2011
Table Of Contents
- Autodesk Composite 2011 User Guide
- Contents
- Preface
- Getting Started
- Reference
- About Reference
- Projects
- Wiretap
- Importing Media
- Getting Familiar with Your Workspace
- The Player
- About the Player
- Player View Default Settings
- Setting the Target
- Setting Context Points
- Playing Back in Multiple Views
- Playback Performance
- Setting the Target for the Player
- Setting the Channels for the Target
- Setting the Mark In and Mark Out Points for Playback
- Setting the Repeat Mode
- Setting the Frame Rate for Playback
- Setting the Real-Time Playback Preference
- Synchronizing or Separating Playback between Views
- Setting the Playback Point when the Player Updates
- Setting the Resolution for a Player
- Setting the Grid in the Player
- Setting a Region of Interest (ROI) in the Player
- Displaying Masks and Guides
- Showing or Hiding Tiles
- Turning Hardware Rendering On or Off
- Setting the Pixel Aspect Ratio of the Player
- Displaying Player Option Information in the Player view
- Displaying Manipulators in the Player
- In-player Pixel Display
- Adjusting the Zoom or Pan
- Applying a LUT or Color Conversion Tool to the Player
- The Mini-Player
- The Fullscreen Player
- Working with Compositions
- Multilayer Compositing and 3D Effects
- Reaction Compositing and Effects
- Compositing Workflow
- Basic Compositing in Reaction
- Working with Maya Pre-Comps
- Working with Layers
- Working with Geometric Surfaces
- Using Parenting Axes
- Working with Materials
- Working with Lights
- Working with Cameras
- Camera Mapping
- 3D Displacement
- Transforming Objects
- Reaction Rendering Effects and Output Results
- Setting up a Stereo Camera Rig
- Pre-Compositing
- Importing FBX Files
- Premultiplication
- 2D Compositing
- Image Processing Tools
- Pixel Expressions
- Warping
- Effects Tools
- Managing Film Grain
- Pulling Keys and Creating Mattes
- Masking
- Raster Paint
- Vector Paint
- Color Correction
- About Color Correcting
- Applying LUTs
- Working with ASC CDLs
- Broadcast Safe Tool
- Transforming Color Space with the Log and Delog Tools
- Color Correcting with CC Basics
- CC Histogram
- Clamp Color Tool
- Color Space Tool
- Processing Images with Photo Lab
- Inverting an Image
- Remap Color
- Set Fill Color
- Solarizing an Image
- Creating a Monochrome Image
- Modifying a Display With the Pass Through Tool
- Setting the Amount of Gray in an Image
- Converting an Image to sRGB
- Animation
- Animation Concepts
- The Animation Tab
- Composition Browser
- Animation Editor
- The Animation Property Area
- Player Controls
- Working with Cue Marks
- Contextual Menus
- Keyframing Workflows
- Marking Attributes for Keyframing
- Setting Keys Manually
- Setting Keyframes Automatically
- Editing Keyframes in the Tool UI
- Editing Keyframes in the Animation Editor
- Adding and Deleting Keyframes
- Modifying Interpolation
- Modifying Extrapolation
- Temporarily Modifying Attribute Values
- Customizing the Layout when Working with Animation Curves
- Global Time vs. Local Time
- Time Offsets, Keyframing, and Instancing
- Time Tools
- Customization Tools
- Vectors
- Expressions
- About Expressions
- Short Expressions
- Expression Input Paths
- Visual Linking
- Visual Linking Methods
- Navigating the Expression String
- Validating and Applying the Expression String
- Viewing the Expression
- Associating Comments with an Expression
- Editing an Expression
- Removing an Expression
- Setting Expressions Examples
- Expression Reference Tables
- Arithmetic Operators
- Comparison Operators
- Operator Precedence
- Math Functions
- Vector Functions
- Random Number Functions
- Rounding Functions
- Trigonometric Functions
- Constants
- Time Functions
- Profile Functions
- Conditional Functions
- Tracking and Stabilizing
- About Tracking and Stabilizing
- Tracking Concepts
- Stabilizing Concepts
- Tracker UI
- Tracking Workflow
- Choosing a Reference Point
- Positioning the Reference Box
- Resizing the Reference and Tracker Boxes
- Resetting the Reference Box
- Resetting the Tracker Box
- Changing the Color of a Tracker
- How the Tracker Works
- Tracking Position
- Tracking the Scale of an Object
- Tracking the Rotation of an Object
- 4-Point Tracking
- Tracking Difficult Shots
- Correcting Errors
- Stabilizing
- 1-point Stabilizing
- 2-point Stabilizing
- Simultaneous Stabilizing and Tracking
- Video Tools
- Utilities
- Hotkeys
- Composite Executables
- Python Scripting
- Initialization Variables and String Substitutions
- Glossary
- Index
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 necessary—see
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 pixels—see 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