Welcome to Autodesk
Flame 2017. This release introduces many new creative features, performance and workflow enhancements, and other user-requested improvements. Make sure to check
http://www.autodesk.com/vxf for the latest
Flame documentation (including Installation Guides, Release Notes, and other documents). Also, many new feature videos (as well as other workflow videos) are available at
https://www.youtube.com/user/FlameHowTos. This Learning Channel is updated frequently, so be sure to subscribe or bookmark the page. Links to specific 2017 videos are also provided in this What's New topic, denoted by this icon:
Follow these links to navigate to the sections below:
What's New in Project Management
Update to Project Compatibility
Flame 2017 (including Premium), Flare, and Flame Assist can now read contents created in Smoke Desktop Subscription (DTS), with the following limitations:
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Will import in...
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| Flame 2017
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Flare 2017
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Flame Assist 2017
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Smoke DTS 2017
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Training Edition 2017
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| Projects Created In...
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Flame 2017
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Yes
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Yes
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Yes
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No
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No
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| Flare 2017
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Yes
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Yes
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Yes
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No
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No
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| Flame Assist 2017
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Yes
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Yes
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Yes
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No
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No
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| Smoke DTS 2017
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Yes
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Yes
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Yes
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Yes
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No
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| Training 2017
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No
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No
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No
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No
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Yes
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| Flame 2016
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Yes
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Yes
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Yes
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No
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No
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| Smoke DTS 2016
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Yes
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Yes
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Yes
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Yes
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No
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| Training 2016
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No
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No
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No
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No
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Yes
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| Smoke DTS 2015
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Yes
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Yes
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Yes
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No
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No
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Hardware Configuration
Flame can now use the full bit depth of a 10-bit precision graphics monitor.
- On Linux
- You can toggle between 8- and 10-bit from the Flame Setup (and restarting the X server). The default it 8-bit. Note that other applications running on the same workstations will be impacted by this change (it edits the Xorg.conf), and they will not run correctly if they do not also support 10-bit. There are no proscriptions against running 8-bit Flame on a 10-bit monitor.
- On Mac (requires El Capitan 10.11.2 or later)
- The application should automatically configure itself to the correct bit depth. If the application still runs in 8-bit mode even when the attached monitor supports 10-bit, you can force the application to use the 10-bit mode.
To force the application to use the 10-bit mode:
- In a Terminal window, log in as root.
- Type: bash
- Type: export DL_XG_VISUAL_DEPTH=10
- cd to the application: cd /usr/discreet/<flame_version>/bin
- Start the application. Type: ./startApplication
Resource Management
A Resource Manager utility is now available from the Flame menu. The Resource manager indicates the amount of RAM and VRAM that are Available, Used by the system, Used by the software, and Free. It also lists the RAM and VRAM clients, and details their memory consumption.
For more information, see
Resource Management.
Shotgun
Handles information is now available for export:
preExportAsset() and
postExportAsset() have now access to
handleIn and
handleOut. For more information, see
exportHook.py.
Conform
& Connected Conform
- The status of the "Hide Linked" button is now saved per user, and is now persistent between sessions.
- By enabling the new Keep Clip Name option, you can decide to derive the segment names from the clips used for relink, instead of using the names from the imported sequence (EDL, AAF, or XML). Consider using this options when conforming using content created in Batch.
- You can now filter out tracks from the Conform list by locking them. This means that sources matching segments on locked tracks are not display in the Conform list, nor in the Media Panel's Conform area.
- The settings found in the Conform Options in MediaHub are now saved per project.
- The support for imported AAF sequences has been improved:
Connected Conform
The following are improvements to the Connected Conform workflow:
MediaHub
- Frame rate data is now displayed in the Preview window of the MediaHub when selecting an AAF.
- MediaHub options are now saved on a project-basis.
- When manually typing a path, if you make a mistake, the MediaHub will take you to the last valid location of your filepath.
- A confirm is now required when using the Revert All To Default button in the Format Specific Options tab.
For more details, see this video from the Flame Learning Channel:
MediaHub Updates.
Media Import
The support for importing media in the following formats has been added, or improved:
- Canon XF-AVC:
- Spanned clips are now seen as a single clip in MediaHub.
- 444 RGB files from firmware-updated Canon cameras are now seen correctly as 10-bit instead of 12-bit.
- XDCAM-EX: The timecode of High Frame Rate (HFR - 50p, 59.94p, 60p) material is now accurately calculated at import.
- DNxHR:
- 10- and 12-bit (QuickTime, MXF OP-1a and OP-Atom) generated by Avid applications are now supported.
- DNxHR MXF (OP-1a only) media files from DaVinci Resolve are now supported.
- DNxHD: DNxHD 100 and 444 MXF (OP-1a) media files generated by Blackmagic Design Resolve are now supported
- ARRI: ARRIRAW SDK 5.3 is now supported.
- REDCODE: RED SDK 6.1 is now supported. It adds the following R3D Gamma Curves:
- SonyRAW: Support for ISO / Exposure Index MXF metadata.
- Audio files: The Frame Rate option is back in the Format Specific Options for Audio files.
Note: Non-atomic Movie files (files where audio and video do not have the same durations) are now seen as valid sources. To ensure that audio and video tracks are of the same duration, silence or No Media is added at the end of the clip to make up for the difference.
For more information, see
Supported File Formats.
Media Export
The following are new features or improvements to the Media Export:
Improvements to Sequence Publish
- When publishing a sequence, video content with Timeline FX can now have handles. In the Export's Sequence Options, enable both Use Media with FX and Include Handles.
- Publishing a single sub-clip from a sequence (such as when the Source and Record timecode are not identical) now results in Record Timecode being used to generate the media files.
- When you publish a sequence that contains multi-versions Open Clips, you can use the Source Version Name and Source Version ID tokens to access the version name and ID of the individual segments within the sequence.
- When publishing an EDL, Use Tape Name Extension and Use Long Tape Name are now mutually exclusive.
- The export process is now more efficient: media is no longer rendered when exporting without media an EDL, AAF, or FCP XML.
Improvements to available export codecs:
Miscellaneous improvements
Media Panel
- The following improvements have been made to the Media Panel sorting workflow:
- You can now sort the Media panel hierarchy using the Tree: button at the top of the Media panel.
- You can now sort the Media panel hierarchy by Creation Date or Name. Right-click the Tree: button to select either option.
- The sorting options are now consistent between the Tiles and List view mode.
- You can apply a localised sort to any object of the Media panel using the Localised Sort option in the right-click contextual menu.
- You can now search clips within your Workspace using more than just a name. You can still enter text in the field at the bottom of the Media panel to search using the clip name, but clicking the Magnifying Glass now opens the Advanced Search window, where you can search using many different criteria.
- When dual Media panels are displayed, you can now collapse/expand any container in one panel without collapsing/expanding it in the other panel.
- A Date Created column is now available in List View.
- After deleting an element from the Media Panel, the current Source clip is no longer selected. Instead, a sibling of the deleted element is selected. In the case where there is no sibling left, the parent container is selected.
- The Information Box shortcut (Alt+click in the Flame and Smoke Classic profiles or
/+click in the Smoke FCP profile) can now be used on non-clip entries of the Media Panel, displaying its Name and Creation Date.
- If you add an item to a location where another identically named item already exists, you are now presented with options to either cancel, add, rename, or replace. You can also choose to apply your selection to all the selected items at once.
For more information, see
Using the Media Panel.
For more details, see these videos from the Flame Learning Channel:
MediaReactor
Drastic Technology MediaReactor build 169 provides the following enhancements:
- New Color Menu with an option to remove the DCI X'Y'Z' to REC709 conversion for JPEG2000 Digital Cinema Package (MXF). By default, imported DCP MXF is now provided in its native DCI X'Y'Z' color space. Disabling the option provides the REC709 conversion from previous releases.
- The DCI X'Y'Z' option has been renamed to 'Convert to Rec. 709'
- The “Enable Matrix” setting (in the Debayering menu) for RAW formats can now be disabled. When this option is disabled, along with "From File Header", the conversion to REC709 is disabled, providing the actual RAW color from the media files.
- Debayering Algorithm: New options to define the decoding method:
Multi-Version Enhancements
Support for multi-version has been improved, making it easier to integrate multi-version clips into your workflow. Multi-version workflow requires the use of Open Clip files, and is an extension of the publish workflow previously available. The following enhancements are now available when you use multi-version clips.
For more information, see
Working With Open Clip Files.
Some of the improvements:
- With multi-version clip in a Container or a Matte Container, you can switch between versions from the Timeline using the contextual menu.
- If you unlink a multi-version clip and relink it at a later time, it relinks to the original version.
- When an imported Open Clip used in a sequence is updated by an external application, its affected segments are highlighted in white.
- A new slate, No Media, is displayed whenever a selected version is shorter than the originally used clip. This prevents the structure of a timeline from changing when switching versions.
- Hard committing multi-version clips now preserves all available versions, but keep the link of handles that were located outside the range of the timeline segment at the moment on the Hard Commit operation.
- Proxies and Media Cache management:
- Proxies and media cache are no longer flushed when you switch between versions of a clip.
- A new option for proxies and media cache management is now available: Flush All But Current. This flushes all the media caches or the proxies attached to the versions of the clip, except for the currently displayed version. These two options are available from the contextual menu.
- When archiving multi-version clips, a new option allows you to cache every versions or only the ones currently used.
Changes to the structure of an Open Clip:
- Versions of a clip are now timecode-aligned.
- Versions of a clip can have different start time, end time, and duration. The actual duration of the clip is defined by the earliest start time of all versions, and the latest start time of all versions.
- An Open Clip now supports different media formats for different versions, but not different timings.
- The startOffset element is now correctly supported and computed when used in Open Clip.
Tangent Panels
- The Tangent panels can now be used with every Linux product, without the need for a Flame Premium licence.
- When running Lustre and Flame at the same time, Lustre takes control of the panels. There is no way to switch the panels to Flame when Lustre controls the panels.
Player
- It is now possible to display and manipulate the different Timeline FX icons directly in the Player, enabling modifications at the Timeline level.
- Edit Modes are available for GMask, GMask Tracer and Action, but only from the interface. Shortcuts cannot be used at the Timeline level.
- The Icons visibility can be enabled / disabled from the Player options menu, using the Show Icons / Hide Icons option.
Audio
The following are improvements to the audio capabilities of the application:
- A de-esser effect is now available from the Timeline. A de-esser allows you to remove the excessive prominence of the sibilant consonants ("s", "z", "sh"...) in human speech, often time experienced in ads with a heavily compressed audio dynamic range.
- You can now refresh a clip's audio waveforms. Right-click a clip, and select "Refresh Audio". This option deletes existing and pending audio waveforms from the selected clips, and then regenerates them. Note: The audio waveforms are also refreshed when you flush the Source Media cache from a timeline segment.
Desktop Reels
- A few enhancements have been to the display of clips, when scrolling through them, on the Desktop Reels:
- While scrubbing a clip, the selected clip outline disappears, giving you a cleaner interface.
- All clip information is hidden, except for the Current Frame / Timecode / Keycode and the File Format icon. This also applies to clips in the Media Panel (Tiles), the Freeform view and the MediaHub (Tiles and Preview Panel).
- The scrollbar is now visible in all display modes (Collapsed, Frames and Storyboard).
- The Desktop Reels Previous and Next Transition buttons no longer place the Positioner on the very last cut of a clip. It now places the positioner on the last frame, eliminating the display of a black image in the clip when in Collapsed mode.
- Clips are now added to a reel at the location selected by the user. The clips are also always framed over the Reel controls after being added.
- You can load clips to a Reel using the Load button, available on each Reel. This button offers a workflow similar to the legacy "Load" button which allowed you to load clips directly from the Library to a Reel. The Load button opens a modal window displaying the Media Panel, from which you can select clips to be loaded to a Reel. It is not possible to do anything other than selecting a clip in this modal window. The advantages of this workflow are:
- You can still load clips when the Media Panel is hidden.
- The new Modal window has its own set of display settings (Tiles / List, Tiles Size, Expand / Collapse, Scrollbar, Filtering tab).
For more details, see this video from the Flame Learning Channel:
Loading into Reels.
Batch /
Batch FX
- The "Include History" and "Foreground/Background" buttons have been reintegrated into the Render node's user interface under the "Global Settings" section. In addition, "+H" is appended to the "Render / Burn / Reactor" button when "Include History" is enabled.
- It is now possible to easily deselect selected nodes by clicking in the
Batch,
Batch FX and Modular Keyer Schematic background using the Wacom tablet as well as the mouse.
- The Write File and Render nodes have been modified so the Render Range In and Out fields are in the same place, and display more digits.
- Hide the bottom Batch panel with a Ctrl-Swipe the bottom of the screen. The Viewport and navigation controls remain visible.
- The new Media Panel node allows you to load clips in
Batch,
Batch FX and the Modular Keyer. This node replicates the old Library node that allowed you to load clips from the Library directly to Batch. The Media Panel node opens a windowed Media Panel where you can select the clips to load. Especially useful when the Media Panel is hidden. Note that the windowed Media Panel display settings are independent from those of the regular Media Panel.
- The new Desk node allows you to load clips in
Batch,
Batch FX and the Modular Keyer. This node replicates the old Desk node that allowed you to load clips from the Desktop Library directly to Batch. But now you can toggle the visibility of the Desktop Reels view to display another Reel Group or Batch Group. This selection is not persistent and will not affect the visibility that was previously set.
It is now possible to copy a Batch FX setup on exit, enabling it to serve as a backup in the event the BFX setup is lost.
For more details, see this video from the Flame Learning Channel:
Batch Workflow Updates.
Burn Metadata
Burn Metadata is a new flexible tool created to replace and expand on the Burn-in Timecode tool. Available as a node in Batch and Batch FX, in the Tools tab, and as a Timeline FX.
Note: The Burn In Timecode tool is no longer available in Batch, Batch FX, and the Tools tab. It can however be restored from an Archive or from a Wired project; Burn does not translate in a Burn Metadata. This is similar to what happens with the deprecated LogicOp node.
Burn Metadata includes the following features:
- Each metadata element is contained in its own layer. See
Burn-in Metadata Menu Settings for the available metadata layers.
- Layers are managed inside a table and can be added, selected, muted, duplicated, deleted or simply converted to another type.
- A layer can be aligned to the Safe Action or Safe Title, or positioned using onscreen icons in the Viewport.
- A Layer can now be rotated in Z using the Rotation field located under the Alignment section.
- You can propagate some clip information to the Burn Metadata node in Batch or Batch FX using the T-Click keyboard shortcut.
- You can select to display the Frame information based on the Segment, Clip / Timeline, or Source Media from the Tools tab or the Timeline FX (this option is not available in Batch).
- Unlinked media and "No Media" frames are replaced by a black frame when a Burn Metadata is present.
For more information, see
Burn-in Metadata.
For more details, see this video from the Flame Learning Channel:
Burn-In Metadata.
Action
Matchbox in Action (Action post-processing pipeline)
- You can now connect Matchbox shaders to the Action camera (Camera FX) and have the result of the shader applied to the result of the Action scene. Similar to using Texture Matchbox shaders, the priority editor is used to handle the pipeline order.
- The Action Post-Processing pipeline can connect the Matchbox shader automatically to the appropriate Action output. To support this, shader developers need to set the InputType tag properly in the shader XML (each Action output has its equivalent InputType tag). This includes RGBA shader rendering.
- Matchbox Camera FX also have access to the Acton output list in their patch panel, so you can manually set the proper connection if the Matchbox shader hasn't been tagged properly in the XML.
- Matchbox Camera FX can have 2D and 3D widgets visible in the Live Preview F4 view of Action. Only the widget(s) of the currently selected Matchbox are shown.
See
Matchbox Shaders Connected to Cameras (Camera FX).
For more details, see these videos from the Flame Learning Channel:
Action Live Preview Mode
Introducing Live Preview mode. You can now toggle between 3D and Live Preview in the F4 viewport of Action. This allows you to toggle between a 3D viewport, and a pixel-based viewport of the same scene. This solves a large number of issues, including allowing Action and GMask Tracer widget support in the different Context views for the selected output; including Timeline Primary/Secondary context, Batch context and MK Context. Live Preview mode also improves the interactive performance, since it is reducing the shading coverage of the scene, and makes better use of HWAA and properly supports proxy and resolution options. Hardware anti-aliasing or any post-processing effects (such as
Camera FX,
Lens Flares and Rays) are not available in the 3D view, and can only viewed in the Live Preview view mode. Adaptive Degradation has also been refactored, allowing for Live Preview specific options to create feature parity with the 3D view.
Tip: Use the 3 keyboard shortcut to cycle between the Live Preview and 3D View modes.
See
Live Preview and 3D View.
For more details, see this video from the Flame Learning Channel:
Action - The Live Preview Viewer.
Action Shadow Cast Improvements
- The Shadow Cast node now supports up to 8K of resolution. Performance and quality have been improved for 3D Soft and 3D Hard Shadows.
- Shadow Cast now supports 32-bit shadow maps, fixing the shadow precision problem with large shadow maps.
- A new Shadow Casting option called Invisible Receiver allows you to select an object to be invisible in the scene while still receiving shadows. This option is available for both Surfaces and Geometries. All object properties are kept, so you can still use blend modes, transparency, or even texture the surface or geometry for more flexibility. The Shadow Only option has been renamed Invisible Caster for more coherence.
See
Surface and Geometry Shadow Casters.
For more details, see this video from the Flame Learning Channel:
Action - Shadow Casting Updates.
Action Lens Flare Improvements
- You can now quickly create and load Lens Flare presets. These presets are a different format than the ones found in the Presets node, and are easier and faster to use, as they do not load new nodes, but replace the Lens Flare node values, as well as all the nodes connected underneath it. This allows you to quickly replace Lens Flare presets, without having to perform schematic management (delete node, switch Light connection, etc.) The new Save and Load mechanism supports every node connected underneath a Lens Flare node, including Matchbox.
Note: All old Action Lens Flare presets have been converted to the new Lens Flare preset browser, so you do not have to use the Presets node for Lens Flare presets.
See
Using Lens Flare Presets
- Action Lens Flare shader implementation allows you to re-order Action Lens Flare results anywhere in the post-processing pipeline. You need to deactivate the Lens Flare render in the Comp output and add the shader to the camera.
- Five new Matchbox shaders (LensBokeh, LensDirt, LensOptic, LensRefraction and LensSpatial) provide real lens graphical elements to be used with Action Lens Flares.
For more details, see these videos from the Flame Learning Channel:
Action Outputs
- Introducing the concept of render layers in Action output, allowing you to set multiple render passes, based on a single camera and object selection. The Primary output selection allows you to quickly define a single render pass render layer of any output type, as well as the Primary output feeding the post-processing pipeline.
- More viewing flexibility in the new output system: F4 always shows the current output selection, even when the render pass is not set to be an active output socket of Action. When in an Output view, you can cycle through selected Render Passes associated with a Render Layer (press 1 to navigate down the list, or press 2 to navigate up the list).
- More output data passes are available from Action: Lens Flare/Rays, Albedo, GMask, Occluder, Background and Roughness. The Lens Flare/Rays result is still applied by default in the Comp output, but it can now be deactivated and put anywhere in the post-processing pipeline, using its own output pass via a Matchbox shader (by default Lens Flares are at the very end of the pipeline). The GMask and Occluder passes offer more flexibility in the post-processing pipeline, allowing them to be used as additional data, driven by GMask rendering. GMasks can be connected to a Camera to limit their effect to the post-processing pipeline exclusively. GMask output passes have an option to only show GMasks connected to the current camera, so you can set GMask to not interact with the scene, and only be created to be used with the post-processing pipeline.
- You can now create Motion Vector data passes out of Action (supports Axis, Camera, Surface vertices, Geometry animation, and limited support for 3D Shape and 3D Text). Motion Vector optimization can lead to better performance in generating motion data, but also provides better tracking performance, as this allows you to get access to transformation data without having to load the whole Action database. You can create 2D or 3D Motion vector render passes to represent vertex position changes in the scene.
- Colour coding for Action output render passes, Action output sockets, and Matchbox inputs has been implemented. New data types have colours associated with them (Normals, Position, ZDepth, Motion Vectors, and 3D Motion).
See
About Rendering Outputs from Action.
For more details, see this video from the Flame Learning Channel:
Action - Updated Outputs.
GMask Tracer
- Since the GMask Tracer is based on the Action ecosystem, some of the new Action features in this release are also present in the GMask Tracer interface. These include:
- Live Preview mode
- Render layer outputs
- Matchbox Camera FX
- Widgets in context view
- It is now possible to select all vertices of a GMask (in the GMask Tracer or Action) using the GMask: Select All Vertices shortcut:
- Ctrl+A in the Flame profile.
- Keypad+/ in the Smoke Classic profile.
- Meta+A (Linux) or
Command+A (Mac) in the Smoke FCP profile.
General Workflow & User Interface
Miscellaneous Features
Dual Monitor
- It is now possible to display an additional viewport on the secondary screen, while in Batch or Batch FX.
- You can set the Media Panel to Full Width, in order to have only the Media Panel displayed on the secondary screen.
- When the Media Panel is not set to Full Width, the secondary screen defaults to displaying an extra viewport. You can set any Batch view to that viewport.
Editing
Smart Replace
- Replacing content is now easier using Smart Replace, a new replace option (enabled by default) that uses the Source clip attributes. Content duration is compared first, then Source Timecode. If these do not match, you are asked if you want to perform a positioner to positioner Replace operation. This option can be disabled from the Secondary Edit box pulldown menu. This option can be especially useful in the Connected Conform workflow where you need to re-insert a rendered clip in the Shots Sequence.
Timewarp
- It is now possible to slip the source Media underneath a Timeline FX Timewarp, without affecting your keyframes, using the editable Timing field.
Tokens
- The Record Frame token can be used to propagate the first record frame of a segment to its Name, Shot Name or Comment. It is also available in Sequence Publish.
- The Background Index token is now available in Sequence Publish.
- The Background Name and Background Shot Name tokens can now be used to propagate the name or shot name of the bottom-most layer to all the segments above. The token is available in Rename, Rename Shot, Comment and Sequence Publish.
- The Source Name token can be used to propagate the clip source name to its Name, Shot Name or Comment. It is also available in Sequence Publish.
- A <Depth> token is now available in Rename, Rename Shot and Export. Using this token adds the clip bit-depth to the segment / clip name.
What's New in Lustre
Connected Colour Workflow
Lustre 2017 introduces the Connected Colour Workflow. This collaborative workflow enables basic effects work during client-attended grading sessions, by harnessing the power of the Flame Family’s Batch procedural compositing environment (Flame or Flare, running concurrently on the same workstation).
For more details, see these videos from the Flame Learning Channel:
Dedicated What's New and User Guide
From the 2017 release onwards, Lustre will have a dedicated What's New and User Guide.
The Lustre 2017 What's New can be found here:
Lustre 2017 What's New.
The Lustre 2017 User Guide can be found here:
Lustre 2017 User Guide.