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... Read more

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