User Manual

Table Of Contents
New Eye
For stereoscopic footage, New Eye uses the Disparity channels to create new viewpoints or to
transfer RGBA data from one eye to the other.
Shader
The Shader tool applies data from the RGBA, UV, and the Normal channels to modify the
lighting applied to objects in the image. Control is provided over specular highlights, ambient
and diffuse lighting, and position of the light source. A second image can be applied as a
reflection or refraction map.
Shadow
The Shadow tool can use the Z-Depth channel for a Z-Map. This allows the shadow to fall onto
the shape of the objects in the image.
Smooth Motion
Smooth Motion uses Vector and Back Vector channels to blend other channels temporally.
This can remove high-frequency jitter from problematic channels such as Disparity.
SSAO
SSAO is short for Screen Space Ambient Occlusion. Ambient occlusion is the lighting caused
when a scene is surrounded by a uniform diffuse spherical light source. In the real world, light
lands on surfaces from all directions, not from just a few directional lights. Ambient occlusion
captures this low frequency lighting, but it does not capture sharp shadows or specular lighting.
For this reason, ambient occlusion is usually combined with specular lighting to create a full
lighting solution.
The SSAO tool uses the Z-Depth channel, but requires a Camera3D input.
Stereo Align
For stereoscopic footage, the Disparity channels can be used by Stereo Align to warp one or
both of the eyes to correct misalignment or to change the convergence plane.
Texture
The Texture tool uses the UV channels to apply an image from the second input as a texture.
This can replace textures on a specific object when used in conjunction with the Object ID or
Material ID masks.
Time Speed and Time Stretcher
These tools can use the Vector and BackVector channels to retime footage.
Vector Distortion
The forward XY Vector channels can be used to warp an image with this tool.
Chapter – 69 Understanding Image Channels 1406