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by Lee Lanier
Compositing Visual Effects in After Effects
Cover
Half Title
Title Page
Copyright Page
Contents
Introduction
Chapter 1: Selecting Color Spaces, Resolutions, and Frame Rates
Choosing Bit-Depths and Color Spaces
An Overview of Common Bit-Depths
Integer versus Floating-Point
Working with Color Management
Calibrating Monitors
Using a Working Space in After Effects
Working in Linearized Color Space
Previewing and Converting Different Color Spaces
Linear versus Logarithmic
Importing Raw Files
Selecting Resolutions and Frame Rates
Overview of Resolutions
A Note on Nonsquare Pixels
Choosing a Frame Rate
Interlaced versus Progressive
Speeding Up and Slowing Down Footage
Mismatching Frame Rates
Frame Blending
Time Warping with Timewarp
Time Warping with RE:Vision Effects Twixtor
Time Stretching
Time Remapping
Altering the Frame Rate with Time Effects
Chapter 2: Generating Alpha with Keyers and Mattes
Generating Alpha with Chroma Key Techniques
Using Keylight
Working with Imperfect Green Screen
Applying Additional Keylight Properties
Screen Pre-Blur
Screen Gain and Screen Balance
Clip Rollback, Screen Shrink/Grow, and Screen Softness
Screen Despot Black and Screen Despot White
Using the Primatte Plug-In
Using Difference Keyers
Difference Matte
Color Difference Key
Using Range Keyers
Color Range
Linear Color Key
Suppressing Spill
Working with Spill in Keylight
Applying Spill Effects
Altering Alpha with Mattes
Activating Track Matte
Creating a Custom Luma Matte
Improving Matte Edges
Chapter Tutorial: Keying a Difficult Green Screen, Part 1
Chapter 3: Masking, Rotoscoping, and Basic Keyframing
Creating Masks
Using the Pen Tool
Altering Existing Masks
Combining Masks to Make Complex Shapes
Adjusting a Mask with Pen Variants
Switching to RotoBezier
Rotoscoping
Keyframing a Mask
Rotoscoping Approaches
Rotoscoping with Roto Brush
Importing Masks
Importing Bitmap and Vector Masks
Working with Mocha AE Masks
Basic Keyframing
Editing Keyframes on the Timeline
Separating Dimensions
Working in the Graph Editor
Altering Curves
Changing Tangent Types
Chapter Tutorial: Keying a Difficult Green Screen, Part 2
Chapter 4: Transforming and Motion Tracking
Transforming Layers
Working with the Anchor Point
Working with Additional Transform Properties
Parenting
Nesting and Transform Collapsing
Precomposing and Pre-Rendering
Motion Blur
Motion Tracking
Transform Tracking
Selecting Features and Fine-Tuning Motion Paths
Transform Tracking with Rotation and Scale
Adjusting Applied Tracking Transforms
Tracking Multiple Features
Stabilizing Footage
Corner-Pin Tracking
3D Camera Tracking
Introduction to The Foundry’s CameraTracker
A Note on Hand Tracking
Motion Tracking Masks and Facial Tracking
Planar Tracking with Mocha AE
Chapter Tutorial: Planar Motion Tracking
Chapter 5: Working with the 3D Environment
Creating and Transforming 3D Layers
Using Multiple Viewports
Creating and Transforming a 3D Camera
Transforming a 3D Camera
Altering 3D Camera Properties
Working with Depth of Field
Setting Up Lights
Working with Materials
Ambient
Diffuse
Specular Shininess, Specular Intensity, and Metal
Light Transmission
Casts Shadows, Accepts Shadows, and Accepts Lights
Masking 3D Layers
Arranging 2D Layers as Visual Effects Cards
Importing Cameras, Lights, and Geometry
Importing Maya Cameras
Using the RLA and RPF Formats
Working with Cinema 4D Lite
Working with Cinema 4D Multi-Passes
Extracting Cinema 4D Scene Elements
Motion Blurring Cinema 4D Scenes
Switching to Ray-Traced 3D
Chapter Tutorial: Rendering Reflections with Ray-Traced 3D
Chapter 6: Creating Particle Simulations
General Particle Workflow
Using Built-In Particle Effects
Creating Dust Puffs with Particle Playground
Creating Sparks with CC Particle Systems II
Creating Smoke with CC Particle World
Using Particle Plug-Ins
Red Giant Trapcode Particular
Video Copilot Element 3D
Wondertouch particleIllusion
Rowbyte Plexus 2
Digieffects Phenomena
Motion Boutique Newton 2
An Introduction to Trapcode Particular
3D Camera Awareness
Volumetric Emitters
Soft Particles
Self-Shadowing
Light Awareness
Life Color
Textured Particles
Sub-Particles
Chapter Tutorial: Creating Particle Rain
Chapter 7: Integrating Render Passes
Identifying Render Passes and Blending Modes
Using Object Render Passes
Review of Blending Modes
Overview of Common Shading Passes
Applying Advanced Shading Passes
Supplying Alpha to Nonalpha Passes
Working with Multichannel Image Formats
Creating Motion Blur in the Composite
Chapter Tutorial: Using OpenEXR Depth Channels for Depth of Field
Chapter 8: Color Grading, Color Effects, and HDRI
Color Grading
Working with Blacks, Whites, and Color Cast
Choosing Color Effects
Color Theory Terminology
Working with Hue, Saturation, Tint, and Color Balance
Working with Brightness and Contrast
Working with Pedestal, Gain, Gamma, and Photo Filters
Working with Stylistic Color Effects
An Introduction to Color Finesse 3
Overview of HDRI Workflow
HDR Compander (Effect > Utility)
HDR Highlight Compression (Effect > Utility)
Exposure (Effect > Color Correction)
Chapter Tutorial: Color Grading Effects
Chapter 9: Damage Repair and Distressing
Working with Noise, Grain, and Compression Blocks
Noise and Grain Removal
Adding Grain and Noise
Using Perlin Noise
Adding Other Film and Video Artifacts
Scratches, Dirt, Debris, and Dropout
Film Weave
Halation, Glow, Glint, and Glare
Lens Flares
Color Fading and Shifting
Deprecated Technology
A Note on Median Filters
Using Paint Tools
Creating a Basic Paint Stroke
Editing a Stroke’s Color, Opacity, and Softness
Transforming and Erasing a Stroke
Using the Clone Stamp Tool
Overview of Distortion Effects
Turbulent Displace
Optics Compensation
CC Lens
Mesh Warp and Liquify
Detail Preserving Upscale
Rolling Shutter Repair
Chapter Tutorial: Emulating Low-Quality Video Footage
Chapter 10: Expressions, Scripting, and Project Management
Automating with Expressions
Creating an Expression
Expression Channel Syntax
Writing Expressions
Additional Expression Options
Automating Animation with Expressions
Running JavaScript Scripts
Project Management
Renaming Layers
Managing Memory
Customizing the Program Environment and Keyboard Shortcuts
Using Built-In Render Farm Support
Book Wrap-Up
Index
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