You can then take this combined spline and extrude it. Complex shapes can be created by combining multiple GMasks into a single shape via boolean operations such as Add or Subtract. It’s also not simply about singular GMask shapes. Obviously you are constrained to items that can fit within an extrusion model, but it can be quite useful in many instances. With a camera track (or not), one can quickly draw quick shapes in an Action scene and use them for relighting or fixes. However, this isn’t just about graphics design. Using the scale option for the 3D Shape profile Using the rotate option for the 3D Shape profileģD Shape provides ability to create rough simple models for relighting or retouching In addition to the extrusion tools that have been part of the 3D Text node in the past, there are now additional profile controls for both scale of the object and rotation of the object with reference to depth. You can then extrude the shape to add depth. The 3D Shape node allows you to turn any shape into a 3D object by creating 3D polygons from the spline. The new 3D Shape and Replica tools bring new functionality for 3D objects to Action. New tiles mode brings back sensible proxy sizes. The return of Dual view makes viewing and organizing clips much easier than it has been since the new workflow was introduced. It’s a very welcome return of larger images. In addition, a new tiles viewing mode of the Media Panel allows viewing of larger thumbnails in the panel. Users can now determine the library in which to save the Desktop. When you start using it, a starting suggestion for organization is creating one Desktop per shot, understanding that Batch is now an integral part of that. Certainly not perfect, but a marked improvement over 2014. This does require a bit of modification in one’s workflow, but users on beta soon found the new system to be workable and closer to the original Flame workflow. In other words, when you save a Desktop, it saves everything. There has been a change in what “Desktop” means, as Desktop now encompasses Batch, Batch Sources & Batch Snapshots as well as Reels (what were formerly referred to as the Desktop). Also note the Media Panel can filter showing only Desktop or only Library items via tabs.įrom a workflow standpoint, the new Desktop/Batch/Timeline “trinity” has seen further refinement in this version. Flame 2015 New Features Improved Library/Workflow The new Desktop includes Batch & Batch Snapshots as well as Reels. We begin with the easy part, a look at the new features in Flame 2015 and in brief for Smoke 2015. We’ll attempt to sort out some of the questions and explain it in detail, but it’s admittedly not straightforward. It also resulted in an outcry from a vocal contingent of users in the community, both on the flame-news mailing list as well as on the user-led Facebook group. While in the longer term it might be simple, explaining how the changes impact current customers is anything but easy. The release is scheduled to ship this month.Īutodesk also announced major changes to simplify their product line as well as make it affordable. In addition, there are several major performance improvements (including a full 4K workflow) and creative additions. It is a solid release that shows continued progress to bringing back some of the functionality lost with the 20th Anniversary edition, while still improving the new workflow. To demonstrate these concepts, two example case studies are detailed.Flame 2015 and Smoke 2015 were introduced at NAB this week and include some nice workflow improvements as well as new creative features. This is an extension to Predictive Rendering which introduces a temporal component and addresses uncertainty that is important for the scene’s historical interpretation. Based on this, we then propose a research framework for CH research, which we refer to as “Cultural Heritage Predictive Rendering” (CHPR). In this paper, we first discuss the goals and the workflow of CH reconstructions in general, as well as those of traditional Predictive Rendering. So far, little effort has gone into adapting and formulating a Predictive Rendering pipeline for CH research applications. However, a high degree of realism in the reconstruction of a CH site can be misleading insofar as it can be seen to imply a high degree of certainty about the displayed scene - which is frequently not the case, especially when investigating the past. High-fidelity rendering can be used to investigate Cultural Heritage (CH) sites in a scientifically rigorous manner.
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