- In order to use the Connected Colour Workflow, either Flame or Flare must be installed on the same workstation as the Lustre application. Make sure to start Flame or Flare prior to launching Lustre.
- In a Flame Premium configuration, both Lustre and Flame use the same project location to store data and it is possible to use Flame to archive.
- In a Lustre/Flare or a Lustre/Flame (standalone) configuration, there is no shared project between the two applications. To use the Connected Colour Workflow in a Lustre/Flare or a Lustre/Flame (standalone) configuration, do the following:
- Install Lustre and Flare/Flame (standalone).
- Start Flare/Flame (standalone) and create a project.
This project should be defined with settings that are compatible with the project you will create for Lustre (resolution, bit depth, frame rate, SDI Preview, etc).
Note: It is possible to create a Lustre project from the Project Management page BUT Lustre will not see these projects unless the Lustre init.config file is modified to read projects located in /opt/Autodesk/project. See: http://help.autodesk.com/view/FLAME_P/2016/ENU/?guid=GUID-4DEAF98C-F6FC-43B8-89A5-CD877A1F9DD1 for more information.
- Start Lustre and create a project
There is no need to modify Lustre's project home location. The Lustre data will be saved in Lustre project's folder structure and Flare/Flame (standalone) will write Batch metadata to this location
Interoperability Between Lustre and Flame
Source clips referencing media files that have been Hard Committed in Flame are now displayed in Lustre as referencing the original media files. This can reduce the playback performance issue in Workgroup configurations that use shared storage. In previous releases, Hard Committed media would not use the direct storage but rather use the network storage.
When creating a Flame Premium project, the following settings are stored on the current storage partition as defined in the Flame project:
- Full & Half Scans locations
- Transcode (Hires & Proxy locations)
- Export Destination
- Degrain Cache
- Batch Renders
Note: In order to allow for easier cleanup of unmanaged media, Degrain Cache and Batch Renders are stored in a folder based on the name of the current project.