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Digital Compositing for Film and Video
Production Workflows and Techniques
Taschenbuch von Steve Wright
Sprache: Englisch

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Beschreibung
Written by senior compositor, technical director and master trainer Steve Wright, this book condenses years of production experience into an easy-to-read and highly-informative guide suitable for both working and aspiring visual effects artists.

This expanded and updated edition of Digital Compositing for Film and Video addresses the problems and difficult choices that professional compositors face on a daily basis with an elegant blend of theory, practical production techniques and workflows. It is written to be software-agnostic, so it is applicable to any brand of software. This edition features many step-by-step workflows, powerful new keying techniques and updates on the latest tech in the visual effects industry.
Workflow examples for:

Grain Management

Lens Distortion Management

Merging CGI Render Passes

Blending Multiple Keys

Photorealistic Color Correction

Rotoscoping

Production Techniques for:

Keying Difficult Greenscreens

Replicating Optical Lens Effects

Advanced Spill Suppression

Fixing Discoloured Edges

Adding Interactive Lighting

Managing Motion Blur

With brand new information on:

Working in linear

ACES Color Management

Light Field Cinematography

Planar Tracking

Creating Color Difference Keys

Premultiply vs. Unpremultiply

Deep Compositing

VR Stitching

3D Compositing from 2D Images

How Color Correction ops Effect Images
Written by senior compositor, technical director and master trainer Steve Wright, this book condenses years of production experience into an easy-to-read and highly-informative guide suitable for both working and aspiring visual effects artists.

This expanded and updated edition of Digital Compositing for Film and Video addresses the problems and difficult choices that professional compositors face on a daily basis with an elegant blend of theory, practical production techniques and workflows. It is written to be software-agnostic, so it is applicable to any brand of software. This edition features many step-by-step workflows, powerful new keying techniques and updates on the latest tech in the visual effects industry.
Workflow examples for:

Grain Management

Lens Distortion Management

Merging CGI Render Passes

Blending Multiple Keys

Photorealistic Color Correction

Rotoscoping

Production Techniques for:

Keying Difficult Greenscreens

Replicating Optical Lens Effects

Advanced Spill Suppression

Fixing Discoloured Edges

Adding Interactive Lighting

Managing Motion Blur

With brand new information on:

Working in linear

ACES Color Management

Light Field Cinematography

Planar Tracking

Creating Color Difference Keys

Premultiply vs. Unpremultiply

Deep Compositing

VR Stitching

3D Compositing from 2D Images

How Color Correction ops Effect Images
Über den Autor

Steve Wright is a visual effects pioneer and a 20-year veteran of visual effects compositing on over 70 feature films and many broadcast television commercials. With extensive production experience and a knack for the math and science of visual effects he is a world-recognized expert on visual effects compositing. Since 2005 he has been a master trainer in compositing visual effects, providing staff training to over 25 visual effects studios around the world including Pixar Animation Studios, Disney Feature Animation, Troublemaker Studios, New Deal Studios, and Reliance MediaWorks, along with many others. He has also trained over 1,000 artists in compositing.

Visit Steve's training website at [...]

Inhaltsverzeichnis

About the Author

Acknowledgements

Preface

Chapter 1 - Getting Started

1.1 How this Book is Organized

1.2 Web Content

1.3 What's New in the 4th Edition

1.4 Gold Mines

1.5 Tool Conventions

1.5.1 The Slice Tool

1.5.2 Flowgraphs

1.5.3 Color Lookup Tables (LUTs)

1.5.4 Nuke

1.6 Data Conventions

1.6.1 Floating Point Data

1.6.1.1 Banding

1.6.1.2 Clipping

1.6.2 Linear Light Space

1.6.3 HDR Images

1.6.4 Stops

PART I MAKING A GREAT COMPOSITE

Chapter 2 - Pulling Keys

2.1 Lumakeys

2.1.1 How Lumakeys Work

2.1.2 Making Your Own Luminance Image

2.1.2.1 Variations on the Luminance Equations

2.1.2.2 Non-luminance Monochrome Images

2.1.3 Making Your Own Lumakeyer

2.2 Chromakeys

2.2.1 How Chroma Keys Work

2.2.2 Making Your Own Chroma Keyer

2.2.3 Making a 3D Chroma Keyer

2.3 Difference Mattes

2.3.1 How Difference Mattes Work

2.3.2 Making Your Own Difference Matte

2.3.2.1 Making the Difference Image

2.3.2.2 Making the Difference Matte

2.4 Bump Mattes

2.5 Color Difference Keys

2.6 The "Blur and Grow" Technique

2.7 Rotoscoping

2.7.1 Control Point Coherency

2.7.2 Shape Breakdown

2.7.2.1 Hierarchical Articulation

2.7.2.2 Organization

2.7.3 Bezier or B-spline?

2.7.4 Keyframe Strategies

2.7.4.1 On 2's

2.7.4.2 Binary Multiples

2.7.4.3 Bifurcation

2.7.4.4 Motion Extremes

2.7.5 Motion Blur

2.7.5.1 Spline Placement

2.7.5.2 Edge Decontamination

2.7.6 Inspection

Chapter 3 - Working with Keyers

3.1 Keyers

3.2 How Keyers Work

3.2.1 Calculating the Color Difference Matte

3.2.1.1 The Theory

3.2.1.2 Pulling the Raw Matte

3.2.1.3 A Simplified Example

3.2.1.4 A Slightly More Realistic Case

3.2.1.5 And Now, the Real World

3.2.1.6 Matte Edge Penetration

3.2.2 Scaling the Raw Matte

3.3 The After Effects Keyer

3.3.1 Step-by-step Procedure

3.3.2 Flowgraph of the After Effects Keyer

3.4 Typical Greenscreen Problems

3.4.1 Overexposed

3.4.2 Underexposed

3.4.3 Impure Greenscreens

3.4.4 Uneven Lighting

3.5 Preprocessing the Greenscreen

3.5.1 Denoise and Degrain

3.5.2 Screen Leveling

3.5.3 Local Suppression

3.5.4 Channel Clamping

3.5.5 Channel Shifting

3.5.6 Screen Correction

3.5.6.1 Step-by-step Procedure

3.5.6.2 Pictographic Flow Chart

3.5.6.3 Flowgraph of the Screen Correction Procedure

3.5.6.4 How to Create a Clean Greenscreen

Chapter 4 - Refining Mattes

4.1 Gamma Slamming

4.2 Garbage Mattes

4.2.1 Pre-matting

4.2.2 Post-matting

4.3 Filtering the Matte

4.3.1 Noise Suppression with a Median Filter

4.3.2 Softer Edges

4.3.3 Controlling the Blur Operation

4.3.3.1 The Blur Radius

4.3.3.2 The Blur Percentage

4.3.3.3 Masking the Blur

4.4 Adjusting the Matte Size

4.4.1 Eroding a Matte with Blur and Scale

4.4.2 Dilating a Matte with Blur and Scale

4.4.3 Blurring Out

4.4.4 Sculpting Edges

4.5 Edge Masks

Chapter 5 - Spill Suppression

5.1 Sources of Spill

5.2 The Despill Operation

5.3 Despill Algorithms

5.3.1 Green Limited by Red

5.3.1.1 Implementing the Algorithm

5.3.1.2 The Spillmap

5.3.2 Green Limited by the Average of Red and Blue

5.3.3 An Adjustable Despill

5.3.4 What About Blue Spill?

5.3.5 Refining the Despill

5.3.5.1 Channel shifting

5.3.5.2 Spillmap Scaling

5.3.5.3 Mixing Despills

5.3.5.4 Matting Despills Together

5.4 The Unspill Operation

5.4.1 How to Set It Up

5.4.2 Grading to the Backing Color

5.5 Despill Artifacts

5.5.1 Finding the Artifacts

5.5.2 Hue Shifts

5.5.3 Dark Edges

5.5.4 Fixing Despill Artifacts

5.6 Edge Grading

5.7 Edge Extension

Chapter 6 - the Composite

6.1 Premultiply vs. Unpremultiply

6.1.1 Premultiply

6.1.2 Unpremultiply

6.1.3 The Double Premultiply

6.2 The Composite

6.2.1 The Over Composite

6.2.2 The KeyMix Composite

6.2.3 The AddMix Composite

6.2.3.1 How It Works

6.2.3.2 How to Build It

6.2.3.3 How to Use It

6.2.4 The Processed Foreground Method

6.2.4.1 The Workflow

6.2.4.2 What to Watch Out For

6.3 Compositing With a Keyer

6.3.1 Soft Comp/Hard Comp

6.3.2 "Cut and Paste" Keyer Compositing

6.4 Compositing Outside the Keyer

6.4.1 The Single Key

6.4.2 The Uberkey

6.4.3 Soft Key/Hard Key

6.4.4 The Additive Keyer

6.5 Stereo Compositing

6.5.1 Anaglyph

6.5.2 Stereopsis

6.5.3 Stereoscopy

6.5.4 The Stereo Conversion Process

6.5.5 Depth Grading

6.5.5.1 Scene Transition

6.5.5.2 The Dashboard Effect

6.5.5.3 Window Violation

6.5.5.4 Miniaturization

6.5.5.5 Divergence

6.5.6 Stereo Compositing

6.5.6.1 Dual View Display

6.5.6.2 Split and Join Views

6.5.6.3 Disparity Maps

Chapter 7 - Compositing CGI

7.1 Multi-pass CGI Compositing

7.1.1 Process Verification for Your Renderer

7.1.2 Render Passes

7.1.3 Lighting Passes

7.1.3.1 Render Passes Workflow

7.1.3.2 Beauty Pass Workflow

7.1.4 AOVs

7.1.5 ID Passes

7.1.6 Normals Relighting

7.2 EXR File Format

7.2.1 Film Scans

7.2.2 Linear Lightspace

7.2.3 Arbitrary Image Channels

7.3 HDR Images

7.4 Deep Compositing

7.4.1 Deep Images

7.4.2 The Layering Complexity Problem

7.4.3 The Depth Compositing Edge Problem

7.4.4 The Re-rendering Problem

7.4.5 Deep Compositing with Live Action

Chapter 8 - 3D Compositing

8.1 A Short Course in 3D

8.1.1 the 3D Coordinate System

8.1.2 Vertices

8.1.3 Meshes

8.1.4 Surface Normals

8.1.5 UV Coordinates

8.1.6 Map Projection

8.1.7 UV Projection

8.1.8 3D Geometry

8.1.9 Geometric Transformations

8.1.10 Geometric Deformations

8.1.10.1 Image Displacement

8.1.10.2 Noise Displacement

8.1.10.3 Deformation Lattice

8.1.11 Point Clouds

8.1.12 Lights

8.1.13 Shaders

8.1.14 Reflection Mapping

8.1.15 Ray Tracing

8.1.16 Image-based Lighting

8.1.17 Cameras

8.2 3D Compositing

8.2.1 3D compositing from 2D images

8.2.2 Pan and Tile

8.2.3 Camera Projection

8.2.4 Multiplane Shots

8.2.5 Set Extension

8.2.6 3D Backgrounds

8.3 Alembic Geometry

8.3.1 The Simple Case

8.3.2 Scenegraphs

8.3.3 Advantages Over FBX

8.4 Camera Tracking

8.4.1 Step 1 - Feature Tracking

8.4.2 Step 2 - The Solve

8.4.3 Step 3 - Build the Scene

8.4.4 Placing the Geometry

8.4.5 A Large Outdoor Scene

PART II THE QUEST FOR REALISM

Chapter 9 - Color Correction

9.1 The Behavior of Light

9.1.1 The Inverse Square Law

9.1.2 Diffuse Reflections

9.1.3 Specular Reflections

9.1.4 Bounce Light

9.1.5 Scattering

9.2 Gamma

9.2.1 The Math

9.2.2 Why Do We Need Gamma?

9.3 The Affect of Color Operations

9.3.1 Lift

9.3.2 Gamma

9.3.3 Gain

9.3.4 Offset

9.3.5 Saturation

9.3.6 Color Grading vs. Color Correcting

9.3.7 Increasing Contrast with the "S" Curve

9.3.8 Histograms

9.3.9 Channel Swapping

9.3.10 Premultiply vs. Unpremultiply - Again

9.4 Matching the Light Space

9.4.1 Brightness and Contrast

9.4.1.1 Matching the Black and White Points

9.4.1.2 Matching the Midtones

9.4.1.3 Gamma Slamming

9.4.2 Matching Color

9.4.2.1 Grayscale Balancing

9.4.2.2 Flesh Tones

9.4.2.3 The "Constant Green" Method of Color Correction

9.4.2.4 Daylight

9.4.2.5 Specular Highlights

9.4.3 Lighting Direction

9.4.4 Quality of Light Sources

9.4.4.1 Creating Softer Lighting

9.4.4.2 Creating Harsher Lighting

9.4.5 Non-linear Gradients for Color Correction

9.4.6 The DI Process

9.4.7 A Checklist

Chapter 10 - Sweetening the Comp

10.1 Layer Integration

10.2 Interactive Lighting

10.3 Edge Blending

10.4 Light Wrap

10.5 Creating Shadows

10.5.1 Edge Characteristics

10.5.2 Density

10.5.3 Color

10.5.4 Faux Shadows

10.5.5 Shadow Warping

10.5.6 Contact Shadows

10.6 Atmospheric Haze

10.7 Adding a Glow

10.8 Grain Management

10.8.1 Grain Characteristics

10.8.2 Regraining Techniques

10.8.2.1 Regrain Tool

10.8.2.2 Lifted Grain

10.8.2.3 Grain Rescue

10.8.3 Grain Management Workflows

10.8.3.1 Live Over Live

10.8.3.2 Live Over CGI

10.8.3.3 CGI Over Live

10.8.3.4 CGI Over CGI

10.8.3.5 Still Photos

10.9 Managing Clipping

Chapter 11 - Camera Effects

11.1 Lens Effects

11.1.1 Lens Distortion

11.1.2 Depth of Field

11.1.3 Vignetting

11.1.4 Lens Defects

11.1.4.1 Spherical Aberration

11.1.4.2 Astigmatism

11.1.4.3 Chromatic Aberration

11.1.5 Glows and Flares

11.1.5.1 Lens Flare

11.1.5.2 Lens Filter Flare

11.1.5.3 Diffraction Glows

11.1.5.4 Veiling Glare

11.1.6 Grain

11.2 Lens Distortion Workflows

11.2.1 CGI Over Live Action

11.2.2 Live Action Over CGI

11.2.3 CGI Over CGI

11.2.4 Live Action Over Live Action

11.3 Matching the Focus

11.3.1 Using a Blur for Defocus

11.3.2 How to Simulate a Defocus

11.3.3 Sharpening

11.3.3.1...

Details
Erscheinungsjahr: 2017
Produktart: Nachschlagewerke
Rubrik: Hobby & Freizeit
Thema: Fotografieren & Filmen
Medium: Taschenbuch
Seiten: 550
Inhalt: Einband - flex.(Paperback)
ISBN-13: 9781138240377
ISBN-10: 1138240370
Sprache: Englisch
Einband: Kartoniert / Broschiert
Autor: Wright, Steve
Hersteller: Taylor & Francis Ltd
Maße: 244 x 169 x 38 mm
Von/Mit: Steve Wright
Erscheinungsdatum: 28.11.2017
Gewicht: 1,406 kg
preigu-id: 121909147
Über den Autor

Steve Wright is a visual effects pioneer and a 20-year veteran of visual effects compositing on over 70 feature films and many broadcast television commercials. With extensive production experience and a knack for the math and science of visual effects he is a world-recognized expert on visual effects compositing. Since 2005 he has been a master trainer in compositing visual effects, providing staff training to over 25 visual effects studios around the world including Pixar Animation Studios, Disney Feature Animation, Troublemaker Studios, New Deal Studios, and Reliance MediaWorks, along with many others. He has also trained over 1,000 artists in compositing.

Visit Steve's training website at [...]

Inhaltsverzeichnis

About the Author

Acknowledgements

Preface

Chapter 1 - Getting Started

1.1 How this Book is Organized

1.2 Web Content

1.3 What's New in the 4th Edition

1.4 Gold Mines

1.5 Tool Conventions

1.5.1 The Slice Tool

1.5.2 Flowgraphs

1.5.3 Color Lookup Tables (LUTs)

1.5.4 Nuke

1.6 Data Conventions

1.6.1 Floating Point Data

1.6.1.1 Banding

1.6.1.2 Clipping

1.6.2 Linear Light Space

1.6.3 HDR Images

1.6.4 Stops

PART I MAKING A GREAT COMPOSITE

Chapter 2 - Pulling Keys

2.1 Lumakeys

2.1.1 How Lumakeys Work

2.1.2 Making Your Own Luminance Image

2.1.2.1 Variations on the Luminance Equations

2.1.2.2 Non-luminance Monochrome Images

2.1.3 Making Your Own Lumakeyer

2.2 Chromakeys

2.2.1 How Chroma Keys Work

2.2.2 Making Your Own Chroma Keyer

2.2.3 Making a 3D Chroma Keyer

2.3 Difference Mattes

2.3.1 How Difference Mattes Work

2.3.2 Making Your Own Difference Matte

2.3.2.1 Making the Difference Image

2.3.2.2 Making the Difference Matte

2.4 Bump Mattes

2.5 Color Difference Keys

2.6 The "Blur and Grow" Technique

2.7 Rotoscoping

2.7.1 Control Point Coherency

2.7.2 Shape Breakdown

2.7.2.1 Hierarchical Articulation

2.7.2.2 Organization

2.7.3 Bezier or B-spline?

2.7.4 Keyframe Strategies

2.7.4.1 On 2's

2.7.4.2 Binary Multiples

2.7.4.3 Bifurcation

2.7.4.4 Motion Extremes

2.7.5 Motion Blur

2.7.5.1 Spline Placement

2.7.5.2 Edge Decontamination

2.7.6 Inspection

Chapter 3 - Working with Keyers

3.1 Keyers

3.2 How Keyers Work

3.2.1 Calculating the Color Difference Matte

3.2.1.1 The Theory

3.2.1.2 Pulling the Raw Matte

3.2.1.3 A Simplified Example

3.2.1.4 A Slightly More Realistic Case

3.2.1.5 And Now, the Real World

3.2.1.6 Matte Edge Penetration

3.2.2 Scaling the Raw Matte

3.3 The After Effects Keyer

3.3.1 Step-by-step Procedure

3.3.2 Flowgraph of the After Effects Keyer

3.4 Typical Greenscreen Problems

3.4.1 Overexposed

3.4.2 Underexposed

3.4.3 Impure Greenscreens

3.4.4 Uneven Lighting

3.5 Preprocessing the Greenscreen

3.5.1 Denoise and Degrain

3.5.2 Screen Leveling

3.5.3 Local Suppression

3.5.4 Channel Clamping

3.5.5 Channel Shifting

3.5.6 Screen Correction

3.5.6.1 Step-by-step Procedure

3.5.6.2 Pictographic Flow Chart

3.5.6.3 Flowgraph of the Screen Correction Procedure

3.5.6.4 How to Create a Clean Greenscreen

Chapter 4 - Refining Mattes

4.1 Gamma Slamming

4.2 Garbage Mattes

4.2.1 Pre-matting

4.2.2 Post-matting

4.3 Filtering the Matte

4.3.1 Noise Suppression with a Median Filter

4.3.2 Softer Edges

4.3.3 Controlling the Blur Operation

4.3.3.1 The Blur Radius

4.3.3.2 The Blur Percentage

4.3.3.3 Masking the Blur

4.4 Adjusting the Matte Size

4.4.1 Eroding a Matte with Blur and Scale

4.4.2 Dilating a Matte with Blur and Scale

4.4.3 Blurring Out

4.4.4 Sculpting Edges

4.5 Edge Masks

Chapter 5 - Spill Suppression

5.1 Sources of Spill

5.2 The Despill Operation

5.3 Despill Algorithms

5.3.1 Green Limited by Red

5.3.1.1 Implementing the Algorithm

5.3.1.2 The Spillmap

5.3.2 Green Limited by the Average of Red and Blue

5.3.3 An Adjustable Despill

5.3.4 What About Blue Spill?

5.3.5 Refining the Despill

5.3.5.1 Channel shifting

5.3.5.2 Spillmap Scaling

5.3.5.3 Mixing Despills

5.3.5.4 Matting Despills Together

5.4 The Unspill Operation

5.4.1 How to Set It Up

5.4.2 Grading to the Backing Color

5.5 Despill Artifacts

5.5.1 Finding the Artifacts

5.5.2 Hue Shifts

5.5.3 Dark Edges

5.5.4 Fixing Despill Artifacts

5.6 Edge Grading

5.7 Edge Extension

Chapter 6 - the Composite

6.1 Premultiply vs. Unpremultiply

6.1.1 Premultiply

6.1.2 Unpremultiply

6.1.3 The Double Premultiply

6.2 The Composite

6.2.1 The Over Composite

6.2.2 The KeyMix Composite

6.2.3 The AddMix Composite

6.2.3.1 How It Works

6.2.3.2 How to Build It

6.2.3.3 How to Use It

6.2.4 The Processed Foreground Method

6.2.4.1 The Workflow

6.2.4.2 What to Watch Out For

6.3 Compositing With a Keyer

6.3.1 Soft Comp/Hard Comp

6.3.2 "Cut and Paste" Keyer Compositing

6.4 Compositing Outside the Keyer

6.4.1 The Single Key

6.4.2 The Uberkey

6.4.3 Soft Key/Hard Key

6.4.4 The Additive Keyer

6.5 Stereo Compositing

6.5.1 Anaglyph

6.5.2 Stereopsis

6.5.3 Stereoscopy

6.5.4 The Stereo Conversion Process

6.5.5 Depth Grading

6.5.5.1 Scene Transition

6.5.5.2 The Dashboard Effect

6.5.5.3 Window Violation

6.5.5.4 Miniaturization

6.5.5.5 Divergence

6.5.6 Stereo Compositing

6.5.6.1 Dual View Display

6.5.6.2 Split and Join Views

6.5.6.3 Disparity Maps

Chapter 7 - Compositing CGI

7.1 Multi-pass CGI Compositing

7.1.1 Process Verification for Your Renderer

7.1.2 Render Passes

7.1.3 Lighting Passes

7.1.3.1 Render Passes Workflow

7.1.3.2 Beauty Pass Workflow

7.1.4 AOVs

7.1.5 ID Passes

7.1.6 Normals Relighting

7.2 EXR File Format

7.2.1 Film Scans

7.2.2 Linear Lightspace

7.2.3 Arbitrary Image Channels

7.3 HDR Images

7.4 Deep Compositing

7.4.1 Deep Images

7.4.2 The Layering Complexity Problem

7.4.3 The Depth Compositing Edge Problem

7.4.4 The Re-rendering Problem

7.4.5 Deep Compositing with Live Action

Chapter 8 - 3D Compositing

8.1 A Short Course in 3D

8.1.1 the 3D Coordinate System

8.1.2 Vertices

8.1.3 Meshes

8.1.4 Surface Normals

8.1.5 UV Coordinates

8.1.6 Map Projection

8.1.7 UV Projection

8.1.8 3D Geometry

8.1.9 Geometric Transformations

8.1.10 Geometric Deformations

8.1.10.1 Image Displacement

8.1.10.2 Noise Displacement

8.1.10.3 Deformation Lattice

8.1.11 Point Clouds

8.1.12 Lights

8.1.13 Shaders

8.1.14 Reflection Mapping

8.1.15 Ray Tracing

8.1.16 Image-based Lighting

8.1.17 Cameras

8.2 3D Compositing

8.2.1 3D compositing from 2D images

8.2.2 Pan and Tile

8.2.3 Camera Projection

8.2.4 Multiplane Shots

8.2.5 Set Extension

8.2.6 3D Backgrounds

8.3 Alembic Geometry

8.3.1 The Simple Case

8.3.2 Scenegraphs

8.3.3 Advantages Over FBX

8.4 Camera Tracking

8.4.1 Step 1 - Feature Tracking

8.4.2 Step 2 - The Solve

8.4.3 Step 3 - Build the Scene

8.4.4 Placing the Geometry

8.4.5 A Large Outdoor Scene

PART II THE QUEST FOR REALISM

Chapter 9 - Color Correction

9.1 The Behavior of Light

9.1.1 The Inverse Square Law

9.1.2 Diffuse Reflections

9.1.3 Specular Reflections

9.1.4 Bounce Light

9.1.5 Scattering

9.2 Gamma

9.2.1 The Math

9.2.2 Why Do We Need Gamma?

9.3 The Affect of Color Operations

9.3.1 Lift

9.3.2 Gamma

9.3.3 Gain

9.3.4 Offset

9.3.5 Saturation

9.3.6 Color Grading vs. Color Correcting

9.3.7 Increasing Contrast with the "S" Curve

9.3.8 Histograms

9.3.9 Channel Swapping

9.3.10 Premultiply vs. Unpremultiply - Again

9.4 Matching the Light Space

9.4.1 Brightness and Contrast

9.4.1.1 Matching the Black and White Points

9.4.1.2 Matching the Midtones

9.4.1.3 Gamma Slamming

9.4.2 Matching Color

9.4.2.1 Grayscale Balancing

9.4.2.2 Flesh Tones

9.4.2.3 The "Constant Green" Method of Color Correction

9.4.2.4 Daylight

9.4.2.5 Specular Highlights

9.4.3 Lighting Direction

9.4.4 Quality of Light Sources

9.4.4.1 Creating Softer Lighting

9.4.4.2 Creating Harsher Lighting

9.4.5 Non-linear Gradients for Color Correction

9.4.6 The DI Process

9.4.7 A Checklist

Chapter 10 - Sweetening the Comp

10.1 Layer Integration

10.2 Interactive Lighting

10.3 Edge Blending

10.4 Light Wrap

10.5 Creating Shadows

10.5.1 Edge Characteristics

10.5.2 Density

10.5.3 Color

10.5.4 Faux Shadows

10.5.5 Shadow Warping

10.5.6 Contact Shadows

10.6 Atmospheric Haze

10.7 Adding a Glow

10.8 Grain Management

10.8.1 Grain Characteristics

10.8.2 Regraining Techniques

10.8.2.1 Regrain Tool

10.8.2.2 Lifted Grain

10.8.2.3 Grain Rescue

10.8.3 Grain Management Workflows

10.8.3.1 Live Over Live

10.8.3.2 Live Over CGI

10.8.3.3 CGI Over Live

10.8.3.4 CGI Over CGI

10.8.3.5 Still Photos

10.9 Managing Clipping

Chapter 11 - Camera Effects

11.1 Lens Effects

11.1.1 Lens Distortion

11.1.2 Depth of Field

11.1.3 Vignetting

11.1.4 Lens Defects

11.1.4.1 Spherical Aberration

11.1.4.2 Astigmatism

11.1.4.3 Chromatic Aberration

11.1.5 Glows and Flares

11.1.5.1 Lens Flare

11.1.5.2 Lens Filter Flare

11.1.5.3 Diffraction Glows

11.1.5.4 Veiling Glare

11.1.6 Grain

11.2 Lens Distortion Workflows

11.2.1 CGI Over Live Action

11.2.2 Live Action Over CGI

11.2.3 CGI Over CGI

11.2.4 Live Action Over Live Action

11.3 Matching the Focus

11.3.1 Using a Blur for Defocus

11.3.2 How to Simulate a Defocus

11.3.3 Sharpening

11.3.3.1...

Details
Erscheinungsjahr: 2017
Produktart: Nachschlagewerke
Rubrik: Hobby & Freizeit
Thema: Fotografieren & Filmen
Medium: Taschenbuch
Seiten: 550
Inhalt: Einband - flex.(Paperback)
ISBN-13: 9781138240377
ISBN-10: 1138240370
Sprache: Englisch
Einband: Kartoniert / Broschiert
Autor: Wright, Steve
Hersteller: Taylor & Francis Ltd
Maße: 244 x 169 x 38 mm
Von/Mit: Steve Wright
Erscheinungsdatum: 28.11.2017
Gewicht: 1,406 kg
preigu-id: 121909147
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