The Flame Learning Channel - podcast cover

The Flame Learning Channel

Autodeskwww.youtube.com
The official learning channel for the Autodesk® Flame® software products, the most comprehensive VFX, real-time color grading, and editorial finishing post-production solutions. The Autodesk® Flame® Learning Channel provides tutorials of all levels to help you learn Autodesk® Flame® Products.
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Episodes

Tracking using Exclusive Constraints - Part 2 of 3

This 3-part video series covers the topic of Tracking using Exclusive Constraints. This is when foreground detail gets in the way of a 3D or Planar Track and foreground objects need to be excluded. In part 2, we redo the 3D track again however we don’t use the matte for this workflow. Instead we look at using a Gmask Shape as an exclusive constraint for the 3D track. Note that the workflows are different depending whether you use a media matte or Gmask shape with a 3D track....

Feb 09, 20167 min

Tracking using Exclusive Constraints - Part 1 of 3

This 3-part video series covers the topic of Tracking using Exclusive Constraints. This is when foreground detail gets in the way of a 3D or Planar Track and foreground objects need to be excluded. In part 1, we look at 3D tracking and using a supplied matte as a exclusive constraint. We’ll look at the differences using and not using an exclusive constraint as well as the workflow.

Feb 09, 20166 min

Approaching a Problematic Track

This video recreates a scenario where you are trying to track a surface but due to object movement and camera movement, the objects go off-screen, come back on and go off-screen again. So maintaining a decent track is a tricky challenge. This video will show you how to create isolated areas with Action Gmasks to build a reference pattern which will help the planar tracker perform the track. As with all tracking, there is no perfect method but this will certainly get you 95% of the way there foll...

Jan 29, 201613 min

3D Stabilization

This video covers covers 3D Stabilization. This concept, originally shown by Flame Artist Alan Laterri, using the idea of 3D tracking a shot to determine the 3D depth and than stabilizing the shot by choosing objected based on their distance from the camera. This uses a variety of tools including 3D tracking, 3D cameras and image projection. This might not work all the time but it is certainly another workflow to have to taken on challenging stabilization tasks.

Jan 25, 201613 min

Python Scripting - Batch Iteration and Render Naming

This video covers how to set up standardised naming conventions for Batch VFX Iterations as well as Batch Render Node naming. By default, you have to manually name your Batch Iterations and Render Nodes with your own text or using the Naming Tokens. But if you like maintaining a naming standard within your facility using one or multiple Flame Products and don’t won’t to manually enter the information every time, you can use the Batch Python Hooks to define the naming conventions for every projec...

Jan 13, 201616 min

Working with Multiple Sequences Reels

This video covers the common situation of working and organising multiple sequences. This can all be done using multiple Sequences Reels in the Reel Group of the Flame Desktop. We’ll cover what a Sequences Reel is, how it differs from a normal reel and how it can affect a production workflow through the Connected Conform. Additionally, we look at the situation of multiple Sequences Reels in a single Batch Group and more. Finally we cover the functionality of filtering opening sequences per reel ...

Dec 17, 20158 min

The Circle of Finishing: Clips, Timelines and Flow-Graphs

This video in the Flame Family Primer series shows you how to move work in any direction between the timeline, BatchFX and Batch using the BFX clip. This is a major time-saver for all jobs as well as giving you total creative flexibility.

Dec 11, 201514 min

The Story-Centric Workflow with BatchFX

This video continues through the story-centric workflows of the Flame Products. Starting off with a timeline, you look at how to work while considering the context of the edit. Part 2 looks at keeping all work directly in the timeline with BatchFX.

Dec 11, 201510 min

The Story-Centric Workflow with “Match and Replace Media”

This video starts going through the story-centric workflows of the Flame Family. Starting off with a timeline, you look at how to work while considering the context of the edit. Part 1 looks at a variety of techniques including the well known Match and Replace Media Method.

Dec 11, 201515 min

The Desktop-Centric Workflow

This video goes through the desktop-centric workflow for shot-based work using the Flame Products. This is the classic working style for seasoned Flame Artists. You've been given a shot and you need to do some creative work on it. You import, create, render and export. Also learn about saving work with Iterations.

Dec 11, 201515 min

Introducing the Flame Family

This video introduces you to the philosophy behind the Flame Family. We'll look into the thoughts behind the design of Flame Products with explanations, user interface design and workflows. We'll also have a brief intro of the Flame Family Interface.

Dec 11, 20159 min

The Overlay Quick Toggle

This quick video shows you a new shortcut that allows you to turn the viewer overlays on or off anywhere in the application. So the overlays are much more accessible when working in any of the Flame Products

Dec 04, 20152 min

Connected Conform Workflow and Source Media Publish

This video expands a bit further on the Connected Conform Workflow with the focus on the Source Media Publish. This allows you to work externally with the source media and whatever changes you make to the sources will update in all the linked sequences in the Flame Products. For example, you have been working on multiple spots that are linked together in Flame. While you are finishing the spots, the source media is to be graded or have additional VFX work at the same time on a 3rd-party applicat...

Nov 11, 201512 min

Gmask Tracer - Look Development - Part 2

This series shows how you can expand the functionality of the Gmask Tracer from Roto tool to Look Development. Part 2 takes a slightly different approach to using Gmasks for Look Development. Instead of limiting 3D light with Gmasks as cutouts, you can use Gmasks to create localised 3D shapes to project textures and receive light and Lightbox effects. This gives you even more control with how you blend all the selectives together for a great Look Development process. This is a different way of t...

Oct 30, 201514 min

Gmask Tracer - Look Development - Part 1

This series shows how you can expand the functionality of the Gmask Tracer from Roto tool to Look Development. Part 1 uses the Gmasks as cutouts or “gobos” to control the casting of a 3D light. This allows you to very accurately focus light on various parts of your image. Used with Lightbox, you can apply various grading and effects to these selectives for a great look development experience. This is a different way of thinking compared to traditional Look Development workflows....

Oct 30, 201512 min

Python Scripting - OpenClip and Watch Folders

This video shows a great example about what you can do with Python Scripting and Flame Premium. Downloaded the supplied Python script and build a single VFX shot collaboration between the Flame Products and other 3rd party applications. Without any Python knowledge you can set up a watch folder to monitor income renders from outside of Flame Premium. This is a great taster for those of you are are interested in what Python could do for you. Special thanks to J-F Bouchard for writing this downloa...

Oct 19, 201510 min

The Clip-Based Proxy Quality Workflow

This video covers the redesigned proxy workflow in Flame Premium 2016 Extension 1 This new proxy workflow is clip-based and allows you to boost interactivity and performances when you need it. Learn about the proxy quality to view everything scaled to a proxy in real-time without generating media. Great for for Batch setups where processing is intense and the media is not an issue. You also go through the process of localised Proxy Generation at the clip, Batch setup and Sequence level. This is ...

Oct 08, 201515 min

Improved Context Views

The Context Views have been upgraded in Flame Premium 2016 EXT 1. The contextual views have now been increased from 2 views to 10 views! This will certainly make life a lot easier for most of you constantly using this tool. In addition to this, the workflows for working with 10 context views have been enhanced to allow you to work as quick and as efficiently as possible with the 10 context views. Contextual Menus, Interface Button and Keyboard shortcuts are covered! Watch the entire video so you...

Oct 01, 201510 min

Connected Conform Workflow - Conforming and the Sources Sequence - Part 1 of 3

This video introduces the “Connected Conform” Workflow in the Flame Premium 2016 Ext 1 products. This workflow is used to work with multiple deliverables and keep everything synced together. You will learn about the new EDL conforming tools as well as establishing a source media link between multiple sequences using the SOURCES SEQUENCE. This gives you the ability to use one set of source media for multiple deliverables and any source modifications update in all the sequences automatically....

Sep 23, 201515 min

Connected Conform Workflow - Segment Metadata and the Shots Sequence - Part 2 of 3

This video introduces the ability to link segment metadata between all the sequences using the SHOT SEQUENCE. Do not confuse this with source media linking from part 1! This video covers VFX shot naming to monitor VFX shots used in multiple sequences. We also look at the TimelineFX and how they can be synced across multiple sequences.

Sep 23, 201513 min

Connected Conform Workflow - Using BatchFX and Batch - Part 3 of 3

In the final part of the Connected Conform Workflow series, you learn how to use BatchFX and Batch and keep all the metadata sync and updated in all the linked sequences. You will also see the new “Managed Media Publish” for VFX breakdown that will automate previously manual tasks for standalone or collaborate VFX work. We also cover the workflow of working outside the sequence but still maintaining the media and metadata link back into all the linked sequences.

Sep 23, 201513 min

Colour Management - Outputting Deliverables - Part 4

This video discusses how to set up colour management when it comes to outputting deliverables for various devices. We’ll also look at transforming a scene-linear colour space back to the original media native colour space (Arri-Log-C) in Batch. We’ll cover outputting deliverables using GapFX to perform colour management as well as the alternative of setting up colour management in the export window.

Jul 28, 201510 min

Colour Management - Compositing - Part 3

This video discusses colour management in the context of compositing. We’ll look at converting media into a common colour space or “working colour space” and compositing everything together. We’ll also discuss a basic example of compositing scene-linear CGI with a background plate in Action.

Jul 28, 201510 min

Colour Management - Editorial, Custom CFTs and Display LUTs - Part 2

This video looks at the scenarios of apply Colour Management in the context of the Editorial timeline. You can covert between colour spaces or simply display the correct colours for the media’s native colour space. You’ll also learn to build a Custom Colour Transform as well as set up Display LUTs to accurately view the colours on your display device.

Jul 28, 201514 min

Colour Management - Importing - Part 1

This video introduces Colour Management in Flame Premium products. We look at the two main aspects of Colour Management - The Colour Pipeline and Visualising the Colour. We also cover colour management when it comes to importing media as well as the various options available in the workflow.

Jul 28, 201511 min

Lightbox Normals

This video shows how the Lightbox GLSL shaders in Action react to the normals of 3D objects in the Action 3D Composite. So the normals position and orientation in 3D space will affect how the cast Lightbox shader reacts to flat surfaces and 3D geometry. There are also additional settings to control the Lightbox Normals as well as the option to re-programme how the Lightbox shader impacts on the scene as well as the final render.

Jul 01, 20159 min
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