2011

Table Of Contents
Calculating Image Size in Composite
All Composite images live on a 2D plane.Composite and PXL use a Cartesian
coordinate system to identify points on the plane.This plane and reference
system are called the Image Reference Frame (IRF). This reference system has
an origin and perpendicular X and Y axes. Units along the X and Y axes have
the same length.By default, Composite images are centered at the origin of
the IRF.In Composite, pixels at the highest resolution have a height of 1 IRF
unit, and have a width equal to their pixel aspect ratio, i.e. 1 IRF unit for 1080P
HD material, 0.9 for NTSC material, and 16/15 (1.0667) for PAL material.
For images with non unit pixel aspect ratios, the height of a pixel is 1, but the
width of a pixel is equal to its aspect ratio (e.g. 0.9 for NTSC). Using IRF units
simplifies image manipulation: for example, translating an image by 10 IRF
units will move the image by the same amount, regardless of the direction of
the translation, horizontal, vertical, or any combination thereof.
Setting the Target
The target for the Player view is what it displays. You set the target for an
individual view in the Player options. The target can be the output node of
the dependency graph, the input or output of a tool node, a specific rendered
output of the composition, or a context point (the output of a specific tool
node)see
Setting the Target for the Player on page 194.
You can specify the channels of the target you want the Player view to display
(RGBA, RGB, A, or any other combination of channels)see Setting the
Channels for the Target
on page 195.
You can set the resolution you want a Player view to use for its target (full,
half, quarter, or proxy). You can use this to improve playback performance
when full resolution playback is not necessarysee
Setting the Resolution for
a Player
on page 201 and Playback Performance on page 192.
You can set the aspect ratio of the pixels the Player uses for the target, to either
square or non-square pixelssee Setting the Pixel Aspect Ratio of the Player
on page 206.
Setting Context Points
A context point is a specific tool node you mark as the target for a Player view.
No matter which tool node you select, the view always displays that context
point.
Setting the Target | 191