Introduction |
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xi | |
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Chapter 1 Selecting Color Spaces, Resolutions, and Frame Rates |
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1 | (28) |
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Choosing Bit-Depths and Color Spaces |
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2 | (9) |
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An Overview of Common Bit-Depths |
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3 | (1) |
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Integer versus Floating-Point |
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4 | (1) |
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Working with Color Management |
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5 | (1) |
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5 | (1) |
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Using a Working Space in After Effects |
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6 | (2) |
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Working in Linearized Color Space |
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8 | (1) |
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Previewing and Converting Different Color Spaces |
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8 | (1) |
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Linear versus Logarithmic |
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9 | (2) |
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11 | (3) |
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Selecting Resolutions and Frame Rates |
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14 | (6) |
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14 | (1) |
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A Note on Nonsquare Pixels |
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15 | (1) |
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16 | (1) |
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Interlaced versus Progressive |
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17 | (3) |
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Speeding Up and Slowing Down Footage |
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20 | (9) |
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20 | (1) |
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20 | (1) |
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Time Warping with Timewarp |
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21 | (2) |
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Time Warping with RE: Vision Effects Twixtor |
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23 | (2) |
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25 | (1) |
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25 | (3) |
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Altering the Frame Rate with Time Effects |
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28 | (1) |
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Chapter 2 Generating Alpha with Keyers and Mattes |
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29 | (28) |
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Generating Alpha with Chroma Key Techniques |
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30 | (1) |
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31 | (3) |
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Working with Imperfect Green Screen |
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34 | (1) |
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Applying Additional Keylight Properties |
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35 | (2) |
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35 | (1) |
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Screen Gain and Screen Balance |
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35 | (1) |
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Clip Rollback, Screen Shrink/Grow, and Screen Softness |
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36 | (1) |
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Screen Despot Black and Screen Despot White |
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36 | (1) |
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Using the Primatte Plug-In |
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37 | (2) |
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39 | (3) |
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39 | (2) |
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41 | (1) |
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42 | (2) |
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42 | (2) |
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44 | (1) |
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44 | (4) |
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Working with Spill in Keylight |
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44 | (1) |
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45 | (3) |
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Altering Alpha with Mattes |
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48 | (5) |
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48 | (1) |
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Creating a Custom Luma Matte |
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48 | (2) |
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50 | (3) |
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Chapter Tutorial: Keying a Difficult Green Screen, Part 1 |
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53 | (4) |
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Chapter 3 Masking, Rotoscoping, and Basic Keyframing |
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57 | (34) |
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58 | (7) |
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58 | (2) |
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60 | (1) |
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Combining Masks to Make Complex Shapes |
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61 | (2) |
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Adjusting a Mask with Pen Variants |
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63 | (2) |
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65 | (1) |
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65 | (8) |
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66 | (1) |
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66 | (1) |
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Rotoscoping with Roto Brush |
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67 | (6) |
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73 | (6) |
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Importing Bitmap and Vector Masks |
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73 | (1) |
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Working with Mocha AE Masks |
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73 | (6) |
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79 | (7) |
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Editing Keyframes on the Timeline |
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80 | (1) |
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80 | (1) |
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Working in the Graph Editor |
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81 | (1) |
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81 | (2) |
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83 | (3) |
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Chapter Tutorial: Keying a Difficult Green Screen, Part 2 |
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86 | (5) |
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Chapter 4 Transforming and Motion Tracking |
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91 | (34) |
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92 | (7) |
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Working with the Anchor Point |
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92 | (1) |
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Working with Additional Transform Properties |
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93 | (1) |
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94 | (1) |
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Nesting and Transform Collapsing |
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94 | (2) |
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Precomposing and Pre-Rendering |
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96 | (1) |
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97 | (2) |
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99 | (13) |
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99 | (3) |
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Selecting Features and Fine-Tuning Motion Paths |
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102 | (2) |
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Transform Tracking with Rotation and Scale |
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104 | (1) |
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Adjusting Applied Tracking Transforms |
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105 | (1) |
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Tracking Multiple Features |
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106 | (1) |
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107 | (2) |
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109 | (3) |
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112 | (6) |
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Introduction to The Foundry's CameraTracker |
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116 | (2) |
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118 | (1) |
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Motion Tracking Masks and Facial Tracking |
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118 | (2) |
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PlanarTracking with Mocha AE |
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120 | (1) |
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Chapter Tutorial: Planar Motion Tracking |
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120 | (5) |
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Chapter 5 Working with the 3D Environment |
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125 | (32) |
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Creating and Transforming 3D Layers |
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126 | (2) |
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127 | (1) |
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Creating and Transforming a 3D Camera |
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128 | (6) |
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129 | (1) |
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Altering 3D Camera Properties |
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130 | (1) |
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Working with Depth of Field |
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131 | (3) |
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134 | (2) |
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136 | (3) |
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136 | (1) |
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136 | (1) |
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Specular Shininess, Specular Intensity, and Metal |
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136 | (1) |
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137 | (1) |
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Casts Shadows, Accepts Shadows, and Accepts Lights |
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137 | (2) |
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139 | (5) |
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Arranging 2D Layers as Visual Effects Cards |
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141 | (3) |
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Importing Cameras, Lights, and Geometry |
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144 | (9) |
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145 | (1) |
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Using the RLA and RPF Formats |
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145 | (1) |
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Working with Cinema 4D Lite |
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145 | (5) |
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Working with Cinema 4D Multi-Passes |
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150 | (2) |
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Extracting Cinema 4D Scene Elements |
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152 | (1) |
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Motion Blurring Cinema 4D Scenes |
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153 | (1) |
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Switching to Ray-Traced 3D |
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153 | (1) |
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Chapter Tutorial: Rendering Reflections with Ray-Traced 3D |
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154 | (3) |
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Chapter 6 Creating Particle Simulations |
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157 | (20) |
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General Particle Workflow |
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158 | (1) |
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Using Built-In Particle Effects |
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159 | (5) |
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Creating Dust Puffs with Particle Playground |
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159 | (2) |
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Creating Sparks with CC Particle Systems II |
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161 | (3) |
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Creating Smoke with CC Particle World |
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164 | (4) |
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168 | (1) |
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Red Giant Trapcode Particular |
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168 | (1) |
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169 | (1) |
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Wondertouch particlelllusion |
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169 | (1) |
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169 | (1) |
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169 | (1) |
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169 | (1) |
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An Introduction to Trapcode Particular |
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169 | (4) |
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171 | (1) |
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171 | (1) |
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171 | (1) |
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172 | (1) |
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172 | (1) |
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172 | (1) |
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173 | (1) |
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173 | (1) |
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Chapter Tutorial: Creating Particle Rain |
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173 | (4) |
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Chapter 7 Integrating Render Passes |
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177 | (20) |
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Identifying Render Passes and Blending Modes |
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178 | (12) |
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Using Object Render Passes |
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178 | (1) |
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179 | (1) |
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Overview of Common Shading Passes |
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179 | (7) |
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Applying Advanced Shading Passes |
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186 | (2) |
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Supplying Alpha to Nonalpha Passes |
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188 | (2) |
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Working with Multichannel Image Formats |
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190 | (4) |
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Creating Motion Blur in the Composite |
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192 | (2) |
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Chapter Tutorial: Using OpenEXR Depth Channels for Depth of Field |
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194 | (3) |
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Chapter 8 Color Grading, Color Effects, and HDRI |
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197 | (28) |
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198 | (3) |
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Working with Blacks, Whites, and Color Cast |
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200 | (1) |
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201 | (13) |
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201 | (2) |
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Working with Hue, Saturation, Tint, and Color Balance |
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203 | (3) |
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Working with Brightness and Contrast |
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206 | (6) |
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Working with Pedestal, Gain, Gamma, and Photo Filters |
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212 | (2) |
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Working with Stylistic Color Effects |
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214 | (1) |
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An Introduction to Color Finesse 3 |
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214 | (2) |
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Overview of HDRI Workflow |
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216 | (2) |
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HDR Compander (Effect > Utility) |
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217 | (1) |
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HDR Highlight Compression (Effect > Utility) |
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218 | (1) |
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Exposure (Effect > Color Correction) |
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218 | (1) |
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Chapter Tutorial: Color Grading Effects |
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218 | (7) |
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Chapter 9 Damage Repair and Distressing |
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225 | (28) |
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Working with Noise, Grain, and Compression Blocks |
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226 | (6) |
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227 | (2) |
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229 | (2) |
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231 | (1) |
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Adding Other Film and Video Artifacts |
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232 | (7) |
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Scratches, Dirt, Debris, and Dropout |
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232 | (2) |
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234 | (1) |
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Halation, Glow, Glint, and Glare |
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234 | (2) |
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236 | (1) |
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Color Fading and Shifting |
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237 | (1) |
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237 | (1) |
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238 | (1) |
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239 | (8) |
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Creating a Basic Paint Stroke |
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239 | (1) |
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Editing a Stroke's Color, Opacity, and Softness |
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240 | (1) |
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Transforming and Erasing a Stroke |
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241 | (2) |
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Using the Clone Stamp Tool |
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243 | (4) |
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Overview of Distortion Effects |
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247 | (2) |
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247 | (1) |
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247 | (1) |
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248 | (1) |
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249 | (1) |
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Detail Preserving Upscale |
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249 | (1) |
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249 | (1) |
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Chapter Tutorial: Emulating Low-Quality Video Footage |
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249 | (4) |
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Chapter 10 Expressions, Scripting, and Project Management |
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253 | (14) |
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Automating with Expressions |
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254 | (6) |
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254 | (1) |
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Expression Channel Syntax |
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255 | (1) |
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256 | (1) |
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Additional Expression Options |
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257 | (1) |
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Automating Animation with Expressions |
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258 | (2) |
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Running JavaScript Scripts |
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260 | (2) |
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262 | (4) |
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262 | (1) |
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262 | (2) |
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Customizing the Program Environment and Keyboard Shortcuts |
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264 | (1) |
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Using Built-In Render Farm Support |
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264 | (2) |
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266 | (1) |
Index |
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267 | |