5th Edition

Digital Compositing for Film and Video Production Workflows and Techniques

By Steve Wright Copyright 2024
    554 Pages 510 Color & 95 B/W Illustrations
    by Routledge

    554 Pages 510 Color & 95 B/W Illustrations
    by Routledge

    554 Pages 510 Color & 95 B/W Illustrations
    by Routledge

    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 updated edition of Digital Compositing for Film and Video addresses the problems and difficult choices that professional compositors face daily with an elegant blend of theory, practical production techniques, and workflows. It is written to be software-agnostic, so it applies to any brand of software. It features many step-by-step workflows, powerful new keying techniques, and updates on the latest tech in the visual effects industry with all-new content on artificial intelligence (AI) for visual effects (VFX), Universal Scene Description (USD), Virtual Production, and Cryptomattes.

    A companion website offers images from the examples discussed in the book allowing readers to experiment with the material first-hand. This edition also adds Nuke workflows to the companion website for the first time.

    Chapter 1 - Getting Started

    1.1 About the 5th Edition

    1.2 How this Edition is Organized

    1.2.1 Part 1 - The Basic Comp

    1.2.2 Part 2 - Beyond the Basics

    1.3 Web Content

    1.4 What’s New in the 5th Edition

    1.4.1 Major New Topics

    1.4.2 New Content

    1.5 Gold Mines

    1.6 Retired Material

    1.7 Tool Conventions

    1.7.1 The Slice Tools

    1.7.2 Flowgraphs

    1.7.3 Color Look up Tables (LUTs)

    1.8 Data conventions

    1.8.1 Floating Point Data

    1.8.1.1 Banding 

    1.8.1.2 Clipping

    1.8.2 Linear Ligt Space

    1.8.3 HDR Images

    1.8.4 Stops

    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 High Bypass Filters

    2.4.1 Creating the Filter

    2.4.2 Digital Airbrushing

    2.5 Color Difference Keys

    2.6 RGB Edge Extension Technique 

    2.7 Rotoscoping

    2.7.1 Overarching Strategy

    2.7.2 Control Point Coherency

    2.7.3 Shape Breakdown

    2.7.3.1 Hierarchical Articulation

    2.7.3.2 Organization

    2.7.4 Bezier or B-spline?

    2.7.5 Keyframe Strategies

    2.7.5.1 On 2’s

    2.7.5.2 Binary Multiples

    2.7.5.3 Bifurcation

    2.7.5.4 Motion Extremes

    2.7.6 Motion Blur

    2.6.1 Spline Placement

    2.7.6.2 Edge Decontamination

    2.7.7 Inspection

    Chapter 3 - Keyers

    3.1 How Keyers Work

    3.1.1 Calculating the Color Difference Matte

    3.1.1.1 The Theory

    3.1.1.2 Pulling the Raw Matte

    3.1.1.3 A Simplified Example

    3.1.1.4 A Slightly More Realistic Case

    3.1.1.5 And Now, the Real World

    3.1.2 Matte Edge Penetration

    3.1.3 Scaling the Raw atte

    3.2 The After Effects Keyer

    3.2.1 Step-by-Step Procedure

    3.2.2 Flowgraph of the After Effects Keyer

    3.3 Typical Greenscreen Problems

    3.3.1 Over Exposed

    3.3.2 Under Exposed

    3.3.3 Impure Greenscreens

    3.3.4 Uneven Lighting

    3.4 Preprocessing the Greenscreen

    3.4.1 Denoise and Degrain

    3.4.2 Local Suppression 

    3.4.3 Channel Clamping

    3.4.4 Screen Correction

    3.4.4.1 Fine Hair Detail

    3.4.4.2 Creating the Clean Plate

    3.4.4.3 Screen Correction Procedure

    3.4.4.4 Pictographic Flow Chart

    3.4.4.5 Flowgraph of the SCreen Correction PRocedure 3.4.4.6 Nuke IBK Procedure

    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

    4.6 Merging Mattes

    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

    5.3.2 Implementing the Algorithm

    5.3.3 The Spillmap

    5.3.4 Green Limited by the Average of Red and Blue

    5.3.5 An Adjustable Despill

    5.3.6 What About Blue Spill?

    5.3.7 Refining the Despill

    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 - Image Blending

    6.1 Image Blending in Linear Light Space

    6.1.1 Image Blending Operations

    6.1.2 Compositing Operations

    6.1.3 Matching the Look of sRGB in Linear

    6.1.3.1 All sRGB Color Space

    6.1.3.2 sRGB Within Linear

    6.2 Alpha Compositing Operations

    6.3 Image Blending Operations

    6.3.1 The Screen Operation 

    6.3.1.1 Adjusting the Appearance

    6.3.2 The Weighted Screen Operation

    6.3.3 Multiply

    6.3.3.1 Adjusting the Appearance

    6.3.4 Maximum

    6.3.5 Minimum

    6.3.6 Absolute Difference 6.4 Adobe Photoshop blending modes 

    6.4.1 Simple Blending Modes

    6.4.2 Complex Blending Modes

    6.5 Slot Gags

    6.6 Retiming Clips

    6.6.1 Constant Speed Changes

    6.6.2 Variable speed changes

    6.6.3 Interpolation methods

    6.6.3.1 Nearest neighbor

    6.6.3.2 Frame average

    6.6.3.3 Motion estimation

    Chapter 7 – The Composite

    7.1 Premultiply vs. Unpremultiply

    7.1.1 Premultiply

    7.1.2 Unpremultiply

    7.1.3 Not Premultiplied

    7.1.4 The Double Premultiply

    7.2 Compositing Operations

    7.2.1 The Over Composite 

    7.2.2 The KeyMix Composite

    7.2.3 The AddMix Composite

    7.2.3.1 How it Works

    7.2.3.2 How to Build It

    7.2.3.3 How to Use It

    7.2.4 The Processed Foreground Method

    7.2.4.1 The Workflow

    7.2.4.2 What to Watch Out For 7.3 Compositing Inside the Keyer

    7.3.1 Adding a Holdout Mask

    7.3.2 Adding a Garbage Matte

    7.3.3 Going Off Screen

    7.3.4 Grading and Grain Management

    7.4 Compositing Outside the Keyer

    7.4.1 The Basic Workflow

    7.4.2 The Uberkey

    7.4.3 Soft Key/Hard Key 7.5 Virtual Production

    7.5.1 How Virtual Production Works

    7.5.2 The Effects on Compositing

    Chapter 08 – Compositing CG

    8.1 Multi-Pass CGI Compositing

    8.1.1 Lighting Passes

    8.1.1.1 Revising the Beauty Pass

    8.1.2 AOVs

    8.1.3 Normals Relighting

    8.1.4 ID Passes

    8.2 Cryptomattes

    8.2.1 How Cryptomattes Work

    8.2.2 How Cryptomattes are Used

    8.3 EXR File Format

    8.3.1 Film Scans

    8.3.2 Linear Images

    8.3.3 Arbitrary Image Channels

    8.4 HDR Images

    8.5 Deep Compositing

    8.5.1 Deep Images

    8.5.2 The Layering Complexity Problem

    8.5.3 The Depth Compositing Edge Problem

    8.5.4 The Re-rendering Problem

    8.5.5 Deep Compositing with Live Action

    Chapter 9 – Tracking and Transformations

     9.1 Geometric transforms

    9.1.1 2D Transforms

    9.1.1.1 Translation

    9.1.1.2 Rotation

    9.1.1.3 Resize vs. Scale

    9.1.1.4 Skew

    9.1.1.5 Corner Pinning

    9.1.2 Managing Motion blur

    9.1.2.1 Transform motion blur

    9.1.2.2 Motion UV motion blur

    9.1.2.3 Speed changes

    9.1.3 3D Transforms

    9.1.4 Filtering

    9.1.4.1 The Effects of Filtering

    9.1.4.2 Twinkling Starfields

    9.1.4.3 Choosing a Filter

    9.1.5 Image Alignment

    9.1.5.1 Embossed Alignment

    9.1.5.2 Edge Detection Alignment

    9.1.5.3 Pivot Point Alignment

    9.2 Image Displacement

    9.3 Warps and Morphs

    9.3.1 Mesh Warps

    9.3.2 Spline Warps

    9.3.3 Morphs

    9.3.4 Tips, Tricks and Techniques

    9.4 Point Tracking

    9.4.1 The Tracking Operation

    9.4.1.1 Selecting Good Tracking Targets

    9.4.1.2 Bad Tracking Targets

    9.4.1.3 Tracker Enable/Disable

    9.4.1.4 Offset Tracking

    9.4.1.5 Keep Shape and Follow Shape

    9.4.1.6 Pre-processing the Clip

    9.4.1.7 Coping with Grain

    9.4.1.8 Tracking Workflow

    9.4.1.9 Cleaning up Tracking Data

    9.4.1.10 The Stability Test

    9.4.1.11 Reasons for Failure

    9.4.2 Matchmove

    9.4.2.1 2D Transforms

    9.4.2.2 The Reference Frame

    9.4.2.3 Corner Pinning

    9.4.3 Stabilizing

    9.4.3.1 The Repo Problem

    9.4.3.2 Motion Smoothing

    9.4.3.3 Stabilizing For Rotoscoping

    9.5 Planar Tracking

    9.5.1 The Planar Grid

    9.5.2 Drift Correction

    9.5.3 Exporting Data

    9.5.4 Roto Assist

    Chapter 10 – 3D Compositing

     10.1 A Short Course in 3D

    10.1.1 The 3D Coordinate System

    10.1.2 Vertices

    10.1.3 Meshes

    10.1.4 Surface Normals

    10.1.5 UV Coordinates

    10.1.6 Map Projection

    10.1.7 UV Projection

    10.1.8 3D Geometry

    10.1.9 Geometric Transformations

    10.1.10 Geometric Deformations

    10.1.10.1 Image Displacement

    10.1.10.2 Deformation Lattice

    10.1.11 Point Clouds

    10.1.12 Lights

    10.1.13 Cameras

    10.1.14 Shaders

    10.1.15 Reflection Mapping

    10.1.16 3D Environment Maps

    10.1.17 Ray Tracing

    10.1.18 Image Based Lighting

    10.2 3D Compositing

    10.2.1 Camera Tracking

    10.2.1.1 Step 1 - Tracking

    10.2.1.2 Step 2 - The Solve

    10.2.1.3 Step 3 – Build the Scene

    10.2.1.4 Placing the Geometry

    10.2.1.5 A Large Outdoor Scene

    10.2.1.6 Monitor Insert Shots

    10.2.2  Camera Projection

    10.2.3  Multiplane Shots

    10.2.4 Set Extension

    10.2.4.1 Step 1 – Camera Tracking

    10.2.4.2 Step 2 – Preps for the DMP

    10.2.4.3 Step 3 – Creating the Digital Matte Painting

    10.2.4.4 Step 4 – The DMP Render

    10.2.4.5 Compositing the DMP

    10.2.5 Pan and Tile

    10.2.6 3D Backgrounds

    10.2.7 3D compositing from 2D images

    10.2.8 Alembic Geometry

    10.2.8.1 The Simple Case

    10.2.8.2 Scenegraphs

    10.2.8.3 Advantages Over FBX

    10.2.9 Universal Scene Description (USD)

    10.2.9.1 The Scenegraph

    10.2.9.2 A Case Study

    Chapter 11 – Digital Images 

    11.1 Color Space 

    11.1.1 Color Models

    11.1.2 Primary Chromaticities

    11.1.3 Gamut

    11.1.4 The Transfer Function

    11.1.5 White Point

    11.2 HDTV

    11.2.1 Rec. 709 Color Space

    11.2.2 Frame Formats

    11.2.3 Scan modes

    11.2.4 Working with interlaced video

    11.2.5 De-interlacing

    11.2.5.1 Field Averaging

    11.2.5.2 Optical Flow Interpolation

    11.2.6 Color Subsampling

    11.2.7 Keying 4:2:2 Video

    11.2.8 Frame rates

    11.2.8.1 Integer:  24, 25, 30, 60 fps

    11.2.8.2 Float:  23.98, 29.97, 59.94 fps

    11.2.9 Timecodes

    11.2.10 Video File Formats

    11.2.11 Film Scanners

    11.2.12 Anamorphic video

    11.3 UHDTV

    11.3.1 Rec. 2020 Color Space

    11.4 Digital Cinema images

    1.14.1 P3 Color Space

    11.4.2 Digital Cameras vs. Film

    11.4.3 The Bayer Array

    11.4.4 Sensor Crop

    11.4.5 HFR – High Frame Rate

    11.4.6 The DCI

    11.5 Working in linear

    11.5.1 What exactly is linear?

    11.5.2 Color Correcting

    11.5.3 Transformations and Filtering

    11.5.4 CG

    11.6 Log Images

    11.6.1 What are Log Images?

    11.6.2 Why we need log images

    11.6.2.1 Data Compression

    11.6.3 Working with Log Images

    11.7 Metadata

    11.8 Artificial Intelligence and VFX

    11.8.1 A Brief History

    11.8.2 Terminology

    11.8.3 AI for Compositing

    11.8.3.1 Rotoscoping

    11.8.3.2 Speed Changes

    11.8.3.3 Upscale and Sharpen

    11.8.3.4 Inpainting

    11.8.3.5 Greenscreen Keying

    11.8.3.6 Image Generation

    11.8.3.7 De-aging with Deep Fakes

    11.8.3.8 Face Replacements

    11.8.4 The Future

    11.9 OpenColorIO

    11.10 ACES Color Management

    11.10.1 The ACES Workflow

    11.10.2 The ACES Gamut

    11.10.3 What About Video Productions?

     Chapter 12 – Color Correction

    12.1 The Behavior of Light

    12.1.1 The Inverse Square Law

    12.1.1 Diffuse Reflections

    12.1.2 Specular Reflections

    12.1.3 Bounce Light

    12.1.4 Scattering

    12.1.5 Polarized Light

    12.1.6 The Fresnel Effect

    12.1.7 Spectral Emissions

    12.2   Gamma

    12.3   The Effect of Color Operations

    12.3.1 Lift

    12.3.2 Gamma

    12.3.3 Gain

    12.3.4 Offset

    12.3.5 Saturation

    12.3.6 Color Grading vs. Color Correcting

    12.3.7 Increasing Contrast with the “S” Curve

    12.3.8 Histograms

    12.3.9 Channel Swapping

    12.3.10 Premultiply vs. Unpremultiply

    12.4  Matching the Light Space

    12.4.1 Brightness and Contras

    12.4.1.1 Matching the Black and White Points

    12.4.1.2 Matching the Midtones

    12.4.1.3 Gamma Slamming

    12.4.2 Matching Color

    12.4.2.1 Grayscale Balancing

    12.4.2.2 Flesh Tones

    12.4.2.3 The “Constant Green” Method of Color Correction

    12.4.2.4 Daylight

    12.4.2.5 Specular Highlights

    12.4.3  Lighting Direction

    12.4.4  Quality of Light Sources

    12.4.4.1 Creating Softer Lighting

    12.4.4.2 Creating Harsher Lighting

    12.4.5  Non-linear Gradients for Color Correction

    12.4.6  Colorized Gradients

    12.4.7  The DI Process

    12.4.8  A Checklist

    Chapter 13 – Camera Effects 

    13.1 Lens Effects 1

    3.1.1 Lens Distortion

    13.1.2 Depth of Field

    13.1.3 Vignetting

    13.1.4 Lens Defects

    13.1.4.1 Spherical Aberration

    13.1.4.2 Astigmatism

    13.1.4.3 Chromatic Aberration

    13.1.5 Glows and Flares

    13.1.5.1 Lens flare

    13.1.5.2 Lens Filter Flare

    13.1.5.3 Diffraction Glows

    13.1.5.4 Veiling Glare

    13.1.6 Grain

    13.2  Lens Distortion Workflows 

       13.2.1 CG Over Live Action

    13.2.2 Live Action Over CG

    13.2.3 CG Over CG

    13.2.4 Live Action Over Live Action

    13.3  Matching the Focus

    13.3.1 Using a Blur for Defocus

    13.3.2 How to Simulate a Defocus

    13.3.3 Sharpening

    13.3.3.1 Sharpening Operations

    13.3.3.2 Unsharp Masks

    13.3.3.3 Making Your Own Unsharp Mask

    13.4 Rolling shutter

    Chapter 14 – Sweetening the Comp 

    14.1 Layer Integration

    14.2 Interactive Lighting

    14.3 Light Wrap

    14.4 Edge Blending

    14.5 Creating Shadows

    14.5.1 Edge Characteristics

    14.5.2 Density

    14.5.3 Color

    14.5.4 Faux Shadows

    14.5.4.1 Caveats

    14.5.4.2 The Shadow Mask

    14.5.5 Shadow Warping

    14.5.6 Contact Shadows

    14.6 Atmospheric Haze

    14.7 Adding a Glow

    14.8 Grain Management

    14.8.1 Grain Characteristics

    14.8.2 Regraining Techniques

    14.8.2.1 Grain Check Procedure

    14.8.2.2 Generated Grain

    14.8.2.3 Extracted Grain

    14.8.3 Workflows

    14.8.3.1 Live Action Over Live Action

    14.8.3.2 Live Action Over CG

    14.8.3.3 CG Over Live Action

    14.8.3.4 CG Over CG

    14.8.3.5 Still Photos

    14.9 Clipping

     

    Biography

    Steve Wright is a visual effects pioneer and a 20+-year veteran of compositing on over 80 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-renowned expert on visual effects compositing. Since 2005 he has been a master trainer in compositing visual effects, providing staff training to over 35 visual effects studios worldwide, including Pixar Animation Studios, Disney Feature Animation, Troublemaker Studios, New Deal Studios, Reliance MediaWorks and many others, and has trained well over 2000 artists in compositing.

    Visit Steve’s training website at www.fxecademy.com

    "I have been a lecturer in Film and Visual Effects for more than 10 years and Steve Wright’s Digital Compositing for Film and Video has always been an integral part of my teaching material.

    Complex concepts, industry-standard workflow methodologies, and compositing strategies are articulately explained to be easily understood by both Lecturers and students.

    Successive editions ensure information is always up to date with workflows integrating new technologies and methods and should be compulsory reading for everyone in the world of Visual Effects."

    Shaun Peyman, Senior Lecturer VFX, Media Design School, Auckland, New Zealand

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    "Once again, Steve's 5th Edition of Digital Compositing for Film and Video (the legendary 'blue bible') provides an updated 'must have'. Any Compositor who reads and understands the concepts in this book will not only be set for a fulfilling career, but they will also be leagues ahead of those who don’t."

    Scott Chambers, Founder and VFX Supervisor, 808 Ltd., Wellington, New Zealand

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    “In a field where technology and creativity meet, this new edition continues to stand as a must-read. Its comprehensive exploration of the art of digital compositing is both enlightening and empowering, offering an agnostic and practical understanding of the craft. Essential for any serious practitioner in the industry.”

    Armando Ricalde, Chief Technology Officer, Boxel Studio, Mexico

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    "Steve’s 5th Edition is, as before, the best mix out of his hands-on training and production experience, which supports any VFX artist with the essential knowledge needed for the production pipeline. The main advantage of this edition is the expansion of new technologies and methods, which makes his book again an essential must-have for any serious VFX artist."

    Dr. Sassi, Senior Trainer, VES, Los Angeles, Maxon-One