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本教程是关于Flame Television后期特效VFX基础核心训练视频教程第一季,时长:5小时26分,大小:6.1 GB,MP4高清视频格式,教程使用的软件:Flame,附源文件,作者:Christoph Zapletal,共8个章节,语言:英语。
Flame由是Autodesk公司开发的一款高端电影剪辑和特效制作系统。Flame是用于高速合成,高级图形和客户驱动的交互设计的终极视觉特效制作系统。工具从全国性的电视广告片和音乐电视到风靡一时的电影,火焰为视觉特效艺术家成功完成制作项目提供了所需的交互性和灵活性。
火焰有一个神秘盒子的声誉。尽管广泛用于广告和广告领域,包括从编辑,vfx,分级到完成的所有内容,但它具有陡峭的学习曲线。本课程旨在揭开Flame的神秘面纱,并在可以使用Flame的所有不同领域提供坚实的基础。从媒体管理和编辑开始,您将使用Flame独有的许多工具快速进入基于节点的合成的困境。
在技术背景和动手工作之间取得平衡时,本课程将向您介绍火焰内的工具,这些工具乍一看似乎不堪重负,但是通过逐步进行,您很快就能掌握这一出色的工具。fxphd VPN上提供了适用于Mac OS的Flame。因此,您可以按照课程进行操作。
Christoph Zapletal是一位自由火焰和核武器艺术家,在该行业工作了二十多年。他的专长之一是美容工作和修饰。除此之外,他还是SAE研究所的讲师,并经常为Digital Production Magazine撰稿。
第1类:简介
在简要介绍了必需和可选设备之后,我们简要介绍了Flame的悠久历史。之后,我们终于开始浏览界面,着眼于查看器和桌面,将自己的脚趾深入到Flame中。
第2类:编辑
Flame提供基于手势和基于轨迹的编辑。我们将介绍这两种技术,还将桌面设置为类似于更熟悉的NLE工作环境。
第3类:
轨迹,版本和合规性让我们在时间表中添加更多轨迹,并了解将轨迹与版本区分开的地方。桌子上还仔细观察了FX色带,并提供了有关第三方NLECLASS 4:色彩校正和批处理FX 序列的指南,深入了解了经典的Color cCorrector和Color Warper。之后,我们将效果从时间轴转换为Batch FX,以充分利用Flame的基于节点的合成环境。
第5类:导入,颜色管理和动画
处理单个色彩空间的日子已经过去,因此我们很好地了解了如何在时间轴中管理不同的色彩空间。您还将学习如何正确导入PSD或OpenEXR等文件格式。最后,为某些标题设置动画会很有趣。
第6类:抠像,第1部分
转到“批处理”选项卡,您将开始使用Flame的主抠像器对镜头进行抠像,并探索“批处理组”和“ BFX剪辑”的概念。CLASS 7:KEYING SHOT,第2部分完善按键的边缘以获得更好的效果。探索迭代的概念,然后深入研究Action和GMask Tracer内部的跟踪。
第8类:抠像,第3部分
磨砂完成后,将切换到除毛刺,色彩校正和边缘处理。在绘画节点短暂停留之后,我们通过为我们的才能添加微妙的灯光效果来结束事情。在此过程中,我们将探索渲染节点以及Flame如何管理渲染媒体。
Flame has the reputation of a mystery box. While widely used in the realm of commercials and advertising for everything from editing, vfx, grading to finishing, it has the perception to have a steep learning curve.
This course aims to demystify Flame and provide a solid foundation in all the different areas in which Flame can be used. Starting with media management and editing, you’ll quickly dive into the rabbit hole of node-based compositing, utilizing many tools unique to Flame.
With a balance between technical background and hands-on work, this course will introduce you to tools inside of flame that can seem overwhelming at first, but by taking it step by step you will soon be able to master this great tool. Flame for Mac OS is available on the fxphd VPN so you can follow along with the course.
Christoph Zapletal is a Freelance Flame and Nuke Artist and has been working in the industry for a little over twenty years. One of his specialities is beauty work and retouching. Beyond that, he is an Instructor at SAE Institute and a frequent contributor to Digital Production Magazine.
CLASS 1: INTRODUCTION
After a brief introduction to mandatory and optional equipment, we take a brief look at the rich history of Flame. Following that, we finally start to dip our toes into Flame by taking a tour of the interface, focusing on both the viewer and the desktop.
CLASS 2: EDITING
Flame offers both gestural and track-based editing. We’ll take a look at both techniques and also setup the desktop to resemble a more familiar NLE working enviroment.
CLASS 3: TRACKS, VERSIONS AND CONFORMING
Let’s add some more tracks to our timeline and also learn what differentiates Tracks from Versions. A close look into the FX Ribbon is also on the table as is a guide to conforming sequences from third party NLE’s
CLASS 4: COLOUR CORRECTION AND BATCH FX
An in-depth look at both the classic Colour cCorrector as well as the Colour Warper. After that we transition our effects from the timeline into Batch FX to take full advantage of Flame’s node based compositing environment.
CLASS 5: IMPORT, COLOUR MANAGEMENT AND ANIMATION
The days of dealing with a single colour space are over, so we take a good look on how to manage different colour spaces in your timeline. You’ll also learn how to correctly import file formats like PSDs or OpenEXR. Finally, some fun with animating some titles.
CLASS 6: KEYING SHOT, PART 1
Moving to the Batch tab, you’ll begin keying a shot using Flame’s Master Keyer and also explore the concepts of Batch Groups and BFX Clips.
CLASS 7: KEYING SHOT, PART 2
Refining the edges of the key for a better result. An exploration of the concept of iterations, followed by a deep-dive into tracking inside Action and the GMask Tracer.
CLASS 8: KEYING SHOT, PART 3
With the matte complete, a switch over to despilling, colour correction and edge treatment. After a brief stop in the paint node, we finish things off by adding a subtle light wrap to our talent. Along the way we explore the render node and how Flame manages rendered media.












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