feature:
1. Pause the analysis when the Tracker loses its ref- 1. Pause the analysis when the Tracker loses its ref-
erence feature. erence feature.
2. Use the BACKSPACE key to return to the last good 2. Return to the last good keyframe. This frame
frame. This deletes the bad keyframes. must contain both the current reference feature and
the intended new one.
3. Use either the Frame controls or the time slider
in the Timeline to go to the next frame where the ref- 3. Select the reference box and drag it to the new
erence feature is clearly visible. Restart the analysis reference feature.
on this frame (or a later one) until you get a good
4. Restart the analysis.
keyframe.
The Tracker interpolates the motion (indicated by a
Analyzing Backward
simple straight line, meaning no keyframes)
Analyze the clip backward when the reference
between the last and next good keyframes. This
feature grows larger or smaller (change Type to
works best with a few frames, and would not be
Roaming) or when it is off screen at the beginning of
appropriate for long sequences, as the interpolation
the clip.
is linear.
Note: You cannot analyze backward if you need to
change or snap the reference box.
Continuing the Analysis with a
Different Reference Feature To analyze backward:
You can continue the analysis with a different refer-
1. Use the Frame controls or the time slider in the
ence feature if the one you are tracking moves out of
Timeline to go to the last frame of the clip.
the frame or changes to such a degree it is no longer
usable as a reference feature. 2. Position the reference and tracker boxes.
The Tracker uses the offset between the old and new 3. On the Tracker panel, click the button to
start the analysis backward.
reference features to calculate the shift values of the
old reference feature.
Editing the Tracker’s Path
That is, it locates the new reference feature and, from Edit the path of a Tracker when you need to adjust
its location, determines where the old reference box the motion applied to the object.
would be located. It then calculates the shift values
for the old reference box and uses these to complete To edit the path of a Tracker:
the track.
1. Make sure Show Paths is enabled.
2. In the viewport, click and drag on one of the
keyframes on the Tracker’s motion path.
The motion path is updated accordingly.
Note: You may have to zoom in or hide boxes to be The Tracker uses the positions you set manually for
able to select only the element or elements you the tracker box when the analysis progresses
want to manipulate. through these frames.
You generate the tracking data in Combustion. You object or property. If there are a different number of
then load the background clip and the new label, and Trackers active than are contained in the setup file,
use control point tracking to have the new label the software will warn you of this before you import,
follow the corners of the object in the clip. Then you and attempt to use the first available Trackers.
export the tracking data from Combustion. You load
the clip, the logo, and import the tracking data into Shift Data — Import only the saved Shift channel
fire*. You can then re-apply the tracking data in data from another combustion* project. (This
fire*. option is not available if no Tracker data is present.)
Use this option to use the tracked keyframes relative
to the new object(s) and tracker boxes - the tracker
Moving Tracker Data Between
keyframes will appear relative to the currently active
Workspaces or Channels
tracker box. If multiple Trackers are selected, the
You can use the Import Data and Export Data
save dialog will ask you to save the shift data of each
options on the Tracker panel to move Tracker data
Tracker separately. When importing shift channels,
from another project to the current one within
the data is applied to the currently selected tracker
combustion*.
box.
To apply the data from another object:
Track — Save only the generated Track channel data
1. On the Tracker panel click Import. The follow- (this option will not be available if no Tracker data is
ing dialog box appears.
present). Use this option if you wish to use the track
keyframes in their original (absolute) positions. If
multiple Trackers are selected, the save dialog will
ask you to save the track data of each Tracker sepa-
2. Have the appropriate objects or channels select- rately. When importing track channels, the data is
ed.
applied to the currently selected tracker box.
3. You have the following choices:
Copying Shift Channels
You can copy a Shift channel and paste it onto any
other channel in the Timeline. For example, you can
paste a Shift channel to a position channel, or to the
XY coordinates of a ripple effect. This can create
some fun effects where the effect mimics the move-
ment over time of your original reference feature.
4. Click in the keyframe area of the Timeline and these are relative coordinate values. Both the
then press CTRL+V to paste the Shift channel onto the tracking values and the shift values are formatted as
selected channel. For more information, on using follows: frame #: X position, Y position.
the Timeline, see Chapter 8, “Keyframing.
The shift channel is copied to the selected channel.
craneshots. Matchmoving
et
indispensable tool.
B
• “The Camera Interface” on page 418 • On the Object panel, select the camera from the
Current list.
• “Changing to Camera View” on page 419
3. Click the Camera button in the Operator Con- from 3D Studio MAX, you can also control how to
trols panel. use the file’s camera animation information.
The Camera controls appear.
Field of View — Controls the amount of space
You can turn the camera off to hide the icon in the
visible through the camera. The greater the field of
composite. Turning a camera off does not delete it or
view, the farther away the scene appears.
change its properties.
Focal Length — Sets the distance of the focal
To turn the camera off:
point. As the focal length increases, the field of view
Click the camera icon next to the name of the decreases. and vice versa.
camera in the Timeline.
Stock Lenses — Provides several standard focal
The icon is yellow when the camera is on, and gray
lengths. Click a button to set the focal length and
when it is off.
field of view.
view the composite through the camera lens. In this When the camera is selected, the icon changes to
view, you cannot see the camera itself. display the camera’s field of view, focal length, and
pivot point.
Camera
unselected
Camera
selected
If you are in Perspective view, the camera icon moves To target the camera:
to the new position. In Camera view, the active view- 1. Select the camera. For more information, see
port displays the new viewpoint. “Selecting Cameras” on page 421.
The view that you have recorded with the camera A null object is added at coordinates 0, 0, 0.
now transitions from Layer 1 to Layer 2.
import into the composite changes perspective and field of view is stored in the RPF or RLA file
normally when you move or rotate the camera. format. When you import the RLA or RPF file into
Combustion, you can use this camera data to control
To lock a layer to the camera and background: the camera in your workspace. For more informa-
1. Select the layer. tion, see “Using 3D Studio MAX Camera Data in
Combustion” on page 506.
2. In the Layer controls, select Background Depth
Order.
authenticity to your
fantasy world.
B
a candle or light bulb. For example, the illustration The icon for a spotlight is a cone. The cone repre-
below shows the effect of point lights on an image. sents the width and direction of the beam of light
projected by the spotlight.
• Select a light in the Timeline. Spot — Creates a spot light, which projects light
with a defined beam that is aimed in a specific
direction.
Ambient Color
Sets the color of the ambient lighting in a composi-
tion. The ambient color is white (RGB 100%, 100%,
100%) by default.
Displaying Light in a
Composition
To view the lighting, you enable the Render Effects
options. They control the rendering of the lighting
Render Effects options
and surface effects in your composition. When you
move a light or change its properties of a light, 3. Enable the required Render Effects options.
Combustion renders the image and displays the
result in the viewports. When you create a new Enable: To:
composite, these options are disabled by default. Shading Turn on lights in the composition.
When you are not working on lighting effects, you Shadows View shadows cast by objects onto
should disable these features to improve display other objects in the composition.
performance. Reflections View reflections and highlights on
surfaces created by light bouncing
When you render a composition, these settings also
from one object to another.
determine which lighting and surface effects will be
rendered. For information, see Chapter 21, The lighting and surface effects appear in the
“Rendering.” viewports.
Note: If you cannot see the lighting in your To change the ambient light color using exact
composition, make sure the Shading option in the values:
Settings controls is enabled. 1. Select the composite in the Workspace panel.
2. In the Timeline, expand the Global Settings and
Changing the Ambient Light Color Ambient Light Color folders.
When you create a new composition, the ambient
The Red, Green, and Blue channels are visible.
light color is set to white (RGB = 100%, 100%,
100%) by default. Change the color of ambient light
to give an overall “tint” to the composition.
3. Click and drag the Red, Green, and Blue chan- 3. Drag the cursor in the Ambient Intensity field to
nels to change their values. increase or decrease the value, or click to type the re-
quired value.
Ambient
Intensity field
The ambient light color changes and the viewports 2. In the Timeline, expand the Global Settings
folder to view the Ambient Light Intensity channel.
refresh automatically to reflect the new color.
To delete a light:
1. Select the composite.
2. Select the light.
3. Press the DELETE key (or choose Edit | Delete).
The light is removed from the composite.
• Click the light icon in a viewport. You can position lights either by setting exact X, Y,
and Z coordinate values or by dragging the light in
Light icon
the viewports.
To move a light:
1. Select the light. See “Selecting Lights” on page
434.
2. To use the Transform controls to set explicit val-
ues for the position of the light, click the Transform
button and adjust the required values.
3. To drag the light to the required position in a
viewport, click the Arrow tool on the Toolbar.
When animating the composite, you can also target 2. To use the Transform controls to set explicit val-
lights to other objects. Targeting lights to objects is ues for the light’s rotation, click the Transform but-
ton and adjust the required values.
particularly effective when used with spotlights. For
information on targeting, see “Targeting a Light” on 3. To drag the light to the required rotation in a
page 436. viewport, click the Rotate tool on the Toolbar
and then drag the light in a viewport to point the To target a light:
cone in the required direction. 1. Select the light. For more information, see “Se-
4. To constrain the movement to one or more axes, lecting Lights” on page 434.
enable the required X, Y, and Z icons on the Toolbar. 2. Select the layer that you want to set as the target
from the Target list, or click the Pick button and se-
lect it in a viewport.
Targeting a Light
You can target a light to a layer to make the light
point at that layer no matter where it is in 3D space.
Once you have set a target, the light rotates to point
at the target if it, or the target, moves. This is partic-
ularly useful with spot lights and when creating
The light is targeted to the selected layer. When you
animations.
move the target, the light rotates to point at it.
You can also create a null object which you can use as
the light target. A null object is an invisible object; it To target to a null object:
has no pixel information or dimensions, and is not 1. Select the composite.
rendered in the final output. 2. Choose Object | New | Null Object.
A null object is added at coordinates 0, 0, 0.
Null Object (1), Null Object(2), and Null Object(3), To modify a light:
by default. You can rename them at any time.
1. Select the light. See “Selecting Lights” on page
3. Select the light. 434.
4. Choose the null object from the Target list. 2. Click Light in the Composite Controls panel.
The Light controls appear.
3. To change the type of light, enable the Distant,
Point, or Spot button in the Light Type menu.
• Click the color picker and then click in a viewport 5. To create a spotlight with more diffuse, blurred
to choose a color from your composite. edges, increase the Soft Edge value by dragging the
cursor in the Soft Edge field (or click to type the re-
quired value).
Modifying Spotlights
Spotlights differ slightly from point and distant
lights in that they emit a beam of light in a specific
direction (rather than projecting light in all Note: These controls are disabled if the current
directions). light is not a spotlight.
You can customize the size of the beam using the The selected light is changed and the viewports
Cone Angle control and the diffuseness, or softness, refresh automatically to reflect your changes.
of the edge using the Soft Edge control.
Turning Lights On or Off
To modify a spotlight:
You can turn a light on to make it visible in the
1. Select the light. See “Selecting Lights” on page composite or turn it off to remove its effect from the
434.
composite. Turning a light off does not delete it or
2. Click Light in the Composite Controls panel. change its properties.
The Light controls appear.
To turn a light on or off:
3. To adjust the angle of the cone of light, drag the
In the Timeline, click the light icon next to the name
cursor in the Cone Angle field, or click to type the
required value. of the light.
Light is off
4. To create a spotlight with very hard, defined edg-
es, decrease the Soft Edge value by dragging the cur-
sor in the Soft Edge field (or click to type the
required value).
your audio.
B
For example, one minute of mono 16-bit, 44.1 Khz Navigational and Slip Controls
audio would require 5.2 MB. Simply double that On the left side of the audio panel, you find the
number if you use stereo files. settings related to interacting with audio clips.
You can have a stereo file on one track, since the only Volume of Audio
difference between mono and stereo is that stereo
Rewind to Start, Stop, Play
has two channels on one track.
Select region for Scrub
Loop
Link To — This button opens the Operator Picker Unload — Removes the audio clip from the
dialog. composite. It does not erase the audio clip itself, but
completely frees the RAM that the audio was using.
The audio clip can exist in the workspace in two
states:
Loop and Mute
• It can be imported and resident in the workspace These buttons are not unique to the Audio panel, but
without being linked to any video or composite. This have the same function there as elsewhere.
might be appropriate if you want to import the au-
dio, but are not yet ready to use it.
Audio Details File Format — Displays the format of the audio file.
Memory — Displays the amount of RAM the clip 4. If you press Play a second time, you should hear
occupies. the audio play since the caching has now been com-
pleted. Switching viewports while one view is play-
Linked To — Shows the operator or composite that ing will switch off the audio.
the audio file is linked to.
When you link audio, you are linking it in name to To remove audio from a clip:
the operator, but not locking it to any specific point
Go to the Audio panel, and click the Unload button.
in time. The audio’s start time is determined either
by you (you set it), or by default (audio starts at This button flushes the audio clip from the composi-
beginning of composition). tion and RAM, but is non-destructive of the audio
clip itself. It simply frees up the RAM that the audio
To link the audio file to an operator: was using.
1. Import the audio file with the Browse button. A
note appears on-screen telling you Combustion is
“Generating Waveform”. Audio Rendering and Options
2. Check that the waveform is present in the Time- Combustion allows you the flexibility to choose how
line. Go back to the Audio panel. to render the final audio scratch track. For more
about rendering, see Chapter 21, “Rendering.”.
3. Click Link To. The Operator Picker dialog ap-
pears.
Select an or operator to which the audio will be The Audio Render Output Dialog
linked. Click OK. The audio is now linked. Before audio is rendered there are several decisions
you must make. They are based on the options avail-
able for you to render your audio.
Audio Render
Dialog
Audio Render On/Off Toggle — When there is a Sampling Rate — Combustion allows you to
check mark, audio is rendered; when there is no render your audio at several sampling rates.
check mark, audio is not rendered.
The lower the Khz digit, the smaller the audio file,
the coarser the quality. Conversely, the higher the
Separate/Embedded Toggle — When there is a
Khz digit, the larger the audio file, the better the
check mark, audio is rendered separately to AIFF or
quality.
Wav files; when there is no check mark, audio is
rendered embedded to the format that appears in • Use the lower available sampling rates such as 5
field 4. Khz, 11.025 Khz, 22.050 Khz, and 32 Khz for draft
copies of your work not requiring great quality, or
Browse — Use this button to navigate through the for streaming web video, where bandwidth is an is-
directory hierarchy to select a folder to store your sue.
rendered audio.
• Use 44.1 Khz if you are outputting with burn-to-
Format to Render Audio — You can choose CD compatibility, as this is the CD sampling rate.
between: • Use 48 Khz if the file is destined for Discreet edit*,
• embedded in QuickTime file (AIFF in MOV) or for professional DAT applications.
• embedded in Video for Windows file (Wav in AVI) • Use 96 Khz if the file is destined for DVD use.
productivity.
B
About Rendering
Once you finish your animation project, you must Footage Footage
render it to create a movie or sequence of images.
When your render, the layers and all other compo-
nents of the project are “flattened”. You can open You could render the top node to output the result of
your rendered files in Combustion but you can no your composite, for example, or you can render the
longer modify the paint strokes, effects, and other color-corrected footage, or render any of the five
objects that were used to create it. Therefore, you nodes separately.
should save your projects before rendering them.
Therefore, a node can be any element in your work-
In Combustion you can choose to render a set of space. When you launch the Render Queue, a node
frames, the entire project, or just save a single image. is added to the queue for each branch in the work-
In addition, you can render in multiple sizes and in space. However, you can choose to add a node for
several output formats that make use of codecs any operator, at any point in the processing pipeline.
(compressor-decompressors) for various web appli-
While a node represents what comes “in” to the
cations. These include the QuickTime® (.mov, or
Render Queue, an output determines what is sent out
Macintosh video) and Video for Windows® (.avi)
of the queue. Outputs consist of the render settings
formats. There are enough output options that your
for a node; including the output file format and
criteria, whether it be fast playback at draft quality
which frames to render.
for pre-visualization, or full RGB render for final
output to video, can be met. You can create as many outputs as required for each
node, using any combination of render settings.
Note: In the Render Queue, the nodes appear in To access the Render Queue:
the same order as they do in your workspace. They
Choose FILE | RENDER or press CTRL+R.
are rendered from the top of the list to the bottom.
The Render Queue dialog appears.
The Rendering Interface The Render Queue consists of five main sections: the
This section provides a brief description of all the Render Settings panel, the Queue, the Status Bars,
options available in the Render Queue. It is intended the Statistics panel, and the Log.
as a quick reference for those who are already
familiar with rendering. You will find out more Render Settings Panel
about how to use these options further on in the Use the Render Settings panel to choose which
chapter. elements in your Workspace to render, and to set
your rendering options.
Preferences — Click to set the Render Queue pref- next to a node or output name to disable it. Disabled
erences. For more information, see “Setting nodes or outputs will not be rendered.
Preferences” on page 457.
Output of
Keyer node
• “Video Output Options” on page 451 Render Queue Menu — Use the Render Queue
menu to manage the outputs in the queue.
• “Audio Output Options” on page 453.
The Queue
Use the queue to add, remove, and reorder nodes
and operators in the queue. Ouputs are rendered
from first (top) to last (bottom).
Output, Move Output Up, Move Output Down, Add Preset Options
Operator, and Remove Operator. Use these options to save your commonly-used
render settings as presets. For more information, see
Add Output — Add an output to the selected node “The Quick Setup options are applied to the outputs.
in the queue. Using Presets” on page 474.
Duplicate Output — Duplicates the selected Preset List — Use to apply a preset to the selected
output in the queue. output. Use presets to save a combination of your
render settings for quick application.
Remove Output — Removes the selected output
from the queue.
Move Down — Moves the selected output or node Make Default — Makes the preset selected in the
to a lower position in the queue. Items at the bottom Preset list the default. It will be automatically
of list are rendered last. selected each time you launch the Render Queue.
Add Operator — Adds an operator to the queue. New — Creates a new preset that stores the current
Use the Operator Picker dialog that appears to add Render Queue settings under the specified name.
any element in your workspace to the queue.
Video Output — Enable to set the options for your composites will be used for rendering. Disable
rendering video. Use Current to change the settings during rendering.
Enable to output
video
filebrowser to select a directory and filename, or Note: Once the output is imported into your
type the information directly, project, you can turn off the layers or operators
initially used to create that output, effectively flat-
tening those layers. If you want to modify that
portion of your project, you can turn the layers
back on, edit them, then re-render the output.
The file name can contain spaces and you can use
any alpha numeric character in the name, except the Attach Output to Email — Automatically send
following: email containing your completed outputs. To use
this feature, you must first set the related prefer-
/\!*?”<>| ences. For information, see “Render Completion
If you do not enter a file extension, Combustion uses Preferences” on page 459.
the file extension corresponding to the Video
Format. The file extension and selected Video Audio Output Options
Format must always correspond. If you enter an Use these options to control the rendering of your
extension that does not match the selected video audio tracks, including the audio file format and
output format, the format is updated. Conversely, if sampling rate. Enable the Audio Output box to
you change the output format in the Video, the file render the audio track, then set the appropriate
extension is updated in the Filename field. Audio Output options. For detailed information, see
“Audio Rendering and Options” on page 444.
Force Starting Frame Number — Controls the
output file names used for sequences. Enter the
required number for the first frame in the box.
For example, if you render a JPEG sequence, the
following files are created: myfile0001.jpg,
myfile0002.jpg, myfile0003.jpg, and so on. If you Render Range Options
enable Force Starting Frame and type 55 in the field, Use these options to choose the frames of your
the output files will be: myfile0055, myfile0056, project that you want to render.
myfile0057, and so on.
Note: To specify the number of frames to render,
you can enter a value in Start and End, or Start and
Skip Existing Files — Prevent re-rendering of
Duration, or End and Duration. The system calcu-
existing frames. This option is useful when you want
lates the third value (Start, End, or Duration) based
to use several computers to render one sequence on the Frame Step setting.
(network rendering). Channels — Controls which
channels are rendered. For information,
see“Choosing which Channels to Render” on page
471.
Start — Sets the first frame to be rendered. You can Duration — Displays the total number of frames to
also drag the Render Range slider to set this value. be rendered. The duration is the number of frames
from the Start frame to the End frame, divided by
the Frame Step.
Frame Step — Specifies the number of frames to Max — Sets the number of frames to the full dura-
skip when rendering. For example, if you render tion of the node.
frames 0-29 with Frame Step set to 2, every second
frame is rendered. The duration of the output is Process — Click to begin rendering your job(s).
therefore 15 frames, rather than 30. Once you begin rendering, click Stop to interrupt
rendering.
Note: Image sequences are numbered continu-
ously, regardless of the Frame Step setting. In the
previous example, you render frames 0, 2, 4, and so Status Bars
on up to frame 29. However, the rendered Use the status bars to view information on the
sequence will be numbered myfile0001.tga, progress of your rendering jobs. A yellow line indi-
myfile0002.tga, myfile0003.tga, and so on up to cates rendering progress.
myfile00015.tga
The first status bar displays information on the node
currently being rendered.
Current
node
All nodes
Current Frame — Displays the number of the If there is no rendering in progress, the statistics
frame currently being rendered, as well as the total panel displays information about the last frame
number of frames in that node. rendered.
Use: To:
Last View the number of seconds it took
to render the last frame
Difference View the difference, in seconds, be-
tween the time it took to render the
last frame, and the time it took to
render the frame before it.
Use: To:
By default, Combustion creates a node, with one
output, for each branch in your workspace. Add,
Average View the average time it took to ren-
delete, and reorder nodes and outputs as required.
der one frame in the current output.
You can also use Quick Setup and Presets to recall
Output — Displays the file name, frame size, and commonly-used rendering options for fast setup.
format of the output file created. Set the rendering preferences to customize the
behavior of the Render Queue, including how time-
All Renders — Displays information on the code is displayed. For more information, see
current render process, including all the nodes “Setting Preferences” on page 457.
which were submitted in the queue.
To render your project:
The Log Panel 1. Choose File | Render.
Use the Log panel to view information about the last The Render Queue appears.
queue that you processed. Once rendering is
2. If required, set the rendering preferences. For in-
complete, click on the Log tab to view the log. The
formation, see “Setting Preferences” on page 457.
log is also saved to a file in the Renders folder of your
Combustion home directory (usually C:\Program 3. Enable the nodes and outputs that you want to
Files\discreet\Combustion\). You can view this file render in the queue. For information, see “Creating
at any time. Nodes and Outputs” on page 460.
Rendering Your Projects 5. To render the audio portions of your nodes, en-
able Audio Options. For more information, see “Au-
Rendering creates a movie (QuickTime or AVI),
dio Rendering and Options” on page 444.
sequence of images, or single still image from your
composites or Paint projects. You can also render the 6. Enter the path and name for the rendered file(s)
output of any operator at any point the processing in the Filename field. Or click the Filename button to
use the file browser.
pipeline.
7. Set the Render settings, as required. OK. For information, see “Choosing an Image For-
mat” on page 462.
8. To automatically import the rendered footage
into your workspace, enable Import to Workspace.
To stop rendering:
Drag the bar to
set Start and End Click the Stop button.
Drag to set Drag to set The rendering stops at the current frame, and the
Start frame End frame movie file or sequence is incomplete.
Automatic Quick Setup — Applies the options Display Dialog — Provides visual notification
set in the Quick Setup dialog to all outputs when rendering is complete. You should disable this
automatically. option when batch rendering, as it requires you to
manually close the dialog after each job.
Render Scheduling Settings
Use these preference settings to schedule a time at Send Email — Enable to set up email delivery
which batch rendering will begin automatically. The options when using the Attach Output to Email
stand alone Render Queue must be running to use option in the Render Queue.
this feature. For more information, see “Network
and Batch Rendering” on page 478. To set up email delivery:
1. Enable Send E-mail.
Use Timer — Enable to begin processing automat-
ically during off-peak hours on your network. You
must leave the Render Queue application running to
use this feature.
To define an output:
1. Select the output.
2. Set the required options in the Render Settings
panel. For information, see “Specifying Video Out-
put Settings” on page 462.
The settings for each output are saved with the work-
space file.
To re-order outputs:
1. To move an output up in the list, select it and
choose Move Output Up from the Render Queue
The Operator Picker dialog appears. menu, or press the UP ARROW on your keyboard.
2. To move an output down, select it and then
choose Move Output Down from the Render Queue
menu, or press the DOWN ARROW on your keyboard.
To duplicate an output:
1. Select the output.
2. Choose Duplicate Output from the Render
Queue menu.
To rename an output: 3. Set the rendering quality from the Quality list.
1. Double-click the output in the queue. For information, see “Setting Rendering Quality” on
page 469.
The Enter New Output Name dialog appears.
4. Choose the size of the rendered image from the
Frame Size list. For information, see “Choosing a
Frame Size” on page 471.
5. Choose a channel(s) to render. For information,
see “Choosing which Channels to Render” on page
471.
6. Set field dominance, if required. For informa-
tion, see “Setting Field Dominance” on page 472.
2. Type a new name and click OK. 7. If your selected format creates an image se-
quence (rather than a single movie file), set the im-
Specifying Video Output Settings age sequence options. For information, see “Setting
Use the Video Output settings to render the video Image Sequence Options” on page 472.
the video portions of your composites or paint
projects. You can create movies with the same Choosing an Image Format
professional options and properties as the footage The Format options determine the type of file
that you used to create the project. You can also created when you render your project. Several of the
create Video for Windows projects, or Quicktime format options provide a choice of codecs (compres-
movies, which can later be watched as a “stream” of sors/decompressors) that you can use. These require
data over the internet. Several other industry you to specify the codec and other related compres-
formats are supported as well. sion settings.
Note: For information on rendering the audio You can use the QuickTime or the AVI format
portions of your projects, see “Audio Rendering (Windows) to create a single compressed movie file
and Options” on page 444. that you can then play back with your choice of video
card. Or you can choose any of the sequence formats
To specify Video Output settings:
to create a series of sequentially numbered images,
1. In the Render Queue, enable Video Output. instead of a single compressed movie file.
BMP Sequence
If you chose a format that requires additional Bitmap is an image format from Microsoft that is
settings, the Format Options button is enabled. generally used for stills. It has its own compression
algorithm built in.
3. Click the Format Options button.
The dialog related to your format option appears. Cineon Sequence
4. Set these options as required, and then click OK Use the Compression Settings dialog to choose the
(or Close). related settings for your Cineon image sequence.
Please see the following section for more informa-
Note: If you begin rendering before setting these
tion on these options. options, Combustion will prompt you to do so
before continuing.
For: See:
Video for “Compression Settings: Video Cineon is intended for use with film material, but
Windows for Windows” on page 465 can be used elsewhere. When you render, you are
QuickTime “Compression Settings: Quick- asked if you want to use a pre-made LUT (Look-Up
Time” on page 467 Table). If you do, navigate to the pre-made LUT on
your machine and import it.
Compression Settings Lookup tables remap color values from the loga-
The following sections describe the format options rithmic (analog) world of film to the linear (digital)
and available compression settings (if any). world of digital TV and effects. You would typically
use a “12-bit logarithmic to 8-bit linear” look-up
Filmstrip table when importing film material. This would re-
You cannot customize compression settings when map all the color values to the specifications within
using the Filmstrip format. Filmstrip is a proprietary
your LUT. When exporting, you would typically use JPEG generally has good image quality, and works
an “8-bit linear to 12-bit logarithmic” LUT. well for “slide show” type movies with very low
Linear Vs. Logarithmic Color Value Distributions frame rates.
Photoshop Sequence
Use the Compression Settings dialog to choose the
related settings for your Photoshop image sequence.
Note: If you begin rendering before setting these You can choose to render None or RLE-encoding.
options, Combustion will prompt you to do so You can also choose whether to order the data bits
before continuing. for Macintosh or PC playback.
SGI is the proprietary name that SGI has chosen for RLE is a compression method that converts consec-
their RGB output, and shares the same compression utive identical characters into a code consisting of
that RGB video does. If you choose SGI, you are the character and the number marking the length of
asked whether you want to render None for the run. The longer the run, the greater the compres-
compression or RLE-encoding. sion. It works best with black-and-white or cartoon-
RLE is a compression method that converts consec- style graphics, and is used to compress Windows
utive identical characters into a code consisting of start-up logos.
the character and the number marking the length of
Note: If you begin rendering before setting these
the run. The longer the run, the greater the compres- options, Combustion will prompt you to do so
sion. It works best with black-and-white or cartoon- before continuing.
style graphics, and is used to compress Windows
start-up logos. Compression Settings: Video for
Discreet’s Advanced Systems products such as Windows
inferno* and fire* run on SGI machines, and accept Use the Select Compressor dialog to choose a codec
SGI (among others) as an input format. (compression-decompression) and related settings
for your AVI movie. The default codec is Microsoft
Targa Sequence Video 1.
Use the Compression Settings dialog to choose the
related settings for your Targa image sequence. Note: If you begin rendering before setting these
options, Combustion will prompt you to do so
Note: If you begin rendering before setting these before continuing.
options, Combustion will prompt you to do so
before continuing. To set the Video for Windows compression
settings:
You can choose to render None (no encoding), or 1. On the Render Settings panel, select Video for
RLE-encoding. Windows from the Format list.
RLE is a compression method that converts consec- 2. Click the Format Options button.
utive identical characters into a code consisting of
the character and the number marking the length of
the run. The longer the run, the greater the compres-
sion. It works best with black-and-white or cartoon-
style graphics, and is used to compress Windows
start-up logos.
TIFF Sequence
Use the Compression Settings dialog to choose the
related settings for your TIFF image sequence.
The Select Compressor dialog appears. tages. AVI movies have much the same playback
speed and compression issues as QuickTime
movies. Unfortunately, none of the built-in codecs
for Video for Windows support alpha channels
embedded in the movie. Therefore, if you need to
output 32-bit files, you should probably use a
sequence of images (such as Targa) instead. The
following options are typically available when stan-
dard Video for Windows software is present.
take up quite a bit of hard drive space because of the The Compression Settings dialog appears.
total lack of compression.
Use: To:
Quality Set the Spatial Quality (compression
of each frame’s pixel data).
Use: To:
supports all color depth resolutions, including alpha
channels.
Frames Per Enter the frame rate of the final
Second QuickTime move. This setting will RLE is a compression method that converts consec-
override the frame rate setting of utive identical characters into a code consisting of
your composite. the character and the number marking the length of
Key Frame Add a complete frame at the speci- the run. The longer the run, the greater the compres-
Every fied interval. Most codecs add key- sion. It works best with black-and-white or cartoon-
frames when necessary, usually
style graphics, and is used to compress Windows
when the difference between
frames is greater than 90%. start-up logos.
H.261 — H.261 is a standard video-conferencing works well with digitized imagery, but not as well for
codec. As such, it is designed for low data rates and computer-generated imagery. Decompression for
relatively low motion. H.261 was used as a starting playback can be very slow, so this codec is also best
point for the development of MPEG (which is opti- used for storage purposes. Alpha channels are not
mized for higher data rates.) supported.
H.263 — H.263 is a standard video-conferencing Sorenson™ — Uses new vector quantization tech-
codec. As such, it is optimized for low data rates and niques, advanced motion compensation, and
relatively low motion. H.263 is an advancement of precise adaptive rate control features. It provides
the H.261 and MPEG-1 standards, designed with highly compressed, high-quality video stream for
the goal of producing substantially better quality use in multimedia applications, the world-wide-
below 64 kbit/sec. There are a very wide range of web, or any other application where a high-quality,
architectures which support H.263. low-bandwidth video stream is required. The
compression technology is scalable from 2 to
Motion JPEG A and Motion JPEG B — Are 200KBytes/s, providing great results whether
designed to simplify the process of digitizing video publishing to a 28.8kbps modem or to a CD-ROM.
on one QuickTime-compatible video card and It allows for a video data transmission rate of up to
playing it back on another. These codecs are essen- 30 frames per second.
tially “generic” versions of the Motion JPEG codecs
that many manufacturers use in a proprietary way. Video — Uses a compression algorithm optimized
At the time of this writing, only a few manufacturers for fast decompression. However, this codec only
support the new Motion JPEG codecs, but that supports up to 16-bit color depth, so it may not be
should change shortly, which means you could use suitable for most projects created with Combustion.
these to generate QuickTime movies that are Alpha channels are not supported.
intended to be played back or moved to a particular
video card or system that uses Motion JPEG (Avid, Note: These are not the only codecs you might
encounter; if you have installed a QuickTime-
Media 100, Targa, and so on.). These codecs do not compatible video card or additional QuickTime
support alpha channels. software, there may be additional codecs available
to you. For more information about these, consult
None — Uses no compression on the QuickTime the manual of your particular video card or
movie. This codec would typically be used for software.
storage of a movie that needs to be identical (that is,
lossless compression) to the original. However, you Setting Rendering Quality
can use the Animation compressor at 100% quality Use the Quality options to control the amount of
to save hard drive space, since None can generate detail and image quality in your render. The higher
very large files. This codec supports all color depth the image quality setting, the more rendering time
resolutions, including alpha channels. required. You can use Draft, for example, to quickly
obtain a preview of your final clip. Since this creates
Photo - JPEG — Uses the Joint Photographic a low-quality image, it requires much less rendering
Experts Group compression algorithm. This codec time.
The anti-aliasing, supersampling, render effects, 3. Disable Use Current. Use Current uses the op-
and current view also control the final image result. tions in the Settings controls of each composite for
The configuration of these options in the Settings rendering.
controls of your composites is used for rendering by
default. However, you can choose to override these
settings at any time.
Select: To:
Preview Render at Best quality, without anti-
aliasing.
Best Render the highest quality, anti- 4. Set the following options, as required.
aliased version of your projects.
Medium Render your clips at half resolution. Enable: To:
You cannot use Anti-Aliasing or Su- Anti-Aliasing Smooth the edges of diagonal
persampling with this option. lines, reducing the jaggies. You can
Draft Render your clips at a quarter resolu- use this with the Best option only.
tion. You cannot use Anti-Aliasing or Supersam- Enable anti-aliasing for shadows
Supersampling with this option. pling and reflections. You can use this
with the Best option only.
2. To customize the quality options for an output,
click the Settings button. Shading Turn on lights in the composite.
Shadows View shadows cast by objects onto
Note: You can do this only for 3D operators other objects in the composite.
(composites).
Reflections View reflections and highlights on
surfaces created by light bouncing
from one object to another.
Choosing a Frame Size 2. To create a custom size, choose Custom from the
You can choose to render at a variety of pixel resolu- Frame Size list, and then enter the required size (in
tions, depending on your requirements. For pixels) in the width and height fields.
instance, if you were creating an animated sequence 3. Click the lock button to constrain the aspect ra-
for the web, you would probably render it as small as tio when defining a custom size.
possible to avoid creating a “heavy” file. Conversely,
if you are delivering a QuickTime proposal of a Choosing which Channels to Render
advertisement for a potential client, you could You can choose which channels to render into your
render it at full resolution for maximum image movie or sequence of images. For detailed informa-
quality. tion on using channels, see Chapter 6, “Channels.”
When choosing the size (pixel width x pixel height)
To choose a channel:
at which to render, you have the following options:
1. On the Render Settings panel, set the Channels
Note: Lower the frame size to quickly render a options, as required.
preview of your clip.
Use: To:
The following options are available. Color Render only the RGB color channels.
This creates a 24-bit image.
Select: To: Alpha Render only the alpha channel. This
Full Render the clip at the full resolution creates a 24-bit image.
at which it was created. Color+ Render both the RGB color channels
Half Render the clip at half the resolution Alpha and the alpha channel. This creates a
at which it was created. 32-bit image.
Setting Field Dominance Lower Generate the lower field (odd) first.
First
You can control the field dominance used in your
final render. Creating a movie with fields means that
2. To apply 3:2 pulldown, choose and option from
every frame in the rendered movie is made up of two the 3:2 Pulldown list.
quickly-alternating lines of picture information that
update a twice the frame rate of the clip. For
example, NTSC video plays at 30fps, or 60 fields per
second. These settings are usually determined by the
type of video card you are using to play back
compressed movies.
The field that is drawn to the monitor first is known A “W” indicates the placement of whole frames in
as the even, or upper field. The field that is drawn on the sequence, and an “S” indicates the placement of
the monitor second is known as the odd, or lower the split frames in the sequence.
field. If you choose to use field dominance, you can
also apply 3:2 pulldown to the rendered movie. 3:2 For more information, see “Removing 3:2 Pull-
pulldown refers to the process used to transfer down” on page 75.
footage shot from 24fps film to 30fps NTSC video.
Setting Image Sequence Options
You can also choose to disregard field dominance
If you render a sequence of still images, rather than a
completely and render in frames; creating whole
single movie clip, you can control the numbering of
pictures as opposed to video information.
the sequence and avoid re-rendering pre-existing
files in the sequence.
The following format options create image
sequences: Quantel VPB Sequence, BMP Sequence,
Cineon Sequence, JPEG Sequence, Photoshop
Sequence, PNG Sequence, RLA Sequence, SGI ically apply a set of rendering options to outputs in
Sequence, Targa Sequence, and TIFF Sequence. the queue.
Use: To:
The Render Settings panel updates to reflect the
preset options.
Automatic Automatically generate output
Output Names names based on the node name
and plus “+” signs to indicate out- Creating and Deleting Presets
put names. For example, if you You can create as many presets as you require. You
have a node named “Sky” and
can also create a preset and make it the default. The
three outputs, it will create the
following files: “Sky”, “Sky+” and default preset settings will be used each time you
“Sky++”. launch the Render Queue.
Create New Create a folder with the same
To create a preset:
Folder Per name as the workspace. Your out-
Workspace puts will be saved to this folder. 1. In the Render Settings palette, set the Video
Output options as required.
5. Click OK.
2. Click New.
Select a preset from the Presets list. To make a preset the default:
1. Select the preset.
2. Click Make Default.
The current preset becomes the default. The default
render settings are used to process all outputs, unless
you specify other settings.
To edit a preset:
1. Select the preset.
2. Change the Video Output options as required.
3. Click Save.
The preset is saved with the changed options.
To rename a preset:
1. Select the preset from the list.
2. Click Rename
3. Enter a new name in the dialog that appears, and
click OK.
The name of the selected preset is changed.
Use: To:
Color Render only the RGB color channels.
This creates a 24-bit image.
Alpha Render only the alpha channel. This
creates a 24-bit image.
Color+ Render both the RGB color channels
Alpha and the alpha channel. This creates a
32-bit image.
Current
node
All nodes
the bottom section contains summary information Frame Times — Displays information on the
about all submitted rendering jobs. required to render each frame.
Files\discreet\Combustion\). You can view this file ▲ You should disable the Display Dialog option
at any time. in the Render Queue Preferences before batch
rendering, as it requires you to manually close the
dialog after each job.
Setting Rendering Preferences 4. Set the Batch Render and Render Scheduling
This section describes how to use the Render Queue preferences, as required. For information on these
preference settings to control various aspects of the options, see “Using a Watched Folder” on page 481
and “Scheduling Rendering Jobs” on page 481.
batch renderer. The application saves your prefer-
ence settings from session to session.
Rendering across Multiple Machines
To set rendering preferences: You can install the stand-alone Render Queue on
1. In the Render Queue, click Preferences. each machine on your network that you want to use
for processing. Then use multiple render nodes to
The Render Queue Preferences dialog appears.
process the same output when you are creating
image sequences.
6. Follow steps 1 and 5 for each machine that you To batch render multiple workspaces:
want to use for rendering. 1. Launch the Render Queue application.
7. Make sure Enable Skip Existing Frames is en- 2. Choose Open Workspace from the menu.
abled, and the output path and filename are the same
as the previous one.
8. Click Process.
The second render node starts processing the
output. If it detects that a file in the sequence already
exists, it renders the next one in the sequence.
Batch Rendering
You can load many workspaces into the queue for
3. Select a workspace from the Open Workspace
unsupervised processing. You can batch render on
dialog, then click OK.
any machine on your network on which you have
The workspace is opened into the Render Queue.
installed the Render Queue.
The nodes and outputs for the workspace appear in
Note: Outputs are saved with your workspace files. the queue.
To save time, you can create them for each work-
space before beginning the batch rendering Note: This is the same as opening a workspace in
process. Combustion. If you choose Save Workspace, any
changes to your outputs are saved with the work-
space file.
6. If required, set the options for each output. For can also click Watch Folder button, and browse to
information, see “Rendering Your Projects” on page the folder in the dialog that appears.
456. Use Quick Setup to automate this process. For
information, see “Using Quick Setup” on page 473.
7. Click Process.
Combustion begins rendering the contents of the
queue. The status of your rendering is displayed on
the Status bars and in the Statistics panel.
4. Enter the path and filename of the folder that 2. Enable Use Timer.
you created in step 1 in the Watch Folder field. You The Scheduling options appear.
▲ You must leave the Render Queue application Note: Rendering to RAM does not automatically
running to use this feature. save the results to a file on your harddrive.
However, you can choose to do so.
3. Enter the hour and minute at which rendering
will begin in the Start Render Time field. To render to RAM:
4. Enter the day on which rendering will begin in 1. In the Workspace panel, select the operator that
the Start Render Date field. you want to render.
5. Set up the required nodes and outputs in the 2. Choose FILE | RENDER TO RAM, or press CTRL+R
queue, or set up a watched folder. For information, (Windows) or COMMAND+SHIFT+R (Macintosh).
see “Creating Nodes and Outputs” on page 460 and
“Using a Watched Folder” on page 481.
Rendering begins at the scheduled day and time.
Rendering to RAM
Combustion provides two ways to render your work
using your system RAM. You can simply use the
Playback controls to preview your work in a view-
port. Once Combustion has buffered every frame in
its memory once, the clip will play at near real-time
playback speed. You can continue to work on your
projects, and the results of your changes will dynam-
ically update as it plays in the viewport.
The Render to RAM dialog appears. 8. Enter the first frame to render in the Start field.
Enter the last frame to render in the End field. By de-
3. To compare it with another element in your fault, the entire project is rendered.
workspace, click the Compare With button and
choose an operator from the Operator Picker that
appears. For more information, see “Comparing
Rendered Clips” on page 484.
4. Set the rendering quality from the Quality list.
For information, see “Setting Rendering Quality” on
page 469.
5. Choose the size of the rendered image from the Note: If you want to customize other options, such
Frame Size list. For information, see “Choosing a as the frame rate or object detail, you can do this in
Frame Size” on page 471. the Settings controls of the composite before
rendering. You should save your workspace before
6. Choose a channel(s) to render. For information, doing so, as these changes affect the composite,
see “Choosing which Channels to Render” on page not just the rendered clip.
471.
9. Click Process.
7. Set field dominance using the Fields list, if re-
quired. For information, see “Setting Field Domi-
nance” on page 472.
The RAM Player appears in your active viewport. To Comparing Rendered Clips
play the clip, press SPACEBAR or use the Playback When you use Render to RAM, you can choose to
controls. create two buffers to render two different clips. You
10. To change the frame rate of your clip, right-click then use the Compare tool in the toolbar to create a
the RAM Player and choose an option from the split screen in the viewport.
Frame Rate menu.
To compare rendered clips:
1. In the Workspace panel, select the first element
that you want to render.
2. Choose FILE | RENDER TO RAM.
The Render to RAM dialog appears.
3. Click the Compare With button.
The Operator Picker appears.
4. Click OK.
renderings of 3D scenes.
B
This appendix explains: opacity. Maps add images, patterns, color adjust-
ments, and other effects to the visual properties of
• “3D Studio Materials and the Combustion Map”
the material.
on page 488
(In the 3DS MAX Material Editor, you assign a map
• “Using Rich Pixel Renderings” on page 500
by clicking the map button for a component color or
• “3D Post Filters” on page 507 other component. This displays the Material/Map
Browser dialog, which lets you choose the map
type.)
Overview
3DS MAX provides several types of maps. The most
You can use Combustion as a material map in 3D
basic is a 2D map, a two-dimensional image that is
Studio MAX. With a Combustion map, you can
typically mapped onto the surface of geometric
include a composition or paint project in a material,
objects.
and in turn apply that material to objects in a scene.
The Combustion map can include Combustion Other uses of 2D maps are as environments to create
effects, and it can be animated. a background for the scene, as projections from
lights, and as displacements to “emboss” geometry.
In addition, with Combustion you can import 3DS
MAX scenes that have been rendered to a rich pixel For more information about maps and materials, see
file (RPF or RLA file). The imported rich pixel the 3D Studio MAX User’s Guide or the 3D Studio
rendering becomes an element of your composition. MAX online reference.
You can adjust its 3D position relative to video
A Combustion map is a 2D map. It is a Combustion
elements of the composition, and you can apply
project used by the 3DS MAX Material Editor, so like
Combustion’s 3D Post effects to objects within it.
any Combustion project, it is vector-based, animat-
Note: 3DS MAX also has an environmental atmo- able, and fully editable. From within the Material
spheric effect named “Combustion.” This has no Editor, you can have Combustion create a new
relation to the Combustion program or Combus- project from scratch, or use an existing composition
tion map. or paint project. You can synchronize the Combus-
tion timeline with the 3DS MAX time slider so
animated materials synchronize with your 3D scene.
3D Studio Materials and the
Combustion Map With a Combustion map, you can paint in either
In 3D Studio MAX, a material is data that you assign program: that is, you can paint either in the
to the surface or faces of an object so that it appears Combustion window or on 3DS MAX objects. Both
a certain way when rendered. Materials affect the programs update the paint display. You also have the
color of objects, their shininess, their opacity, and so option of using Combustion to paint on an
on. “unwrapped” projection of 3DS MAX object
geometry.
The Material Editor is the portion of 3DS MAX that
creates and manages materials. In the Material In addition, with Combustion effects that require
Editor, you can assign maps to a material’s color you to pick a point, such as Lens Flare or Ripple, you
components and to its numeric components such as
can use either program, Combustion or 3DS MAX, • The offset, tiling, mirror, and angle controls are
to pick the point. useful especially when the size of the projected
Combustion map is smaller than the geometry.
2D Mapping Coordinates • You can choose between UV, VW, and WU projec-
Like any 2D map in 3DS MAX, mapping coordinates tions. (You can also do this from within the Com-
control how a Combustion map is positioned on bustion Parameters rollout, as described in the
objects. following section.) UV projects onto the surface of
For geometric primitives, mapping coordinates are geometry like a slide projector. VW and WU project
usually provided automatically. For some kinds of the map at right angles to the geometry. With a
geometry, such as meshes, patches, and NURBS Combustion map, UV is almost always the most
surfaces, you must apply a UVW Map modifier to useful choice.
provide mapping coordinates. See “Tips for
Working with a Combustion Map in 3D Studio Combustion Map Parameters
MAX” on page 492. This section describes the Combustion Parameters
rollout in the 3D Studio MAX Material Editor.
Controls in a 2D map’s Coordinates rollout affect
Subsequent sections have more detailed instructions
how the map is positioned.
on how to use these features.
The Combustion Parameters rollout appears when
you assign a Combustion map to a material.
NEEDS TO BE UPDATED WHEN THE SW IS
• When you use a Combustion map as an environ- These are the Combustion Parameters rollout
ment map, set mapping to Environ and then choose controls:
the mapping shape from the Mapping drop-down
list.
UV list — Changes the mapping coordinate system Selected Faces — Constrains the Combustion
(the direction in which the map is projected) from image to only the faces selected. This gives addi-
UV to VW or UW. UV projects onto the surface of tional control or masking based on faces rather than
geometry like a slide projector. VW and WU project UV mapping.
the map at right angles to the geometry. With a
Combustion map, UV is almost always the most Project Info Group
useful choice. These readouts display the resolution of the loaded
project bitmap sequence and the size of the
Combustion window. They are active when a project Pyramidal — The default antialiasing method.
file is loaded or Edit mode is active. This method is faster than Summed Area filtering.
Width — Horizontal resolution of the frame in Summed Area — A better method of antialiasing.
pixels. Summed Area filtering uses more memory than
Pyramidal. If it has to use virtual memory, it can
Height — Vertical resolution of the frame in pixels. dramatically increase rendering time.
Frames — Number of frames in the Combustion None — Performs no antialiasing. This option
workspace. takes the least time to render, but yields the lowest
quality results.
Rate — Playback speed in frames per second.
End Condition Group
Custom Resolution Group These controls define what the 3DS MAX renderer
With these controls, you can customize the resolu- should do when the duration of the Combustion
tion of the Combustion workspace. project (or the range of frames used in the Combus-
tion map) is shorter than the rendering sequence in
Enable — Enables the Width and Height controls. 3DS MAX.
Width changes the horizontal resolution of the
project file. Height changes the vertical resolution of Loop — Plays the Combustion project animation
the project file. repeatedly until the rendering sequence ends.
3. In the Material Editor, click the map button for This launches Combustion, which displays the New
the Diffuse Color component. This button is on the Workspace dialog.
material’s Basic Parameters rollout.
7. Set up the new project. See “Setting New Project
Format Options” on page 493.
Now the composition or paint project that you create
in Combustion appears on the object in 3DS MAX
viewports, as well as in the sample slot for the mate-
(All standard materials have a Basic Parameters
rial with the Combustion map. The workspace name
rollout, whose controls vary depending on the
and path are assigned to the material, and appear on
chosen shader. The Strauss shader has only one color
the Project button in the material’s Combustion
component, labeled “Color.”)
Parameters rollout.
The Material/Map Browser appears.
For example, you can use the paint operator in
4. In the Material/Map Browser, select Combus- Combustion. When you release the mouse, the
tion and click OK. stroke appears on the 3DS MAX object.
A Combustion map is assigned to the Diffuse Color,
and a black material map appears in the active
sample slot.
• To work with Combustion, the 3DS MAX object To set new project format options:
must have mapping coordinates. Primitive objects 1. In the New dialog in Combustion, select Custom
have a Generate Mapping Coordinates toggle, which from the Format Options list.
is automatically enabled when you assign a mapped Additional options appear in the Format Options
material to the object. Some objects, such as editable group.
meshes, don’t have a Generate Mapping Coordinates
toggle. For these kinds of objects, go to the Modify
panel and apply a UVW Map modifier.
• Line
• Rectangle
Use: To:
Anti-Alias Mesh Remove jaggies from the mesh.
Display Mesh Display the mesh when you
During Playback play back the animation.
Color Click the color box to set the
color of the mesh using a color
picker.
When you release the cursor, the paint object also
appears in Combustion.
Painting Directly on the 3D Object
If you are drawing freehand strokes, lines, rectan-
gles, or ellipses, you can paint directly on the 3D Animating Paint Strokes in a
object in 3D Studio MAX. Combustion Map
You can animate paint strokes in a Combustion map.
Now the time slider in 3DS MAX controls the Time- 2. In the Material Editor, expand the Maps rollout,
line positioner in Combustion. and click the Map button next to the Diffuse Color
component.
4. In 3DS MAX, move the time slider to a frame
and create a paint object.
The paint object appears on that frame in both
Combustion and 3DS MAX.
5. Move to another frame and use Combustion to
modify the paint object. Combustion uses interpola-
tion to determine the appearance of the paint object
between keyframes. If you add a new paint object,
that object simply appears, starting on the frame
where you created it. Continue advancing in the clip,
adding and modifying paint strokes and effects to
create your animated material. For more informa-
tion on animating objects in Combustion, refer to The Material/Map Browser appears.
Chapter 8, “Keyframing” in the Combustion User’s
3. In the Material/Map Browser, select Combus-
Guide.
tion and click OK.
You can add paint strokes in either program, but to
A Combustion map is assigned to the Diffuse Color,
modify them you must use Combustion.
and a black material map appears in the active
Note: Remember, Combustion tracks the time sample slot.
slider in 3D Studio MAX, but 3DS MAX does not
track the timeline positioner in Combustion. If the
3DS MAX viewport does not appear to be updating
as you paint in Combustion, you might be painting
on a different frame than the one displayed in 3DS
MAX. To find your paint objects, move to the
correct frame in 3D Studio MAX.
4. In the Combustion Parameters rollout, click To paint geometry with a bitmapped material
Project. already assigned to it:
NEEDS TO BE UPDATED WHEN THE SW IS 1. In 3D Studio MAX, select the object that you
want to paint.
2. In the Material Editor, select an unused sample
slot.
3. Click the Pick Material from Object button then
click the object in the viewport to put the object’s
material in the selected sample slot.
8. Click Edit.
Combustion is launched and the Import Footage
dialog appears. Import the same bitmap.
To paint on the bitmap, select Paint. You can also key 3. Enable Sub-Object | Face as the selection level.
or color correct the bitmap, or use it to build a Select the faces on which you want to paint.
composite. For more information, see Chapter 3,
“Building Workspaces” in the Combustion User’s
Guide.
the same object. Click a material’s name to go to a 3. In Combustion, save the project before you dis-
sub-material. able the Edit button in 3D Studio MAX.
For more information, see “Creating New Maps” on
page 491.
4. In the Parameters rollout, Image group, click the displacement map. For more information, see
Map button. Chapter 10, “Paint: Drawing Basics."
Node Render ID — (RPF format only.) Saves the To create an RPF file for compositing in
node ID used when each object is rendered. This is a Combustion:
value unique to each object. 1. In 3D Studio MAX, choose Rendering | Render.
In the Render Scene dialog, click the Files button.
(In the Combustion interface, this value is called the
“Render Node.”)
• Select an unused sample slot, then click the Pick To import a rich pixel file:
Material from Object button and click an object in 1. In Combustion, select the composition into
the scene. which you want to import the RPF or RLA file and
make it the active composition.
2. Choose File | Import Footage.
3. In the Import Footage dialog, browse to the ap-
propriate directory, select the file you want to im-
2. Click the Material Effects Channel flyout under port, and then click OK.
the sample slots, and select a channel ID number. The following dialog appears.
Selecting Objects in a Rich Pixel The following controls appear for GBuffer
Rendering Selections:
If you imported the rich pixel rendering as grouped
or nested objects, each object appears as a separate
layer in the Workspace panel, with the name it had in
the 3D Studio MAX scene. To select an object, you
simply select the corresponding layer.
If you imported the rich pixel rendering as a flat
Material Selection Controls
image, you can select objects based on their object
IDs or material IDs. Use G-buffer selections to select
individual objects in the rendering, and then apply
effects to them across the entire duration of the clip.
This is particularly useful for color-correcting an
object or material in your image.
Some 3D Post effects also require you to select an
object or a material.
Selection List — Determines how the selection is sure you save these channels when you render the
combined with the current selection on the active rich pixel file.
layer.
Z-Depth Shadows Camera
Use: To: Transforms Matching
Velocity
Use Coverage — Incorporates anti-aliasing infor-
Sub-pixel Weight
mation into the selection. The coverage channel is
another G-buffer that contains only edge informa-
tion. This option is available for GBuffer Object Z-Depth Transforms
Selections. Use transforms to make flat video layers appear to
Now you can apply effects to the selected object in move within the 3D space of a rich pixel image.
your 3D scene.
Note: This feature requires that you render the Z (Z
Depth) channel as part of the RPF or RLA file in 3D
Studio MAX.
Compositing Rich Pixel
Renderings To move layers in Z-depth:
Once you have created a rich pixel rendering and 1. In the Combustion Workspace panel, double-
imported it into Combustion, you can use it in click the rendered layer to select it and display its
compositions. These sections describe Z-depth Operator controls.
transforms, shadows, and camera matching. These 2. Click the Layer button.
are the effects you can create without using 3D Post
filters. 3D Post filters are described in “3D Post
Filters” on page 507.
3. In the Layer controls, enable 3D Depth. Operator controls. Click the Layer button to display
the Layer controls.
2. In the Layer controls, enable 3D Shading.
3. In the RLA Transform Layer list, select the layer 3D Post Filters
whose camera animation you want to use. Use 3D Post filters to modify and add effects to 3D
images in rich pixel renderings.
Note: The 3D Post effects that use the RPF chan- gradually becomes blurry towards the part of the
nels Color, Transparency, and Sub-pixel weight scene that is farthest from your point of view.
don’t require these channels to be present (they
aren’t available for RLA files), but if present, the
channels are used to improve the quality of the
effect.
Edge Feather
Softens the mask edge for the selected object or
material so that a lens flare that is behind another
Note: The 3D Lens Flare effect uses the Z (Z Depth) object can be partially visible. Increase the Edge
channel. It doesn’t require the channels Coverage, Feather value for more lens flare visibility.
Transparency, or Sub-pixel Weight to be present
(the latter two aren’t available for RLA files), but if Elements
present, the channels are used to improve the
Specifies whether the lens flare contains a central
quality of the effect.
flare.
Strength
Controls the brightness of the lens flare. Flare Type
Determines the camera lens that the lens flare
Flare Center simulates.
Determines the flare X,Y position on the image.
Enter an X,Y value, or click the Pick button, then Scale with Depth
click a point in the viewport to position the flare on When this option is enabled, the lens flare changes
that point. size according to its Z value. If a flare is farther away
(high Z-value), it appears smaller.
Axis
Specifies the direction of the reflections and how far Depth Scale
from the hot spot the reflections extend. Enter an Determines how much the lens flare size varies
X,Y value, or click the Pick button, then click a point depending on its Z-depth. Depth Scale works in
in the viewport to set the axis. The Flare shines from conjunction with Scale with Depth. If Scale with
the Flare Center toward the Axis point. Depth is disabled, Depth Scale has no effect.
Color 3D Fog
Determines the color of the lens flare. Click the color 3D Fog applies a mist to the entire image in a rich
box and use the color picker to specify a color, or pixel rendering.
click the Pick button and sample a color from your
image in the viewport.
Rotation
Spins the central flare around the flare center.
Show G-Buffer
Animating 3D Post Filters
Like most parameters in Combustion, you can
animate the parameters in 3D post filters.
Combustion to create or
Target Bin In some cases, you may not want the Combustion
The Target Bin is the Bin that was active when you project to be rendered to your FX path— for
launched Combustion from Edit. The target Bin example, when you create a deferred project for
contains the preregistered Bin clips that are updated another user to build on a remote system, you do not
when you render your work from Combustion. want the other user rendering to your system while
you are working. To prevent this, you set an Interme-
Source Name diate Render Path that is not on your system.
The Source Name is assigned to several components
in the integration. For instance, it is used to name the The project is first rendered to the Intermediate
workspace, the source, and the rendered file. Render Path, and then it is automatically moved to
the default FX path.
You can use the default source name or enter a name
that is more meaningful to you as long as it is unique PreRegister as DVE
within the current Job and is not longer than 31 Enable this option to create a DVE track effect above
characters. the selected material. The DVE event acts as a place-
holder for the source that you are about to create in
Edit assigns a default source name according to what
Combustion. When you render the Combustion
you selected when you launched Combustion
workspace, the DVE event is linked to the rendered
according to the following rules:
result. This option is available only when the project
• If you select a single event in the Timeline, the de- is launched from a Timeline, provided there is a DVE
fault source name is the event source name+001. (If track in the Timeline.
you select the same event again, and launch Com-
bustion again, the default source name is the event PreRegister Bin Clip
name+002, and so on.) Enable this option to create a picon for the new
source you are about to create in Combustion. The
• If you select multiple events, the default source
preregistered Bin clip is added to the Target Bin,
name is the Program name+001.
which is also the active Bin. When you render the
• If you select a single Bin clip, the default source Combustion workspace, the picon is linked to the
name is the picon’s source name+001. rendered result. Anytime you modify the rendered
source from Combustion, the picon is relinked to
• If you select multiple Bin clips, the default source
the updated source.
name is the Bin name+001.
This option is available whether you launch
Scene, Take, and Description Combustion from the Bin or the Timeline, provided
These are optional fields. They appear in the log area there is an active Bin.
of the source when the source is added to the Edit
Bin. Deferred
Enable this option to specify the project without
Intermediate Render Directory actually launching Combustion. Use this option
When you render your work from Combustion, the when you want to set up a project to be launched at a
rendered file is placed in the Intermediate Render later time or from another workstation.
Directory. By default, this is your default FX path.
Name: Displays:
Scripted The date when the task was first cre-
ated by launching Combustion
from Edit.
Last Render The last time the project was ren-
dered from Combustion.
Last Project The last time the project was saved
Save from Combustion.
DVE Spec. The Program that contains the DVE
track effect associated with the
Combustion task, as well as the In
Point of that DVE track effect. N/A
indicates that you did not preregis-
ter a DVE.
Clip Spec. The Bin that contains the preregis-
tered Bin clip for the selected task,
as well as the optional source infor-
mation associated with that clip.
N/A indicates that you did not pre-
register a Bin clip.
List Sources
Click List Sources to open a text file that lists the
Tasks
sources used in each workspace in the current Job.
This is a list of the Combustion workspaces linked to
the current Job. A task is added to the list when you
set up a project in the Project Integration dialog
whether you launch Combustion immediately or
defer the project.
Launching Combustion from 6. Click the Combustion icon in the Timeline tool-
bar.
Edit
You can launch Combustion from Edit to composite The Project Integration dialog appears.
events, add effect to clips in the Bin or events in your 7. Enter a source name that is meaningful to you.
Programs. This is the name of the source that you are about to
create in Combustion. The scene, take, and descrip-
tion information is optional.
Making Combustion Visible in Edit
When both Combustion and Edit are running, you 8. Enable PreRegister Bin Clip, and PreRegister
can customize the interface so that Combustion is DVE track.
always on top of Edit. This prevents Combustion 9. Click OK.
from disappearing behind Edit every time you Combustion is launched. The workspace contains a
switch between the two programs. composite branch with the video layers that you
selected in Edit.
To make Combustion visible:
10. In Combustion, create alpha channels, apply ef-
In Combustion, choose Window | Always On Top.
fects, animate the layers in 3D space, add titles and
Note: To make this setting the default, in Combus- paint animations, and so on.
tion, choose File | Preferences. Select General, and 11. To save your work, choose File | Save Workspace.
select Always On Top from the Remember list.
The workspace is saved to the Project folder in your
Edit Job directory.
Compositing Events
To build a multilayer composite, arrange the video 12. When you are satisfied with the results, render
events on different Video tracks and then launch your work using the default file name and location.
Combustion from the edit Timeline. The composite The composite is rendered and added to the Edit Bin
can also include graphic events on the Graphics and Timeline DVE track.
track and on Video tracks.
Applying Effects to an Entire Clip
To composite events in the Edit Timeline:
When you want to color correct, retouch, or paint
1. Create a new Program with a DVE track and a your material, you should apply these effects to the
Video track for each layer that you want to compos- entire clip before recording it to the Timeline. The
ite. easiest way to apply effects or paint to an entire clip
2. Tab on the Video tracks that you want to include. is to launch Combustion from the Edit Bin.
Events on V1 are highest in the stacking order.
To apply effects or paint to an entire clip:
3. Arrange the events to composite in the Timeline.
1. In the Edit Bin, select a picon. Make sure the In
4. Select the portion of the Timeline that you want
and Out Points are at the start and end of the clip.
to composite.
5. Position the Timeline cursor at the In Point. Note: The In and Out Points determine what
portion of the clip is opened in Combustion.
2. Click the Combustion icon on the Bin toolbar, or launch Combustion from the new Timeline. After
right-click the Bin and choose Combustion from the you render your work in Combustion to create a new
Bin menu. source, you can swap edit the new source back into
The Project Integration dialog appears. the original Timeline.
3. Enter a source name that is meaningful to you.
To use Combustion on an event in a Program:
This is the name of the source that you are about to
create in Combustion. The scene, take, and descrip- 1. Tab on the Video track with the event. Tab off the
tion information is optional. others.
4. Enable PreRegister Bin Clip. 2. Copy the event with its transition handles into a
new Program. Note the duration of the handles.
5. Click OK.
In the following example, there are two 1-second
A new Combustion workspace is launched.
transitions. The event is copied with 15 frame
6. Use Combustion to add paint or effects to the handles at the head and tail of the event.
material.
7. To save your work, choose File | Save Workspace.
The Workspace is saved to the Project folder in your
Edit Job directory.
8. When you are satisfied with the results, render You can do this as follows: Move to the In Point and
your work using the default file name and location. press G. Enter -15 in the Go To Timecode dialog.
The source is rendered and the preregistered Bin Mark an In Point. Go to the end of the event. Press G,
picon is updated. and enter +15 in the Go To Timecode dialog. Mark
an Out Point. Press CTRL+C to copy the event. Chose
Using Combustion in Existing File | New Program. In the new Program, tab on
Programs Video track 1, and press CTRL+V.
When using Combustion after you edit a Program, The event including its transition handles is pasted
remember that transitions, motion effects, and color into the new Program.
effects are not transferred to Combustion. In addi-
tion, clip margins are not transferred to 3. In the new Program, set the Program to over-
record and trim off the incoming and outgoing
Combustion.
frames.
In most cases, you should use Combustion in your In the preceding example, the In and Out Points are
Programs before adding transitions or motion extended by 15 frames.
effects or use the Export Media command to build
4. In the new Program, double-click the event to
the source to include the effects and then replace it in
select it, and then click the Combustion icon on the
the Timeline.
Timeline toolbar.
To use Combustion on an event that is part of a The Project Integration dialog appears.
finished Program, you can copy the event (including
5. Enter a source name that is meaningful to you.
its transition handles) into a new Program and then
This is the name of the source that you are about to
create in Combustion. The scene, take, and descrip- link between the Edit Job and the Combustion
tion information is optional. workspace.
6. Enable PreRegister Bin Clip.
To save a linked workspace:
7. Click OK.
In Combustion, choose File | Save Workspace.
A new Combustion workspace is launched.
The workspace is saved using the name and location
8. Use Combustion to add paint animations and ef- in the Edit script file. This allows you to re-launch
fects to the material.
the workspace from Edit at any time.
9. To save your work, choose File | Save Workspace.
The workspace is saved to the Project folder in your Rendering a Linked Workspace
Edit Job directory. You assign a name and location for the rendered file
10. When you are satisfied with the results, render when you first launch Combustion from Edit. The
your work using the default file name and location. file name is derived from the Source name that you
The source is rendered and the preregistered Bin enter in the Project Integration dialog. The file loca-
picon is updated. tion is the Intermediate Render Path, also specified
in the Project Integration dialog.
11. In Edit, set the In Point to obtain the event han-
dles noted in step 1. To do so, load the picon into the The rendered file is linked to Edit Bin clips or DVE
Source Viewer. Press HOME to go to the first frame. events. You should not change the name or location
Press G, and enter +15 in the Go To Timecode dia- or you will break the link between the Edit Job and
log. Mark the In Point. the Combustion workspace.
12. Swap edit the new source back into the Timeline.
You should not change the workspace duration
To do so, in Overrecord mode, place the Timeline
either or you will lose synchronization with your
cursor over the event to replace and press SHIFT+R.
Edit Program.
• Adjust the Quality slider in the Render Quality 3. Enable Load Latest State unless you want to re-
window. The default setting is 100% which renders start the workspace from scratch.
lossless quality. The selected workspace is launched.
Note: Only render as lossless if the Job to which 4. Create and animate paint strokes, titles, and ef-
the clip is linked is also lossless, because lossless fects. Save and render the workspace using the de-
sources are recognized only if the Job is opened as fault file names and locations.
lossless. The system automatically relinks the updated video
6. On TARGA-based systems set the following op-
source material to any Bin clips or DVE effects that
tions: reference it.
Running a Deferred Project resolution. The Combustion scripts and projects use
You can run a deferred project to work on the the exact frame location for reference, so the original
compositing and graphics at any time. You can file or a rebuilt source of the original file must always
be used.
launch the project from your Edit workstation or
from a remote workstation that has a network
To use Combustion after material has been
connection to your Edit system. recaptured:
For more information, see “Using Combustion and 1. Do one of the following:
Edit in a Workgroup Environment” on page 524.
• Rebuild all sources that are in the Edit Program.
To run a deferred project from Edit:
Reopen the Combustion projects or scripts and rer-
ender the workspace.
1. In Edit, choose Window | Combustion.
The Project Activation dialog appears. Projects that • AutoMASTER from Program. If an AutoMASTER
you previously launched from the current Job are from Program is done, only the material that is
displayed in the Tasks list. needed in the Timeline and the associated handles
are included in the new Timeline. This means that
the frame references for the sources in the Combus-
tion projects will no longer be valid in the current
Timeline. Any Combustion source or DVE in the
Timeline can be rerendered at the higher resolution
by rebuilding only the original sources associated
with the given project.
3. When you are satisfied with the composite or A text file appears listing the sources used in every
paint work in Combustion, save and render the Combustion workspace in the current Job.
workspace using the default file names and loca-
3. Find the workspaces that you want to render at a
tions.
higher resolution and note the sources that are in-
In Edit, preregistered Bin clips or DVE effects are cluded in that workspace.
updated to display the rendered result.
4. Choose AutoMASTER | Rebuild Sources, select
the sources that are included in the Combustion
Off-line/On-line Operations with workspaces, and recapture them at a higher resolu-
Combustion tion.
You may want to perform operations in Combustion 5. Choose Window | Combustion.
through Edit in an off-line mode and later rerender The Project Activation dialog appears.
after recapturing your material at a higher
6. From the Task list, select the workspace that you 1. Launch Combustion on the Edit workstation,
want to render at a higher resolution, and click OK. but defer the project. For more information, see
The workspace opens in Combustion using the “Deferring Projects” on page 522.
rebuilt sources. 2. Open the deferred workspace from a remote
workstation.
7. Render the workspace. See “Rendering a Linked
Workspace” on page 521. In a workgroup environment, you must be aware of
the following hardware constraints:
The Combustion sources are updated in Edit. Now
you can AutoMASTER the rest of the Program. • To open the MJPEG avi files captured in Matrox-
based Edit systems, the Matrox software codec must
8. AutoMASTER either the entire Program or the
portions of the Program you desire. be installed on the remote station.
When you choose Tools | AutoMASTER | Capture • To open the MJPEG avi files captured in TARGA-
from Program, you can specify a filter and only based Edit systems, the remote workstation must
recapture the material that is at a lower data rate than have a compatible TARGA 2000 card installed.
the rate at which you rebuilt the Combustion
• To ensure proper communication between remote
sources. For example, if you rebuilt the Combustion
workstation and Edit, the network must be set up as
sources at 200 KB/frame, you could AutoMASTER
described in the Combustion Installation Guide.
the Program and only select to capture material that
is less than 200 KB/frame.
Accessing Linked Workspaces from a
AutoMASTER builds all the sources except the ones
Remote Workstation
you previously rerendered from Combustion.
You can access workspaces from a remote system to
modify a workspace or run a deferred workspace.
Using Combustion and Edit in a Note: During the process of creating and
Workgroup Environment rendering Combustion workspaces, both systems
The integration of Combustion and edit is designed must be powered on and active on the network.
for a workgroup environment where editors,
To run a deferred workspace or modify a
compositors, and Paint artists all work on the same workspace from a remote workstation:
projects. While the editor is working at the Edit
1. Start Combustion on the remote workstation.
workstation, the compositor or Paint artist can
create effects and graphics on a remote workstation 2. Choose File | Open Workspace.
and render the result back to the Edit Timeline and The Open Workspace dialog appears.
Bin.
3. Navigate to the drive that contains the Edit sys-
The following is a typical workflow in a workgroup tem, then navigate to:
environment: ..\program files\discreet logic\Edit
4. Open the folder corresponding to the Job from
which you created the Combustion workspace.
5. To run a deferred project (one that was specified 5. On Matrox-based systems, select the DigiSuite
but never launched), open the Scripts folder. M-JPEG codec and click Configure.
6. To modify a workspace that was previously The Render Video Quality dialog appears.
launched and saved, open the Projects folder.
6. Select the following parameters.
7. Select the workspace that you want to modify
• Select the Quality range: DigiSUITE to render files
and click OK.
as lossless files or DigiSUITE LE if you intend to not
8. When you are satisfied with the composite, ef- use lossless files.
fects and/or graphics, save and render the work-
space using the default file names and locations. Note: If you have a DigiSUITE LE board you still can
Any linked Bin clips and DVE events are updated in render lossless files for use on a DigiSUITE system
by using the DigiSUITE quality range.
Edit.
• Select the Frame size using the slider. You can set
lossless quality by moving the slider all the way to the
Accessing Edit Bins from right.
Combustion
• Click OK to return to the Render dialog.
If Combustion is installed on your Edit system, you
can access Edit Bins from the Combustion file 7. On TARGA-based systems, select the Truevision
browser. In other words, you can use Edit sources in DVR AVI MJPEG codec. Set the Compression qual-
Combustion, and/or render your work from ity and data rate.
Combustion into Edit Bins. 8. Click OK to return to the Render dialog.
You can access Edit Bins even if Edit is not running. 9. Enable Add to Edit Bin.
10. If you made changes to Edit Bins since you
To use Edit sources in a Combustion workspace:
launched Combustion, click Refresh to update the
• Choose File | Open or File | Import Footage. The Job and Bin lists.
Edit Bins appear at the top of the file browser. Ex-
11. Select a Job from the Job list.
pand the Edit Bin and navigate to the source that you
want to open. 12. Select a Bin from the Bin list, or click New to cre-
ate a new Bin in which to store the rendered file.
For more information on opening or importing
13. Enter a source name, description, scene, and
material, see the Combustion User’s Guide.
take information in the appropriate fields.
To render material from Combustion into an Edit This information appears in the log area when you
Bin: open the Bin in Edit.
1. In Combustion, choose File | Render. 14. Enter a file name and adjust the remaining set-
2. In the Render dialog, enable Video Output. ting in the Render dialog, and then click Process.
A Bin clip is created. The file is rendered and stored
3. Select Video for Windows from the Format list.
as video source material on your Edit system.
4. Click the Format Options button.
The Select Compressor dialog appears.
Current Limitations to the codec while running Edit in the foreground (this
Combustion / Edit Integration will, of course, slow down rendering). Once render-
When you launch Combustion from the Edit Time- ing is complete, you can import the media files into
line, the following real-time effects are not a Bin provided that the format is supported by Edit.
transferred: • You cannot play back a project in Combustion and
• Motion effects play a Program in Edit at the same time because, in
Playback mode, both applications need to access the
• Color effects codec continuously.
• Transitions • When Edit is running, you cannot enable the “Use
Only the DigiSUITE format rendered in Lossless RAM player” option with the framebuffer in Com-
Quality can be accepted in a lossless Edit Job. bustion. With Edit running in the background, this
option slows the RAM playback significantly and
There is a 2 GB file limit in Combustion. The can cause other conflicts with the codec.
complete file size of a source must be less than 2 GB
in order to be brought into Combustion. This is • You cannot play back audio in Combustion when
because the complete file is opened in Combustion Edit is running.
regardless of the size of the selected region in Edit.
527
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ix Index
resizing tracker and reference boxes 392 boom and wire removal 271
resolution, paint map 491 cloning 275
resolutions example 278
choosing 59 gradients, creating 262
setting 79 introduction 278
Reveal 222 making selections 282
reveal source Painting 238
locking 275 real-time 193
opacity 271 with Paint objects 14, 200
positioning 274 RPF files
selecting 274 extracting objects from the scene 512
showing 271 importing 66
revealing 271 selecting source layers 76
a frame in a clip 272 RPF or RLA files
accessing controls 223 applying post filters to 508
from a source clip to a target clip 273 camera matching 506
interface 223 compositing 500
to current frame 271 creating 501
Reverse 190 importing 503
reversing moving in z space 505
footage 80 selecting objects or material IDs 504
revert shadows and shading 506
draw mode 222
eraser option 243 S
revert workspace 84 safe zones
rewiring colors 370 displaying 45
RGB Arithmetic 145 sample area’s RGB values 369
rig removal 271 sampling rates for rendered audio 445
Ripple 322 Sampling rates, audio 440
Ripple Pro 322 saturate 371
RLA and RPF files Saturate draw mode 221
applying 3D post filters 507–?? saturation 371
RLA files 211 Save As 84
using camera data 425 saving
RLA transform layer 422 brush sets 229
RLA.bmi 425 color swatches 233
RLA/RPF Options 506 image 475
RLA/RPF Transform Layer option 506 swatches 233
Roll Blur 316 workspaces 84
rotating Scale 190
camera 421 scale with depth in 3D lens flare 510
layers 92 Scale, tracking 394
spot lights 435 scaling objects 249
rotating objects 248 Screen
rotation in 3D lens flare 510 in channel effects 147
Rotation, tracking 394 Screen draw mode 220
rotoscoping scrolling
542
Index ❚❘❘
543
ix Index
544
Index ❚❘❘
T Timeline
tangent handles adjusting shape of graph 186
breaking 174 autoexpand 179
breaking in masks 164 controls 179
editing 251 cropping footage 81
in masks 163 description 175
in Timeline graph 186 expanding or collapsing 176
on motion path 174 Graph mode 177
Targa files 211 key icon 183
see also alpha channel level of detail 175
Target Bin, Combustion and edit* integration 517 object duration 203, 246
targeting object properties in 176
camera 422 Overview mode 178
lights 436 resizing 175
objects 195 viewing channels 176
text Tint
aligning 253, 303 draw mode 219
automatic grouping 300 Tint filter 318
control points 302 Toggle Visibility 90, 182
distributing 255 Tolerance 244
drawing tool 214 difference keyer 133
editing pivot point 302 Linear Keyer 131
example, typewriter effect 305 tolerance
installing fonts 298 keyer 352
kerning and leading 303 Tolerance Offset, keying with 341
moving 301 tonal ranges 367
outlined, creating 300 Tool Feedback 236
rotating 301 tool options
scaling 301 Tool Options palette 216
selection object 290 tools
selection tool 214 drawing tools 213–214
shadows 232 miscellaneous tools 215
solid, creating 299 selection tools ??–214
specifying color 239 Tools palette 213
text alignment buttons 290 Track Time button 490
text justification buttons 298, 299 Tracker box, tracker 389
text selections 290 Tracker data, Discreet’s advanced systems
Text tool 299 products 413
texture map, 3D post filter 512 Tracker data, importing and exporting 413
TGA files 211 Tracker interface 385
the Color Controls 370 Tracker modes 385
Threshold Tracker overview 384
in channel effects 147 Tracker preview 387
TIFF files 211 Tracker status bar 385
time group in paint paramters rollout 491 Tracker, adjusting magnifying glass 391
timecode 54 Tracker, adjusting tolerance 409
going to 180 Tracker, amassed data 406
545
ix Index
U X
XOR
Unconstrained Box Blur 316
546
Index ❚❘❘
Z
Z offset option 506
Z scale option 506
z value in 3D lens flare 510
z-depth, transforms using 505
Zoom Factor 245
zooming
Timeline 179
viewport 215
547