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<div class="span index">1</div> <span><a class="" data-remote="true" data-type="html" href="/series/carol-costello-presents-the-god-hook">Carol Costello Presents: The God Hook</a></span>


In Season Two of her true crime series, The God Hook, journalist Carol Costello investigates the complex case of the Ohio Craigslist Killings—and in doing so, unearths the untold story of the crimes that preceded the murders—and the victims who’ve never received justice. Richard Beasley was convicted of murdering three men and attempting to kill a fourth in the fall of 2011, but before that heinous spree, authorities were building a human trafficking case against him. Now, working with the case's prosecutor, a county sheriff, and many closely involved sources, Carol examines previously unknown details of Beasley’s alleged crimes, and how he used the God Hook to lure his victims and bend them to his will. In Season One of this podcast, Blind Rage, journalist Carol Costello revisits the first big assignment she covered as a 22-year-old, novice reporter: Phyllis Cottles’ brutal attack. Psychologists call them “Triumphant Survivors,” but Phyllis Cottle was more than a survivor, she used this crime to better herself and the world around her. Support our show by becoming a premium member! https://evergreenpodcasts.supportingcast.fm
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Content provided by Grant Kay. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Grant Kay or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://ppacc.player.fm/legal.
The official learning channel for the Autodesk® Flame® software products, the most comprehensive VFX, real-time color grading, and editorial finishing post-production solutions. The Autodesk® Flame® Learning Channel provides tutorials of all levels to help you learn Autodesk® Flame® Products.
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Content provided by Grant Kay. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Grant Kay or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://ppacc.player.fm/legal.
The official learning channel for the Autodesk® Flame® software products, the most comprehensive VFX, real-time color grading, and editorial finishing post-production solutions. The Autodesk® Flame® Learning Channel provides tutorials of all levels to help you learn Autodesk® Flame® Products.
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1 Customising your UI with Batch Layouts - Flame 2023.2 5:46
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In Flame 2023.2, the team have continued to improve the Flame interface when it comes to node compositing. So now you have custom layouts in Batch, allowing you easily switch up the Batch UI as you perform certain tasks. This matches what you can currently do in the Effects Environment. So you’ll learn how to switch between the different Batch layouts, create your own Batch layouts, and some of the differences when using the layouts in either the Batch Environment or Effects Environment.…
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1 Working Faster with Automatic Batch Durations - Flame 2023.2 4:08
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One of the many small improvements in Flame 2023.2 is a couple of automated functions to make your life even easier. In this video, you’ll touch on automatic Batch durations as well as automatic durations when setting up render and write file nodes.
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In the Flame 2023.2 update, a few enhancements have been made to the render and write file nodes based on your feedback. So in this video, we’ll discuss setting up a render, looking at the render duration, offsetting Timecodes where needed and various improvements to the Write File node which should make the Open Clip and Versioning workflows a lot easier.…
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As your composites grow larger in the Batch Schematic, it can sometimes get difficult to locate and find the nodes you’re looking for. As of Flame 2023.2, A new search tool has been added to the Batch Environment to help you find exactly what you want based off a set of criteria. In this video, you’ll learn how to search for specific nodes in the Batch Schematic, explore the various search options as well as set up presets for frequent quick and easy searching.…
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When it comes to handling multi-channel media in Flame 2023.2, there have been a few significant improvements to make it easier within the Flame workflow. So in this video, you’ll look at the multi-channel clip, the Multi-Channel rules, changes in Action Outputs And finally, how multi-channel media is now handled in the Render and Write File nodes.…
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1 Updating the Animation Editor - Part 06 - The Edit Box - Flame 2023.2 7:29
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With Flame 2023.2, the team have continued to add more functionality to the animation editor based on your feedback. So now you can manipulate your animation keyframes using an Edit Box, giving you a more interactive experience when retiming and scaling an animation. This video will cover using the Edit Box on the Curves as well as using the Edit Box with the Dope Sheet.…
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1 Updating the Animation Editor - Part 05 - 7 Improvements in Flame 2023.1 9:49
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Flame 2023.1 brings a host of improvements to the revamped animation editor. This is mostly based on your feedback! This video covers usability improvements, range and keyframe indicators, selection enhancements, curve display, new filtering criteria and new expression linking options.
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1 Python - Browsers and Messaging - Flame 2023.1 9:24
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With the release of Flame 2023.1, more Python functionality has been added to the Flame Products. This is available via the Flame API and a full list is available on the Flame "What's New" Documentation. This includes the new PyTransition for the Timeline and various MediaHub controls. This video will specifically cover browsing and messaging functionality using Python. This should enhance your user experience while driving Flame through scripting.…
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1 Project Management - Understanding Cache & Render Formats - Flame 2023.1 3:10
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When it comes to caching and rendering in the Flame products, you have a variety of formats to choose from. You would determine what to use based on your workflow and the type of media you are using. The Flame products have always been designed with this in mind and in Flame 2023.1, The menus and options have adjusted in order to give you better clarity. So you'll learn about render format choices and format details when selecting the appropriate format for your project.…
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1 Hardware Configuration - Test your Disk Performance! - Flame 2023.1 4:42
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One of the crucial aspects of running your Flame product is to ensure that your disks have enough performance in order to give you a great Flame experience. With Flame 2023.1, you now have access to "easy to use" disk performance tools which can be used at various different levels. So in this video, you'll go through the process of testing the performance of your project's media cache as well as testing the performance of media at their original location.…
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1 Updating the Animation Editor - Part 01 - Interface & Defaults - Flame 2023 6:28
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Flame 2023 introduces a revamped animation editor with loads of modernisation and updates. Over the next four videos we'll cover features and improvements for a better user experience when working with animation in Flame. Starting off, you'll go through the updated interface and cover some of the new default behaviours which have been carefully chosen to improve your navigation and workflow of the animation channels.…
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1 Updating the Animation Editor - Part 02 - Curves, Colours & Filtering - Flame 2023 8:58
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This video focuses on the curves, colour-coding and new channel filtering in Flame 2023. So you'll examine how the curves behave as well as the selection tools now available when manipulating keyframes and curves. You'll also cover the updated colour coding features, making it easier to visually identify an animation channel and curve when working in the editor. Finally, you'll learn all about the new filtering in the Animation Editor. This allows you to filter channels by various properties and even create custom filter presets that are connected to your user profile!…
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1 Updating the Animation Editor - Part 03 - Timing with the Dope Sheet - Flame 2023 6:13
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The tracks editor has been renamed as the Dope Sheet and it controls the timings of an animation. So you can adjust the timing of a keyframe or a selection of keyframes and you can also slip entire channels. You'll also cover the functionality of scaling the timings of an animation to make it either longer or shorter. This can be achieved with a couple of workflows.…
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1 Updating the Animation Editor - Part 04 - The Animation View Workflow - Flame 2023 5:10
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With the updated to the Animation Editor, animating in Flame 2023 is easier then ever! This also includes updated workflows to give you lots more choice with the way to you like to create animation. For example, this video covers the Animation View Workflow whereby you can have the Animation Editor visible in a view. This enables you to see your animation curves and your composite at the same time! Now this might now be brand new to Flame 2023 however with the introduction of the context menus in the Animation Editor, you can now do so much with this workflow without having to switch menus in the interface to access standard controls. Huge Timesaver!!! Flame 2023 introduces a revamped animation editor with loads of modernisation and updates.…
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1 MasterGrade: Grading with Advanced HDR Curves - Flame 2022.2 9:41
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As part of the Flame 2022.2 update, there have been significant enhancements to the grading curves within the MasterGrade. This includes a variety of new HSL curve choices as well as significant improvements to the overall usability of the curves. So you'll cover what curves are now available and how to interact with the curves in general. You'll also cover a workflow of plating and adjusting a colour with the curves. Finally, we’ll briefly discuss the second HUE curve that keeps your adjustments technically accurate by minimising artefacts and folding colours.…
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In this video, you’ll learn how to cache Motion Vectors that have been generated in the Flame 2022.1 update. This includes motion vectors that have been generated for tasks such as 3D tracking or motion warp tracking. So you’ll cover how to cache motion vectors, re-use Cached motion vectors in other composites and address how the Motion Vectors cache is handled in the Timeline.…
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1 3D Tracking with Camera Analysis - P8 - Manual 3D Tracking - Flame 2022.1 6:24
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In part 8 of the 3D Tracking series with Camera Analysis, you'll learn how to perform manual 3D tracking. You’d usually resort to this when the automatic 3D track struggles with a shot or the 3D trackers don’t lock onto the specific point you’d like. So you’ll cover how to set up the camera analysis for manual 3D tracking, manually place and track your points, create the Scene Tracker Axis from Camera Analysis and finally attach an object as part of your composite.…
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1 3D Tracking with Camera Analysis - P7 - 3D Tracking in Existing 3D Composite - Flame 2022 7:54
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In part 7 of the 3D Tracking series with Camera Analysis, you'll learn a cool technique of using 3D tracking in an existing composite. This allows you to combine any work you may have done previously with any 3d tracking data from the Camera Analysis. So you’ll cover how to set up the camera analysis for this kind of situation, perform the 3D track and assign the tracking data to an axis instead of a camera. You would then add scene trackers to compose the additional elements into the existing composite.…
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In this video, you’ll learn about some of the new enhancements to the Gmask Tracer tools in Flame 2022. This affects the Gmask Tracer, Image Toolset and Action 3D compositor. So you’ll cover Gmask Creation and Manipulation, discover the new softness options and get to grips with improvements to the Gmask Edit box. Please see the on-line documentation for the other additional improvements to the Gmask Toolset in Flame 2022.…
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1 Effects Environment - Part 19 - Setting Your Defaults - Flame 2022 8:02
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In this video, you'll learn how to set up the Effects Environment to start the way you want! Perhaps always start off with a certain TimelineFX or a particular setup you’d like to use when starting a new Image, Action or Gmask Tracer TimelineFX. This is new to Flame 2022. It so easy to set up custom default TimelineFX and custom default setups for Image, Action and the Gmask Tracer. This also affects the Batch nodes which is covered in the last section of this video. Big timesaver to start with exactly what you want!…
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In this video, you’ll cover the new capability of loading LUTs (Look Up Tables) directly in the Image and Action tools within Flame 2022. This new matchbox shader gives you enhanced capabilities of having your LUTs directly in the grading context. The LUTs can also be used as part of the creative process when working with Selectives to isolate a part of your image. So you’ll cover loading LUTs in the Effects Environment, using LUTs within a Selective isolation, loading the LUTs in the Batch node flow graph, changing the colour space tagging output and how your LUTs are backed up once you’re finished with the project. The Colour Management shader supports a whole range of Colour Transforms, so please check the on-line documentation for a list of supported formats.…
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1 3D Tracking with Camera Analysis - P1 - Introduction - Flame 2022 11:49
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In this video, you’ll start learning all about the new 3D camera tracking tools in Flame 2022. This new technology uses “simultaneous localization and mapping techniques” better known as SLAM 3D tracking, and it should help you tackle most 3D tracking challenges directly in Flame. This could be adding objects into a scene, clean-up work with projections, set extensions and more. This works in all colour spaces provided that your tracking plate is correctly tagged and colour managed. And like all 3D trackers, the camera needs to be moving in the shot and any parallax will definitely help solve the camera’s movement. This video serves as your high-level introduction into the new 3D tracking and the upcoming videos will dive deeper into the toolset and showcase various scenarios.…
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1 3D Tracking with Camera Analysis - P2 - Refinement & Validation - Flame 2022 8:13
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In the first part of this series, you learnt the standard workflow to set up the Camera Analysis and perform a 3D track. In this video, you’ll pick up just after performing the first analysis and look into all the different refinements and validations to get the best 3D track. So you’ll look at what information you get just after the analysis, refining the 3D track, hiding unwanted points, defining the ground plane, setting the centre point of the 3D composite and finally, you’ll check the point cloud for 3D accuracy.…
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1 3D Tracking with Camera Analysis - P3 - Excluding with Masks and Machine Learning - Flame 2022 7:08
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In this video on 3D tracking with Camera Analysis, you’ll learn how to exclude certain parts of your image when performing a 3D track. This becomes a necessity when there is any unwanted movement in the shot. For example, moving people, animals, cars or even flowing water. So the best approach is to predict the unwanted movement before the analysis takes place. You’ll first learn the workflow of excluding areas with a mask and then you’ll learn the second workflow of excluding areas with Machine Learning. These are very power tools and both options are worth exploring.…
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1 3D Tracking with Camera Analysis - P4 - Clean up with Projections - Flame 2022 12:30
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One common task that we do every day as compositors is image clean up. So you need to remove something whether it was intentional or not. So in this video, you’ll learn how to clean up your shots using a combination of 3D tracking and projection. Please bear in mind that these techniques can also be used to add objects into the shot. So you’ll start off with looking at the shot and creating a clean frame. Next, you’ll analyse the camera movement for the 3D track. And finally, you’ll produce the cleaned-up shot by projecting the clean frame either over a flat 3d shape or 3D geometry generated by the point cloud.…
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1 3D Tracking with Camera Analysis - P5 - Background integration in 3D Track - Flame 2022 7:01
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In part 5 of 3D tracking with Camera Analysis, you are going to learn the workflow of locking your background plate to the 3D tracked camera. This is quite essential if you want to integrate elements behind foreground objects such as sky replacements or set extensions. So you’ll start off performing the 3D camera track, adding in the additional elements and then locking the tracked shot to the 3D camera.…
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1 3D Tracking with Camera Analysis - P6 - Grading through a 3D Track - Flame 2022 9:54
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In this video, you’ll learn about selective grading through a 3D track. So you’re able to analyse the movement of an object based on the 3D camera move and then grade that object using a combination of masks and Selectives. So you’ll cover 3D tracking in the Image toolset, prepare the tools to grade through a 3D track, create the 3D tracked mask to apply to the Selective and finally perform the Selective grade on the inside and outside of the mask. Please note that even though this video shows grading with 3D tracking in the Image Toolset, this is also possible using the Action 3D Compositor.…
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In this video, we are going to talk about an exciting new technology in Flame that lets you stream your video and audio outputs without the need for dedicated video hardware. This is called NDI (NETWORK DEVICE INTERFACE) and it has the potential to simplify workflows within your studio as well as enable remote workflows between you and your clients for an incredible review and approval experience. So we’ll discuss a bit more about NDI, how to set it up in Flame and how to use it in various workflows such as in the same building and even remote review and approval with your clients!…
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1 Grading with the Tangent ARC Panels - Flame 2022 9:46
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In this video, we are going to look at the exciting new improvements when grading in Flame with the Tangent ARC Panels. Now working with control surfaces or panels is not new to the Flame products. But with the introduction of the Effects Environment, Image toolset and the MasterGrade, the way the panels work has been redesigned to give you the most pleasant and effective grading experience. So we’ll break down the typical grading workflow and go through the various everyday tasks using the ARC panels. Please note that some of these improvements also apply to the Tangent ELEMENT panels.…
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1 Grading with the Tangent ELEMENT Panels - Flame 2022 8:24
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In this video, we are going to look at the exciting new improvements when grading in Flame with the Tangent ELEMENT Panels. Now working with control surfaces or panels is not new to the Flame products. But with the introduction of the Effects Environment, Image toolset and the MasterGrade, the way the panels work has been redesigned to give you the most pleasant and effective grading experience. So we’ll break down the typical grading workflow and go through the various everyday tasks using the ELEMENT panels. Please note that all of these improvements also apply to the Tangent ARC panels.…
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1 Machine Learning - Part 8 - Serialization, Caching & Archiving - Flame 2021.2 6:29
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In part 8 of the Machine Learning series, we examine a series of performance enhancements for Machine Learning and internally generated Motion Vectors in the Timeline in the Flame 2021.2 Update. When using Machine Learning Models and generated Motion Vectors Maps, Flame will now cache the frames to disk to enhanced performance. This removes the need to recalculate the data analysis each time you visit the TimelineFX. Since this type of caching is now part of the project, it can now be managed as well as archived with the Flame project! There is also a new notification when Machine Learning models are initialising to let you know what Flame is doing. And finally, as a new CentOS only feature, the machine learning models are serialised or written to your system disk in order to load faster when you need them. To be clear, this affects the loading times for the machine learning algorithm and not the computations when analysing the footage with a machine learning model.…
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1 Machine Learning - Part 7 - Generating Mattes with Salient - Flame 2021.2 9:49
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In this part of the Machine Learning series, a new machine learning model called the Salient Semantic Keyer has been added to Flame! As part of our continued development of machine learning technology, This amazing tool can identify objects within a bounding box based on its shape. So you can now create isolation mattes for objects based on the machine learning training and the picture quality (buildings, cars, boats, animals, people and more!) and use them within Image or Action for various grading and VFX tasks. Seeing is believing!…
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This video introduces a brand new workflow in Flame to build node flow graphs quickly and efficiently, even if you don't know the names of the nodes!!! The new "Search..." functionality can be used with the node bins or you could bypass the node bins entirely to build any type of node flow graph. Set your favourite tools and hide the ones you don't need. Flame is also smart enough to show you the tools you use the most when using "Search..." This welcome feature will accelerate your productivity and speed more than ever before!…
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1 Interface Update - Single vs Dual View - Flame 2021.2 5:31
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In this video, you'll learn about a big enhancement to the user interface in terms of VFX and Grading. The new Single Panel View allows you to focus on the tool you have selected in an uncluttered display. Tools become easily accessible with fewer sub-menus and it also makes Flame easier to learn for new users. This is a global setting in your user profile for Action, Image and the Gmask Tracer, allowing you to work the way you want. The original Dual Panel View is still available for long time users that prefer that interface.…
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1 Comparing Images in Grading & VFX - Flame 2021.1 10:55
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In this video, you’ll learn how to compare images when performing VFX and Grading in the Flame 2021.1 products. This is quite an essential function if you’re comparing the progression of an effect, one look to another look or simply comparing the current frame to a still reference. Perform comparisons in the Effects Environment and Batch Environments with one set of controls!…
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1 Comparing Images in the Timeline - Flame 2021.1 10:40
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In this video, you’ll learn how to compare images when working in the timeline of the Flame 2021.1 products. This has many practical functions such as on-line to off-line comparison, video track comparison and comparison to reference images. This is an essential task during most post-production and we’ll cover the functionality in depth with various examples.…
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1 Grading & VFX with the Explorer - Part 4 - Flame 2021.1 8:59
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In the first three videos of this series, you’ve learnt how the Explorer can manage your TimelineFX setups for VFX and Grading within the context of the Effects Environment. In this video, you’ll look at how the Explorer has been implemented in all the environments of Flame 2021.1. We’ll look at MediaHub, Conform, Timeline and finally how the Explorer works with Batch.…
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1 Grading & VFX with the Explorer - Part 3 - Flame 2021.1 12:45
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In parts 1 & 2 in this series, you learnt how to create, organise and apply TimelineFX via the Explorer. This is great for any VFX or grading workflows and I am sure that you’ll put it to good use! In Part 3, we are going to focus particularly on an isolation tool known as a Selective. This tool is available in the Image and Action toolsets and it creates some very interesting opportunities when it comes to TimelineFX Setups and the Explorer. For example, you can have an Image TimelineFX which contains one or multiple Selectives that builds the VFX or grade of a shot. Using the TimelineFX management workflow with the Explorer, allows you to pick specific Selectives within the Image TimelineFX and create TimelineFX setups. These setups can then be repurposed in other shots or even used to experiment with different variations of the Selective within the same or different Image TimelineFX. So this is pretty powerful functionality and I encourage you to watch how it works in this video.…
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1 Grading & VFX with the Explorer - Part 2 - Flame 2021.1 9:40
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In the first video on working with TimelineFX Setups in the Flame 2021 products, we introduced the workflows and showed you how to create and apply TimelineFX Setups in combination with the Explorer. They are all quick and intuitive methods but in order to keep your growing TimelineFX Setups under control, we do recommend organising and filtering your setups where necessary. So in part 2, we’ll dig deep into the Explorer to help you manage and understand what you see. And then we’ll move onto filtering which will be an invaluable tool in the Effects Environment regardless of the type of production and the workflows you are using.…
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1 Grading & VFX with the Explorer - Part 1 - Flame 2021.1 16:24
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In the Flame 2021.1 products, a new TimelineFX management workflow has been introduced in order to give you the most flexibility when performing any VFX, grading or finishing work. This allows you to create, organise and apply TimelineFX setups in a very interactive and user-friendly way. So you now have a system where you can store multiple grades, manage multiple VFX setups and even a still store for grabbed references. There is so much potential with the Explorer! So this video will focus on creating and applying TimelineFX setups. And in the upcoming videos, we’ll expand into greater detail regarding organisation, Selectives, image comparisons and much more.…
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1 Depth of Field Blurring with Physical Defocus - Part 6 - Flame 2021 15:08
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This video takes a deep dive into some of the flexible tools you get with Physical Defocus. The three main areas you’ll cover are depth slicing, Focus Distance and Focus Model. Each one of these aspects can help you refine Physical Defocus to give you the desired depth of field blurring. If you’ve never used Physical Defocus then please watch the earlier videos in this series.…
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1 Depth of Field Blurring with Physical Defocus - Part 5 - Flame 2021 7:19
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This video shows you how to take your own bokeh sample and use it as part of your depth of field blurring. This allows you to be even more creative with the bokeh as well as match real world lens. All you need to do is to lift a small lens bokeh sample from an image or even paint your own one and this works very well with Physical Defocus. One final note is that you can only customise your bokeh with the Physical Defocus Matchbox node and not using Action or Image.…
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1 Depth of Field Blurring with Physical Defocus - Part 4 - Flame 2021 6:58
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This video will take you through the workflow of remapping a Z-depth render pass from absolute values to normalized values in order to make use of it in a compositing situation. Using a normalised Z-depth render pass is a requirement for all the various workflows of adding depth of field blurring using physical defocus and any other 3D post effects. We'll discuss the Z-depth information in detail as well as demonstrate the Depth Normalizer for the main purpose of remapping Z-depth data. This is very useful to know when handling Z-depth data from external CGI render passes.…
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1 Machine Learning - Part 6 - Human Face Extraction - Flame 2021 15:02
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With the release of Flame 2021, the machine learning models have been enhanced yet again to give you more choice and flexibility When working on your productions. So previously, the machine learning models were able to recognise and isolate the human body and human head for various finishing tasks. With this new release of Flame, you can now segment various parts of the human face for any compositing, grading and beauty work. So you can isolate the skin, eyes, the mouth, nose, ears and much more. This is all achieved using the familiar Semantic Keyer workflow and the Human Face Segmentation is available in the timeline as well as Batch and BatchFX. We’ll run through some examples to cover the features. But as a usual reminder with Machine Learning, this is not a perfect solution. Similar to all the previous videos, the Machine Learning Models are only as good as their training And depending on certain conditions They may or may not be successful. As long as you try these tools on multiple shots, you’ll eventually understand Which situations may be successful.…
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1 Depth of Field Blurring with Physical Defocus - Part 3 - Flame 2021 7:17
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In parts 1 and 2 of the Physical Defocus series, you learnt how to create depth of field blurring in an Action 3D composite as well as with CG render passes for final look development. In both cases, the 3D depth was already provided since all the examples originated in a virtual 3D environment and the camera depth was provided in the form of Z-depth map. In part 3, the situation is somewhat different when it comes to live action footage. Unless the shooting camera is able to capture the depth of the scene, normally no depth information is provided. So in order to use Physical Defocus with live action material in Flame, you can use machine learning to analyse the shot and produce the required Z-depth information.…
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