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