/"Hopefully if nothing else this AE Maxon collaboration might prod them into realising just what a great thing they had and forgot.. "/
Which is ?

Le 07/04/2013 14:15, Angus Davidson a écrit :
Hopefully if nothing else this AE Maxon collaboration might prod them into realising just what a great thing they had and forgot..


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*From:* Dan Yargici [[email protected]]
*Sent:* 07 April 2013 01:47 PM
*To:* [email protected]
*Subject:* Re: This is what I meant by AE integration

Yes, it is - and this is coming from one of it's biggest evangelists!

There are still cases where it's integration provides great opportunities unachievable outside the package, but those aside, it pretty much dead in the water... :/

DAN


On Sun, Apr 7, 2013 at 2:41 PM, olivier jeannel <[email protected] <mailto:[email protected]>> wrote:

    Correct me if I'm wrong, but nobody mentionned the Fx Tree. Is it
    completly out-dated ?


    Le 07/04/2013 12:03, [email protected] <mailto:[email protected]>
    a écrit :
    Compositing comes in many flavors – and what to use will depend
    on your preferences and needs.
    The main aspect is how nodal it is.
    On one hand of the spectrum you have “hardly or not at all” and
    that is where AE and Combustion (remember me?) sit.
    Easy to get into for those who come to graphics from an Adobe
    point of view – but not something to base a pipeline around. In
    my opinion, if it’s not nodal it’s not a compositor – but rather
    a mucking-about-with-images software – but granted, people can
    get some very nice artistic work out of them – that would be hard
    to do in a nodal compositor.
    As mentioned Smoke and DS offer a nice hybrid – where you can
    organize effects in a timeline or a nodal tree or both. Easy to
    get into but they offer a lot of depth.
    They offer something quite unique in the way they can handle a
    complete project, editing and effects combined.
    Then there are the purely nodal compositors.
    A nodal tree can look intimidating to people at first (although
    coming from a 3D background it really shouldn’t) – but it’s the
    very mechanism that allows to manage complex work.
    You could in turn categorize them by the complexity of the nodes.
    Shake would be a lot of very simple, low level nodes - in the
    extreme: one node does one specific operation.
    Fusion would be much higher level nodes - a single node can be
    almost a software in itself.
    Nuke sits somewhere in the middle – and I think that’s part of
    it’s success: it adapts well to both preferences – while Shake
    users would have a hard time in Fusion and vise-versa.
    While any nodal compositor should be able to get the job done – I
    haven’t seen any that handled the amount of nodes in complex
    trees with such ease as Nuke does – and with high bit depth and
    resolution as well, while allowing the tree to remain human
    readable. Not the most elegant software perhaps – and it can be a
    bit unforgiving at times – but for compositing
    multilayered/multi-pass CG it just sits (or rather stands) in a
    class of its own.
    The Achilles heel of nodal trees is timeline and editing based
    effects. If you work on a shot by shot basis, such as for film
    work, it’s perfectly fine but managing a complete edit is messy
    at best.
    So, in my opinion again, the choice for which type of compositor
    to adapt is very much tied in with your approach to projects.
    Does it all happen at once in a single timeline (eg. commercials
    and video clips) or does each shot have to be assembled
    separately (film) before it goes into the master edit. There are
    grey areas, where VFX heavy commercials are better off in a film
    workflow and films that can be handled with a motion graphics and
    video clip approach. And for some kind of work you can just use
    an editing software and bypass compositing completely.
    Avoid choosing the wrong type of compositor for your workflow –
    just because it’s supposedly a good software or just because it’s
    available.
    After effects used for film/vfx compositing jumps to mind as well
    as Nuke for motion graphics – it can be done but at your own risk
    and peril.
    *From:* Jason S <mailto:[email protected]>
    *Sent:* Sunday, April 07, 2013 5:44 AM
    *To:* [email protected]
    <mailto:[email protected]>
    *Subject:* Re: This is what I meant by AE integration

        Paul Griswold

Personally for compositing I would always go with Fusion. Especially now that they have Generation AM out and they just
        released some great open source Python modules for pipeline
        building.

        I know Nuke is the big boy these days and I think Nuke and
        Fusion both have their strengths and weaknesses, but I just
        tend to feel like Fusion is a little more artist friendly and
        therefore faster for me to work with.


    I heard lots of good things about Fusion... what are it's main
    strengths (and weaknesses) you were reffering to in you opinion,
    or what do you like most?


    Also had an extra 'with' in my reply :)

    <.. timeline based /[solutions]/ such as AE (with stacked
    effects) it's easier to have longer /with /compositions with a
    number of effects shots as single projects while keeping an
    overview and control of the whole. >

    cheers


    On 06/04/2013 7:31 PM, Jason S wrote:

    Node based workflows has the advantage of easily having the
    outputs of effect streams as sources very easily (visually),
    giving more space for complexity while remaning managable &
    understandable.

    Whereas timeline based such as AE (with stacked effects)
    it's easier to have longer with compositions with a number of
    effects shots as single projects while keeping an overview and
    control of the whole.

    Smoke (and DS) harness the best of both worlds.

    But as far a I know, both AE & Fusion are excellent.




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