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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