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
context point A specific tool node you mark as the target for a Player view.
Context points are especially useful when you want to see how changes to a
tool node that precedes the node with a context point affect the context point.
corner pinning A technique used to pin the four corners of one static image
(usually) onto another static image.
cue marks High-level keyframe controls that let you associate a keyframe
with a mark. Instead of viewing a clip over and over again in order to evaluate
and record important timing points, you can view footage and add cue marks.
dependency graph A set of connected nodes consisting of one or more
inputs, an output, and any number of effects or compositing operations.
depth of field The range of acceptable focus in front of and behind the
primary focus setting. It is a function not only of the specific lens used but
also on the distance from the lens to the primary focal plane, and of the chosen
aperture. Larger apertures will narrow the depth of field, smaller apertures will
increase it.
Domain of Definition (DOD) A usually rectangular region that defines the
maximum boundaries of useful information in an image. Generally, everything
outside of the DOD will have a value of 0 in all channels of the image. The
DOD is usually determined automatically, as opposed to a Region of Interest.
See also Region of Interest.
expressions Mathematical formulas that let you control any parameter that
can be animated, such as translation, rotation, scaling, material, or texture.
Expresso calculator An extension of the standard calculator that allows you
to create expressions that generate values used in numerical fields.
external matte A matte taken from another clip. See also matte, garbage
matte, static matte and traveling matte.
garbage mask Garbage masks can key undesired elements in an image and
to do rotoscope work. A garbage mask affects the image's alpha channel, which
is where the transparency information is stored. You can use a mask to create
the alpha channel, or you can use a mask to add to an alpha channel.
garbage matte A rough simple matte that you create in an image's alpha
channel that isolates unwanted elements from the primary element in an
image. Garbage mattes are also referred to as garbage masks. See also matte,
external matte, static matte, and traveling matte.
hue A specific color from the color spectrum, disregarding its saturation or
value.
880 | Appendix E Glossary