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VFX Fundamentals: Visual Special Effects Using Fusion 8.0 1st ed. [Mīkstie vāki]

  • Formāts: Paperback / softback, 322 pages, height x width: 235x155 mm, weight: 718 g, 250 Illustrations, color; XXIV, 322 p. 250 illus. in color., 1 Paperback / softback
  • Izdošanas datums: 12-Aug-2016
  • Izdevniecība: APress
  • ISBN-10: 1484221303
  • ISBN-13: 9781484221303
  • Mīkstie vāki
  • Cena: 33,52 €*
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  • Formāts: Paperback / softback, 322 pages, height x width: 235x155 mm, weight: 718 g, 250 Illustrations, color; XXIV, 322 p. 250 illus. in color., 1 Paperback / softback
  • Izdošanas datums: 12-Aug-2016
  • Izdevniecība: APress
  • ISBN-10: 1484221303
  • ISBN-13: 9781484221303
This book is an introductory title covering concepts central to Visual Special Effects, or VFX, using the Free Black Magic Design Fusion 8.0 software package, as well as referencing open source digital video editing, illustration, painting, audio and image compositing packages in the early chapters on new media theory, concepts and terminology. 

The book introduces more advanced VFX concepts and pipelines as the chapters progress, covering what digital video special effects (VFX) new media formats are best for use with Android Studio, Java and JavaFX, iOS and HTML5, as well as key factors regarding the data footprint optimization work process, streaming versus captive assets, and why data footprint is important for digital while it is not important for analog (film) production.


What you'll learn
  • The History and Terminology of Digital Video Special Effects, also known as VFX
  • The New Media Components (raster, vector, audio, video, rendering) needed for VFX
  • What Comprises an Efficient Digital Visual Special Effects (VFX) Compositing Pipeline
  • The Concepts behind the Digital Visual Special Effects (VFX) Content Production Workflow
  • How to Install and Utilize Black Magic Design Fusion 8 and it’s Visual Programming Language
  • Concepts behind Resolution, Aspect Ratio, Bit Rate, Color Depth, Layers, Alpha and Masking
  • Digital Video Effects File Formats and Data Footprint Optimization Work Process

Who this book is for

Primary: SFX Artists, VFX Artists, Video Editors, Website Developers, Filmmakers, 2D and 3D Animators, Digital Signage Producers, e-Learning Content Creators, Game Developers, Multimedia Producers.  Secondary: Android Developers, iOS Developers, HTML5 Developers, Rich Internet Application (RIA) Programmers, Game Designers, UI Designers, Teachers, Educators, Visual Social Media Developers.
About the Author xv
About the Technical Reviewer xvii
Acknowledgments xix
Introduction xxi
Chapter 1 Visual Effects: Set Up Your VFX Content Development Workstation
1(12)
The VFX Content Production Workstation
2(2)
New Media Content Production: Hardware Is Key!
2(2)
VXF Multimedia Asset Development: Open Source
4(1)
Visual Effects Production: Fusion 8
4(3)
VFX Content Production: New Media Apps
7(4)
GIMP 2.8: Digital Image Editing and Compositing
7(1)
Blender: 3D Modeling, Rendering, and Animation
8(1)
Inkscape: Digital Illustration and Digital Painting
8(1)
Audacity: Digital Audio Editing and Special Effects
9(1)
Digital Video Editing: Editshare Lightworks 12.6
10(1)
Office Productivity Suite: Apache OpenOffice 4.1.2
10(1)
Summary
11(2)
Chapter 2 The Foundation of Raster for VFX: Pixels, Color, and Alpha
13(14)
Raster Image Concepts: Arrays of Pixels
14(11)
Picture Elements: Pixels Are the Raster Image Building Blocks
14(1)
Image Resolution: The Number of Pixels in Your Raster Image
15(1)
Image Aspect Ratio: A Ratio of W:H Pixels in an Image or Video
16(1)
Digital Color Theory: Each Pixel Contains 3 RGB Color Channels
17(1)
Image Color Depth: Bit Levels Will Define Your Number of Colors
18(4)
Alpha Channels: Defining a Transparency Level for Each Pixel
22(1)
Porter-Duff: Algorithmic Pixel-Blending Modes for Each Layer
23(1)
Smoothing the Edges in Digital Image Composites: Anti-Aliasing
24(1)
Summary
25(2)
Chapter 3 The Foundation of Motion for VFX: Frames and Codecs
27(10)
Digital Video: Concepts and Terminology
28(7)
Digital Video Is Animated: Frames and Frame Rate
28(1)
Digital Video Mathematics: Doing the Multiplication
29(1)
Digital Video Algorithms: Digital Video Codecs
29(1)
Video Content Delivery: MPEG4 H.264 and WebM
30(1)
Digital Video Resolutions: Industry Standards
31(1)
Digital Video Compression: Bit Rates and Playback
32(1)
Digital Video Optimization: Encoder-Decoder Use
32(1)
Digital Video Optimization: Encoder Settings
33(2)
Summary
35(2)
Chapter 4 The Foundation of Audio for VFX: MIDI, Wave, and Sample
37(10)
Digital Audio Concepts and Terminology
38(8)
Foundation of Analog Audio: Sound Waves of Air
38(2)
Digital Audio: Samples, Resolution, and Frequency
40(3)
Digital Audio Publishing: Popular Audio Formats
43(1)
MIDI: Musical Instrument Data Interface
43(1)
MPEG3 Audio: The Popular MP3 Data Format
44(1)
FLAC: The 24-bit Free Lossless Audio Codec
45(1)
OGG Vorbis: A Lossy Open Source Audio Codec
45(1)
MPEG4 Audio: Advanced Audio Coding (AAC)
45(1)
PCM Audio: Pulse Code Modulated Codec
46(1)
Summary
46(1)
Chapter 5 The Foundation of 2D Vector for VFX: Point, Path, and SVG
47(12)
Digital Illustration Is Rendered, Not Stored
48(1)
Vector Components: Vertices and Curves
48(7)
The Vertex: The Foundation for 2D Shapes
48(1)
The Path: Connecting Vertices to Create a Shape
49(3)
The Fill: Filling Your Closed Shapes with Colors
52(3)
The Stroke: Controlling How Lines and Curves Look
55(1)
SVG Format: Coding Vector Shape Data
55(3)
Summary
58(1)
Chapter 6 The Foundation of 3D Vector for VFX: Models and OpenGL
59(18)
3D New Media Assets: 3D Vector Content
60(15)
The Foundation of 3D: The Geometry for the Model
60(6)
Skinning the 3D Model: Texture-Mapping Concepts
66(6)
3D Animation: Keyframes, Motion Curves, and IK
72(3)
Summary
75(2)
Chapter 7 Professional VFX Software: Blackmagic Design Fusion
77(12)
Fusion vs. Fusion Studio: Two Versions
77(10)
Fusion Studio: Flow, Stereo 3D, Nodes, and Plug-ins
78(3)
Fusion 8: Visual Effects Software User Interface
81(1)
Fusion 8: Free Visual Effects Software Features
82(5)
Summary
87(2)
Chapter 8 VFX Pipeline Composition: Using the Flow Node Editor
89(12)
Flow Node Editor: VFX Compositing Tool
89(10)
The Fusion Bin: Using Predefined VFX and Tools
91(1)
Adding Imagery: Drag and Drop with File Manager
92(1)
The Color Correction Tool: Lighten Shadow Levels
92(1)
Saving a VFX Project Pipeline: Using "File > Save As"
93(1)
Flow Branches: Multiple Flows from a Single Node
94(3)
Grouping Flow Nodes: Organizing a VFX Pipeline
97(2)
Summary
99(2)
Chapter 9 VFX Pipeline Animation: Using the Timeline Editor
101(12)
Timeline Editor: Creating Animated VFX
101(11)
Animating Multiple Nodes: Asynchronous Motion
104(3)
Motion Paths: Keyframing 2D Spatial Animation
107(5)
Summary
112(1)
Chapter 10 VFX Pipeline Motion Control: Using the Spline Editor
113(14)
Spline Editor: Control Time Using Curves
113(12)
Navigate the Spline Editor: Independent Zooming
114(1)
Coloring the Spline Editor: Customize Spline Color
115(1)
Viewing Splines: Pan, Show, and Hide Splines
116(2)
Controlling Spline Curvature: Tensioning Handles
118(3)
Spline Scaling Tools: Time Stretch and Shape Box
121(1)
Control Point Macros: Spline Curve Algorithms
122(3)
Summary
125(2)
Chapter 11 VFX Pipeline Pixel Isolation: Animated Polyline Masking
127(20)
Polylines: Masks, Rotoscope, and Motion
128(17)
Polyline Types: Cubic Bezier and Natural B-Spline
128(3)
Fusion's Polyline Toolbar: Working with Polylines
131(1)
Visual Effects Masking: Selective Pixel Processing
132(9)
Animated Polyline Masking: Keyframing the Mask
141(2)
Double Polylines: Blurring the Edges of Your Mask
143(2)
Summary
145(2)
Chapter 12 VFX Pipeline Automated Masking: Matte Generators
147(18)
Fusion 8 Keying: Concepts and Tools
147(16)
Professional Keyer: Using Basic Primatte V Keyer
148(3)
Chroma Keying: Using the Fusion 8 Chroma Keyer
151(4)
Bluescreen and Greenscreen Keying: Ultra Keyer
155(8)
Summary
163(2)
Chapter 13 VFX Pipeline Pixel Tracking: Using Motion Tracking
165(18)
Motion Tracking: Concepts and Tools
165(17)
Track a Pattern: Algorithmic Pixel Region Analysis
166(3)
Create a Motion Path: Generate Tracker Keyframes
169(3)
Track Multiple Points: Use More Than One Tracker
172(2)
Corner Positioning: Add Content to a Motion Track
174(8)
Summary
182(1)
Chapter 14 VFX Pipeline 3D Production: Compositing 3D Assets
183(22)
Advanced Compositing: Fuse 2D with 3D
183(20)
Fusion 3D Scenes: 3D Tools for 3D Environments
184(1)
Bridge 3D and 2D VFX Projects: Merge and Render
185(1)
Basic 3D Scene: Shapes, Camera, Light, and Merge
186(8)
Advanced Lighting: Shadows and Shadow Maps
194(9)
Summary
203(2)
Chapter 15 VFX Pipeline 3D Rendering: Shader, Material, and Texture
205(16)
3D Shaders: Concepts and Terminology
206(3)
Material: Illumination Models to Define Appearance
206(1)
Textures: 2D Images Create Surface Characteristics
207(1)
Composite Materials: Complex 3D Surface Shaders
208(1)
Exploring Fusion 8 Shaders: Bin Presets
209(10)
Gargoyle Project Setup: Lighting an FBX Mesh 3D
209(3)
Sand Shader: Using FastNoise and BumpMap Tools
212(3)
Brushed Metal: Add Reflect and SphereMap Tool
215(1)
Lizard Skin: Add Crop, Blur, Ellipse, and ColorGain
216(3)
Summary
219(2)
Chapter 16 VFX Pipeline 3D Modeling: 3D Text-Title Creation
221(12)
3D Text Tool: Create Professional 3D Text
221(11)
Classic 3D Text Extrusion: Basic 3D Text Modeling
222(4)
Custom 3D Text Extrusion: Complex 3D Text Model
226(6)
Summary
232(1)
Chapter 17 VFX Pipeline 3D Animation: 3D Text-Titling Modifiers
233(14)
3D Titles: Spacing, Texture, and Animation
234(12)
Character Spacing: Give Your Logo Some Space
234(1)
Texture Mapping: Skin Your Logo Using 2D Images
235(2)
3D Title Animation: Using Keyframes and Modifiers
237(6)
Complex Animation: Animating Multiple Attributes
243(3)
Summary
246(1)
Chapter 18 Advanced VFX Pipeline Effects: 3D Particle Systems
247(22)
Common Controls: 3D Particle Attributes
247(20)
Particle Regions: Where Your Particles Will Exist
248(1)
Particle Style: Particle Color, Fade, and Lifespan
249(4)
Particle Sets: Grouping Particles Together
253(1)
Particle Conditions: How Particles Will Be Affected
254(1)
Particle Renderer: Making Particle Systems Visible
255(2)
Particle System Project: Adding Core Nodes
257(4)
Particle Spawn: Particles Birthing Other Particles
261(5)
Background Plate Optimization: ColorCorrector Node
266(1)
Summary
267(2)
Chapter 19 Advanced VFX Pipeline Physics: 3D Particle Physics
269(26)
Particle Physics: Natural Force Algorithm
269(24)
Friction: Applying Resistance to Velocity and Spin
270(2)
Turbulence: Adding Chaos to the Particle System
272(3)
Vortex: Adding Radial Motion to a Particle System
275(2)
Shake: Using Modifiers with Particle Systems
277(2)
Refining a Particle System: Debugging Algorithms
279(1)
Perturb: Use Modifiers with Particle Color Gradient
280(3)
Imaging Effects: Post-Processing Particle Systems
283(1)
Reflections: Transforming Your Particle System
284(2)
Particle Mattes: Masking Your Particle System
286(4)
Tweaking the Particle System: Reality Refinement
290(3)
Summary
293(2)
Chapter 20 Advanced Interactive VFX: i3D Content Publishing
295(14)
Open Source Formats: PDF, HTML5, EPUB
296(4)
Portable Document Format: Visual Effects in a PDF
296(1)
Hypertext Markup Language: HTML5 Digital Video
297(1)
Electronic Publishing: EPUB Digital Video Support
298(1)
Amazon Lumberyard: Royalty-Free AAA 3D Engine
299(1)
Open Device: iTV, e-Reader, Tablet, Phone
300(5)
e-Book e-Readers: Kindle Fire, Android, Java, or PDF
301(1)
iTV Sets: Android TV, Java, JavaScript, and HTML5
302(1)
Smartwatches: Android WEAR 2, Java, and HTML5
302(1)
Smartphone and Tablet: Android, Java, and HTML5
303(1)
Game Console: Lumberyard, Android, Java, HTML
304(1)
Future Devices: Robots, VR, and Home Appliances
305(1)
Paid Software Platforms: iOS or Windows
305(2)
Apple iPhone and iPad: Supported Media Formats
306(1)
Windows Phone: Supported Digital Media Formats
306(1)
Summary
307(2)
Index 309
Wallace Jackson has been writing for leading multimedia publications about his work in new media content development since the advent of Multimedia Producer Magazine nearly two decades ago, when he wrote about computer processor architectures for centerfolds (removable "mini-issue" insert) distributed at SIGGRAPH. Since then, Wallace has written for several other publications about his work in interactive 3D and new media advertising campaign design, including 3D Artist,Desktop Publishers Journal, CrossMedia, AVvideo and Kiosk Magazine.