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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

CM - Part 6 - ACES 1.0 Colour Management - Flame 2017x1

In part 6, we’ll run through how to use ACES in your workflow. ACES is the new SMPTE standard for colour science developed by the Academy and this should allow you to composite with mathematical accuracy on top of great looking results. Please bear in mind that the ACEs 1.0 is more suited to working with CGI, log and camera native formats. So if all your media is already output-referred REC709, the Simple Linear Workflow policy may be a better fit which you can see in part 5....

Nov 04, 201618 min

CM - Part 5 - The Simple Linear Workflow - Flame 2017x1

In part 5, we’ll recreate the Simple Linear Colour Managed Workflow. This workflow mimics other applications that use a Linear workflow by only applying de-gamma and re-gamma operations. Please be advised that even though this may be considered common practice, it is not technically accurate in terms of the colour science when you are working with camera Raw, Log, or EXR sources which typically have values well above 1. A more appropriate Linear Workflow would be to use the ACES workflow which i...

Nov 04, 201618 min

CM - Part 4 - The Viewing Rules - Flame 2017x1

In part 4, We’ll go straight into the viewing rules to examine how it drives the viewports behaviour based on a clip’s tagged colour space. We’ll discuss how the rules function as well look at the workflow of setting up viewing rules for specific media.

Nov 04, 201612 min

CM - Part 3 - Viewports and Tagged Media - Flame 2017x1

In part 3, we’ll look at how the viewport functions as well as the viewing rules which influence the viewports. So once the media has been tagged or auto-converted to a colour space, the viewports react to the colour space metadata and auto-adjust to display the clips correctly. This is all based on a set of viewing rules in the colour management preferences.

Nov 04, 201611 min

CM - Part 1 - Introducing Flame Colour Management - Flame 2017x1

Part 1 discusses the overall theme of Active Colour Management and starts to introduce the concepts of Colour Policies, Tagged Colour Spaces, Input Rules and Viewing Rules. We’ll also run through project creation, the colour policy presets as well as a explanation of the new Colour Management preferences.

Nov 04, 201611 min

Tangent Panels Enhancements - Flame 2017x1

In this video, we look at the enhanced support with the Tangent Panels. This includes updated support for the Tangent Hub 1.3.1 on Linux and MacOS. The Flame Products also support the Tangent Ripple for portability or scaled down capabilities. There is also support for the Tangent Element VS which is a software panel emulator that can run on an iPad or an Android Tablet. This can all be achieved over a local wi-fi network. Installation and custom mapping are covered in this video....

Oct 21, 201613 min

Action Physical Based Rendering - Using PBR Shading - Part 1 - Flame 2017x1

We’ll start looking at Physical Based Rendering in Action. The point of Physical Based Rendering (PBR) is that it simulates the natural interactions of light rays and real world materials. This allows for consistent and predictable results with textures even if the lighting conditions are changed in the 3D environment. PBR is normally combined with image based lighting which allows the textures to pick up the colours from a surrounding environment. So even if the lighting is day or night, indoor...

Oct 13, 201612 min

Action - Importing 3D Geometry - Part 2 - Flame 2017x1

In part 2 of importing 3D Geometry in Flame, we expose the structure of the 3D scene using the new Action schematic grouping functionality and see what’s possible with a soft-linked file. We’ll also look further into caching and committing this 3D data so that it is properly managed by Flame in the production.

Oct 13, 20168 min

Action - Importing 3D Geometry - Part 1 - Flame 2017x1

In part 1 of importing 3D Geometry in Flame, we look at the redesigned import workflow. This includes the new read file functionality which allows you to link directly to an external 3D model. This could be either an FBX or Alembic file and through its general settings you could perform general post import operations like caching, 3D scene refresh and overall 3D geometry behavior in the Action composite.

Oct 13, 20167 min

Action - Schematic Grouping - Flame 2017x1

In this video, we are going to focus on updated grouping functionality in the Action schematic. This will allow you to better organize your flow graphs when there are a lot of objects and you want to make the flow graph more manageable.

Oct 13, 201610 min

Action - Axis Objects and Manipulators - Flame 2017x1

In this video, we are going to cover the changes to the on-screen AXIS object in the Action 3D compositor. This will give you added gestural control when working in any 3D composite which is a much more visual way to manipulate objects… without relying too much on the interface controls. We’ve also adjusted the look and feel to match Autodesk Maya allowing for a more refined experience if you are working between these different applications.

Oct 13, 201611 min

Action - Object Selection and Display - Flame 2017x1

In this video, we will go through some of updates to object selection as well as object display in the viewports in Action. When combining all these updates together, the general usability should allow you to work more comfortably in the Action 3D environment.

Oct 13, 201610 min

Action - 3D Scene Navigation - Flame 2017x1

In this video, we'll go through the updated 3D composite navigation controls in the Flame 2017 Extension 1 products. This will give you a much more fluid experience when working in Action when moving around the 3D environment. Faster to use and standardised with Autodesk Maya!

Oct 13, 20169 min

Action - Schematic Improvements - Flame 2017x1

In this video, we are going to cover some general improvements to the Action Schematic. This will affect the way you select nodes, move them around, and copy and paste them. We’ll also finish off with a new node kissing functionality which will make your life a lot easier when assigning lights and shaders to geometry in the Action 3D scene.

Oct 13, 20167 min

Batch - The Import Node - Flame 2017x1

In this video, we are going to look a new mechanism for importing media directly into Batch. Now you might be thinking that we already have something that does that. However, the old functionality was severely limiting when it came to the Flame database, media management and general usability. We’ll draw some comparisons for long term Flame Artists but this is a major improvement on what was previously there.

Oct 13, 20168 min

Batch - The Elbow Node - Flame 2017x1

In this video, we are going to look at a new node in the Batch Schematic that will help you keep your flow graphs organized. This node is known as the “Elbow” node and it replaces the old break link functionality from previous versions of Flame.

Oct 13, 20165 min

Batch - The Compass Node - Flame 2017x1

In this video, we are going to have a look at a new grouping and organizational tool available in the Batch node compositing environment. This is known as the “Compass” and it’s available in Batch, BatchFX and the Modular Keyer.

Oct 13, 201613 min

Batch - Schematic Clean Up - Flame 2017x1

In this short video, you’ll learn about the new clean up functionality in the Batch Schematic. This will help you tidy your flow graphs in certain scenarios.

Oct 13, 20164 min

Batch - Keyframe Indicators - Flame 2017x1

In this video, we will look at some new key frame indicators available in Batch. This will allow you to quickly identify nodes with key frame animation and expressions in the Flame without having to go looking in the animation editor.

Oct 13, 20166 min

Batch - Offsetting the Start Frame - Flame 2017x1

In this video, we’ll cover how to offset the start frame in Batch and the implications of this functionality in Flame. It’s really easy to do but you must now take into account animation keyframes, expressions and appending batch setups with different start frames.

Oct 13, 201611 min

Batch - General Enhancements - Flame 2017x1

This video will cover some of the smaller but significant enhancements to Batch. This includes new copy & paste functionality, selection standardization, notes and rendering custom and iterations versions numbers to track renders to their iterated flow graphs. Bigger features such as the Compass, Elbow node, start frame and more will be covered in the other Batch specific videos.

Oct 13, 20168 min

The Viewports - Home and Fit - Flame 2017x1

In this video, we’ll examine some of the enhancements made to the viewports in Flame. This main covers the Home and new FIT functionality when looking at media. The viewports should now react more predictably with general interaction.

Oct 13, 20166 min

The RAM Player - Flame 2017x1

In this video, you learn how to use the RAM Player functionality in Flame 2017 Extension 1. The purpose of the RAM player is to give you a massive performance enhancement when your system’s configuration may not be up to the task.

Oct 13, 20165 min

Resizing the List View Thumbnails - Flame 2017x1

In this video, we look at resizing the thumbnails when using the list view. This is applicable when working in the Media Panel… as well as the MediaHub within all the Flame 2017 Extension 1 products.

Oct 13, 20163 min

Particles 101 - Part 6 - The Gravity Manipulator

The concept behind this series is to cover the basic components and workflows when it comes to using 3D particles. Part 6 shows you how to apply the manipulator to the particle flow graph as well as select the gravity option. We will cover the gravity direction as well as the difference between position influence and speed influence when applying a manipulator to particles. Finally a quick show of how to combine a particle manipulator with a particle bouncer for added effect....

Aug 17, 20169 min

Action - Mixing Lens Flares with CameraFX - Flame 2017

In this video you’ll learn how to include lens flares within the CameraFX post processing pipeline inside of Action. In other words you can decide whether lens flares or light rays are affected by any Matchbox CameraFX you apply within Action. We’ll examine the benefits of both scenarios.

Aug 05, 20166 min

TimelineFX Player Icons - Flame 2017

In this video, we cover the new ability to adjust icons and widgets in the player at the sequence level. So if you like to use gestural actions to adjust setting in the viewer, you no longer need to do it in a VFX editor. Making adjustments at the sequence level is a massive timesaver with fewer menus to navigate.

Aug 01, 20166 min

Connected Conform Workflow - Track Filtering - Flame 2017

This video introduces track filtering on the Connected Conform Workflow. This allows you to choose which tracks in a multi-sequence conform will be considered for the sources sequence and shots sequences. For example with the sources sequence, if you only need the video tracks to be linked at the source media level, than you can filter out any audio tracks when creating the sources sequence. This is quite common if you are only working on video and the audio will be mixed elsewhere. For the exam...

Jul 25, 201611 min

Particles 101 - Part 5 - Bouncing and Deflecting Particles

The concept behind this series is to cover the basic components and workflows when it comes to using 3D particles. Part 5 introduces the particle bouncer object for deflecting, bouncing and eliminating particles. We go through the workflow of adding a particle bouncer to the Particle Flow Graph as well as adding a Particle Bouncer as a Virtual Object or Image surface. Particle Bouncers are not supported as 3D objects including 3D shapes. We go through the different properties as well as combine ...

Jul 13, 201611 min
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